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@Jun
Yeah, I guess your right. I just see alot of damage capablites with TF, and you could say I got greedy while trying to cater to all types of TF players. Though wouldn't flat amp just help both? I know true damage helps both, but I think Riot wants to try and keep this champion as flexible as possible (Where is my AA range buff darn it). So imo it doesn't really matter with the way that its phrased it just helps all TFs.
Also I think picking poppy and Leblanc was to show two true assassins as the phrase goes. They pick a target, and make it die. While they can amp their damage, Xin, kass, and Irelia (along with many others), can't.
Edit: No I was trying to point out that assassins don't really boost other's stats, but rather give themselves an advantage over their target (boosted damage, a clone that does extra damage, postioning, or a root in place, or super chaser). Though the above is true as well.
Now I like the revisions, and while TF's ratios could use a boost, or base stats I don't really care which increasing base stats, would help both.
@Zeprido, I think putting in the slow wouldn't be asking for too much. I think it would work well with Jun's new idea, but now would it be a global slow, or just the warp range slow?
Also something else, some summoners want the activation of TF's ult to give assists if possible. Your thoughts on it?
I personally believe if I can use my ult as noct, and get two kills from people dying to a tower, TF should get the same treatment.
Yeah, I guess your right. I just see alot of damage capablites with TF, and you could say I got greedy while trying to cater to all types of TF players. Though wouldn't flat amp just help both? I know true damage helps both, but I think Riot wants to try and keep this champion as flexible as possible (Where is my AA range buff darn it). So imo it doesn't really matter with the way that its phrased it just helps all TFs.
Also I think picking poppy and Leblanc was to show two true assassins as the phrase goes. They pick a target, and make it die. While they can amp their damage, Xin, kass, and Irelia (along with many others), can't.
Edit: No I was trying to point out that assassins don't really boost other's stats, but rather give themselves an advantage over their target (boosted damage, a clone that does extra damage, postioning, or a root in place, or super chaser). Though the above is true as well.
Now I like the revisions, and while TF's ratios could use a boost, or base stats I don't really care which increasing base stats, would help both.
@Zeprido, I think putting in the slow wouldn't be asking for too much. I think it would work well with Jun's new idea, but now would it be a global slow, or just the warp range slow?
Also something else, some summoners want the activation of TF's ult to give assists if possible. Your thoughts on it?
I personally believe if I can use my ult as noct, and get two kills from people dying to a tower, TF should get the same treatment.
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@Rudmed:
Quick History Note:
Kassadin was originally suppose to be an Anti-Mage. He does have an amp for his AS through
Void Stone.
Nether Blade originally drained mana, and made him a beast at crushing Annies and Veigars. He was very OP in that respect, and
Wit's End was a core item. He was swiftly nerfed in a following patch.
Anyways,
Riot doesn't want TF to be a carry. AD TF is put in the same boat as champions like Shaco and Nocturne; assassins, not carries. The only different is he's ranged.
That's something I learned and accepted a long time ago. I also support and appreciate this bit of Riot's view because I prefer AP TF anyway.
That's why a range buff is unlikely. And, boring.
Directly amp'ing the damage only works on Kayle's
Reckoning because she's a hybrid.
And again, I'm partial to AP TF, so I'd prefer there be less incentive to building AD.
...
With that in mind, here's a final iteration.
While targets are revealed, Twisted Fate's attacks and abilities deal additional bonus magic damage equivalent to 9/12/15/18/21% of that attack or ability's total output.
Quick History Note:
Kassadin was originally suppose to be an Anti-Mage. He does have an amp for his AS through



Anyways,
Riot doesn't want TF to be a carry. AD TF is put in the same boat as champions like Shaco and Nocturne; assassins, not carries. The only different is he's ranged.
That's something I learned and accepted a long time ago. I also support and appreciate this bit of Riot's view because I prefer AP TF anyway.
That's why a range buff is unlikely. And, boring.
Directly amp'ing the damage only works on Kayle's

And again, I'm partial to AP TF, so I'd prefer there be less incentive to building AD.
...
With that in mind, here's a final iteration.
Quoted:
While targets are revealed, Twisted Fate's attacks and abilities deal additional bonus magic damage equivalent to 9/12/15/18/21% of that attack or ability's total output.
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JunSupport wrote:
You have to remember this isn't an Ultimate spell...
From Riot's examples so far, only Vladimir's

Sure, but at 4 or 5% it's a third of what Vlad gives and that really isn't much.. It's also mitigated by MR and armor.
Quoted:
I got rid of the amp, and added additional true damage. This works on all forms of damage that TF can acquire, including items
Lich Bane,
Deathfire Grasp, and
Hextech Gunblade. The actual number has to be reduced because true damage is unmitigated and the increased reveal duration.



Yea, it would prolly need a nerf to about 6/7/8/9/10% since it's both abilities and attacks.
Quoted:
While targets are revealed, Twisted Fate's attacks and abilities deal additional bonus magic damage equivalent to 9/12/15/18/21% of that attack or ability's total output.
OP >.>
I'd put it at about 10/12/14/16/18% since it scales perfectly with itemization/levels.
But then again, I'd rather change it differently.
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Jun, I may not be expressing this clear enough.
The most recent version of the increased damage will be just like
Pick A Card. Lets say I'm going AD TF, and I hit someone with the active. Now my autoattacks will do physical damage, and a % of that damage will be dealt as additonal magic damage.
Pick A Card stacks with AD, but does magic damage anyways.
It won't scale with AP because it deals magic damage. It will be completly based off TF's ability's damage.
@Searz: you know that you can throw out your own ideas here right?
The most recent version of the increased damage will be just like


It won't scale with AP because it deals magic damage. It will be completly based off TF's ability's damage.
@Searz: you know that you can throw out your own ideas here right?
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How to tank guide (Revamped! 10/13)
- Wild cards -
Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.
Active: Twisted Fate throws 3 cards which deal 60/90/120/150/180 (+0.5 per AP) magic damage and applies a debuff that makes all targets hit take 5% extra damage for 3seconds.
Cost - 60/65/70/75/80
Range - 1100
Cooldown - 14 seconds
- Explosive revelations -
Active: Twisted Fate tosses a card to a target location dealing 20/35/50/65/80 (+0.2 per AP) magic damage to all targets hit. Upon a second activation or at the end of its path, the card scatters, dealing 70/120/170/220/270 (+0.7 per AP) magic damage. Also reveals an area twice as large as the AOE for 2 seconds.
Cost - 70/75/80/85/90
Range - 1000
AoE - 250
Card size while traveling - 40 (like 10 to 20% smaller than the AOE of each card in Wild Cards)
Cooldown - 11/10/9/8/7 seconds
Just an idea. I don't know how well it will mash with his Pick a Card, but I really like the spell I've come up with.
Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.
Active: Twisted Fate throws 3 cards which deal 60/90/120/150/180 (+0.5 per AP) magic damage and applies a debuff that makes all targets hit take 5% extra damage for 3seconds.
Cost - 60/65/70/75/80
Range - 1100
Cooldown - 14 seconds
- Explosive revelations -
Active: Twisted Fate tosses a card to a target location dealing 20/35/50/65/80 (+0.2 per AP) magic damage to all targets hit. Upon a second activation or at the end of its path, the card scatters, dealing 70/120/170/220/270 (+0.7 per AP) magic damage. Also reveals an area twice as large as the AOE for 2 seconds.
Cost - 70/75/80/85/90
Range - 1000
AoE - 250
Card size while traveling - 40 (like 10 to 20% smaller than the AOE of each card in Wild Cards)
Cooldown - 11/10/9/8/7 seconds
Just an idea. I don't know how well it will mash with his Pick a Card, but I really like the spell I've come up with.
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Searz wrote:
Sure, but at 4 or 5% it's a third of what Vlad gives and that really isn't much.. It's also mitigated by MR and armor.

You also have to consider the leveling rate. It doesn't stay rank 1 forever, people can freely max out skills as they please.
Looking at a single value on the first rank isn't how a well-balanced skill is made. You have to consider best-case scenarios before buffing the worst-case ones.
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Searz wrote:
- Wild cards -
Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.
Active: Twisted Fate throws 3 cards which deal 60/90/120/150/180 (+0.5 per AP) magic damage and applies a debuff that makes all targets hit take 5% extra damage for 3seconds.
Cost - 60/65/70/75/80
Range - 1100
Cooldown - 14 seconds
- Explosive revelations -
Active: Twisted Fate tosses a card to a target location dealing 20/35/50/65/80 (+0.2 per AP) magic damage to all targets hit. Upon a second activation or at the end of its path, the card scatters, dealing 70/120/170/220/270 (+0.7 per AP) magic damage. Also reveals an area twice as large as the AOE for 2 seconds.
Cost - 70/75/80/85/90
Range - 1000
AoE - 250
Card size while traveling - 40 (like 10 to 20% smaller than the AOE of each card in Wild Cards)
Cooldown - 11/10/9/8/7 seconds
Just an idea. I don't know how well it will mash with his Pick a Card, but I really like the spell I've come up with.
We need someone to change the thread title to lets help TF! :)
Anyways Searz here is my opinion about your skills. Wild cards got weaker, but more support orientated. Now while I'm okay with it, the debuff will only be able to be applied every 14 seconds? Great you have given him some teamfight presnece, yet you took it away. You throw your gold card, wild cards, and then your new spell.
Now while I wait for my

This is just my two cents.
In my eyes there is only justice

Thank you Xiaowiriamujhoijhoi JEFFY40HANDS JakofSpaydes
Check out my AP/AD TF Build
The new spell has 7sec CD, just like the "old" wild cards?..
I think that wild cards spell is a little OP, sadly. Dunno exactly what to nerf tho. Probably the damage amp to 4%.
I think that wild cards spell is a little OP, sadly. Dunno exactly what to nerf tho. Probably the damage amp to 4%.
Google has a job title called "Head of Black Community Engagement"..
I don't know whether to cry or laugh.. or both.
I don't know whether to cry or laugh.. or both.
They really just need to do something with him.
@Rudmed Yes, the slow would only be in the range of the teleport, and it wouldn't be as hard of a slow as before.
I'll come back and read the rest of the thread sometime tomorrow.
@Rudmed Yes, the slow would only be in the range of the teleport, and it wouldn't be as hard of a slow as before.
I'll come back and read the rest of the thread sometime tomorrow.
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You have to remember this isn't an Ultimate spell...
From Riot's examples so far, only Vladimir's
I got rid of the damage because having it give damage lead to one of two things:
1. His nuke ended up being too strong, and too frequent.
OR
2. My idea for the skill did too little damage to be a decent skill.
My goal is not to give a stylish ability that synergizes with
So, I removed the damage, which let me give it more utility as a reveal.
The spell has 1400 range, with the same sort of sight-radius as a normal champion. So you could scout dragon/baron from adjacent red/blue buff camps, or check out brushes from safe distances.
This kind if utility is part of why [{Ashe]] can be really strong, and the damage amp + buffing
You wouldn't be able to nuke down 70%+ health off a person like
But, I did just remember that
-Stacked Deck-
Passive: Twisted Fate's cooldowns are reduced by 7/9/11/13/15%.
Active: Twisted Fate tosses a hidden card to a target location, revealing the area after arriving for 5 seconds. Upon a second activation or at the end of its duration, the card scatters, revealing struck targets 7 seconds.
While targets are revealed, Twisted Fate's attacks and abilities deal additional true damage equivalent to 7/9/11/13/15% of that attack or ability's total.
Range - 1400
AoE range - 600
Cooldown - 25/24/23/22/21 seconds
I increased reveal time because I realized 5 seconds was puny considering the ability's cooldown. 7 seconds gives you more time: if you say, scout dragon and catch an enemy in your reveal, you have enough time to cast Destiny, Gate in and still benefit from the damage-amp.
I got rid of the amp, and added additional true damage. This works on all forms of damage that TF can acquire, including items
I chose true damage, because I'm partial to AP TF, and don't really want to give any incentive for building Armor-Penetration on DPS TF, which is what a flat-amplification would do. :P
@Rudmed:
The point of this idea is to give Twisted Fate high-utility.
And, Shaco does amp his own damage situationally. It's called
Poppy self-amps, hers is implanted in her
You have to remember that because of
Naturally, TF who only uses Q/W/E much be weaker. With this, he'd be a bit of an off-nuke with high reveal-utility. Which makes his kit mesh together more completely as a whole.
Though, I suppose this version I've revised now makes AD TF and Hybrid TF stay viable too. 15% additional true damage is beastly on a dps...
Corki's
It's more or less balanced two to lack of damage, the cooldown, and secondary incentive to use it as a reveal; being more DPS-favorable means Riot may like the idea more too. ^_^