Twisted Fate [Rework Concept]

ModThe Djinn·5/17/2018, 5:23:03 PM·42 votes·16,396 views

https://i.imgur.com/GtYayUJ.png Hey there, Concepts & Creations! Been a while since I've popped by with anything I've been exploring, but this seems to have gotten some initial approval from the people I've shown it to, so I may as well post it here.

It's a Twisted Fate rework, aimed at hitting home the fantasy from the A Twist of Fate cinematic, while also keeping as much of his existing kit as similar as possible. The end goal is a versatile skirmishing mage who can play as a mage, a marksman, or a hybrid, with a very wide list of build options. You'll see that this concept has kept numbers off, intentionally, as no doubt tuning and tweaking would be required to ensure that there's variety in his build paths and functionality.

Edit: For those interested, I took a spin at Mordekaiser as well!

https://i.imgur.com/GtYayUJ.png

#Stacked Deck [Passive] Twisted Fate gains AP based on his total bonus AD and his critical strike chance. Additionally, every third attack deals bonus magic damage, scaling off his ability power.

Jokers Wild [Secret Passive]: Two out of every 54 auto-attacks, chosen randomly, deal 1 point of bonus damage. Every 54 auto-attacks this passive resets.

Design Goals: This passive is what enables Twisted Fate's build diversity. He gets a bonus for auto-attacking faster, synergizes well with AP and AD, benefits from critical strikes, and can thus build pretty much any offensive items he desires while still remaining effective. Some tuning to his ratios may be necessary to enable this to work well, but the goal is to maximize build diversity.

His old passive was effectively just "+stats over time", which is rather unengaging, and also dangerous to have with his new access to better carry stats. As a result his passive has eaten part of his old E, which was a boring passive ability in the first place. It's a better fit for this slot, and opens up our E to emphasize the newer playstyle.

https://i.imgur.com/GtYayUJ.png

#Wild Cards [Q] Active: Twisted Fate throws three cards out in a 30 degree cone out to 700 range, dealing magic damage to all enemies they pass through. Enemies hit by more than one card take 30% damage from cards after the first. Wild Cards can be cast while moving.

Design Goals: By heavily shortening the range, tightening the cone, and adding a multiple hit clause, we encourage Twisted Fate to spend more time in auto-attack range, make his waveclear a little riskier, and generally transition him closer to a skirmishing ranged carry engagement range rather than someone who sits safely in the back tossing Qs out. As the goal is to make him more active, this seems a strong improvement.

https://i.imgur.com/GtYayUJ.png

#Pick a Card [W] Passive: Twisted Fate’s auto-attacks cycle through Red, Blue, and Yellow cards, resetting to a random color after 4 seconds of not attacking.

Active: Add a bonus effect to your next auto-attack within 4 seconds based on the color of Twisted Fate’s last card. Pick a Card stores up to 2 charges, with a 1 second cooldown between casts. 6 second cooldown between charges.

  • Blue Card: Twisted Fate throws a blue card, dealing bonus magic damage and restoring a portion of Twisted Fate’s mana.
  • Red Card: Twisted Fate throws a red card, dealing bonus damage and shredding the target’s magic resistance.
  • Gold Card: Twisted Fate throws a gold card, dealing bonus magic damage and stunning his target. Gold Card has an 8 second cooldown per target and, if used again on the same target within this time, will only deal bonus damage.

Design Goals: We couldn't remove this signature ability, but the old model of selecting cards as they rotate is a little difficult to do safely with the closer range and more attack-focused design. As a result, the pattern has changed to watching auto-attacks, which makes it easier to focus (as you see the effect strike your target) while still being rather clear to the enemy. It has an added benefit of reducing the number of times you can ensure you have a gold card up for your ultimate to those times when you can cook your auto-attacks on a target prior to teleportation, which reduces TF's nova potential from a successful teleport. With his kill-time lengthened slightly against isolated targets, we can put more power back into the rest of his kit.

The stacks were added so you don't necessarily want to use it on cooldown every time, which current TF is often encouraged to do by the inclusion of blue card, and red card has been changed to make wave clear a bit harder but give more single-target dueling power.

https://i.imgur.com/GtYayUJ.png

#Dealin’ Doubles [E] Active: Twisted Fate dashes a short distance to target location, and his next basic attack strikes twice, advancing two cards. Scoring a critical hit reduces Dealin’ Doubles’s cooldown by 25%.

Design Goals: A skirmishing TF needed a bit of mobility, which this gives him. The double-hit helps his burst, and also gives a skilled player more control over which card they want, as they can skip over a card that won't help them in the current fight while getting a nice chunk of damage on the back end.

https://i.imgur.com/GtYayUJ.png

#The Grand Reveal [R] Active: Twisted Fate’s team gains true sight of all enemy champions for a few seconds. After a 0.5 second delay he may cast All In once for the duration.

All In: Twisted Fate channels for 1.5 seconds, blinking to the target location upon completion.

Design Goals: Literally the only change here is making the names more card-related.

65 Comments

Ironclad Dragon5/17/2018, 5:54:54 PM8 votes

I've always liked calling his ultimate "All In"

HalcyonDweller5/17/2018, 6:26:13 PM7 votes

It's always a pleasure reading these when you post them. I wish I had something valuable to add but I just don't. I feel like the idea is great already and any feedback I could think of would be meaningless. +1

FlameHalbrdOkido5/18/2018, 3:45:56 AM3 votes

I don't think mobility is a bad thing, it just depends on how you implement it...on TF, how short a dash are we talking?

Fine Ionian Silk5/17/2018, 7:02:10 PM2 votes

Hi Djinn! I just wanted to check out the TF rework you did and wanted to do a bit of a feedback drop too... albeit I don't exactly play TF outside of ARAM, so I'm not the most experienced when it comes to him.

**Passive -- ** This passive is a bit neat and it stems a little bit from Pyke's Bonus HP -> AD, right? It allows for some more interesting build options on TF and especially with the new AD item changes. I enjoy the passive and how much more interactive it feels with the player -- the current active just kinda being there to help with gold income. Getting bonus AP from Critical Strike chance feels a little bit weird though...? From the way I'm reading it, you seem to get AP ontop of the Bonus AD and Crit chance. With this, I'm kind of worried about you turning into the Strongest Autoattacker in the West, where your autos will just outshine other champions from the sheer amount of damage they can do. Granted, there are no numbers, but this is just a bit of a worry I get from it.

**Q -- ** Tightening the cone feels like a nice change. Overall, I would say that I enjoy this ability -- no complaints here.

W -- I'm glad to see this ability be here. I feel like it such an iconic ability for TF, it would be a shame to see it go away. However, I can't say that I'm really a fan with the new way it works. I understand the goal of the new card switching mechanic, but at the same time, the new one feels like it takes control out of the players hand. You can't pre-set a card as easily when goin' in for, maybe not an ult, but a flank. Additionally, this ability is dependent on attack speed -- which, alright, that's fine... but if you have too high of attack speed, you're goin' to be flippin' through the cards faster than you can spin the barrel (I apologize for another Wild West reference). Overall, I would say that I enjoy the previous W selection more -- since it gives the player more freedom and isn't reliant on attack speed.

As for the new gold card change -- I can see the reasoning behind it. With the new charge system going on (something that I'm neither for nor against), it makes sense for it to be there. Additionally, a point and click stun isn't exactly the best thing to play against, especially with the new shifting of focus into his auto attacks dealing a lot more damage.

_ E-- _ I'm not entirely how I feel about this ability. On one hand, I can see the need for having a dash with the new focus of this kit, but on the other... it just feels kind of strange. The TF now is a bit more immobile, so it feels kind of weird to see a dash on him (not to say that there shouldn't). As for the crit mechanic... I can't necessarily say I'm a fan of it. The ability for a crit to reduce this ability's cooldown feels a bit too far on the random side with me -- granted, a bit of randomness goes kind of along with TF (his current passive as an example). Still, I would've liked a different way of reducing the cooldown compared to critting (another thing I don't like is that you don't get crit to begin with, limiting this part of the ability till you get it), perhaps using his passive's third-hit mechanic?

_ R--_ You just had to change so much of this ability. My gosh Djinn, you ruined the entire thing. Jokes aside, I'm glad this ability is still here for the same reason I am the W -- it feels iconic for TF and it would be a shame to see it go. Only thing here is a name change, so not much else to say.

That's all I have to say! I hope you don't mind me takin' a glance, but it was an enjoyable read. I usually don't read reworks, but I'm glad I took a glance at this one. Good work, Djinn!

ModKnightsKemplar5/17/2018, 11:21:16 PM2 votes

Those changes are awesome.

If I were going to suggest any changes, they would be to remove crit synergy (to solidify the on-hit/AP style) and/or to amp up the Joker's Wild passive. But I think removing crit synergy serious undermines your goals; I personally am not attracted to champs that have build variety of this kind, but I think this is a really clever way to do it. Kudos.

Míellá5/17/2018, 5:40:21 PM2 votes

hol' up. Is that confirmed or is that just a thing you want to happen?

Sycoblast695/17/2018, 5:57:33 PM2 votes

I really like your passive, and Q rework is solid. I'm concerned that an ASPD build could make timing up a Gold Card tricky though (.2 seconds to react when you are at the cap!). The card cycling mechanic on E gives him a place for TF mains to show mastery, which is cool.

FloRaider425/17/2018, 6:48:15 PM2 votes

Amazing work there, especially regarding the inclusion of so many different buildpaths without them feeling forced or obviously weaker/stronger.

[sg-lux]

Wouldn't people still use W for mana whenever the second charge would be full though?

bélgaméte5/18/2018, 4:28:23 AM2 votes

A dash ? rly dude ?

Jet Sett5/17/2018, 11:14:10 PM1 votes

I've personally never felt like I could just Q a wave down safely and always needed a red card in there to clear the wave. I feel the projectile speed and his health/armor would need to be higher for that Q to be a good change for him. Other than that everything seems pretty neat.

Neishin5/10/2019, 10:32:27 AM1 votes

Well, I'm quite late to the party, but after reading all this (indeed a very good approach), as a TF main, I would like to make my own comments

  Passive :

  Because his passive ability is a very crucial part of a possible rework, I will slice it in two points, as below :

a) "Loaded Dice" is a unique passive, very useful, totally agreeing with the whole TF concept. Late game though, when everything is built, it becomes useless. So! Listen to one of my ideas! (ta-dah)

b) "Secret Stash" : After reaching ???? extra gold Loaded Dice's effect restarts. Twisted Fate channels for 1.5 seconds creating a secret stash at target location, filled of extra gold he earns from his passive (from now on). Then, Twisted Fate declares an ally as the "owner" of the stash. The "owner" (and only) has permission to open it and, by channeling for 1.5 seconds, receive the gold inside (180 seconds cooldown after each successful delivery). Enemies can discover the location of the stash, but cannot affect it. Secret Stash grants no vision.

    This can bring team members fallen behind back on their feet, while maintaining the stakes of a more painful onslaught (enemies can detect the 
    location). Meanwhile, TF stops having all this endless gold and easily change from one item to another, simply because he can. Now, the card 
    master must really be smart with his choices (the gold number limit is still debatable). Of course, there will be limitations about the stash's placement 
    (you can't just make the stash to your own base!). I think it's fairly simple, fun and balances evenly the stakes of the extra gold potential. It also helps 
    Fate's ability to snowball even harder and his utility based nature. After all, even scoundrels can be goldhearted! (you got it? gold- hearted.. nvm)
  1. The R's name "Destiny" is just too badass/cool to replace ("ain't fightin' destiny!"). It holds up deeply with the general idea of a witty, outsmart nature we all love in him -not to mention the mystic vibes according to his lore. The "All in" part, is totally cool and I love it hands down.

  2. Q to be able to be casted while moving is a very smart, and even essential change. We all know this feeling. The numbers can stay the same --and the hit-number limitation also (It rarely happens, and in late game teamfights I just find it ridiculous for a single Q click, to slash twice through a nervous ADC and possibly decide the whole teamfight -hence game).

  3. Small steps is something Riot loves to make for champions with a legendary/traditional kit. So, according to W : The rotation is beautiful. Should stay as it is, in my opinion. The card effects and their numbers, too. But though a dash was always a need for Fate, he should not get it. For balance reasons, mostly. So, considering the counter ability here (picture Annie's passive animation), it could work like this:

    "Each fourth cast different from the third, grants Twisted Fate with "Slick Steps" ,remaining 6 seconds after the card rotation begins (imagine his feet/ hands getting a very discrete blueish aura, implying the buff)

    "Slick Steps": Twisted Fate gains 10% movement speed that decays briefly and can move through units. The movement speed bonus and decay duration is doubled, if more than one enemy champions are nearby. Additional movement speed bonuses from the same resource are negated during the the effect.

     It works with his ultimate very smoothly, sticks with the "roam" element and gives him fair chances of escape quite often. It helps him become a better 
     lane threat, which he certainly lacks up to this point -especially with mobile and/or burst enemies. Meanwhile Fate does not become a broken machine 
     of horror, banished in every champion selection.
    

    4) I believe his E should stay like it is, since my focus was on the other abilities so changing this also is a bit too far.

       I hope you read this, find it 
       interesting and tell me your own thoughts about it. Cheers!
    
Arakadia5/18/2018, 4:40:37 AM1 votes

Active: Twisted Fate’s auto-attacks cycle through Red, Blue, and Yellow cards, resetting to a random color after 4 seconds of not attacking. You can activate this ability to add a bonus effect to your next auto-attack within 4 seconds based on the color of Twisted Fate’s last card. Pick a Card stores up to 2 charges, with a 1 second cooldown between casts. 6 second cooldown between charges.

I would really suggest to just have the spell always end on the same card, be it blue, red, or yellow. Having it randomly choose if you don't recast is just unnecessary confusion to me.

Did you intend to have the spell always start on blue, red, or gold? As it currently is, the card selection process goes on in the background so dedicated TF players can count their cards in their head so they always know what card they will get when they instantly double cast W. Either way could work, I just think its significant enough to note.

edit: Being able to move while casting Q would feel really nice. I like that part a lot.

Salson5/18/2018, 10:37:12 AM1 votes

Very nice, the invisible power from Loaded Dice always put me off from the champion.

Just remove this:

Scoring a critical hit reduces Dealin’ Doubles’s cooldown by 25%.

Please no, having it reduced by Stacked Deck's proc would be much healthier, even if less thematic.

MH Remember Me5/18/2018, 10:47:57 AM1 votes

Sounds a lot better than what it currently is, i've always thought that twisted fate should have some sort of small mobility. I always saw twisted fate as someone with a showman/magician side to them and think a flashy/suave little dash would be very interesting, and his abilities reduce the cooldown on the mobility spell to encourage ability combos and move him away from gold card/wild cards then run until they're back.

When i say a flashy show off move, i mean something like this would be perfect, just tweak the animation to suit TF & League:

https://giphy.com/gifs/kPI5YwbI7k18P6srXh

Would be cool if he threw a card to a nearby enemy mid-jump.

Tomoe Gozen5/18/2018, 2:08:35 PM1 votes

Honestly, i like the idea of a TF rework but since i'm also a big fan of a game called "Lost Ark", there is a character called Arcana who fights with cards and here's how it looks: http://m-lostark.game.onstove.com/Class/Detail/Arcana

Just scroll a bit down and play the video.

BLIGHTBRINGER5/19/2018, 12:11:05 PM1 votes

I really like the fact that you shifted his power from his Gold Card and tried to make his other cards just as good.

I overall like how you're shifting his mage playstyle towards more basic attacking since he's kind of suppose to be fulfilling that destiny (when looking at the Fiddlesticks vs Twisted Fate trailer)

Shabada645/19/2018, 3:56:28 PM1 votes

As a TF Main and an ADC Main, I REALLY like this. Of course, TF would be in need of a few stat changes to fulfill roles as a Mage, Marksman, and Hybrid. I think a Movement Speed and Attack Range buff along with a very small Health, Armor, and Magic Resist nerf would suit him nicely. I believe these changes will give TF a small shift away from being a mid-range Battlemage and bring him a little bit closer to a mid-range Skirmisher.

The only part of this concept I'm not a fan of is the W. While I understand that 4 is an important number for TF (4 second cycling of W, bonus damage on every 4th basic attack, etc.) to represent 4 suites of cards (Hearts, Clubs, Spades, Diamonds), I feel like causing his cards to change every 4 seconds makes his windows of strength and weakness WAY too inconsistent. Also, I don't like how the current Red card causes an AoE Slow and how the concept Red card reduces Magic Resist. They both feel so underwhelming. A solution might be for the Red card to do both slow and reduce MR, or maybe the Red card can have a new effect altogether.

Again, really like the concept and hope that Riot looks into it! [slayer-pantheon-thumbs]

Teridax685/21/2018, 8:11:26 AM1 votes

So the broad lines of this rework are to give TF free stats and a dash? I can see why this got upvoted.

Stuff I like about these proposed changes:

  • Turning Q into a shotgun ability I think adds a nice element of added risk to what is otherwise currently a pretty flat ability.
  • Passively cycling through card types with autoattacks I think is a model that makes much more sense than the current one, and could potentially make TF a lot smoother to play.
  • Being able to cycle quicker through cards on-demand looks appropriate.

Stuff I like less, or think could use improvements:

  • The stats-for-stats innate I think is less likely to generate build diversity as it is to homogenize TF's power across builds. If the goal is to enable different builds on TF, the better way to do it I think would be to have AP, AD and crit power different parts of his kits and enable different, yet functional playstyles. If nothing else, gaining free AP I think is likely to simply make TF's AP ratios more difficult to balance in a satisfactory manner, if champions on Live with similar free stat passives are anything to go by.
  • The three-hit passive may be a current mechanic on TF, but still doesn't seem to have gameplay of its own here. It's not bad, per se, but doesn't really seem to do anything in a kit that has potential for many more interesting card-related effects, particularly since it already overlaps with the bonus on-hit damage on W.
  • I'm not particularly sure if shotgunning is really TF's thing. I get that his Q needs some more interesting gameplay, but I'm not sure if turning it into a Swain Q really fits with TF's style of combat, as he tends to prefer fighting on the outskirts of battle a la Lucian, rather than diving targets at point-blank range.
  • Red Card I think still overlaps with Gold Card in that both prep targets for follow-up. Additionally, the addition of a charge mechanic feels unnecessary, and I think is likely to dilute both the power and choices inherent in the ability, when one gets to choose two out of three effects each time. It also doesn't really fit well with Gold Card in particular, as evidenced by the need for a per-target cooldown above.
  • I get that the intent is to make TF a more close-up champion, but I still fail to see any real justification for adding a dash onto his kit. Can a champion not be interesting or high-risk, high-reward without having a gapcloser?
  • The double-auto on E I think is also unnecessary, and I think the cleaner solution would be to simply have E reset TF's autoattack. That way, you'd get to cycle through cards more smoothly, without the need for as much power either.
  • The random elements in TF's kit are cutesy, but I feel are always going to be in this limbo where they're either not visible enough to matter (as is the case here), or too impactful to be worth having. It might simply be better to have the randomness apply to non-gameplay stuff, such as quotes or emotes.
KZ Engel5/21/2018, 9:32:38 PM1 votes

tf is fine how he is

K l T T Y5/21/2018, 10:03:50 PM1 votes

Check out Valhein's passive from Arena of Valor. would that be any good with TF?

Legacy Hydralpha5/17/2018, 11:34:20 PM1 votes

I really like a lot of ideas with this rework. First, the passive opens TF up to more build paths with crit and AD, which can work really well especially with stuff like item 3124 or item 3085. Second, having the W Red Card be a MR shred, which feels a lot better than the slow. Lastly, while TF is immobile now it would be interesting to see him with some sort of dash.

Overall sounds like a lot of fun and it would be great in-game. If only Riot would do something like this.