C’mon guys gimme a chance. Read it once.
Lets just get to the rework first shall we?
TAKA assassin & bruiser
Every 4-0.5s seconds, Taka’s next basic attack is replaced with a Mortal Strike.
- deal bonus damage : 20-70 + (30% WP)
- grant Taka a burst of move speed.
- mark target enemy with Assassin’s Mark . Assassin’s Mark (referred as AM from now on)stacks upto 3. Lasts for 2.3 seconds.
- resets the cooldown on Assassin’s Mark and ki.
Whenever Taka Mortal Strikes or uses an ability, he gains a stack of Ki, which reduces his ability cooldowns (5 Ki stacks max).
---------->10% CDR per stack. (max 50%)
Lifesteal : Taka heals himself for amount of any damage he deals on enemies inflicted with mortal wounds
----------> 40% + (AM stacks)*10% (max 70%)
Taka flips over his target, cutting it with his switchblade. Taka is invulnerable to damage & debuffs while in mid-air.
Additionally a portion of enemy damage dodged is reflected as true damage to the target OVER WHOM TAKA KAITENS based on the number of AM stacks the target has.
( so yes I can get a Celeste kill if the opposite kestrel decides to one shot one kill me and I dodge it by Kaiten-ing over celeste. Damage got reflected from me to the opposing Celeste coming from kestrel. Basically kestrel killed Celeste .)
Damage : 60/80/100/120/ 190 (125% Crystal Ratio)
Reflected Damage : 30%/30%/30%/30%/ 40% (+ (AM stacks)*10%)
Taka throws a smoke bomb at his feet, vanishing from enemy sight and gaining move speed. This illusion ends early if he strikes a target or he takes direct damage. Turrets and Flare Guns can still see Taka.
**This ability DOES NOT heals Taka. **
Speed Boost: 1.25/1.50/1.75/2.0/ 2.5
Duration: 3.0/3.2/3.4/3.6/ 4.0
- Taka bursts through his target, carving an X with his switchblades and dealing a basic attack.
- The target suffers a mortal wound, reducing its healing by 50%.
- This ability inflicts BLEED taking damage per second over the next 1.1 seconds. Damage is exponentially amplified based on AM stacks on target.
Mortal strikes reset the duration of BLEED. (max 3 seconds)
- The mortal wound’s duration is refreshed whenever Taka mortal strikes this target.
- Grants bonus Ki stacks upon use based on number of ability points in X-Retsu.
Direct Damage : 100%/100%/100% (140% weapon power) NOT AMPLIFIED BY HIS PERK
Ki stacks bonus: 1/2/3
BLEED : 35/35/35 [+ (85% crystal ratio) * (1.3)^(AM stacks)] per second
Okay now that you have gone through the whole rework here are my explanations:
The perk is overloaded, I agree , but i just didnt find any other way.
Taka is extremely toxic because of how brain-dead his CP path is. People hate how OP his target based damage is, like literally, you just click on the skill, u click on the target and BOOM!!! It had no room for counterplay.
I have designed this rework keeping in mind how he is played , so I didn’t compromise on any part of his play style and this rework serves to bridged the gap between his cp and wp paths. Though similar, they are vastly different on execution and actual gameplay.
Assassin’s mark lol, call it whatever u want, but i thought it was necessary for taka to be in the field ,in your face to deal damage. Thats why most of his damaging abilities and healing scale with these stacks.
In his perk i have given him a bit more bonus damage to work with. That should help him with his early jungle clear and an overall weak WP path that he has in game.
I reduced the charge time of mortal strikes to 0.6. Any lesser than that would make his ult kinda OP.
Everything else remains the same in this department.
I have reduced the overall damage on kaiten and the CP ratio. This ability should mainly be used to deflect incoming enemy damage.
I have removed the heal on his kaku and increased the movement speed. As an ability it was lacking a bit of utility apart from its heal.
Do you think I should give a grace period scaling too? IDK, u guys decide that.
Ok here goes.
Players have always complained about the insane damage CP takas had with this skill. It is indeed brain dead and a guaranteed to hit too.
What I did was, well, I moved all the CP damage to the bleed effect.
Basically, you should either engage with this skill and stack AM on the enemy or already have the stacks applied and execute with the skill. This gives room for outplay from the opp side. You basically have close to 2 sec to disengage the fox. Thats A LOT!
If you observe closely, his ult becomes a major part of his damage for the CP path. So i have not changed any cooldowns or energy cost.
Now to explain the bleed effect:
Basically your damage will start out small close to 170 at 200 CP. With increasing stack of AM you can reach upto 390-400 damage per second on this ability. Its not a liner increase. It increases exponentially (check the formula). So for the first two stack , he doesnt deal a lot of damage.
Remember his bleed on applying lasts for only a second which can be extended upto 3 seconds. So as a carry you have close to 2 seconds to disengage him before he can max his stacks . I have given room for counterplay, yes i say that again.
His heals shouldnt be much of a worry.
Basically he is a little bit harder to kill, the more he attacks (basics and ability) you. That too its only applicable if u have a mortal wound effect on yourself. Not to say that mortal wounds are not common, but I would infer from it that it is not game breaking . Taka will anyway remain that squishy fox boi.
I just wanted to give a small bit of sustain.
Just a bit.
What do you guys think?
Do you think these changes are viable?
Do you want to change anything?
Do you think its too complicated?
Please discuss down below!