@Shadowpuppy still frustrating. I think if they just yoinked the code that forces you to maintain line of sight with the payload, and did the same thing with IO and Luna and it would be much much better, since that would cause IO to risk her life, while also stopping 5 man zones.
If she could contest for free, it still means that winning teams can give a big middle finger to the comeback mechanic since they won't need to step on the objective quickly
Taken from Evie tread as its more on topic here.
Fireball used to have Caut in cards and that was a pretty serious problem as you could have fireball apply Caut 2.5 at the very beginning of the game. Or of course it wouldn't be used.
I think they should be making Fireball an in-hand so if you get Caut as an item, it should apply it. Also on the topic of fireball they need to buff Incinerate so Fireball has an actually good CDR card again.
I know the story all too well comrade...
Glad to see you mentioned it here...
Voiced the same conclusion back then saying Fernando's low Primary attack dps scales poorly with other damage items and Fireball utility damage can repair this issue.
And still today Fernando has issues against High HP deployables (in the current meta) and suffers against Personal Shield pocket (with a history of fighting busted torv pocket to back that fact) due to having not enough burst to compensate for instant endurance...
With Weapon Utility Damage to Fireball, building cauterise can return that feeling of momentarily staggering recovery against a stack within his sightline for a brief moment and allow fireball to change the tide of battle, while also building additional pressure to characters that kite and stay outside his reach.
While Building Wrecker and Dozer allows for near instantaneous burst damage to counter burst endurance mechanics such as personal shielding, alternatively providing a mightily blow vs deployables to hasten their drop time as its unlikely he will be able to stack damage off multiple players if a deployable is blocking or in an unlikely position to stack multiple players.
Another issue to consider with this is that inhand attacks gain Life Rip, so the HP on each Fireball hit card should be distributed over a duration instead of instantly to compensate for this feature, or replaced with an armour card that increases life rip as Burning Damage (despite not providing caut), does provide life rip.
One of the issues I think the Devs fear is the consistency of Fireball getting a fast CD, it allows for an initial poke and execution strike if certain conditions are met, together with his shield affording the bide / bully time with a dash/slam to out position the opponent, the design is lethal vs a player with no mobility, squishy hp and no ability to lock him down or deter his pathfinding.
But with fireballs current dependence on foes stacking and lack of utility damage upgrades, its CD feels a tad underwhelming in effectiveness compared to the tempo and impact of Term Calamity Blast and Ash Kinetic Blast CD Refire rates.
@U534621670 Sorry, I should have given some options and said to use a screen capture. The in game ping number is pretty much useless. If I'm reading your post correctly, you have 9% packet loss to the first hop? That's actually pretty bad ( a call to your ISP is in order). What type of internet is this? Depending on the modem it may have a web access screen where you can see your connection statistics. I suggest you look for this as it's likely showing errors.
If you post the same way I did, be sure to blank the first ip outside your local lan like I did.
This is ~2 min test to the same ip.. I'm in NA so the times are higher as it goes further away of course. BTW, the 100% loss on some hops is normal.
Here's my modem connection screen. I haven't restarted the modem in two months. It has some errors but it's not constantly increasing. A storm or something may have caused them.
I think it could also use a future rework to something like this: Upon reaching 30% of your maximum health or lower, reset the cooldown of Rocket Boots. Internal CD- (55)- (5/5) seconds.
This would make people consider more if they want a few seconds off of Failsafe CD (rank 5 is IDENTICAL to rank 3 on live), or to invest it in another card. It's an overall nerf that makes it so you don't always have to run Failsafe rank 3 (or maybe rank 2 is OKAY as he is on live with 4750 max health, as 20% of that is still 950), and Failsafe past 3 is a complete waste.
@SomeGuySomeWhere The real reason Flicker nerf was the crying noobs. People who wanted flicker nerf were claiming Evie can TANK (not kidding). But Hi-Rez lstened those noobs and nerfed Flicker. Evie already had the worst sustain among all flankers. But they nerfed flicker. Destroyed Evie's sustain. Like beating a dead horse. And if wormhole was the problem they could just but a internal cooldown for Flicker. Which is unnecessary cuz flicker can be countered easily. Which makes it NOT OP. You dont nerf something that is already low. Balancing doesnt work like that. You supposed to nerf OP stuff. This shitty balancing is one of the reasons i stopped playing. They destroyed the game. The game which rewards skill has gone. Hi-Rez really needs to stop listening crying noobs. FFS they even asked Evie to be nerfed cuz she has slow attack speed. Show me any other champion people people want nerf cuz it has slow attack speed.
The entire purpose of CC is to force alternate play styles. If your Lex you cannot just dive in and kill people if jenos is on the board. You have to play around him. This is true with any CC in the game. It makes people have to alter tactics and pay attention.
If there is going to be so many cards that increase CC duration then there should be cards to reduce CC on the opposing side. The Jenos Cripple CC that requires no aim and cannot miss needs to be removed or made into a skill shot. I do not mind CC that has aim involved.
Its CC like Grover bouncing axes, jenos, aoe Atlas ,
@adek183 U seem to think comeback mechanic makes the payload move faster and give the losing team a furia ult boost. At 3-3 the cap speed is the same, which makes half of your arguments invalid. Overtime works at 87% IF the opposing team steps off immediately, its about 5s before the point gets capped, stepping on it to trigger overtime. Also the game doesn't punish you for pushing in the payload. Neither does it reward the losing team with extra ult charge nor extra credits. If you're on a high streak, you get credits faster, ult charge faster per dmg and kills or other roles you fulfill. Btw, you seem to not have been following esports, because I've seen a LOT of 4-0's or 4-1, 4-2's, so idk what ure talking about.
@Christlike Well sry, you seemed to tell me I don't know what I'm talking about and that I trash talk, guess I interpreted it wrong. And again, I didn't try to come off as toxic in my 2nd post, just kinda surprised how you came at me. Again sry, dont try to care too much and have a good new year.
Guillo Zhin will destroy her with zero options from the Yago. Also anything with Tank shred will mess her up. She's going to have counters... She'll also have a hard time avoiding things compared to other champs unless you stay in big worm wheel form the whole game.
Though she will be the worst MU for both Ash and Khan in the game probably.