Hello fellow Hunters and prey. As most of you probably know at this point, a K'Sante "rework" has hit PBE last week and there is a lot to talk about.
For what it's worth, this post isn't abount the balancing itself and i won't focus on numbers if i can avoid it.
Before going into detail, let's explain the idea behind K'Sante as an overview for people unfamiliar with him and get into the first point of this post:
Identity of K'Sante (Design/Live server)
K'Sante was created to fill the role of a "high skill tank" who can "take things into his own hand" and outplay opponents.
From a design perspective, this fantasy was executed exceptionally well imo. Initially, you experience the slower, more deliberate feel of a tank, but after using his Ultimate, which shatters his Ntofos, you really feel the effect of "shedding that weight".
His movements and fighting become faster and more fluid, enhancing the gameplay experience, creating a contrast that also manages to compliment the concept.
Obviously, this design doesn't sit well with a lot of people, which... fair. I'm not here to say that those opinions don't matter.
SoloQ WR and Proplay
I see a lot of people joke about how op.gg and other sites say he has a 47% (current patch) winrate and that he is a bad champion, but this isn't really the case.
The champion himself isn't complex and can easily picked up, but the full potential of K'Sante needs a lot of practice and experience. As a high skill champ, he needs dedication to be piloted properly. The wr you see on stat sites just shows the average and surprisingly, K'Sante has a decently high pickrate, but this doesnt entail everyone who plays him have the mastery the champion needs or wants. While he is in the 45-47% range for average player statistics, his winrate for those dedicated mains are closer to the 50-53% range.
Back in Patch 13.20, K'Sante got his first major adjustments with the simple goal: weaken his proplay.
K'Sante got high presence pretty fast because he was quite overtuned (little readability, W tap providing him too many options to open up counterplay, too much damage overall). How did they try to achieve that? Limit his options, add clarity in what he does, lower his bursty nature....and lower his Gold scalings in favour of Exp scalings while pumping a lot of stats into him and make his Tank part stronger while making All Out weaker?
The adjustments actually increased his proplay presence (pre 13.20 and post 13.20 ) because all the proplay favoured aspects got improved. Besides being the perfect champ for the lane swap meta, he also:
- Is a incredibly safe draft option that could fit into any comp.
While his laning phase was weak, he was incredibly safe. Because of the exp scalings, the only option to really counter him was setting him behind early, but that wasn't possible. K'Sante's exp scalings were so good that just by *surving* your laning phase, you were guaranteed to outscale the enemy toplaner (there wasn't an actual bad matchup because you can get through every lane). You also played the (probably) best lane neutralizer in the game.
- is hard to dive
While this fits into the category above, it is an actual important thing to put into focus.
- provided the improved Warden part
Wardens as a class is stronger in coordinated fights than the chaotic nature of Soloq. A lot of the changes did benefit this part over his skirmisher aspect that is more SoloQ focused.
- became a comfort pick
Something that happens frequently. Proplay played him for years and at this point they are familiar with what he does. We've seen this multiple times in the past with other champs in toplane, especially with Renekton.
When watching proplay, you quickly notice that K'Sante is present a lot, but he isn't really doing much. Sure, every now and then there are some amazing plays, but those don't happen as frequently. Most of the times he was sent to the enemy botlane and tried to soak experience. Thats all he needed to do to become relevant in the game.
Why he needs changes
Despite what you believe, they dont want to change him to get him out of proplay entirely. (initially)
(Phreak working on the next K'Sante adjustments, apologizing for his current state.)
The goals were to add readibility in what he does and define strenghts and weaknesses. They are fine with K'Sante being the (probably) best tank in proplay, but they dont want him to be the best frontline tank. For this context, the goals are totally fine. It doesn't even matter if K'Sante is the current proplay meta or not, because the second he gets removed, he is replaced by another champion until they implement fearless draft.
Some other things he talked about is adjusting his SoloQ and Proplay winrate. They want him to be high elo skewed again and mention how his W (the damage part) is a low elo skewed ability (and i talk about those changes later in this post). The biggest mistake in 13.20 was to force his design to be balanced around low elo vs proplay, a design goal that was doomed to fail by default and had to be fixed.
Lets talk about some of the PBE changes that help the champion
In case you havent seen them, here you can find a list and comparison to understand most things im going to talk about: WAKE UP HUNTERS, NEW K'SANTE UPDATE ON PBE
- Forcing him to actively engage in lane
(Combination of passive damage increase, Q damage increase, lowering resist cap for Q cd, lowering auto attack range)
This change makes it harder for K'Sante to play the lane safe but also makes it easier to actually fight in lane. This allows oppertunity to either create a gold lead or fall behind in gold (not that it really matters).
While this is a good change, i think they missed the mark by decreasing his auto attack range by 25 and the passive procs autos not providing 25 range. Having 150 range in toplane as an now auto attack focused champion isn't a lot and having one of those options reverted would improve the feeling of his (now) intended gameplay drastically.
- Readability
Q cast speed has been reduced and the hitbox width got nerfed. This opens up the counterplay of side stepping them similar to yasuo or yone Q. If K'Sante can't hit it, he won't get his passive procs. W and E dash speed have also been nerfed again.
Similar to above, there is also room for adjustments. While RQ was way too fast once you got the cast time cap, now it just feels too slow. As a tank it is fine, but i would be happy to see a middle ground of this and live server K'Sante. (Talking about W/E later again).
- Removing that "assassin" feeling
His passive got changed from being an increased ad scalings on autos to % max health based damage focused damage source. This is what All Out heavily relied on and should have happened a long time ago. His W also followed the same trend.
In my opinion, that change was needed. Maybe instead of just adding a % max health ratio scaling with resists, they could amplify the 20 base dmg + 1-2% max health damage passive by resists rather than adding a "deal x% max health dmg on autos, q, w and R" approach. While it introduces some flat damage again, it feels like they went overboard and K'Sante can't punish misspositioned squishies anymore, which his design is built around.
The bad things
- Gold scalings
Focusing more on Gold scalings was one of the aspects they wanted to improve on to fix the problems caused by 13.20. The problem is, there isn't really a difference on PBE. Being ahead doesnt make you feel as strong while being behind doesn't feel week. It just feels like they shifted the existing gold scalings around and thats it.
R lost any gold scalings aspects, his RP gained some instead but it feels like less value. W changed from pretty noticeable to not enough. The Q cd cap got almost halved and compensated by slightly higher damage scalings.
- Added frustration points
RQ Slow is back. They tried to add it in 13.20 but removed it later because it turned out.... it was pretty toxic. Their goal was to remove K'Sante's reliance on Iceborn Gauntlet, but this isn't really the solution.
While it helps provide the sticking power K'Sante want's during All Out, IBG also provides the ability to set up and guarantee to hit his other abilities.
During All Out, his E cooldown also gets reduced by 50%. His only real dash that also has a massive shield attached to it becomes a spam tool. While they lowered the range (which is fine) and lowered the dash speed to the point it feels kinda bad to use, he will stick to his opponents like a mosquito unless they have a dash or disengage tool in their kit.
Keep in mind that the Jak'Sho bug still exists on PBE (the resists granted by the passive arent reduced by all out, inflating his tankyness). This is further excelerated by defensive item effects and double the amount of E shielding makes him still feel like a tank. This interaction alone breaks the concept of what All Out is supposed to do and is balanced around. For some reason, it hasn't been fixed since Jak'Sho was added to the game despite being able to tell Riot employees about it multiple times over the years. I once got an oppertunity to give a list of bugfixes to phreak directly, which fixed this interaction for 1 patch, but for some reason it returned the patch after again anyways.
- Removal of his "fluidity" and contrast between tank and warden
This is a sad change. They removed the Tank forms partial auto resets on Q and E and the full auto resets during All Out. His dash speeds stay the same. They essentially made a massive contrast in gameplay feeling to a very identical feeling less damage vs more damage situation.
- Making All Out an Attack Speed steroid
This is a really confusing change. They added atk speed with patch 13.20 on a purely auto reset based kit and the attack speed wasn't even used effectively. K'Sante wants to reposition between Q+passive procs and they almost doubled the amount on PBE. It also created the issue where the bonus attack speed + full auto reset made his Q+AA combo so fast that you cant even follow it.
Watching the patch rundown made clear why this is happening. They want all out to feel similar like Master Yi?
There are a lot of issues with this concept and K'Sante's kit. K'Sante as a champion is designed to weave auto attack inbetween abilities, rewarding you for hitting those Q's, but if you miss, you dont get your passive procs and lose all your damage. Going from that to an inbuilt budget Botrk is a drastic change.
He also spends 0.4s (at Q cap) in his Q animation (every roughly 1.3seconds) and 0.4-1s in the W channel. This means, most of the times, K'Sante is spending the majority of his time unable to auto attack in the first place. While his Q also applies this passive, Q is still a skillshot you could miss, but at the same time you are forced to use Q to set your W up with a Q3 as his entire gameplay loop, which means we are again at a point where the Attack Speed isn't even utilized properly. It's just miss managed power budget and poorly implemented.
- W - Path Maker getting the "sett treatment", locked into 1 direction and unreliable
"Sett treatment" refers to the fact that a massive amount of power is put into his W ability. On current PBE, you deal up to 1000 damage on a fully charged W...and 1000 BONUS TRUE DAMAGE. Btw, this is a max health damage scaling that also benefits from his max health damage on his new passive. I've even seen 3-4k damage numbers against baron nashor by this single ability (good luck outsmiting the toplaner).
Due to this massive amount of damage, it is clear that they want to create the loop of hitting Q3 -> guarantee W, but this pretty much invalidates the attackspeed and onhit we get even further.
On top of that, the ability also feels unreliable, which is the biggest concern. A lot of negativity is within this change. K'Sante players want it to be reliable with a clear idenitity, but thats missing. We don't want to use it for defense if we cant utilize the offense. We can't utilize the damage reduction if we have to stun the enemy to maybe hit it. Throwing a lot of damage into an ability mainly loved for the reliability and repositioning capability is what actually hurts it and makes most K'Sante players angry.
There could've been a lot more create approaches that make it feel more reliable for K'Sante player, still have counterplay aspects and also work around the issues the Damage Reduction caused in the past. A good example would be able to aim in a cone similar to Zac and/or have the dmg reduction only work from the front like Pantheon E (the animation even fits).
- Lack of design goals
Because of all those disconnected changes, K'Sante's keystone options feel very bad. He isn't using grasp as well anymore, Aftershock doesnt provide the W burst benefit with the massively lowered resist scalings, Conqueror makes no sense because he lost all AD scalings or AD All Out granted (why even) and for the same reason, majority of other runes that scale with ad are pointless. The best option at this point seems like spellbook because it's the default keystone option if nothing else fits. Maybe (and hopefully) this isn't the case, but it defenitely feels that way.
Conclusion
The whole update feels like a "don't do it properly, do it quick" situation. It doesn't feel like the gameplay feeling and what makes K'Sante to K'Sante was the main focus here while adding changes he wouldnt even need if they understood. Keep in mind that the update was announced 4 months ago just to show us those random feeling changes that also repeat the same things that have failed so far.
I was quite excited when Phreak announced the rework, the goals and that he works on them. He knows what he did since 13.20 didn't fix or benefit the champion, making me think he was able to gather a base understanding of our champion, but apperantly someone else did it instead without keeping those goals in mind. The changes feel like trying to fit him more into low elo rather than respecting that hes a elite play catered design without keeping the high skill part of the champion intact.
In his patch rundown he praises the new designer for being a very intelligent guy and the context he provides for those changes feel like he doesn't care anymore followed by "just deal with it" and at that point i was at a loss.
All Out becoming a spellcaster who's also forced into an on-hit playstyle without properly utilizing the Attack Speed provided just seems off.
This disconnection with the playerbase is something that also happens too frequently. Last time i checked skarner mains, they weren't happy about his current state or what the rework did (less flexible builds), announcing the Aphelios changes (they pulled back) and a lot of other things in the past, Ryze is a prime example and Asol got "removed" in favour of completely a new design that didn't benefit his playerbase.
Though this post is lengthy, I’m curious to hear your thoughts. Do you think the changes to K’Sante are moving in the right direction or make sense for his current identity/kit? While some may hold biased opinions because K’Sante isn’t popular to play against, I’d love to see objective takes on this matter.
I'm also sure that i didn't expend on some points as much as i I'd like to (i suck at making those big posts), so feel free to ask for clarification.
Anyways, i'll just leave you with an imagine of me stacking E's on my adc dummy for 2minutes that they can keep for the next few teamfights (we love bugs).