Twisted Fate Rework Concept
Point form to what I want to achieve here:
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Twisted Fate is innately too hard to play for low elo, aka the vast majourity of players that play League of Legends. A little bit in how his ultimate works, but mainly his rotating cards just being too hard to use for non-high elo players.
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I want to introduce random elements in this kit, while still feeling skill based, which this random element is what will grant skill expression and decision making. Create what would be a safe long range skill shot, into a high-risk and high-reward element instead in two different fashions. He is a gambler and there is nothing in his kit that has chance to it for the player can feel it too.
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His current rotating cards are irritating and clunky to use.
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He needs a new passive. The current gold passive is just a safe passive power that grants an insane amount of power, but most of it skews his power towards high elo who has lower kill games with higher minion kills while everyone else struggles to farm in their blood bath games. Mainly, the bonus gold is granting him too much invisible power, and the random element being here does not make Twisted Fate feel like a gambler at all.
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I want to form a kit that makes Twisted Fate feel more like a mage than he is now and one that makes more sense to go with his stun. He will still have basic attacking elements in my kit however.
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Overall, I want him to feel more modern and have a more fluid kit that has more skill expressive abilities rather than only one-case scenarios on how to use each ability. As well as grant a kit that is easier to use while still having the current mastery curve (or even higher) for high elo to enjoy and master. If more brackets of skill can play TF then it be easier to balance him so everyone can play him without him being overpowered in one bracket and useless in another.
Loaded Dice (Passive):
Twisted Fate will roll his trusted die every 4 seconds, requiring 0.5 second for the roll, the number it lands on will persist for 3 seconds or until consumed, that number causes an unique effect to occur when Twisted Fate basic attacks.
1: The die blows up in his face. Deals 40 plus 8% of his maximum health to himself as true damage, cannot execute. If consumed, Twisted Fate rerolls instantly and rolls three dice at the same time (1 or 6 cannot roll in this way).
2: The die becomes tranquil. Heals himself for 10 - 80 (+70%AP) health, 50% healing against non-champions and non-epic monsters.
3: The die is quickened. Grants himself 20% - 35% (+10% per 100AP) bonus movement speed for 1.5 seconds.
4: The die is swift like a ninja's blade. Grants himself 15% - 40% (+5% per 100AP) bonus attack speed for 5 seconds.
5: The die becomes explosive. Deals 30 - 120 (+50%AP) bonus magic damage.
6: The die sparkles brilliantly. Grants 5 to 50 bonus gold based on randomness and if the target was a champion then it will instantly reroll and Twisted Fate will roll two dice at the same time (1 or 6 cannot roll in this way).
Card Trick (Q):
Cooldown: 1 second; Cost: 25 mana; Range: 1000 units
Twisted Fate tosses a card to the target location, dealing 20/30/40/50/60(+15%AP) magic damage to enemies that it passes through and gets stuck in the ground for 5 seconds.
If at least one card is in the ground, then Twisted Fate's next basic attack will launch all cards towards his attack location, the cards travel 400 units past the location and deal the same damage. If at least 3 launched cards strike the same target, then the target is dealt 50/85/120/155/190(+80%AP) bonus magic damage.
Pick a Wild Card (W):
Cooldown: 12/11/10/9/8 seconds; Cost: 70/85/100/115/130 mana; Range: 1450 units; Angle: 20 degrees
Twisted Fate throws out three cards in the target direction, one Blue Card, one Red Card, and one Gold Card, where each card is thrown is random with two of the cards spreading out as they travel and stopping at the first enemy in their path. The same target can be struck by all three cards, but does not take more damage.
Blue Card: Deals 80/120/160/200/240(+65%AP) magic damage and restores 100/125/150/175/200 mana. Red Card: Deals 80/120/160/200/240(+65%AP) magic damage and slows by 40/45/50/55/60% for 2.5 seconds in an area. Gold Card: Deals 80/120/160/200/240(+65%AP) magic damage and stuns for 1.5/1.75/2/2.25/2.5 seconds.
Stacked Deck (E):
Cooldown: None; Cost: 50/60/70/80/90 mana; Range: 1000 units
Passive: Twisted Fate's every dice that was rolled and other ability casts grant him a card to place in his deck, up to 15 cards held at a time. Twisted Fate always starts with a minimum of 3 cards.
Active: Twisted Fate roots himself in place to channel for 0.75 second, launching all of his cards in his deck in the target direction over the duration, dealing 8/11/14/17/20(+8%AP) magic damage per card thrown. Twisted Fate will try to cheat as well, throwing somewhere between an additional 0 to 3 more cards through-out the duration.
Destiny (R):
Cooldown: 150/125/100 seconds; Cost: 100 mana; Range: 2500/4000/5500 units
Passive: Twisted Fate's cards will reveal the area around them by 250/500/750 units.
Active: Twisted Fate channels in place for 1.5 seconds, afterwards he teleports himself to the target location.
UPDATE NOTES:
Loaded Dice: Will be getting changed from this idea, but still under the same random concept. It is just late is all.
Card Trick: Cooldown lowered to 1 from 2/1.75/1.5/1.25/1 second Cost changed to 25 from 20/25/30/35/40 mana Range increased to 1000 from 900 units Damage lowered to 20/30/40/50/60 +15%AP from 30/50/70/90/110 +35%AP Card duration lowered to 5 from 8 seconds
Attacking a target and if 3 cards were in the ground then launched and at least 3 cards struck the same target then the cards deal 50/85/120/155/190 +80%AP MAGIC damage from 40/75/110/145/180 +50%AP TRUE damage to those target struck under this condition.
(Making the throwing of the cards deal less damage and emphasizing hitting a target with three cards with your next attack by making it stronger, will open up room for more you can do with the spell and more tricks the player can do with it.)
Pick a Wild Card: Angle of side cards reduced to 20 from 22.5 degrees
(Just to let you know, getting in closer removes the random element for the stun and makes it skill based, but you can be a gambling man and go for the long range stun with a 33% chance of the middle shot being the Gold Card. The closer the cards are together, the more control the player has over the effects, since the cards spread out as they travel then that means get in closer to guarantee the stun.)
Stacked Deck: Cooldown is removed from 5 seconds Cost increased to 50/60/70/80/90 from 30/35/40/45/50 mana No longer stacks cards from basic attacks, only each dice rolled and his other ability casts.
Twisted Fate now roots in place for 0.75 second instead of becoming slowed by 40% for 1 second. Cards come out slightly faster to 0.75 from 1 second. Cards now always fly in the same straight line over the duration instead of following the mouse cursor in a straight line.
Base damage reduced to 8/11/14/17/20 from 10/14/18/22/26
Destiny: Vision radius for cards reduced to 250/500/750 from 250/725/1200 units