Talk:Kalista/@comment-24496127-20170220153649/@comment-4091261-20170319204937

Thanks for the comments on the theme and the centralized kit. I find that it is very important for a champion's lore to fix their current balance problems. It serves as a foundation for ideas like this that gives reason to why a kit functions a certain way, which is one of the most significant reasons for the existence of lore.

is a statistic that hasn't really lived up to its name very well. In its current state, it's pretty much an ratio for autoattacks in pure form. Only champion ability interactions with make it feel critical at all. Interactions like and. More interactions that successfully capture that feeling of a in that it is hitting a weak spot is very important.

is a good place to put this, and I think it is a very thematic for her. Although as much as I do like thematic solutions, it is merely a means to an end. The most important part is if it is a sufficient solution itself.

offers a significant amount of raw physical damage for autoattacks. It generally ends up being fairly consistent due to how also synergizes with autoattacks as well. As such, due to the damage potential of, caution has been made in approaching it. Removing the synergy of enhanced autoattack damage with destroys tremendous boundaries in this regard, but also raises equivalent expectations.

The short and simple way to put it is that whatever replaced enhanced autoattack damage must at least be just as powerful as normal interactions with. To be more generous, the average gains of having autoattack enhanced damage should at least be within the new scale. Preferably, both averages should be the exact the exact value. In this regard, I find that there is a problem with your idea Mooffin.

Taking it at face value alone, it is an impossible ordeal. Making the damage gains of equivalent to the  she would deal with autoattacks would make the damage from  ridiculously high as the default bonus  ratio for a  is. For, it would be given her reduced  ratio, but that doesn't mean much as the  ratio for a single burst would still become something completely monstrous very fast. However, this is only if we take it at face value.

I can think of one way to balance this idea into a way that may work reasonably. Instead of compensating with a full ratio or overall percentage bonus to the damage of, it can be compensated with base damage. For example, if can deal a 300 physical damage  with, it is possible for the gains in damage from  to instead be 225.
 * This would shift her more towards using as she can now gain significant amounts of raw damage from dealing a  while pushing her away from abusively high levels of damage output.

Admittedly, there is no thematic reason for this change as in all honesty both the spear stab and ripping it out hurt. This implies that all the pain is only present in tearing the spears apart, which is hard to justify thematically. However, this may make it easier for the balance team to manage as it is a way to better control her damage output.