Twisted Fate Rework Concept

Stacona·10/31/2018, 4:56:55 AM·2 votes·1,482 views

Point form to what I want to achieve here:

  • 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.

  • 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.

  • His current rotating cards are irritating and clunky to use.

  • 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.

  • 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.

  • 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


8 Comments

Hail Sir Phan10/31/2018, 4:58:46 AM2 votes

Tf is just really good

iiGazeii10/31/2018, 5:57:33 AM1 votes

Since this is a concept, I'm going to ignore numbers (although the cooldowns seem really short for what they do, and Stacked Deck can deal up to 150 + 120% AP at Rank 1, which is very high).

The concept of the passive is neat, but it seems extremely volatile. TF getting a new on-hit effect every few seconds seems extreme, especially when one of those effects can damage him. If those things happen too freqently, then they couldn't be very powerful. I think it'd be better to have the passive less frequently (and not on a timer), but with more powerful effects. Perhaps have it trigger on champion kill, giving TF something that is useful after he gets a kill, such as a big heal, AoE damage for waveclear, a Ghost-like effect for roaming/kiting, or a good-sized chunk of gold.

The Q reminds me of a combination of Xayah and Ezreal; a spammable skillshot for damage that sits on the ground for another ability to use. It seems like an ADC ability, not a mage. It would suit a mage (and TF) better if he just set up the cards, throwing them out on the ground without them dealing any damage, then fire at his attack target as a projectile if they're close enough to the card. This would allow for counterplay and make it more of a zoning tool, so TF could set up a bunch of cards in advance to threaten enemies with damage if they enter that zone.

The W is too random. His stun is a huge part of his viability, and if he was unable to know where it would go, he would lose trades easily. He's a control mage. He needs at least semi-consistent CC, and a close-range shotgun doesn't really suit his playstyle. I think it'd be better for TF to have a "deck indicator" that showed which color card was on the top, and the next card in the cycle. Pick A Card would throw one card of that color in a straight line. Auto attacks, placing cards with Card Trick, and throwing the card with Pick a Card would cycle through to the next color, so TF has more control over which card effect he gets without the clunky mechanic we have now.

The E is really cool. A rapid-fire spray of cards totally suits TF. The stacking mechanic is strange, though. I think it would feel awkward and "win-more" to have an ability that's best when you're in position to land a lot of attacks, rather than on the back foot. If I could, I would rework this into something like "52 Pickup", and have TF channel for a moment, then throw a bunch of cards in the air that rain down on surrounding enemies, slowing them and leaving cards on the ground for Card Trick/Destiny.

The changes to his R are interesting. It trades the absolute vision control and roaming for the ability to place mini-wards whenever you want. For a control mage that like to roam, that would be an insane passive benefit. Imagine never needing to facecheck a bush or being able to leave a trail of cards to watch for counter ganks when you go to roam. There might need to be a limit on how many cards you can have on the ground or bring their duration way down, just so that the vision control wouldn't get out of hand.

Overall, a solid rework concept, though I'm not sure your goals of low-ELO accessibility are there. You removed his consistent CC tool and extra, passive gold for a bunch of additional skillshots and vision control. You basically traded one set of abilities that favor high ELO for another. That said, I would vastly prefer your version of TF. It's a lot more dynamic and active, with a bunch of tricks up your sleeve. I think your concept definitely captures the card-slinging gambler a lot better.

Stacona10/31/2018, 8:32:55 AM1 votes

UPDATE NOTES (1):

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


SEKAI10/31/2018, 8:44:32 AM1 votes

Twisted Fate is only hard when people don't realise he is at his pinnacle with Dark Harvest that no one is using for some reason.

I am not even sure why op.gg stays he is to go with Comet, like why. Why would you add this tiny bit of poke power on a champ who is already super good with poking?

And choosing the poke on someone like TF who scales meh (in terms of raw offensive power), as well as naturally having a horrible sustain-fighting power meaning he has to get as much 1shot as possible, is a no-brainer why he appears so hard to play as you're using a completely meaningless rune on him that only adds a tiny bit of benefit that may as well not be there.

Dark Harvest is not that good in lane for OTHER champs because you can be zoned off the minion zone and not get any soul essence, but that is not the case with TF at all, as he himself is the one zoning others most of the time, and his W and Q makes him super good at getting the souls off cannon minions.

Use Dark Harvest, and you would realise TF is really not in that bad of a spot. It gives him infinite scaling, it gives him insane 1shot (when combined with Luden's, Lichebane, and whatnot, you can delete a squishy character just from WQ and it doesn't even matter which card you pull), it gives him the sustain fighting power given the soul essence drops at each champ kill as well, and it still gives him in-lane poke power with enhanced AA (on top of E).