@wafflehead2013 I don't really see a problem that Grohk is not viable as main support. He is viable as off-support. Not every tank is playable as main-tank so why has every support to be playable as main-support. Especially with the new double-support meta.
Grohk is good in doing damage and he has good self-sustain and therefor his healing output is bad to keep him balanced. If his healing would be buffed he would be overpowered.
I also don't think we need another dps champion. There are many to choose from already. Especially now with double support meta the number of supports shouldn't be reduced.
If it had a slight ranged deployable placement range (of say 10-20 units), it would require less endurance on bariks behalf for optimal placement around terrain and off of a high ground onto a lower platform within range..
As long as the range is not too far, that small placement flexibility buff in itself would be choice in giving a bit more extension into enemy ground potential from a standstill.
As for design overhauls.
Turret is pretty core to the theme of the kit.
Provides a body block vs non foe piercing brawler attacks as a subtle hint to the power of a smaller character size.
Its firepower mechanics are lacking somewhat due to design. Not to say it does not do the job of creating CQC damage pressure... It just could be better in design to have more influence.
I would opt for a channelled beam turret, laser targets nearest foe then arcs to the nearest foe nearby, chaining across the whole enemy team if they are too close (say 20 units), dealing less damage the further it chains. This turret design would do better to split foes apart to avoid chaining damage to each other, yet hindering their ability to form up close to each other for defence.
So not only is your team protected behind a shield, foes entering that shield will could cause a potential team wide multi foe CQC backlash dependant on how many foes want to stick around that shield.
Or a gatling gun with extreme falloff or inaccuracy at max range to provide more range and offence rather then only in tight spaces, limited to the shield area. However barrier and sentry combos are a pain to deal with and the current barrier strength would see it too strong to deal with without some duration or value drawbacks..
Without turret, it could just be a static Bubble Barrier and Damage Over Time field, but without the turret, I can't really see barik the same way.
I like THUNDERDOME's in general...
But it should be another characters ult.
As for soft vs hard CC on ult.
Any Hard CC stun or silence would provide an at the ready ability counter against channelled defence abilities and would afford barik much counterplay to a character in a defence state.
I would rather opt for a weak 40% Slow Zone, Damage over time and Mid strength Bubble Shield. A good ult for a front line class as it has all elements of defence, offence and control without any extremes, allowing it to be deployed at range without any instant combat overwhelm influence potential. I wish we had more elegant defensive ult design, front lines have mostly gone for direct combat influence ults, whereas environmental defence and offence have impact if they are designed right.
I'm not the biggest fan of simple direct influence ability counterplay, if done poorly the game thrives on clutch ability outplay options rather then performance skill.
If not balanced overall, ability outplay can create too strong dive and shut down moves.
I am surprised we have not seen another double barrier set up on a tank tbh.
I wanted a vine flank, but this is not really my thing, here are some of my thoughts about it.
I can't really see it as a flank, its just grover with slightly more damage potential, and a fairly wonk ult tbh. I preferred OB flank/tank grover TBH.
The Dive move feels rigid, clunkier then terminus shatterfall to combo with vine, its design limits hit potential.
Dive move requires mobility move to compensate for range, however the basic vine ability is not all that favourable design without some flank class endurance stance upon casting.
A literal copy and paste ability (with a slight premature cancel) is not going to amend the design issues that this mobility has.
Vine is not instantaneous, it will have issues on a fast passed role such as flank.
I would have gone with ethereal vine as the champ design, and worked from there as the only endurance state needed to get around safely.
Currently this clunky maeve with less air potential, reactive mobility, less range, firepower is not all that grand of a kit to play if you ask me.
With no base endurance or ethereal state to prevent fatal damage before opting into dive or a safe escape move, the character gets a fairly sluggish mobility compared to other flanks with more reactive dash moves or defence states. Its mobility is good for distance and long engagements while its attacks say otherwise, I would say it has issues with aerial foes, snipers and anything with a common burst&defence design.
They made her damage feel pretty soft, but allowed for a fast attack speed.
The way each hit applies its own damage over time value just does not feel right for getting an average feel for attack damage in a single target fight.
She could have the zhin treatment where certain attacks in the combo pierce targets for additional potential damage, therefore she becomes a character to flank pressure a group from an off angle, rather then stay focused on single target fighting.
Her stacking feature...
The abilities that use the stacks are underwhelming with and without stack charges.
Dynamically they provide very little other then poke and bruise damage.
The talents for the stack abilities seem like base kit features.
Double vine though is strong mobility, but with no impact elsewhere other then poke and opportunity frag dives, the character is not all that enjoyable to endure a game while others have more sway in battle.
Personally DoT should be listed as bleeding of some kind in addition to the general burn and Poison...
Its pretty much a poison in its current state, being mitigated by Direct Hit DR.
I currently have no clue how it interacts with abilities that shed debuff damage like koga and mals mobility can.
I somewhat wanted sterilise (reduce Dot Damage) to comeback from early beta so all Dot effects would be mitigated by this value instead of just Direct and Area DR.
But all in all, I would like an improvement to the sustained damage over time system as well as damage debuffs.
On paper my Concept for altering pips healing to suit the current game.
800HP + 400HP over 5s (80HP/Sec) to allies hit.
Mega Potion (if it were to retain design)
1200HP + 600 over 5s (120HP/Sec) to allies hit.
TAKE into account the 2 CHARGE system.
Effectively doubling the output of potion, thus the upfront potency reduction.
Potentially leading to a Healing Potion every 4s, thus near constant ally support.
Or a successive burst of area healing in a short window with a long CD.
With 2s recast lockout to meet demands of other pump healing characters, but with less strength as it effects up to x5 players.
Additional HP sustain should be added to the base ability to support self sustain, life rip, self healing states of other characters.
However neigh infinite recasts requires CD management strategy or it will be sluggish to maintain.
Sustain healing providing additional self support by with extending the ally elimination window for healing allies to neigh infinite, like other supports.
A player will always have a potion on them for combat and one for team healing.
@TARAKS I think Over the the moon is purposely made not to two-shot most full health champions. Considering how much Evie can reset Soar, if she was able to kill so many champions even at full health she'd be unstoppable. Plus, no one likes to die in two shots before they can even realize what's going on (even if Strix and Maeve didn't get the memo)...
Ok... well consider at that time Low Rez had a major issue defining the strength and dynamics of reveals. As well as, when it comes to the community providing critisism on the state of the game, many are whining baby men who only berate design without willing to discuss its dynamics, faults and feel in game, we all know the kind.
You can sort of see it right there with how they went about balencing Dark Sight giving team reveal... altering it to only reveal to self and reveal foes through stealth, that it was probably removed to streamline reveals as a whole.
When you consider you could gain 5s of reveal time off of one charge of rend soul, and one orb and pierce a crowd...
Don't you consider that just a bit too free of a reveal application for power of that duration.
You are pretty much transforming the ability into something completely different at that point.
They had tyra, strix and vivian with these light up the whole team forever revel card combos.
This power being applied far to freely for its overall power in game.
I AGREE IT WAS AN ISSUE...
But a reveal support is a need, seris is capable for it.
If you think of reveal as a form of damage and control through a debuff...
A simple kit card cannot posess that ammout of damage power to create team wide ambush pressure.
However... in base kit in a balenced format,... with a duration dependant on charges stacked, seris would spend 1.2s (+ projectile travel time) of sustained fire in order gain maximum duration of a reveal ability.
YOU ARE LEGIT TRADING EXPOSURE FOR EXPOSURE... and this is wonderful on a foe piercing supressor with stacking charges like seris with that kind of escape.
As long as this reveal has a max cap somewhere between 2-4s it should be not too hostile to work around.
Anywhere between 0.5s - 1s per rank would be suitible for the game.
Personally I think a 2s reveal is fair enough considering you can net more then one target.
I just think Seris does not have enough time to perform with it.
I am aware that a max of 4 is massivly overtoned for a concept here... its more to prove the dynamic is possible and that seris could use it.
@Shadowpuppy hehe u forgot that even when ash ults she still can be stunned or crippled or hooker which can take here away.Plus u forgot that even tho ash ults and gets Dmg imunity she still can be hitted,yeah its kinda weird but thats how it is like every shot hit at you,even at ult stops you from healing out of combat and its actually applying caut too.
I tested this out and thats how it works...
But i still hope they would give something to veteran,like a litle buff for more hp or somethinf just to make people buy this.
This chart says that Mal'damba has the lowest win rate (43.1%)
Problem is that Damba is very good at professional play. If you follow the graph than you see that his winrate was always quite low, nevertheless he got a nerf (like all healers) and his winrate even lower. Judged by ranked he definitely needs a buff.