Kalista rework concept

I am Razgriz·8/20/2016, 3:51:47 AM·3 votes·630 views

This rework concept will focus on her Ultimate and W and passive. Her Q and E are well designed and contribute to her gameplay (not thematic) identity and there's no real reason to change them. They do not stick out by comparison to the other skills.

Goal: Solve the problem of Kalista's natural reduction on auto attacks, "missing" when she loses vision, and her kiting while also still making her hopping around have a point. Retune her W and R to be more thematic with her lore.

I'm just going to start with her passive since that's her "problem" and if it doesn't suit your tastes then you can skip everything else since they're more for flavor, even if they're going to become completely different skills.

So, first, we're going to return her auto attack damage to 100% and say Kalista doesn't "miss" when she loses vision unlike any ADC. These are the goals we set in place for her, so naturally they must return. The real deal here is figuring out how to compensate these strengths with definable weaknesses.

To me, this is simple. Making Kalista's hop be tied to her movement speed instead of just her boot tier. She will hop at a base of 250, as before. But where T2 boots would increase her range by 100, to 350, it will not increase only by the relevant MS increase, usually 45. This is much smaller, but necessary. However, it does mean she gains much more effect from Runaan's MS increase, BotRK, MS runes, and such. She can, in fact, easily beat her previous number through certain gear, runes, masteries, and summoners. However, she can now also be effectively slowed. Long story short, I think this is the effective way to change Kalista to make her feel strong when making the right choices and giving her opponents options in handling her.

Finally, the Black Spear is no longer an item. Read on to her W to find out more.

W - The Sentinel active will remain the same. However the attack speed per level gained will be removed and partially refunded in to her natural AS per level. She will not regain the full amount. Because she will now have it all the time in addition to the fact that her passive is now much stronger.

The W passive will change to be applied by those who summon her via her R.

Since the active previously did not gain bonuses per level (besides CD) this would make it a dead skill. Instead; Kalista gains rapid movespeed (unaffected by passive) toward targets discovered by her sentinel and her sentinel gains massive movespeed on the first loop. The Sentinel will move at 775 MS on the first loop with slight increased vision range (about 15 degrees wider than now) and Kalista will move 60/70/80/90/100% walking movespeed toward discovered targets. This movespeed will decay over 2 seconds once lost.

R - Black Spear The ult is completely changed. Once Kalista hits 6, allies may summon her by clicking her Black Spear she places on the map. She gains 1 charge of Black Spear every 120/100/80. She can place them anywhere she has vision. They are not seen in brush, though they can be destroyed in the same manner as Teemo's traps. The teleport CAN be seen in brush, though the ally interacting with a black spear in brush cannot be seen. The ally must spend 2.5 seconds interacting with the spear to summon her, which she must accept by clicking it (it will glow and she will receive a notification). She takes 1 second to arrive (partially to accommodate the fact she must also accept). The Black Spear has a global cast range but provides about 550 radius vision on cast, but no persistent vision (about .15 second cast time). Consumed on use.

While summoned Kalista and her ally gain 25/35/45 movespeed and she deals 2/4/6% max health magic damage on each attack for 15 seconds.

I hope this proposed rework idea fulfills Kalista's ideal as the Spear of Vengeance.

When you look at her introduction cinematic, you might be able to recognize her more clearly now.

I think she's stronger in duels now, but a lot of her lane dynamic is completely changed due to her W passive loss and the complete loss of a combat ultimate. Still, her R is very strong. Like Twisted Fate. It does mean she can gank top and then teleport back down with the help of a support, but that's a long four minutes since it would take two charges. It's also not really a get out of jail card since she can't actually use it herself.

Thematically, her pact was never forced on anyone as it is now and her knockup and "need a support" thing made no sense lore-wise. Now, she is called upon. If you want to argue gameplay should not = lore, I would agree. Mostly. If you can support lore through gameplay, like I just did, then you should. You don't FORCE lore though. That's how keeping theme in kits work.

I also hope her new W and Ult properly address her theme as a hunter of betrayers while also making her useful. Because of the way her teleport would work, she'd have a difficult time actually hunting people down if I didn't give her some way of actually doing that.

Thank you for reading this far and I appreciate any feedback!

7 Comments

Stick In Mudd8/20/2016, 12:15:18 PM1 votes

I think I like the idea of her having a modified Shen Ult, where she can TP to her allies. I get that you're trying to make it more difficult as to 'balance' the ability, but that is far too complicated.

She only gets to place a dagger every 120 secs? That's pretty limiting, on top of the other requirements. TP abilities are hard to balance, so I understand what you're trying to do.

Maybe it could be a 'vengeance' mechanic, something like a Garen passive, which marks an enemy that recently killed. Maybe she could TP over a dead teammate? Or she could TP near an enemy that recently killed a teammate, and arrive in a blanket of fog?

Balancing something doesn't mean making steps to achieve a desired effect. You have Three steps; 1)place dagger, 2)teammate clicks dagger and channels ability, 3) Kalista clicks dagger location

This isn't really balance, it's just hurdles; and any ability should only really have two steps at most.

So maybe keep what you have, and just have steps 1 and 3. Kal puts dagger down, Kal TPs to dagger.

DeathTheHorseman8/20/2016, 12:17:52 PM1 votes

Make TL DR = what the new spells are in 1-3 lines of text.

Arakadia8/20/2016, 6:04:04 PM1 votes

The ult is pretty cool however I'm not sure it needs change.

Literally if they put her W passive on her passive, make her hop limited to her Q, buff her Q so she's a little more reliant on Q, maybe buff her ms, and your done. She still has her identity as spear tossing spirit of vengence who endlessly stacks spears and binds souls with her allies, but she loses the toxic part of her kit so she can be strong.