Corki Rework Concept

Stacona··2 votes·3,050 views

Corki feels outdated for two reasons:

  1. I don't think his kit showcases a fighter plane raining down hell on the enemy team very well at all and this is such a fun and cool concept!

  2. His visuals are outdated, he resembles an old man rather than a yordle, I WANT HIM TO LOOK LIKE THE OLD YORDLE THAT HE IS!!!


Attack Range: 525 units Attack Speed: 0.715 +4% per level Movement: 330 units per second Attack Damage: Very low, but with the high base attack speed should feel like a fighter plane's machine gun shredding the enemy to pieces! This means sheen items are sacrificed.


Hextech Munitions (Passive):

Corki's basic attacks deal 80% magical and 20% physical damage. Corki's critical strikes cannot deal increased damage, but item damage is still increased.

Every 5th basic attack is the Big One, dealing (+150%AD)(+100%AP) damage in an area, this damage is increased by 2.5% per 1% critical strike chance (max (+525%AD)(+350%AP) damage).

Phosphorus Bomb (Q):

Cooldown: 5 seconds; Cost: 55/60/65/70/75 mana; Range: 0 / 1400 / 600 units

Corki drops a bomb at his location for 1.5 seconds, revealing a large area around it, including seeing into brush and past terrain, afterwards will explode and deal 90/135/180/225/270(+125%bAD)(+100%AP) magic damage to struck enemies.

If Corki was in Flight Mode, then for 1 second the bonus movement speed doubles and cannot be reduced.

Flight Mode (W):

Cooldown: 6 seconds; Cost: 4 plus 0.8/1.1/1.4/1.7/2% max mana per second

Toggle: Corki enters Flight Mode, allowing him to fly over all units and gain 25/50/75/100/125% total movement speed, upon taking champion or tower damage reduces this bonus movement speed by 90% for 3 seconds.

While Corki is in Flight Mode, he loses direct control over his basic attacks, but they automatically attack the closest enemy to him and he will attack without interrupting his movement. Gatling Gun takes priority.

Gatling Gun (E):

Cooldown: 14/12/10/8/6 seconds; Cost: 25 mana; Range: 1050 units

Passive: Corki gains 4/8/12/16/20% bonus attack speed.

Active: Corki doubles his attack speed and attack speed cap, but all damage from his basic attacks is halved excluding damage from the Big One, for the next 3 seconds.

During Gatling Gun, Corki's basic attacks fire straight in a line towards the mouse cursor, damaging the first enemy in their path. Corki slows himself by 50% if he is not in Flight Mode.

Special Delivery (R):

Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 1400 units

Corki rockets himself forward a static distance in the target direction, leaving behind a burning field for 8 seconds that burns enemies for 2 seconds, dealing 100/150/200(+70%bAD)(+50%AP) magic damage per second and slowing down by 60/70/80%. Corki knocks away and burns enemies that he directly hits.

Corki can cast Phosphorus Bomb while rocketing forward during Special Delivery, afterwards Flight Mode's movement speed cannot be reduced for 3 seconds.


NOTE: Half damage from basic attacks INCLUDES on-hit damage, Gatling Gun is meant for a lot of the Big Ones, not for on-hit buffing. Just for clarity sake.


UPDATE NOTES:

Hextech Munitions: Clarified better that item crits (like Statikk Shiv lightning) deal increased damage, but his own attacks cannot when they critically strike.

Phosphorous Bomb: Cost lowered to 55/60/65/70/75 from 60/70/80/90/100 mana Vision radius stated at 1400 units (unchanged) Damage lowered to 90/135/180/225/270 +125%bAD +100%AP from 100/150/200/250/300 +120%bAD +100%AP

Flight Mode: Cost increased to 4 plus 0.8/1.1/1.4/1.7/2% max mana per second from 4/8/12/16/20 mana per second

(Removes exploitative high mana builds by making it % mana cost to keep the fuel cost always relevant and not feel like he has infinite super movement speed without consequence.)

Gatling Gun: Cost lowered to 25 from 50 mana No longer roots Corki while not in Flight Mode, instead slows him by 50% for the duration.

Special Delivery: Cooldown lowered to 160/130/100 from 180/150/120 seconds Range lowered from 1800 to 1400 units Enhanced Flight Mode non-reduction duration increased to 3 seconds from 2 seconds (only occurs when casting Phosphorous Bomb during Special Delivery)

3 Comments

Chembaron Yamada1 votes

I really wish they would give Corki his visual update, he needs it badly. Unfortunately, there are many champs in dire need of this.


The passive needs some work, how it is right now in your concept, it wouldn't really be worth it. The "Big One" rewards you for building crit, but that your attacks can not critically strike punishes him way too hard here.

Over the duration of 5 auto attacks with 100% critical strike chance, Corki would deal: 1.0 + 1.0 + 1.0 + 1.0 + 3.0 = 7.0 AD Every other marksman with 100 % critical strike chance would deal: 2.0 * 5 = 10.0 AD

Corki actually loses damage here. I know that the big one deals the damage in AoE, so this would add some extra damage, but Jinx can deal her critical strikes as AoE with every basic attack and would still hugely outdamage him.

On top of that, taking away the ability to critically strike even if you have 100% crit chance is extremely anti-synergetic with crit items. item 3031 Corki would not get the true damage from the passive. item 3095 No guaranteed crit if he rushes this item. item 3087 No bonus damage from a critical strike lightning.

So maybe make the "Big One" as every 4th attack instead of 5th? And change the passive from "being unable to critically strike" to something similar like Ashe. Meaning that his basic attacks can still count as crits, but he doesn't get bonus damage from it? At least that would allow him to utilise Statikk and IE passives. Not entirely sure if we should recycle that pattern, tho, since Ashe players already complain that they get less benefits than others since the crit rework.


The W and E combo seems interesting, seems to be a slightly changed version of Urgots W. But I am a bit concerned about how his E functions. Usually a marksman wants to move and kite permanently, moving backwards oftenly as a result. This would mean that he could lose damage from his E if he does that, especially if he has to move backwards when he has his "Big One" up.


Also I am not sure if we should really sacrifice his sheen interaction. His usage of Trinity Force is pretty iconic in my eyes, it has almost always been a core item on him and his balancing revolved hugely around it. Corki and Ezreal are the only marksmen utilising this item in a great way, why do you want to get rid of that?

Stacona1 votes

I did give him a lot of base attack speed, highest in the game, so that helps with getting off attacks and he could 4 hit on minions and then poke with the Big One. Offers more gameplay and something to play around when against Corki, making him more unique than just another basic attacker.

The power of the passive comes into play when you factor in the mobility and even more mobility since attacks do not stop your movement while W is active. And then even stronger when you use your E to unload a barrage of Big Ones and at max attack speed you get 3 Big Ones in the duration since the cap also doubles.

Gatling Gun is about pumping out the big damages, but you are giving up either mobility or reliability of attacks for an insane attack rate and double your range as line skill shots. His Gatling Gun now does not work with kiting either if you want maximum damage out of it.

W is Quinn's ultimate basically but more focus on the fighter pilot aspect because when you are playing as Valor you feel like an airplane and guess who actually rides in an air vehicle? Corki does, so he should be reworked into a fighter pilot gameplay style where he is machine gunning down targets at a rapid rate rather than poking them out and going in for the bombing run with ultimate (which is basically just his second passive into R slot) and Q reworked to feel like a bomber flying in, laying down the bomb and flying away and then bomb explodes for huge amounts of damage! ~ I don't feel Trinity Force supports any kind of unique or cool gameplay for Corki and I want some more bigger changes for the little guy in gameplay to go all in on the fact that he is riding in an air vehicle AND give him a visual update to modernize his plane and make him properly look like the yordle that he is supposed to be.

Corki deserves a full VGU treatment and this still preserve core elements in his kit where Gatling Gun preserves the skill shot element at a long range and the Big One is still on his kit.

For the Big One scaling. The ratio was higher, but it would be too oppressive in the early game, so originally I did not want this kit to have any crit scaling at all. Now the crit scaling may be too low and could be increased for bigger ratios for building crit, also both ratios can be increased since crit chance removes how much AP you can get so no reason to have it AD ratio only.

Stacona1 votes

UPDATE NOTES (2):

Hextech Munitions: Clarified better that item crits (like Statikk Shiv lightning) deal increased damage, but his own attacks cannot when they critically strike.

Phosphorous Bomb: Cost lowered to 55/60/65/70/75 from 60/70/80/90/100 mana Vision radius stated at 1400 units (unchanged) Damage lowered to 90/135/180/225/270 +125%bAD +100%AP from 100/150/200/250/300 +120%bAD +100%AP

Flight Mode: Cost increased to 4 plus 0.8/1.1/1.4/1.7/2% max mana per second from 4/8/12/16/20 mana per second

(Removes exploitative high mana builds by making it % mana cost to keep the fuel cost always relevant and not feel like he has infinite super movement speed without consequence.)

Gatling Gun: Cost lowered to 25 from 50 mana No longer roots Corki while not in Flight Mode, instead slows him by 50% for the duration.

Special Delivery: Cooldown lowered to 160/130/100 from 180/150/120 seconds Range lowered from 1800 to 1400 units Enhanced Flight Mode non-reduction duration increased to 3 seconds from 2 seconds (only occurs when casting Phosphorous Bomb during Special Delivery)

More from Concepts & Creations

More by Stacona