[Rework Concept] Twisted Fate, Fate's Gambler

SSmotzer··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

Hotarµ4 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.

SSmotzer1 votes

That's the whole point of the ability. It's a roll of the dice. Ideally it would have 100 minor effects that it would rotate through every couple of patches.

Hotarµ1 votes

That's the whole point of the ability. It's a roll of the dice. Ideally it would have 100 minor effects that it would rotate through every couple of patches.

Yeah, like that's just too much. It's fun to think about but realistically it would be a nightmare for the game.

You could still have the RNG factor but just cut down on the abilities. Rather than having 10+ different effects, you could have something like:

"Rolling a 1-6 results in Twisted Fate's target being slowed. Rolling a 6 or higher results in his target being stunned."

SSmotzer1 votes

{quoted}

Yeah, like that's just too much. It's fun to think about but realistically it would be a nightmare for the game.

You could still have the RNG factor but just cut down on the abilities. Rather than having 10+ different effects, you could have something like:

"Rolling a 1-6 results in Twisted Fate's target being slowed. Rolling a 6 or higher results in his target being stunned."

But that's not as fun. Honestly I was just going to make it have a chance to throw out literally any effect in the game, but I felt that would have been a little too random, the .01% chance you get Morde's ult in the dice roll would be really fun tho.

It's be like Sylas on steroids.

Hotarµ1 votes

But that's not as fun.

Not trying to sound rude, but you should probably clarify that this is a "for fun" rework concept, most of the time the people who post in C&C are trying to err on the side of realism.

It's be like Sylas on steroids.

At most Sylas will have 5 ultimates he can steal, a majority of which tend to be very simple abilities that most players are already familiar with.

SSmotzer1 votes

{quoted}

Not trying to sound rude, but you should probably clarify that this is a "for fun" rework concept, most of the time the people who post in C&C are trying to err on the side of realism.

Is it realistic to give a champion the ability to stop all enemy projectiles with the press of a button? Yasuo

Is it realistic to give a champion 99% bonus attack speed and movement speed when they kill someone or destroy something? Jinx

Is it realistic to force any champion into a 1v1 with no way for their allies to help them? Mordekaiser

Riot's design philosophy is to create a fun idea and make it realistic.

At most Sylas will have 5 ultimates he can steal, a majority of which tend to be very simple abilities that most players are already familiar with.

So most players can memorize the ultimate abilities of nearly every champion in the game, but they can't memorize 11 effects that have a minor impact on the game?

SSmotzer1 votes

Look Zoe's W has 25 effects on it, why can't TF's passive have 11?

ModThe Djinn2 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.

SSmotzer1 votes

But that's the whole point of the ability, you don't know what you're gonna get. Ideally it would have 100 minor effects that it would rotate through every couple of patches.

ModThe Djinn1 votes

{quoted}

But that's the whole point of the ability, you don't know what you're gonna get. Ideally it would have 100 minor effects that it would rotate through every couple of patches.

That is nearly the antithesis of League's design philosophy. They favor predictable, easy to remember effects in all cases. As a result, this sort of design breaks too many of the core principles of the game to be acceptable. Not only is it difficult for both the player and the enemy to remember, but it is impossible to tell which effect is about to hit you even if you do happen to be able to remember all of them. That means it is a deal-breaker as far as this game's design goes.

SSmotzer1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=lcYWaiAy,comment-id=000100000000,timestamp=2019-07-06T02:54:05.666+0000)

That is nearly the antithesis of League's design philosophy. They favor predictable, easy to remember effects in all cases. As a result, this sort of design breaks too many of the core principles of the game to be acceptable. Not only is it difficult for both the player and the enemy to remember, but it is impossible to tell which effect is about to hit you even if you do happen to be able to remember all of them. That means it is a deal-breaker as far as this game's design goes.

They favor predictability?

Zoe

Look into her eyes and tell me that again.

SuicidePlank1 votes

{quoted}

They favor predictability?

Zoe

Look into her eyes and tell me that again.

Look at the splash and think about how she trys to rip out her eye. Congratz, now you can't unsee it.

ModThe Djinn1 votes

{quoted}

They favor predictability?

Zoe

Look into her eyes and tell me that again.

This is a single case out of about 150 champions, and even then there's a lot of advanced warning about what abilities Zoe has access to at any given time.

SSmotzer1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=lcYWaiAy,comment-id=00010000000000000001,timestamp=2019-07-06T04:02:24.179+0000)

This is a single case out of about 150 champions, and even then there's a lot of advanced warning about what abilities Zoe has access to at any given time.

I'm not saying my idea is perfect, but shouldn't the Gambler have more RNG to them than any other character archetype?

ModThe Djinn2 votes

{quoted}I'm not saying my idea is perfect, but shouldn't the Gambler have more RNG to them than any other character archetype?

I'd argue no, as Twisted Fate is an expert gambler AND a mage, and his whole thing is cheating the odds heavily in the direction he wants. Hence why Pick A Card isn't random, and Loaded Dice is heavily skewed towards high values.

Even if you disagree, you made too many effects that are too impactful AND different. I can't predict how to play as or against something that might suddenly nearsight me, pull me, go invisible, or deal AoE true damage all based on RNG.

Eternal Torment2 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.

SSmotzer1 votes

To be fair, the only piece of criticism I actually got in these comments is that there should also be negative effects, and I am inclined to agree.

Most people are just complaining that "RNG is bad," or that there are just too many effects. And their arguments are that it's just too much for players to memorize, and I point out that Zoe's W has around 24 different effects she can randomly get off of minions or enemies, and Sylas's ult can be any ult in the game. So no, needing to remember 11 passive effects TF could have is not an impossible task.

So in future ideas I will try and make TF's concept have 5 bad, 5 good and 1 neutral effects, or something like that.

Originally I had his E be a slot machine type ability, but then I thought about if slot machines actually existed in LoL, and I just ended up making it like Varus's W. Although I guess an equally viable rework would to be just get rid of TF's gambler identity all together and just make him a "card master" and leave gambling to an entirely new champion. TF having dice seems to be an afterthought to his character, that's the whole point of this, to make him a gambler.

...well that and it was pretty fun to go through names for dice rolls and come up with effects for them.

Phieldworker1 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.

SSmotzer1 votes

But Twisted Fate is a gambler. Out of any champion archetype, shouldn't the gambler of all people have rng as a main factor to their character?

Phieldworker3 votes

Well then there have to be negative rolls. It’s not really a gamble if you win every time now is it? [slayer-jinx-wink]

SSmotzer1 votes

{quoted}

Well then there have to be negative rolls. It’s not really a gamble if you win every time now is it? [slayer-jinx-wink]

....You right.

Kanzler1 votes

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

a baby kangaroo1 votes

Great art

SSmotzer1 votes

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