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    AYYDIMITRI

    @AYYDIMITRI

    I didn't come here to hurt no one no.
    But get out of my way or get under my boot.

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    Location THE LAND OF FIRE

    AYYDIMITRI Follow

    Posts made by AYYDIMITRI

    • RE: Seris

      Battlewise, Dimitri says its due to game design with no utility damage to etherial abilities...

      If certain damage ability design could penetrate etherial defence, then dependance on too much of a good defence ability can be avioded with the right type of firepower.

      But this trait, would have to developed well as no one wants to get hit during an etherial state.
      But say for example... Tigger's blade of reckoning became etherial once thrown and gained some ghostbusting utility, its not too overtoned...

      Currently with no hostility utility to counter defence utility, etherial will continue to be a great ability to shrug instant pressure while standing in no mans land in addition to sheading caut.

      I like the duration of shadow travel, however compared to other abilities out there of a similar nature, it has a huge duration allowing characters with this tier of etherial to get out of combat and seek safety to an almost broken level if it were not for the issue of needing self heal by stacking rend.

      But akin to using a shield to touch point, there has to be something to counter defence used as offence to stall the game.

      I wish there was a bit of a design standard on the design of etherial, as its decaut potential combined with burst heal is part of an issue in concerning healing rush with characters who can dive hard and create safe healing windows, which can allow a character to play a tad unkillable.

      But I feel if there were abilities that counter etherial, then we could see the return of longer etherial windows if they no longer a perfect defence state.

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • RE: A very quick post on Barik Balance

      @Dusklicious

      Barik brings a lot of HP to the party, more if he has a reset engine going, so it difficult to understand why Barik had such push for such HP values to begin with.
      Without the overall armour composure, playstyle or need to stay in CQC the whole time.
      Why does he ideally need the 4k HP...

      However I do value it on a fantasy creature balance aspect...
      Do we really consider dwarf to be weaker then a human in terms standing Endurance?
      No... Dwarfs are played by line holders by nature...
      So he does need something... the ability to grit teeth and dig in or bug out... Problem is he already has it with Shield Ball... Throwing it on his base kit would be in character as "a dwarf who has a solution to the problem" and complete the I have every shield in base kit archetype design niche.
      Considering other mobility abilities of Front Line class have utility like knocks and damage, it would be a good trade off to have Cover and Protection over Damage and Control...

      So consider this power...
      Add BOWLING BALL to BASE KIT and SACRIFICE the MAX HP in order to do it.
      HP 3600 with a 600 HP SHIELD on ROCKET BOOTS that only last for the duration.

      Using BOWLING BALL Card to Increase Duration (1-5s) after use.

      FAILSAFE -
      ROCKET BOOTS CD is Decreased by (10/20/30/40/50%) the closer you are to %0HP
      Because FAILSAFE with BALL is a poke ability with its own CD.
      It can be frustrating as low dps with no utility burst to get through the double ball, wasting time to Spray and Pray a target that can endure your sustain damage for longer then need be.
      The mechanic needs to be altered somehow to be gradual buff under pressure and less of a spontaneous super power.

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • RE: January Rage Thread

      @Christlike

      I do enjoy seris, a flexible allrounder support Imo with the ability to stand in no mans land better then most cannon fodder supports.
      But heal bot seris is sheer boredom and safe asf in low elo due to her only counter being a situational action lockdown window.
      Since that is her only counter tbh, she comes across as safe to most of the flank class that has no lockdown or hard ability hinderance.

      Most of the fun as seris is having the potential and freedom to do more then run, shoot and heal. You can flank, hold bunkers, sweep lanes and so on. Others just feel like point and click for support nowadays with a kit that does not synergize.

      My hopes are that one can play seris a tad more aggressive. But I do not want to see the a spam stun meta occur. Agony is already a hidden gem vs defenceless frontlines mid channeld ability despite is lengthy CD and requirement to execute. But at twice the potential consistancy... we will see a great deal of mid movement stuns and channeled shield busters.

      Seris should have set the standard with supports having a self heal abilities if their heal does not heal self, as a support that needs to heal through cards alone is trash design with missing potential imo.

      Becase nowadays, support design feels like a class who is the regen glass cannon of the team, instead of chads who carried enough healing for themselves and more.

      posted in General Discussion
      AYYDIMITRI
    • RE: January Rage Thread

      @Christlike

      People complain before putting things into greater perspective.

      Imo, her potential rend sould recovery rate could be busted vs a stack when you consider her ability to decauterise, and use both rend soul and kill to heal while etherial to maintain a massive HP pool, and play like a tank / flank with a primary attack that offers great lane suppression, whilest being a waste of time for flanks to chase with a team ready to peel foes for you.

      From my perspective as long as seris has stacks on multiple forces and the ability to decaut, she has WAY MORE HP then what most people think if she has the potential to recover it though team barrier or her own shadow travel decaut window, or whatever is obtained through lockdown. On top of that its a difficult stat for a player to track how much stack seris has to get a grasp of her potential healing, but I digress.
      With the soul collector build going, being able to heal though damage to that degree (unchanged through caut nerfs i think), with one of the best survival abilities out there... its just a bit much potential self recovery to overpower and bully a foe without any recovery assets or ability to lockdown or chase seris.

      But all of this is balanced around this power being tied to the more sluggish part of her kit, her base self recovery skill with a high CD but strong potential payoff if used right.

      However rend soul can lose potential power for greater frequency, trading 1 moment of overwhelming recovery for more consistant recovery every oppertunity created.
      This should allow it to perform and feel more akin to an altfire, allowing additional damage more often but with a reduction on the execution threshold. The damage reduction may reduce its impact by a bit much, but greater frequency would see more bully and chase through aquiring target position through rend sould damage reveal through terrain. Although I would like to see agony with this new CD consistancy.

      Anything to take Massive HP facetank seris out of the Meta as it really is not the most fun to play or fight against when combined with barrier defence and additional recovery support.

      To anyone who uses this as their main... congrats... you play the safest character in the game...

      If soul collector max HP stays, rend souls healing potential ought to capped fairly somehow as it currently has huge overheal potential on top of huge survivability. The next update may or may not be healthy for the champ but we will see its effect in pts, no use having a one sided winge about these things now.

      posted in General Discussion
      AYYDIMITRI
    • RE: January Happy Thread

      Luna can no longer push payload.
      Thank you.
      Anyone who has issues, glad to see how casual thy are, luna with capping made playing tank horrible.

      Having an additional manpower asset to complete objectives is kind of bloated as a support role, since support restores the effectiveness of damaged manpower anyway. For an asset to cap away from the player body, stick to frontlines.

      This cap design should only be a talent as it creates micro objectives within the game, but forcing the objective to counter luna all the time is just stressfull with players who are unaware of dealing with luna, on top of the stagger it can provide when combined with defence and firepower gives a team more ability to position freely then most other supports so I can see how when abused correctly it can become a worthy meta.

      Imagine playing tank with poor dps, having to waste time to trade with a deployable that gets healed for your dps till cauterise is active, with a trope stun though shields. Its bad enough to waste time fighting it, let alone having to stop it from stalling the game when it needs to.

      Having to rely upon a damage dealers dps alone to counter stall potential with spawning on point does not make for good balence for each class design.

      Luna does not suffer anti positioning mumbo jumbo, so she cannot be moved with knocks, so its a pain getting rid of it when it provides utility to win the game.

      I would rather see Luna have the improved CD reactivity in deployment and switching positioning over cheap game winning potential utility that no other character can obtain.

      posted in General Discussion
      AYYDIMITRI
    • RE: Season 4 Balance Patch Frontline Check List (Sans Torvald, because rework)

      @Dusklicious
      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.

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • RE: TYRA DR AND HP - absolute broken

      The DR does not stack
      It is just reapplied.

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • RE: Evie need love remove flicker nerf

      There are tanks with no ranged cauterise...
      Solve that issue before complaing about a slight sustain nerf.

      Because Fernando really enjoys throwing a 400 damage fireball with no cauterise into a target that just heals up in a blink.
      Meaining 7s CD attack tool is worthless vs a 5s CD Mobility tool because of a card investment.

      Imagine having the player knowledge to just not bother throwing a fireball at evie at range as it will often have no effect against that regeneration rate...

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • RE: Season 4 Balance Patch Frontline Check List (Sans Torvald, because rework)

      Atlas....
      Setback talent makes bubble shield makoa broken....
      Shield talent makes an immortal hexifire...
      Why play atlas alone..
      Its not that he is the best off tank in the game, its just he is far better suited to playing back up rather then frontline...

      Seriously though.
      Atlas sucks as a solo tank while his shield has prefire delay.
      Without another defence engine to rotate around for peel and sightline protection, atlas is forced to waste abilities and constantly move around terrain to minimise getting dog piled after second chance making it hard for him to stay in no mans land compared to other tanks.

      posted in Gameplay & Balance Feedback
      AYYDIMITRI
    • YENIFER - The DRYAD

      NAME: Yenifer
      TITLE: The Naturalist
      RACE: Spriggan
      CLASS: DAMAGE
      FACTION: RESISTANCE
      HEALTH POOL: 2000
      SPEED: 370


      PLAYSTYLE

      Shares elements with Shalin, Barik, Ying, Dredge, Tyra, Inara
      Environmental zoning, sight-line exposure punishment, consistent deterrence damage debilitation, multi target reveal to player, multi level mobility.

      Mid / Long Range multi foe suppression with poison turrets and safe retreat poison sniper playstyle.

      Primary fire, Bow, charge weapon, fast fire rate, medium max damage, poisons targets, limited range, max charge pierces foes.
      Altfire, stance change, locks movement to %30, Regenerates HP, Improves Attack damage per charge level, alters fully charged shots to explode on contact.

      Creates a deployable "Sapling" turret beside player that fires poisoning projectiles, may have up to 2 "Sapling" deployables out at any given time.
      Mobility can teleport to locations of grown deployables, creating a character who can deploy turrets to fallback and advance position.

      Ult creates a large deployable with a large 3k HP Deployable that is a massive AoE poison / cripple field that lasts 5s.


      ABILITIES

      PRIMARY FIRE = POISON BOW
      "A living branch magically enchanted to regrow ammunition and poison."

      • Takes 1s to fully charge, deals 400-650 direct damage, with an additional 200 poison damage over 2s.
      • Fast projectile speed, %30 faster when fully charged.
      • Max Range dependant on Charge 120-300 units.
      • Acts as weapon attack.
      • No Damage falloff.
      • Poison damage reveals to player.
      • Fully Charged shots pierce foes.

      Ammo: Unlimited


      ALTERNATE FIRE = PLANTED
      "Take root, growing stronger, improving bow draw and damage, regenerating life slowly over time, becoming immune to knockbacks and knockups."

      • Reduce move speed to 30%.
      • Regenerate 100 HP/Sec while active.
      • Primary Attacks deal 400 - 800 direct damage while active
      • Cannot use other abilities while active.
      • Stance shift animation, does not hinder player attack.
      • Fully Charged shots made during Planted explode in a small area with %15 falloff damage at the edge and have no max range.
      • Can hold a fully charged shot through stance transition, amplifing damage and altering fully charged attack.

      Toggled
      Lockout = 2s


      Q (Defensive) = SAPLING (Poison Pea Shooter)
      "Grow a Sapling Turret (Deployable) at a nearby location, after 2s the Sapling is fully grown and fires poisoning projectiles at the closest foe within range."

      • Fires a 80 Direct Damage projectile every 1s with an additional 200 poison damage over 2s.
      • Small Placement Range, Holding down skill provides turret placement UI.
      • Saplings become active after 1.5s.
      • Saplings have 600 health.
      • Cannot be used while airborne.
      • Deploying more than 2 turrets will cause the oldest one to be destroyed.
      • All deployed Saplings are destroyed when Yenifer dies.
      • Saplings are Deployables.
      • Saplings attacks do not generate ult charge.
        CD - 10s

      F (Mobility) = UNDERGROWTH
      "Select a nearby plant deployable you created. After a brief 1.5 delay, disperse into green energy & regrow from selected position."

      • Map-wide Selection Range, Holding down skill provides position selection UI.
      • May target Sapling or Chokeflower as applicable targets.
      • Cannot be used while no Sapling or Chokeflower are active.

      CD - 10s


      E (Ult) = CHOKEFLOWER
      "Select a target location within mid range, grow a Chokeflower (small terrain object deployable) to fill the air with deadly toxins that cripples and poisons foes within range."

      • Create a 3000 HP (Deployable) Chokeflower that acts as a terrain object, a small cylindrical flower topped bush that can be jumped on or used as cover by all players, blocks attacks.
      • Denies Hostile Payload Movement, Cannot push Payload.
      • (Deployable) Becomes active after 2s, lasts 5s afterwards.
      • Cripples & Deals poison damage to all applicable hostile foes within a 30 unit radius for 10% Player MaxHP per 1s, Refreshing while the player stands within the area.
      • Can be cast up to 50 units away.
      • Is not blocked by line of sight and effects persist through terrain.
      • Ult Charge is refunded by %30 if player dies deployable activates.

      Hostile ULT Sound: "Your In My Garden."
      Allied ULT Sound: "We Continue to Grow"

      TALENTS

      OVERGROWTH
      May place an additional SAPLING, CD reduced by 2s.

      RECLAMATION
      Reduce PLANTED movement speed penalty by %20, fully charged shots during PLANTED have Increased Aoe.

      FLOWER POWER
      Increase the charge rate of CHOKEFLOWER by %30.
      Yourself and allies stading within Chokeflower Regenerate HP equal to %15 of damage dealt by choke flower


      LOADOUT CARDS

      ARMOR

      Tough Birch
      Regenerate 80HP per sec while below 40/50/60/70/80% max HP

      Verdant Uprising
      Eliminations increase ult charge by 1/2/3/4/5%

      Fertile Footing
      Eliminations increase movement speed by 4/8/12/16/20% for 4s

      Nourishment
      Gain 60/120/180/240/300 HP

      PLANTED

      Trail of Thorns
      Fully charged hits against Champion targets while PLANTED is active reduce movement speed penalty by 6/12/18/24/30% for 2s.

      Ironwood Elder
      Gain 4/8/12/16/20% DR while PLANTED is active.

      Forced Evolution
      While PLANTED is active, reduce the CD of other skills by 0.1/0.2/0.3/0.4/0.5s per second.

      Weeping Amber
      Leaving PLANTED grants 6/12/18/24/30% movement speed for 2s.

      SAPLING

      Crop Rotation
      When a SAPLING is destroyed, reduce your active Cooldowns by 6/12/18/24/30%

      Seed Migration
      Increase the placement range of SAPLING by 4/8/12/16/20 units.

      Allows placement over terrain objects

      Natural Order
      Increase your movement speed by 4/8/12/16/20% while standing near SAPLING.

      Tough Knot
      Increase the Health of your Sapling by 70/140/210/280/350.

      UNDERGROWTH

      Regrowth
      Heal for 30% of your missing HP over 2s after Travelling to Sapling with UNDERGROWTH. Can activate every 30/25/20/15/10}s

      Rooted Route
      Gain 4/8/12/16/20% DR for 3s after using UNDERGROWTH.

      Spring Bloom
      Reduce the CD of Sapling by 1/2/3/4/5 when activating UNDERGROWTH.

      Survival Instinct
      Reduce the CD of UNDERGROWTH by %50 when falling below, 30/40/50/60/70% HP.

      posted in Community Creations
      AYYDIMITRI