Kalista Simplification Rework Concept
I just want to get to the points, but overall goal is to bring down the power of Kalista in high elo while making Kalista playable in most skill brackets since the difference is a extreme between low elo especially and high elo for Kalista play. A part of this is skill expression which is something that does not relate at all to whether a champion is easy or hard to play as, but rather grants the user options for the ability to adapt to a situation on the fly and/or allow a player to choose how they want to play a champion; also helps with increasing a champion's mastery curve and allows for a low barrier of entry at the same time.
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Decrease high elo dominance (when strong) and allow her to be playable at all levels of play.
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I love Kalista being the team-play marksman, but I want ALL of her abilities to feel like the user has full control over them and not have her do or die based on whether an ally was next to her. Also known as, remove that stupid bonding sword, I hate this thing and it is a terrible design choice.
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Her sentinels have a lot of power in them, but they feel terrible to use by the player. I rather see a super, large, invincible sentinel that instantly spawns at the target location and moves away from Kalista with a much larger vision radius (still in front of it). This makes it feel better for the player and grants a ton of player satisfaction since the impact is greater, even if the short duration and single cooldown with no charge means its power is way down, the feel better makes it better for the player which means it is a win-win change.
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Overall I want to accomplish with my ideas of cleaning up game health issues, like get out of jail free card, frustrations with her hops, and cheesy (and useless mechanic) of spear transferring. Cool in theory, but the only people that this works on is against bad players which makes them not have a fun day, I want people to have fun in games - user fun should not mean it sacrifices someone else's fun in the process ("overpowered" or "broken" mechanics for the user are fine in single player games since no real person is suffering the consequences for that design choice).
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I think Rend is Kalista's main spell that is iconic to her and should be preserved for the most part, only changes should be small changes while keeping the core concept of the ability alive.
Attack Range: 575 units Attack Speed: 1.575 +4% per level Attack Speed Cap: 5.000 attacks per second Attack Damage: High Movement: 330 units per second
Martial Poise (Passive):
Static Cooldown: 1 - 0.01 second based on % of hop distance, 1 second = max hop
Kalista cannot move normally, instead she hops to her location instead, she can only do this every so often. Kalista hops faster based on her attack speed and hops further based on her current movement speed. Cannot hop past terrain.
Kalista's attack speed cap is doubled, but only every other attack applies on hit effects.
Kalista's attacks deal half damage against non-minions.
Pierce (Q):
Cooldown: 9/8/7/6/5 seconds; Cost: 40/45/50/55/60 mana; Range: 1000 units
Kalista hurls a spear in the target direction, dealing 50/100/150/200/250(+100%AD) physical damage to the first enemy struck. If cast in the middle of a hop, passes through all enemies in its path, dealing 75% of the damage.
(Pierce impales 2 to 6 spears in struck enemies based on Kalista's attack speed.)
Sentinel (W):
Cooldown: 60/50/40/30/20 seconds; Cost: 50 mana; Range: 4000 units
Passive: Allied champion basic attacks mark their targets for 1.5 seconds. Kalista's basic attacks against a marked target will consume the mark and deal 4/5/6/7/8%(+2% per 100AP) of its max health as bonus magic damage.
Active: Kalista summons a giant, invincible sentinel at the target location, moving away from Kalista, reveals a large area in front of it for the next 7 seconds. This sentinel acts as impassable terrain for enemy units.
Rend (E):
Cooldown: 13/11.5/10/8.5/7 seconds; Cost: 30 mana; Range: 1000 units
Passive: Kalista's attacks and Pierce impale a spear in her targets for 4 seconds on hit, an infinite amount of spears can be in a target at a time.
Active: Kalista rips out all spears from nearby enemies, dealing 20/30/40/50/60(+25%AD)(+25%AP) physical damage per spear and slowing targets down by 30/35/40/45/50% for 2.5 seconds.
Direct executes by Rend refunds the cooldown, every execute refunds 10 mana, up to 30 mana.
Fate's Call (R):
Cooldown: 160/120/80 (120/90/60) seconds; Cost: 100 mana; Ally: 800 units; Range: 1200 units
Ally Cast: Kalista calls in the target allied champion and places them in stasis for up to 2.5 seconds. Their next movement command will cause them to dash to the target location, stopping at the first enemy champion struck and placing them at their maximum attack range, knocking up nearby enemies for 1.5/1.75/2 seconds. If no champions were struck then they are placed at Kalista's location instead.
Ground Cast: Kalista summons a force to the target location, stopping at the first enemy champion struck and knocking up nearby enemies for 1.5/1.75/2 seconds and refunding 25% of the cooldown.