Term is a defence powerhouse, The dude has a toggleable anti damage field and can protect himself from ranged exposure pretty well in order to mitigate ranged conflict. To have the perfect defence vs range and this level of cosistant damage return at the ready is questionable.
Issue is with necromatic might is the variation between none and max value is simply just too much power differance in one card, allowing him to amass charges quickly in the face of the damage mechanics present in game. Whereas without it... there is not much scary about any terminus build without necromatic 3-5 imo.
skye is already good he can give over burst by killing a tank on a 1v1 and shes now good on flanking if you dont get caught by any wallhacks skills and know haw to backstab enemy, i dont have any trouble playing skye even killing a pesky strix or vivian. picking the right loudout balancing his speed and cooldown is the best way
i pick skye 72% more than any of my flanker cause im that good on harassing player form behind they even go on full illuminate just to stop me on every ranks
@Dusklicious I disagree on Seris. The old Mortal Reach boosted the heal-per-second for 25%, the new Mortal Reach boost the heal for 10%. This is hardly a buff. In addition the buff of Soul Forge diminishes the worth of the 300% range bonus a bit. In my opinion it will make Mortal Reach even worse compared to her other talents, what is not necessarily bad since her heal-bot talent is shit anyway.
A better way to rework the Talent would have been to reduce the channeling time. Instead of 1.5 seconds just 1 second with Mortal Reach.
About Io I think she will remain the best support after the nerf. If Luna gets cauterize then Rejuve should also affect her.
@KicsitCsicska Yeah, I feel like they should definitely be a bit more creative on the cards, they are all way too similar and make no sense anymore, some champions have 5 viable builds, whilst most of them only have 1, max. 2 trustworthy builds.
@HeartQueen I dont get out of position unless someone forces me there. aka i see a Lex coming and i rotate around to a dangerous location to avoid him and buck rides right by me hiding in a corner. I am not in this corner where i cant see anyone because i want to make a play.
It the same as seeing your sniper turned around aiming at spawn. If people had any since they would know that something is up but people dont pay attention.
I can say that having good position is not going to save you from a good flank and even if i can out play the flank which i can allot of them, the amount of time it takes me to kill them normally means death for the team as i was not able to actually heal for over 5 seconds.
Being able to defend my self and being able to heal are two different things and i need to be able to focus on the later.
Another match in the Gold category. How is it even possible to do 6 kills with Androxus in a 33 minutes match? This is an average of under one kill in 5 minutes. Must be some kind or record.
And another match from the ELO hell series. The Pip Player, above me in rank, had his first play ever in ranked, asked his friend over mike how to ban, and didn't know about buying items. An absolute beginner playing ranked as Platin. Nice. Both support didn't buy any items btw.
The understanding of the game is knowing that cauterise and anti heal mechanics are a must to posses as they are hostility suppression mechanics that can reliably reduce exposure time by reducing HP recovery.
Because the scale of cauterise is so vast.
Legit being a scaling race in order to whither enemy exposure time on the frontlines.
(However (thanks to poor design) its needed to stop. W + M1 + Regen drongo builds similar to lex and tigger. Very bad regen brawlers with piss poor objective utility and a cheesy ability.
By enabling a minor level of anti heal on weapon hit, the caut dynamic will always be enforced, providing constant weapon hit into cover pressure awareness. The need to buy caut for regen supression first round is not as hard as foes will not be able to jump on you with access to full regeneration from self and pump healing.
Caut needs to scale fairly, it is needed item to contend with the power of sustain healing being used as armour vs dps in active combat.
The game meta needs to change to enable certain damage and hostility champs use weak forms of anti heal as utility as a form of area suppression zoning and damage pressure inorder to quell the value of regeneration on the frontlines and stress the need for cover vs abilites like oppressor mines applying %20 anti heal to zone out regen for example.
Consider the hp vs ttk ratio of champions with sustain HP return will provide much greater HP overall what is given through Max HP cards.
Some squishies get strong frontline tier self sustain cards while also able to fight in combat, while supports can't even heal themselves unless they have regen cards.
I ain't going to lie.
This current design sucks.
Paladins needs to have a good look at other defence and endurance mechanics to work with other harm item effects present in game in order to reduce the focus on caut.
Personal shields are just more HP with no protective properties and a weakness to anti shield with not enough gain.
We still have no deployable HP armour dynamics.
Certain champs have poor base self regen ability, without a base feature to account for it.
Others are gifted healing for just being a dumb chapion to play and they need it to make it work.
@Grimdeath795 you just dont know haw to use terminus, i can make raum the train to hell and make terminus the hardly killable wall also making torvold the ult spammer you need to focus on making terminus loadout to make him a wall
Alteration of some Temp Buff HP cards to another armour HP that requires dozer instead wrecker if thats what it takes.
We still have no dozer HP pool.
The concept of adding armour to an ability as a form of uncautable temp hp bonus is a good one to mitigate the value of cauterise late game if it can be done wisely and not be used for hard combat advantage.
Although I do not beleive this shield concept is all that complicated, it can be sumerised in a sentence.
Shields provide protection vs further application of caut.
The healer waits for a heal window the FL provides one. Classic formula.
I beleive this is what the whole concept of shields should be about in this game, caut exposure protection.
All technical understanding is the balence of values behind forcing a heal window on someone would be getting a feel of:
The strength of the heal window.
The potential heal time they get out of it.
The combination synergy or access to powerful instant healing in that window.
What I have been rambling on about trying to highlight is that the game has already has most of the values to support this modification and then trial its effect in pts.
Its current personal shield hp with 3s duration values do not provide enough HP to actually stop a hard hitting projectiles from getting through the shield and providing caut, but it will baffle a hit scan or a front line area damage weapon at least for a moment.
But this is where the concept would need to undergo performance testing to sit at a perfect threshold and remedy what issues it causes.
Reducing the strength of caut in the face of personal shielding would be a step at making personal shields have that frontline special pocket type of hp buff feeling rather then just a casual hp buff.
That's the balance of her. A ton of mobility and self heal, but she gets one tapped by a sniper.
Exactly, but, since no one likes being one tapped at full health by a lucky quickscope headshot from the Strix you're flanking, they gave her that card and reduced her self sustain to keep that same balance you're mentioning.
@M3RC3N4RI0 that was a typo I meant 75, but that was before I added the healing card as well. The soul shards on their own get cauterized. And I don’t think that’s intentional. As it does not heal you by default but is supposedly to be Armor. I should not be getting 75 soul Armor if it isn’t supposed to be cauted. It should always be 200.
@TheDarkSpirit12041 It is not a reflection of you buddy. But champion creation requires allot of knowledge of everything in the game as it requires all that just to balance it with everything else in the game. But if your going to do it, you should think about what the champion is and who you want them to be.
There needs to be a hook, something that this champion does that no other champion can do. It cant be broken and it has to be fun. This is why making new champs is rather hard.
@Dusklicious one thing is for certain, his two shot ability is total bull shit currelty and needs to be fixed soon. But once they bring his fire rate down i think he is going to be pretty bad and may need some buffs in other places.
Yeah... His pistol is something I've heard people suggest to buff in its stead. Its nothing like it used to be, it's honestly kind of weak now. Like the damage nerf hurt it a LOT.