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Kalista E Damage Indicator

Bring Back Urgod··1 votes·490 views
https://i.imgur.com/7QBsLvL.gif

Kalista has a very steep learning curve but a strong kit. She sees a lot of play in the competitive scene but requires a lot of effort and practice to perform well on an average player. I think one of the main reasons for that is learning how much damage her E does at different points in the game, being able to actively predict when to use it for maximum efficiency. By adding an indicator in form of a color on the HP bar (both for you and the enemy), I think would improve her play and overall enjoyability potentially improving her win rate without giving her a direct buff.

By being able to see the damage outcome would also add another layer of strategy both for the player in control as well as the enemy, making it more clear when to make plays, flash away or heal/shield. I think that would make it more fun for both sides over trying to predict her damage output on the spot.

Link to a demo gif.

I think this would be a fairly simple and vastly beneficial change to implement.

4 Comments

oortoomeebreesuu1 votes

I think they said something about how these things are actually super difficult to pull off - even more so with how sources of armor and damage reduction can fluctuate wildly within a fight, particularly with new runes like aftershock. This was pitched with all damage over time effects, but the long and short of it is that there is no way to make this truly 1:1 and the only way it would be useful is if it really did have a nearly flawless fidelity.

Bring Back Urgod1 votes

{quoted}

I think they said something about how these things are actually super difficult to pull off - even more so with how sources of armor and damage reduction can fluctuate wildly within a fight, particularly with new runes like aftershock. This was pitched with all damage over time effects, but the long and short of it is that there is no way to make this truly 1:1 and the only way it would be useful is if it really did have a nearly flawless fidelity.

If the damage is able to be calculated after the fact, I can't see it being overly difficult to do so prior to it. It would fluctuate a lot in some cases, making it harder to follow but I can't see how it would not be possible to make it a 1:1. Have you got a source to the pitch by any chance?

Bring Back Urgod1 votes

{quoted}

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/i2xERtsd-dots-can-feel-impactful-if-you-show-how-much-damage-they-will-do-as-soon-as-they-hit?comment=003b

even if Riot doesn't work quickly, this isn't a new idea. notice this is 2 years old

I see. That's kind of disappointing. Currently, she feels locked away for an average player, which is kind of sad because I had a ton of fun with her when she came out (naturally she was in a very broken state at that point). I don't see her coming into play without a clarity change or rework. Hard to say what would take more resources to implement correctly. If she were to be changed it would most likely have to be her E, with a complete change or cap on the number of spears she can have per target.

I understand Riot wants to publish fully fleshed out features, but I wouldn't hold it against them if they even added a toggleable feature that wasn't perfect but did the job. Though given this has been brought up multiple times already can't expect it anytime soon I suppose, if at all.

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