Kunkka

maxkaibarreto

Active member
A curtain of water, Tide Line blocks vision and slows enemies who walk through it. Kunkka can move and shoot while drawing the wall, which summons just behind where he first casts it from and turns to follow the same direction Kunkka is pointing (to enable strafing & back-pedaling).

Torrent quadruples Dota's equivalent, four points on a line hitting in sequence like SF's shadowraze (without the recasting) and balanced to be combined with Tide Line in a small game of echolocation battleship. Its 2p upgrade grants a stack of Tidebringer on hitting an enemy hero.

X Marks the Spot gains an opt-out cancel for the self-cast option (allies at 5p, if at all) and a near-melee cast range, but else works about the same as Dota's.

The ultimate, Ghostship, steals the balance budget with a travelling Singularity: Kunkka lifts and loudly fires his flintlock ('normal' bullets are ghostly magic) to begin channeling. He holds pose while moving forward and up, a ship mostly vertical to flat lifting him by the prow while coming apart beneath him. Enemies she touches have a stacking slow applied up to a threshold where they are caught and carried with. Kunkka gains armor & resistance throughout


PS could make a double release with this thing
 
The flintlock's bullets have 'no' (a muffled reference) firing audio but a very loud near-miss one. Murky fillnoise fades down the barrel and up (while grabbed) after Kunkka releases it to first float up into the air and reload
 
IDK where the vindicta comment came from. But she likely leaves with Tide Line too, that one kinda cursed by the subsequent mechanic of cancelling to let the wall run straight while fleeing. Which takes LoL's-Nautilus's-Depth-Charge Torrent with it. Scooping our admiral's guts back in, let's say:

Torrent fires once (uses charges) on a fixed delay but at a distance from Kunkka proportional to his movespeed & so as to hit him should he hold course. And should Kunkka do so his Torrent will launch him up. Then a brittle health+threat pile fits a for-ditching gank-me-after nontheat (until 5p. 2p's cue is Jaina's dreamboat sieging Lordaeron) Ghost Ship. Lastly new basic Green Wind replaces TL, one first choosing a direction to buff Kunkka and allies near him with attack speed & low-gravity movement with while they move along it as well as slowing near-ish enemies moving opposite (in both cases proportionally to one's movement's amount parallel. And not an aoe but a within-distance buff, upgrading to share that on cast)
 
I'd like very much to see midair gunplay with X, imo which without Kunkka just isn't. For that however, some missing pieces on this (X, Torrent, Green Wind, Ghost Ship) kit-fantasy:

- If a delay from where & when he activates Torrent Kunkka 'holding course' (ie the W key, but solved with a jump height float to ignore terrain one 'could feasibly' navigate running straight) would be midair, it would want for a visual something like a cannonball-dive splash vertically mirrored.
- A visual similarly needed at scale for any Ghost Ship summoned midair (requiring contact with the ground would be a different balance point better suited for support, but is a modal gameplay reach available at 5p to a GT's-vehicular-big-brother base version)
- I like my Green Wind. But for being so mechanically unique it would need a loud visual tell & only just enough movement to sell the attack speed increase/reduction. Something like a hard sheer wind blowing the rain soak off of one caught in a storm? Low G movement for K at 1p is later shared with the buff (its effect range-checked against those with it) at 5p
 
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