Hi i heard Taka was gonna get some heavy changes to his kit so heres a full reworked kit i made up.
Mortal Strikes: Taka’s basic attacks grant him +2 move speed for 2 secs and deal additional wp damage (+35% of bonus wp). Mortal strikes also apply a bleed that deals 30-63 (+50% cp) of crystal damage over 2 secs.
So not much changes here, i basically split up the bonus damage (30-63 + 35% bonus wp) into wp and cp, and i also added a cp bleed effect to help with cp Taka’s clear speed so he could focus on more offensive items instead of stormcrown. Oh and i also transferred the cooldown reduction part of his kit right into his skills before tweaking its cooldowns because it didnt really make sense when you have 5 ki stacks at all times anyways.
Taka flips over his target, dealing a basic attack. Taka dodges all incoming damage and negative effects and reflects back damage based on the amount of damage dodged.
Energy cost: 55/55/55/55/0
Damage reflected: 50%/55%/60%/65%/70% + 15%cp 5%wp
Kaiten should be used defensively instead of simply like another damage skill. Its the reason why i think wp Taka is more fun to play than cp Taka. With cp Taka, your typical C>A>B combo doesnt give you room to use your A as a dodge. If you try to save your A, you lose out on your burst danage. With wp Taka however you basically only use your A when you want to dodge a CC or a large burst of damage. With this change, you will be rewarded more with a well timed A while using your A ineffectively will only give you the damage of a basic attack.
Taka throws a smoke bomb in a direction that lasts for 4.5 secs and enters stealth. His next basic attack when in stealth will be amplified. Cooldown starts after the smoke bomb duration ends. Overdriving this ability will increase the size of the smoke bomb.
Smoke bomb blocks vision from targets outside it (basically like a portable bush), and targets inside the smoke will be blinded (vision coming from themselves will be removed, like Grumpjaw’s ult). Targets will be slowed when attacked in the smoke.
Taka becomes invisible and gains movement speed while in stealth. Attacking or getting attacked will cancel stealth. If taka goes into the smoke while in stealth, stealth duration will be refreshed (duration will not count down if Taka remains in smoke). When Taka enters the smoke in stealth, he will not be affected by negative effects and attacks will not cancel his stealth (attacking will still cancel stealth).
Energy cost: 50/65/80/95/110
Stealth duration: 3/3.2/3.4/3.6/4 + 1%cp
Speed boost: 1.25 + 0.2%wp
Damage amp: 25%/30%/35%/40%/50%
Slow: 35% + 5%cp 15%wp
The thing i disliked about kaku is that you dont get to use it offensively much. At most you can only use it to reposition yourself better or use it to engage. Right now its centered around escaping and healing, which also feels cheap and unfair to play against. If you are unable to lockdown Taka, he can basically use his combo, escape and heal up back to max health, combo again, repeat. I have removed the healing aspect of kaku and added a new mechanic so that kaku can be used both offensively (throwing the smoke bomb on your enemies) or defensively (throwing the smoke bomb on yourself for invunerability.
Taka slices through his target, dealing a basic attack and inflicting a scaling mortal wound. Heal negated from the mortal wound will also heal taka. Mortal strikes will refresh the duration of mortal wounds and the bleed from mortal strikes will also be empowered.
Energy cost: 80/100/120
Mortal wound heal reduction: 33% + 5%cp (cap at 50%)
Duration: 2.5/3/3.5 + 0.5%cp
Bleed amp: 30%/40%/50%
I dont know if SEMC has the technology to implement scaling mortal wounds yet, or even heal-steal. This is cp Taka’s main source of damage and sustain. I removed all the direct damage from skills, so no more bursting down targets with a button mash C>A>B combo. I basically gave Taka a lot more utility to work with, at the cost of direct damage. Both wp and cp Taka will have a similar playstyle, relying on auto attacks for damage and using their skills for utility. Taka will be a counterpick towards healers and burst-oriented carries, while rightfully being countered by bruisers who are able to stand their ground.
Used to end off these threads in the old days with this so…