AoC Meeting #27 by Jay Flare



  • Good:
    -nerf to sustain meta
    -leaving my Andro in peace

    Bad:
    -not removing the dog's ability to cap point


  • PC

    This post is deleted!


  • Jay Flare is speaking about cauterize should be nerfed.
    Jay Flare shows a video meanwhile, where he plays with a champion with only one item: Cauterize3.

    If it need buff, why everybody picks it? 😂

    Don't you think that OP heals should be nerfed rather?



  • @KicsitCsicska it makes no difference is they nerf caut as uou cant kill anything without it. Even if it was 20 40 60 it would still be must buy.

    The sustain meta blows, Being destroyed by 5 healers should not be a thing that works well.



  • With healing at the strength it is at now.

    I will keep stating that there needs to be more common anti heal mechanics aside from cauterise present in the game. The return of momentary anti heal abilities will usher in less of a requirement to pick cauterise first round.

    Lack of default cauterise vs combat heal values. Caut is too much of a gameplay feature to have as an item store item alone, any player with pumped healing will win trades vs a player without cauterise due to the ttk differance caused by healing.

    You should not have access to full recovery power while getting shot in combat. This is the power given to players unlesd caut is picked. The 1.5s anti heal pressure time caut creates is a huge dynamic that other hostile item cannot compete with, in order to mitigate the overall value of this item effect you may as well just make it a default utility.

    If your weapon attacks apply a 20% base Cauterise by default without active cauterise item.
    With perchaseable cauterise ranks of 40/60/80 anti heal values further on.

    And various ranks of 20/40/60/80/100% anti heal can be attacked to some common damage utility abilities to pressure recovery and reduce combat regeneration as a form of damage zoning aside from just dps.



  • Every champion should have built-in cauterize on weapon shots by default (75% or so), that's it. As it is, heals are OP in the first round, and everyone spends half their credits on Caut 3 every single match.



  • @Shadowpuppy This is why I suggested to add caut effect into the base kit and nerf the item caut. Just like:

    All attacks decrease healing by 30% for 1.5s, so you can get a kill without this cursed item.

    Nerf Cauterize: scaling: 25%->15%, cost: 300 -> 250

    It will be cheeper, so you will able to buy other various items as well.



  • @KicsitCsicska not reaally goung to changr anything. Still buying cauterize first pic. But noe I start the round with 45% caut and need 50 credits for 60%... Caut 3 online before first round is over every match.



  • @Shadowpuppy Caut isn't an option. It is a must pick. It doesn't let you to pick based on any personal preference. Literally everybody's items are almost all the time. This is what the current caut does. Because it is OP. Every OP items does the same: you just pick the same all the time and there are no variety among the gamestlyes. Just like Battle Shout cd reduce card in the last season. Do you remember? It has been nerfed for a good reason. It did the same as caut: you pick it or you lose. It isn't playing actually. It is knowing what the meta is.



  • 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.


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