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What if we changed TF's ult?

Creator: Rudmed August 1, 2011 3:17pm
JunSupport
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I just got rid of the damage portion entirely, that smooths out about 300+ raw damage easily. Seems like it'd be a bit unsatisfying since it's an AoE bomb type skill, but it let me widen the AoE to make it less likely to miss and add more range on the skill for utility.

Also raised the cooldown, to increase the time between combos. Have to remember, TFs can often build 40% CDR without much trouble.


Quoted:

-Stacked Deck-

Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.

Active: Twisted Fate tosses a hidden card to a target location, revealing the area after arriving. Upon a second activation or at the end of its duration, the card scatters, revealing struck targets 5 seconds.

While targets are revealed, Twisted Fate's abilities deal 5/9/13/17/21% increased magic damage.

Range - 1400
AoE range - 600
Cooldown - 25/24/23/22/21 seconds


@Jebus:

What do you think the idea itself, ignoring the numbers?
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Searz
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Doesn't seem like it'll fit him. He only has one ability that deals any real damage.
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@Searz:

Real damage?

Lich Bane + Wild Cards is all the current AP TF uses.
No one good seriously relies, except to last-hit early game, Stacked Deck to deal any damage. It's all Gold Card + Wild Card bursts.
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But it doesn't say all damage, just ability damage :P


I'm for making the spell deal damage. Reduce the extra damage dealt by a lot(or remove and add something else) and reduce the range a little and make it targetable.

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Quoted:

-Stacked Deck-

Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.

Every 4th attack will deal an additonal 45/70/95/120/145 magic damage +.04 AP (Maybe increase scaling since I lowered it?) Using the active of this ability will temporaily disable the passive for 10 seconds (This may sound odd, but chances are it would be useless if we lost the passive for the entire cooldown).

Active: Twisted Fate tosses a hidden card to a target champion, and it explodes dealing 80/115/150/185/220 magic damage (Not sure what ratio to put on here) Upon a second activation or at the end of its duration, the card scatters, revealing struck targets 5 seconds.

While targets are revealed, Twisted Fate's attacks/abilites deal 5/9/13/17/21% increased damage.

Range - 1200
Cooldown - 25/22/20/18/16 seconds


Maybe, this is more TF. I made a few changes, and tried to keep him in the assassin role. I mean while TF can have AOEs, he is much more single target orienated imo.
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Too long range, too much bonus damage.
About 1000 range if a skillshot.
About 700-800 if targetable.
Damage 70/110/150/190/230 (+0.65 per AP)
Bonus damage 5%(from everything, not just you). It's better to just increase the base damage if it needs more.
I'm for removing the "every fourth attack" damage.

Having a long range skillshot like that might actually be really cool :o
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Quoted:

-Stacked Deck-

Passive: Twisted Fate's cooldowns are reduced by 3/6/9/12/15%.
Twisted Fate's attack speed is increased by 3/6/9/12/15%

Active: Twisted Fate tosses a hidden card to a target area, and it explodes dealing 70/110/150/190/230 magic damage (+.065 of AP) Upon a second activation or at the end of its duration, the card scatters, revealing struck targets 5 seconds.

While targets are revealed, Twisted Fate's attacks/abilites deal 5/9/12/14/18% increased damage.

Range - 1200
AOE-550
Cooldown - 25/22/20/18/16 seconds


I really don't think the 5% is very assassin/nukey. Lets look at Leblanc she has no skills that boost others damage, nor does Shaco, or Poppy. They increase their own damage, and no one elses. Not sure if it should be AOE, if we made it single target we could return the increased base damage back to what it was (Poppy achieves up to 40% increased damage to a single target), for a non-ult ability it would be good atleast.
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I just wanted to give him a little more utility and promote coordinated ganks.
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Searz wrote:

I just wanted to give him a little more utility and promote coordinated ganks.

Ah, but I thought the destiny nerf did that for us? There is nothing wrong with it, but I was just trying to think of how assassins work, and how nukes work etc. Also if we did that I think this would be what would happen. Teamfight is about to start, TF uses our propsed active, his team iniates and take advantage of the increased % damage. Also Red cards, and wild cards.

Also when I said increased base damage, I was refering to the % amount more damage he could do with the active on his target. Not the base damage of the skill.
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Any thoughts about bringing back something like the slow that used to be on his ult?
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