Kalista Conceptional Fan-Rework
I am going into a point form of like and dislikes. First, I will need to say is that offer your own feedback to help improve the post and share your ideas, they cannot be heard if you never say anything:
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I like Kalista's Rend and this is definitely the most core element to her kit and what makes her unique. Aside from very small changes, this is the ability that should stick around in her eventual rework, offering the marksman that needs to stack up multiple spears on a target and then rips them out for tons of damage, also the objective securing marksman as well.
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I do want Kalista to be team based focus, but get rid of that stupid item. I rather see Kalista be able to interact with every member of her team for team-play elements through-out her kit and not just one ability, this is being restrictive for no good reason for it, actually she would be easier to balance if she can interact with any team member rather than just one.
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Kalista's Q is bland, but no reason to change this. It does however need to get the cheese element removed and instead it could be a single target skill shot nuke like it is now, but while in the middle of the hop it turns into an area skill shot nuke instead for waveclear purposes and add a skill mechanic to it that way. Spear transfer is an extremely niche thing to have on it and the only time it gets used is for toxic cheesing purposes which is not healthy for the game at all and just ruins someone's day, rather have it just as a normal skill shot with a way to make it AoE by using your hop.
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Kalista's hop should be made simpler and easier to use, this way her win rate can equal out more for everyone and be easier to balance, this does not mean it does not require skill. I am thinking something like she can ONLY hop for her movement and the max hop range is her per second movement i.e. if she has 350 movement speed then she can hop a maximum of 350 units once per second, slows and hastes effect the hop range like movement speed, just making the hop where you can get to your location faster and not make Kalista a mobile champion since her movement is the same as Ashe for example. Attack speed would increase the hop speed further to get to your location even faster and the cooldown begins at the start of the hop. ~ So the skill element is watching where you hop to because you can get to somewhere faster, but you are briefly self rooted when you land without the fine movement, but using the hops well can allow Kalista to unload her attacks for Rend stacking since she can hop then attacks then hop then attacks, etc. not to mention can dodge skill shots and misuse makes skill shots easier to land.
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Sentinel feels absolutely terrible to use and feels like it does nothing. Passively it should be all your allied champion basic attacks apply a mark on struck enemies for X second(s) and KALISTA'S ATTACKS ONLY can detonate the mark and deal % max health as bonus magic damage and properly scale with ability power like it should have now, simple and easy to understand, allowing Kalista team play with her entire team and be balanced since only Kalista can detonate the marks. ~ The active I would like it for it to be one giant sentinel on a normal cooldown that reveals a much larger area and further away in front it for a duration and cannot be killed. The giant sentinel will instantly spawn at the target location and always moves away from Kalista while acting as impassable terrain because it is so big. This change will make it feel impactful to use and actually feel like it serves a purpose and its job a lot better with improving on its functionality a lot more.
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I like ability power marksmen and the reason for this is because their ratios let's their unique gameplay shine through and allow the opponent something to play around. Kalista can be made unique where her attacks are an attack damage ratio of like +50%AD, has a very high base attack speed and her attack speed cap is doubled to 5.000 attacks per second. Focusing on Kalista's identity all about quickly hopping to a location, unloading attacks on her foe to stack up Rend and then Rend detonates for the big damages and completely remove huge bursts of damage from critical strikes since half damage or less discourages that heavily and has to play around her unique strengths offering counter play knowing Kalista is strong in the long fight and weak in the short fight. ~ Just high base attack speed so that Kalista has to build and earn the beyond normal attack speed cap and does not get it early on, that was the problem with the Kog'Maw changes is because he doubled his attack speed minimum and maximum allowing for abuse from on-hit items. Where as only the maximum is doubled with a high base attack speed to actually reach that cap in the late game with your items is a lot more balanced and a lot less abuse able since on-hits work the same way until late game. ~ Would need double damage vs minions so that Kalista can actually last hit them.
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It would be cool if Kalista had the option to actually use her ultimate herself, like she throws out a great force to the target location to stop at and knock-up struck enemies like how it works now without the dash. At the bare minimum it should just be made as a normal point-and-click ultimate where you can vacuum up any allied champion you use it on and then they can use it like how it gets used now. Make it simple and then it becomes easier to balance without the stupid "bonded ally gimmick", just make it her a team play marksman.
So let me know what you think of my ideas and offer feedback of what you like to see and improve the post for the future!
[poppy-wink]
Attack Range: 575 units Attack Speed: 0.750 +4% per level Movement Speed: 325 units per second (but cannot move normally)
Martial Poise (Passive): Static Cooldown: 1 second immediately; Max Range: Current Movement Speed Kalista cannot move and instead she can hop to her location, speed of her hops increases with her attack speed and how far she can hop is based on her current movement speed. If Kalista hops less than half the maximum distance then the time before she can hop again is halved.
Kalista knows the way of spear throwing, allowing her to double her attack speed cap, unfortunately throwing out spears so fast reduces their impact which reduces her basic attack damage to 50%, dealing double damage against non-champions.
Pierce (Q): Cooldown: 8 seconds; Cost: 50/55/60/65/70 mana; Range: 1150 units Kalista hurls a fast and narrow spear in the target direction, dealing 10/70/130/190/250(+100%AD) physical damage to the first enemy struck. This spear slows enemies down by 30/35/40/45/50% for 2 seconds against targets that have a spear lodged in them.
If Kalista casts Pierce in the middle of a hop, then it passes through all enemies in its path, dealing the same damage.
The Sentinel (W): Cooldown: 60/50/40/30/20 seconds; Cost: 40 mana; Range: Global Passive: Allied champion basic attacks apply a mark on their targets for 1.5 seconds. Kalista's basic attacks against the mark will detonate it to deal 2/2.5/3/3.5/4%(+2% per 100AP) of the target's max health as bonus magic damage, increases to 4/5/6/7/8%(+4% per 100AP) of the target's max health as magic damage if the mark was applied by a melee attack. Only one mark at a time per target.
Active: Kalista unleashes a giant sentinel at the target location that always moves away from Kalista, revealing a large area in front of it and acting as impassable terrain, lasting for the next 5 seconds. This sentinel's sight reveals stealth champions.
Rend (E): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 30 mana; Range: 1200 units Passive: Kalista's attacks on hit will lodge a spear in her targets for 4 seconds, stacking infinitely and refreshing the duration of the previous spears when a new spear is applied against the target.
Active: Kalista rips out all spears from nearby targets, dealing 20/30/40/50/60(+60%AD) physical damage for the first spear and 10/15/20/25/30(+30%AD)(+30%AP) physical damage for every spear beyond the first.
If Rend executes at least one enemy then 10/15/20/25/30 mana is restored and the cooldown is refunded.
Fate's Call (R): Cooldown: 150/120/90 seconds; Cost: 100 mana; Range: 1100 units; To Ally: 1200 units Ground Cast: Kalista sends a powerful force to the target location, stopping at the first enemy champion struck and knocking up nearby enemies for 1.5/1.75/2 seconds. This refunds 30/20/10 seconds of Fate's Call's cooldown.
Ally Cast: Kalista calls in the target allied champion to her location, placing it into stasis for up to 4 seconds.
The called in champion can then dash to a target location around Kalista, stopping at the first enemy champion struck and knocking up nearby enemies for 1.5/1.75/2 seconds, placing the target at its maximum attack range to the struck champion.
[sg-shisa]
P.S. I put Kalista's slow on her Q instead of on Rend because it made no sense the other way since you want to stack up with Rend and then execute your target with enough spears making the slow redundant at that point and by having the Q interact with Rend's passive and slow struck target(s) helps stack up your Rend making Pierce less just being there on the kit and more involved with the kit.
The other thing here is that I am treating Kalista as an immobile hyper utility marksman with my passive changes rather than the current annoying abomination that she is now to play against. Where she can enable allies and knock-up enemies with her ultimate, her W acts as a scout and cock-blocking tool pending on use case and a slow that Kalista can use more frequently and not be redundant by having it on a spell that you want to use to execute enemies with (also the slow being on a skill shot offers better counter play).
LATER!
[sg-kiko]