In my eyes there is only justice

Thank you Xiaowiriamujhoijhoi JEFFY40HANDS JakofSpaydes
Check out my AP/AD TF Build
Just thought I'd mention that his original passive gave his entire team critical strike chance.
They changed it to the 2 gold per kill, combined gate with destiny, and added stacked deck making him pretty close to the current version.
He has now had 3-4 reworks/major changes to his kit, and now that his ult has a limited range I really think its time to revisit him.
Until (if they ever do) his passive is changed, 2 gold per kill is not enough, perhaps an additional bonus if you kill a champion or get an assist.
They changed it to the 2 gold per kill, combined gate with destiny, and added stacked deck making him pretty close to the current version.
He has now had 3-4 reworks/major changes to his kit, and now that his ult has a limited range I really think its time to revisit him.
Until (if they ever do) his passive is changed, 2 gold per kill is not enough, perhaps an additional bonus if you kill a champion or get an assist.
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Zeprido wrote:
Just thought I'd mention that his original passive gave his entire team critical strike chance.
They changed it to the 2 gold per kill, combined gate with destiny, and added stacked deck making him pretty close to the current version.
He has now had 3-4 reworks/major changes to his kit, and now that his ult has a limited range I really think its time to revisit him.
Until (if they ever do) his passive is changed, 2 gold per kill is not enough, perhaps an additional bonus if you kill a champion or get an assist.
Like Katarina's voracity? Just without the CDR?
In my eyes there is only justice

Thank you Xiaowiriamujhoijhoi JEFFY40HANDS JakofSpaydes
Check out my AP/AD TF Build
I personally like the bonus 2 gold per CS. It's not a lot but it means that your team should always have a gold advantage. At least when CSing. I wish Destiny still had a slightly larger range. The coordination of a gank was still there with the pre-patch Destiny, but it also allowed for TF to be versatile and to react to a situation spontaneously. NOW the opposing team has equal footing. If mid isn't missing they can gank top or bot without fear of TF coming in to save the day. And if he does leave mid for a moment then they can start to back off if they didn't secure a kill. I could just tele in on a minion if a lane is getting ganked and do what Destiny did pre nerf, it will take longer but I can still jump in XD.
Possible Variations I've come up with.
-Clairvoyant (Passive): Provides an additonal 40-50 units of vision to friendly champions and wards.
-Tempt Fate (Passive Version 2): TF gains a stack of Fate every 5 auto attacks. Each stack adds 10AP/10AD per stack, stacking up to 3 times. At three stacks of Fate TF's next ability deals bonus damage equal to double the bonus awarded by his stacks of Fate. (Damage and numbers stacked can change though)
Stacked Deck (revamp):
Passive-reduce cooldowns by 3/6/9/12/15%.
Active- Twisted Fate gains bonus 20/25/30/35/40% attack speed for 5 seconds, additionally his attacks reduce MR and Armor by 5 per attack stacking up to 4 times and lasting for 4 seconds.The effect is refreshed per attack.
With this version of Stacked Deck I think it allows for AD or AP TF to be viable. It also gives him a much needed steroid. AP TF has damage so does AD, but situation I'm thinking of is AP TF Tele's in on a fight. Uses his stun+Wild Cards and then slowly auto attacks his target. Giving him this steroid means after he stuns and wild cards then he has something to buffer those seconds without an ability to use. As well, it will make his next PaC or WCs or both stronger. Giving him a bit more to do in team fights.
TF's CDs aren't super long, but when you're running trying to get some kind of range, it would be nice to have something as an emergency button. At least for AP TF. AD TF can kinda stand there and bang with the big boys late game.
I'm sure my ideas suck or were already suggested but I wanted to offer my thoughts.
Possible Variations I've come up with.
-Clairvoyant (Passive): Provides an additonal 40-50 units of vision to friendly champions and wards.
-Tempt Fate (Passive Version 2): TF gains a stack of Fate every 5 auto attacks. Each stack adds 10AP/10AD per stack, stacking up to 3 times. At three stacks of Fate TF's next ability deals bonus damage equal to double the bonus awarded by his stacks of Fate. (Damage and numbers stacked can change though)
Stacked Deck (revamp):
Passive-reduce cooldowns by 3/6/9/12/15%.
Active- Twisted Fate gains bonus 20/25/30/35/40% attack speed for 5 seconds, additionally his attacks reduce MR and Armor by 5 per attack stacking up to 4 times and lasting for 4 seconds.The effect is refreshed per attack.
With this version of Stacked Deck I think it allows for AD or AP TF to be viable. It also gives him a much needed steroid. AP TF has damage so does AD, but situation I'm thinking of is AP TF Tele's in on a fight. Uses his stun+Wild Cards and then slowly auto attacks his target. Giving him this steroid means after he stuns and wild cards then he has something to buffer those seconds without an ability to use. As well, it will make his next PaC or WCs or both stronger. Giving him a bit more to do in team fights.
TF's CDs aren't super long, but when you're running trying to get some kind of range, it would be nice to have something as an emergency button. At least for AP TF. AD TF can kinda stand there and bang with the big boys late game.
I'm sure my ideas suck or were already suggested but I wanted to offer my thoughts.
@Jeffy that would mainly be a buff to AD and Hybrid TF, with AP TF you are rarely in AA range longer than the time it takes to land PaC.
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If I've helped you at all in any way, or you really like my post click that +Rep button =)
You can always call me Zep for short =D
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And yet, what one should do and what happens are two different things.
The point is that we already get a passive AS bonus from Stacked Deck which is useless on AP TF. Making it a cool down and giving it the ability to shred MR and armor adds some utility. I'm not trying to make it the AP TF steroid, it's a TF over-all steroid. Stacked Deck is near worthless at the moment except for the CDR. It would be an additional ability to activate and would make AP TF feel like less of a double barrel shotgun and more of a machinegun with an underslung shotgun. If that makes sense.
If I wanted Stacked Deck to just overly favor AP:
Stacked Deck: Passive reduce ability cool downs by 3/6/9/12/15%
Active: TF's next ability used within 15 seconds deals 60/70/80/90/100+(.5% of AP) as magic damage. Additionally the target(s) hit by the attack has its/their MR reduced by 5/10/15/20/25 for 6 seconds.
Now it's Stacked Deck Activate+Destiny To Target+Pick Stun Card+Hit With Stun Card+Remove 75% of target's HP with Wild Cards. Auto Attack with Lich Bane proc'd. Target's dead.
So now the ability completely favors AP TF making AD or Hybrid have little to no use or at the very least, be less viable than AP. Even more so.
I'm not trying to argue here. The main purpose was to give AP TF a situational ability that could also benefit AD or Hybrid builds. AD TF already gets the shaft on PaC and Wild Cards. I love AP TF but there are times when other routes might be more beneficial to the team. Giving TF a bit of utility would make him a more well rounded champ that way he isn't stuck being played AP if someone favors AD or Hybrid.
/rant
The point is that we already get a passive AS bonus from Stacked Deck which is useless on AP TF. Making it a cool down and giving it the ability to shred MR and armor adds some utility. I'm not trying to make it the AP TF steroid, it's a TF over-all steroid. Stacked Deck is near worthless at the moment except for the CDR. It would be an additional ability to activate and would make AP TF feel like less of a double barrel shotgun and more of a machinegun with an underslung shotgun. If that makes sense.
If I wanted Stacked Deck to just overly favor AP:
Stacked Deck: Passive reduce ability cool downs by 3/6/9/12/15%
Active: TF's next ability used within 15 seconds deals 60/70/80/90/100+(.5% of AP) as magic damage. Additionally the target(s) hit by the attack has its/their MR reduced by 5/10/15/20/25 for 6 seconds.
Now it's Stacked Deck Activate+Destiny To Target+Pick Stun Card+Hit With Stun Card+Remove 75% of target's HP with Wild Cards. Auto Attack with Lich Bane proc'd. Target's dead.
So now the ability completely favors AP TF making AD or Hybrid have little to no use or at the very least, be less viable than AP. Even more so.
I'm not trying to argue here. The main purpose was to give AP TF a situational ability that could also benefit AD or Hybrid builds. AD TF already gets the shaft on PaC and Wild Cards. I love AP TF but there are times when other routes might be more beneficial to the team. Giving TF a bit of utility would make him a more well rounded champ that way he isn't stuck being played AP if someone favors AD or Hybrid.
/rant
Most Assassins or carries as the case maybe have some kind of steroid that helps them fight. TF has a passive steroid, which relly doesn't do much. You don't feel the advantage that you have when you pop
Diplomatic Immunity, or
Nether Blade, or
Mimic.
I feel the advantage I have when I and my clone double team people as shaco as I try to backstab them as much as possible. I feel that, and I enjoy it.
TF doesn't give that feel, which is why I like Jun's suggestion for stacked deck.



I feel the advantage I have when I and my clone double team people as shaco as I try to backstab them as much as possible. I feel that, and I enjoy it.
TF doesn't give that feel, which is why I like Jun's suggestion for stacked deck.
In my eyes there is only justice

Thank you Xiaowiriamujhoijhoi JEFFY40HANDS JakofSpaydes
How to tank guide (Revamped! 10/13)Searz wrote:
Nether Blade? What are you on O.o
It is a steroid no? And kass is an assassin? If that example does not work for you maybe

In my eyes there is only justice

Thank you Xiaowiriamujhoijhoi JEFFY40HANDS JakofSpaydes
How to tank guide (Revamped! 10/13)Searz wrote:
Nether Blade? What are you on O.o
This...
It's FAR from a steroid, it hits like ~20 more or something in magic damage, and it used to give ArP, even though Kass is a mage...
Kass just has his R > Q > W combo, then it's best to retreat.

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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.
Alright, I was just curious.