[Rework Concept] Twisted Fate, Fate's Gambler

SSmotzer·7/6/2019, 2:25:05 AM·1 votes·1,808 views

https://cdnb.artstation.com/p/assets/images/images/004/178/979/large/maoshan-zhan-kapaidashi-4.jpg


Passive - Fate's Dice: Attacking an enemy champion will mark them with a stack of Fate's Dice, once they have two stacks the dice will appear above their head and begin to roll. Applying a third stack will consume the stacks of Fate's Dice and stop the dice, causing them to apply an effect based on the number rolled. An enemy can't be effected by Fate's Dice for several seconds after it has effected them.

  • Snake Eyes (2): The target has reduced vision and is poisoned, dealing magic damage over time, for 2 seconds.

  • Ace Caught a Deuce (3): The nearest enemy, prioritizing champions, to the target enemy champion is pulled to the target enemy champion.

  • Ballerina (4): The dice collide and fly to up to 2 enemy units behind the target champion, dealing bonus physical damage to all 3 enemis hit.

  • Shocker (5): Deals bonus magic damage to the target enemy champion and up to 5 enemy units around them.

  • Twisted Treeline (6): Twisted Fate briefly gains vision of all bushes around his attack target. Attacking an enemy revealed will root them for .5 seconds.

  • The Devil (7): Twisted Fate can attack the target enemy champion again from any range, this attack will always critically strike.

  • Easy Eight (8): Heals Twisted Fate for a portion of the damage dealt.

  • Railroad Nine (9): Twisted Fate gains bonus movement speed and ignores unit collision while moving to wards the target enemy champion.

  • The Big One (10): A shadow appears where the target enemy champion was standing. After 1 second a large die falls from the sky, dealing true damage. The large die lingers for 5 seconds, acting as terrain.

  • No Jive (11): The target enemy champion is grounded for 2 seconds.

  • Midnight (12): Twisted Fate gains true invisibility against the target enemy champion for 3 seconds.

Q - Wild Cards: Twisted Fate throws a card in a target direction without interrupting his movement, dealing magic damage to all enemies it passes through. Twisted Fate can recast this ability 2 additional times, dealing reduced damage to enemies hit by multiple Wild Cards.

W Pick a Card: Twisted Fate cycles through three cards for 6 seconds. Choosing one by reactivating Pick a Card converts Twisted Fate's next basic attack within 6 seconds to instead deal magic damage and a bonus effect based on the card selected.

  • Blue Card: Restores mana based on the damage dealt.

  • Red Card: Deals magic damage around the target and slows all enemies hit for 2.5 seconds.

  • Gold Card: Stuns the target for 1-2 seconds.

E - Stacked Deck - Passive: Twisted Fate's critical strikes apply a portion of his ability power.

  • Every Card: The next time Twisted Fate activates Pick a Card, he applies all 3 effects at once.

R - Dealing Destiny - First Cast: Twisted Fate and his allies gain true sight of all enemy champions for a few seconds. After a 0.5 second delay, Twisted Fate can use Destiny's Gate once for the duration.

  • Destiny's Gate: Twisted Fate channels for 1.5 seconds, blinking to the target location upon completion.

24 Comments

Hotarµ7/6/2019, 2:35:01 AM4 votes

It's a cool concept for a passive but it's got way too much going on, it's pretty overloaded.

I mean, the current iteration has user-generated terrain, a blind, poison, a pull, large AoEs, a root, true sight (through bushes), a critical strike, infinite AA range, bonus MS, the ability to ignore unit collision, a ground, and true stealth against champions. Even if it was just one effect at a time it's still too much to try to balance, memorize, and play around.

ModThe Djinn7/6/2019, 2:36:39 AM2 votes

I'll admit -- I didn't get past the passive. Having to remember ELEVEN different effects for just attacking means that your burden of knowledge is already way too high.

Eternal Torment7/6/2019, 12:08:27 PM2 votes

Honestly...its been a year since I last commented on one of your rework posts and absolutely nothing has changed..

No, the RNG in his passive is too overloaded and unpredictable, it will create the same balance-stake that TFT has to deal with right now.

The thing with champions like Zoe and Sylas is that they utilize already present mechanics as bonuses into their kits, they don't get new stuff entirely, much less at random. They can affort being overloaded because it comes at the price of being cheap copycats.

And learn to take criticism. Everyone on your post has given major disagreement with the passive and you've consistently insisted that they are being fools and your idea is great and flawless. Creators of content such as fan kits ABSOLUTELY MUST NOT possess narcissistic tendencies, let alone let them develop.

Phieldworker7/6/2019, 4:23:17 AM1 votes

That’s the one thing people have in league is rng. People don’t like Zoe because of it and they have more time to prepare for her’s. So having that many effects that can pop up on you is super unhealthy (again look at Zoe). Maybe give him like 3 different dice rolls. It’ll still have rng but be something people can actually learn. This would frustrate new players.

Kanzler7/6/2019, 12:18:16 PM1 votes

That passive is a nightmare. There's also this weird AP/Crit hybrid thing going on.

a baby kangaroo7/8/2019, 12:51:08 AM1 votes

Great art