Do you realise, that all your examples of short range characters are flank role, who are intended to be a short range characters? They trade their range for mobility and burst damage. If you can't get close and tear, say, Lian to pieces with flanks (meta ones, don't count Enlightenment) it's your problem, not game flaw.
Best posts made by JoeTheMoonwalker
RE: Long and Short Ranged Champions
IMHO, currently Ruckus is weakest front line in game. He's lack of survivability(his shield has 2.5k health with 12s cd. FYI Barik's barricade has 4k with the same cd) , he cannot protect his allies, he has no CC. His only upside is damage potential (800 dps, rockets and hexafire), but that seems not like the thing for FL. Also, without help of his allies he cannot use his only advantage due his low mobility while firing(70% self slow). It seems he needs changes, a slight rework to negate at least one of his downsides.
RE: Long and Short Ranged Champions
Dude. You messed genres again. Paladins are not CS or Quake. Not even close. If it's not fun for you to fight short distances all the time - don't play with flanks. Or don't play at all, considering how many issues you have with this game, that noone else has.
Also, your argument about "successful E-sports" are way too repeative. Paladins are not E-sports yet (hopefully it will be changed one day), and ripping off other projects of different genre will not help the case.
RE: Long and Short Ranged Champions
Strix at current state requires no brainpower, just some aim. You can wipe literally anyone, but a formidable frontliner, with quickscope bodyshot and UU. According to you, this game has huge hitboxes, so it's not that hard to do. Since you can deal with anyone incoming in a crack you don't need to worry much about positioning, just don't rush before your tank is all.
Koga's SMGs have almost the lowest dps among flanks. If you have troubles fighting him as Lian, it's you're bad, not your champion (neither Koga is OP).
Also, about coming from CS: you are like the guy, who enters MOBA or RPG after FPS and asks "how to jump?". This game has different mechanics and different goals. And people are ok with that. Take it or leave it.
Aspyx, the Ophidian deceiver
Lore: What can you tell about saurans? They are vicious, malicious and slithery. Like the chameleons they can change their color to escape confrontations. There’s more: their sinister gaze makes your skin crawl at fleeting glance and can significantly hurt you at long stare. The good thing – they are pretty uncommon in the Realm. The bad thing – one of them is already there. Aspyx, an ill-known suaran assassin, may be costly, but he has no equals in infiltration and eliminating targets as quiet as possible. His natural abilities make it easy for him to blend in with any crowd given, and his assassin skills assure the target’s demise. When the confrontation between the Resistance and the Magistrate arose, he stepped in, because in such conflicts there are always good money after bad.
Appearance Aspyx is a sauran, a reptile-like creature with viper head, long coiled neck, green scales and a long flexible tail. He has four digital arms and legs, a pair of each. He wears dark assassins bodysuit with leather chest belt with pockets and a pistol holster. There are pair of fingerless gloves on his hands. He is tall, but his combat stance with spread legs and coiled neck makes him significantly shorter.
Role - flank
Move speed 375
[LMB] Silenced pistol – a stealthy semiautomatic weapon, that fires 500 damage bullet every 0.4s. Effective at short range. Has 8 ammo. Very quiet.
[RMB] Terrorize – For 1.25s applies fear on single target. Doesn’t pass through shields. Cannot be used while Merger or Mimicry. Has 12s CD.
[Q] Merger – in 0.85s copies selected enemy appearance. Attacks will break the disguise. Enemy can heal you via healing abilities, but skills that apply both damage and healing will only hurt you. While disguised enemy can’t select you with targeted abilities, like Void grip or Hunter’s mark. Enemy can still damage you. Has infinite duration, but CD starts only when Merger is canceled. Has 12s CD. Applies a dispel for both positive and negative effects upon entering and exiting the state. Your VGS remains unchanged and only allies can hear you.
[F] Mimicry – Becomes invisible for a while. Moving during invisibility drains meter 15% per second. Meter regenerates 4% per second when you stand still. When ability is canceled it goes on 14s CD. Attacks will break the invisibility. You can use Merger without breaking Mimicry.
[Ultimate] Basilisk’s gaze – for 4s damages for 750 damage per sec anyone, who looks at your direction (angle ~30 degrees). Damage passes through shields. This ability cancels Merger and Mimicry, and they cannot be used during it. You are slowed by 50% for the duration.
”Look into my eyes!”//”Sinister gaze!”
Back stab - Pistol deals 40% more (700) damage from the back.
Deception - Merger activates upon killing, coping appearance of victim, even if it's on CD.
Atrocity - Terrorize applies in 20ft radius around hit location.
Reworked Kraken needs a rework
As you may know, developers reworked Dredge's ultimate ability - "Kraken" - in the last update. The previous one had considerable cast time and took 2s to fully charge, all for dealing 4000 damage in mediocre area. The current Kraken has no cast time, takes 1.7s to charge and deals a whooping... 1.4k damage in the same area. To me, it seems like it's a huge nerf. Of course, previously you may have an issue to even hit someone with your ultimate, alright, but if you did hit someone, they are most likely gone for good (or for respawning, more precisely). Now you still have some problems to apply a damage with Kraken, due it's decent charge time, but even if you hit someone you'll hardly leave a mark! Just for comparison: Broadside deals 950x3 damage in 2s in almost the same area, it has no cooldown (except reload time) nd it's normal abiltiy, not ultimate one, that is bound to be the strongest of the one's abilities.
I don't know what made Evil Mojo to rework Kraken this way. Maybe it's me, who knows nothing about how great it actually is, or maybe they just wanted to leave a champion without ultimate. IMHO it needs at least some damage buff, if not full rework, like adding a 1.4s duration root with DoT of 1.4k instead of instant damage on proc (It's like the Kraken himself caught you in his tentacles and holds you still, crushing your bones, hmm?).
You can do a ghost, or you can do a pirate,
You do both and I am not going to take yoh seriously.
Davy Jones says "Hello"
This guy really needs a lore skin before he died.
I just want his inhand attack to explode on contact with terrain.
Nah, that's Pip's feature
While his inhand attack allready bounces off terrain.
His primary attack has no warning indecators, allowing dredge to stack up a few at your general behind, reload and big burst you at it all triggers.
At least it gives you room to kill unaware flanks, that jumps around you. But it can use an indication indeed.
I wpuld like to see his reload attack deal a base level of damage then apply burning for a duration depending on the ammo remaninging in magazine.
Bad idea. You can just spam LMB+R all the time for bigger damage output, and that's kinda stupid. I mean most of the hate towards Dredge is based on "unskillful
braindead spam champion" replies, why add insult to injury?
I would like to see a propper harpoon talent that is not designed the way hurl is, and is not a big burst proximity damage you struggle to see around corners as the enemy.
Somethong like... Harpoon locks into terrain for 3s... casting soul chains on opponents within a small area, slows until players distance themselves or brake line of sight from it.
Well, seems unreliable, actually. Idk how many people would like it above Scuttle or Abyss spike. Also, it sounds much alike the aforementioned Abyss spike, that explodes on timer instead of on proximity.
Overall idk about kraken being called kraken.
Feels more like a big mortar right now.
It might just need a more "Kraken"-ish rework, with, say,
rapingrooting tentacles or something, idk.
RE: Enough with the childlike champions
Why do you even have in mind, that some characters must have little playtime? Ideally all characters, as it is so called "hero shooter" (yep, that was intentional), shall have more or less equal playtime, basing in their ability kit first and appearance second (or maybe even third).
Things that are fun and interesting for you are not always the same for others. For example: you say you like Strix, good. I don't like him. I don't like cold-blooded vicious seasoned murderers with no heart. But I kinda like Evie's fiery personality, unlike you. Also unlike you I don't scream my heart out to somehow remove characters I don't like either.
About meta, well, Cassie and Strix are meta. Why meta should be based on personalities rather than on ability kits and overall usefulness of champions? Likeability is subjective, but the balance is not.
At last can you explain, how Cassie is a high quality characters and, say, Evie is not?
RE: Enough with the childlike champions
About E- sports: we have Dota and LoL, both are top notch in E-sports. Are their developers concerned about having all aesthetics in line? Not really. We can have exa-robo-suits and planes fight alongside with a dragon breathing both fire and ice and a dumbbell ogre. As I said, lore has almost nothing to do with competitive part of the game.
About witches. Well, it's your opinion. It's nice you have it. I have mine. It differs from yours. No problem there. The problem is, that I only have an opinion, and you try to force everyone else to share yours, arguing anyone, who don't want to do it.
About Cassie, I didn't ask you to tell me what do you like in her. I asked to tell you, what differs her from Evie, that makes her a better character. You told me about attractive body. Well, what if I tell you, that I don't think Cassie's body is attractive, huh? You may say nothing, because it's a subjective judgement, not objective like having well made and touching backstory (though it's still a bit subjective, but way less than appearance) or something. You didn't convinced me she is a well designed character, while Evie is not, that's the point. You've only described what you personally like about her.
Your vision is controversial for sure. But the way you bring it up is much like "I don't like what you like, that means is what you like sucks!!!". If you had decent arguments to prove your vision, then it might be taken in consideration by community, but you have (or show) nothing of it. That makes everyone to think that you are are a weirdo (no offense intended), who either too stupid to understand that he goes against the whole community, or wants to show each and everyone that he's so special having different options. For either of the situations I see no reasons to continue breastbeating around this topic. Not with you and your lack of good reasons. Log out.
Denwell, the Arch-mage
Denwell, the Arch-mage
Lore: Noble by birth, Denwell spent his younger days not by the plug, but by the books. Even as a child, he showed a great talents in learning magic arts. He attended every magic school, studied with every major arcane master available, and very soon the young mage realized, that there was no magic left unknown for him in the Realm. Using his status he left his home in order to learn new arts in distant lands. He was traveling around the world, rarely returning to the Realm in dire need. When the conflict between the Resistance and the Magistrate arouse, Denwell, as usually, was away. At the moment news about the disorder have reached him, Denwell gave up all his studies and hurried up into his homeland. When the Realm calls, the magus always answers.
The Arch-mage is allied with the Magistrate, as current government in force. His reasons are simple: as great magic user he realizes the potential danger of crystals. He agrees with the Magistrate policy for restricted crystal use. Also he heard about dark deeds of some magistrate’s adherents. He’s going to stop or prevent them.
Denwell respects all magic users, either side they are on. He pities death of good magicians, as Ying, Evie or Moji. He doesn’t like arrogant people, like Lian or Jenos. For the latter, Denwell even reminds to the Ascended, that he is not a god, Jenos claims himself to be, but a powerful human.
Denwell looks pretty young for the arch-mage. He’s about 30, with long dark hair, sharp features and small goatie. He wears red magistrate’s uniform, blazer-like, with elbow-high sleeves. From his elbows and down goes two magical bracers with crystals. Several rings are on his fingers. His trousers are gray with darker knees. Also he wears a pair of well-made leather low-shoes. He hovers all the time, similar to Ying
Role - Damage
Health - 2000
Move speed - 365
[LMB] Magic missile – An arcane bolt, that explodes on contact with a foe. Every 0.9s launches a projectile, that explodes, if it hits an enemy, and disappears, if it an obstacle. Explodes on contact with shield or Inara’s Impass as well. Direct hit deals 300 damage, while explosion deals 600 damage in mediocre area. Has 6 ammo.
[RMB] Spell cast – Cast currently conjured spell. Has CD of 18s individually for every spell.
Spells that might be conjured:
- Cold snap – An Ice spell. Lowers single enemy temperature, making it painful for them to move. Deals 100 damage per 10ft movement. Lasts 4s.
- Pyroclastic burn – A fire spell. Deals 0.15 damage per every 1 health its target missing. Damage applies 4 times over 2s.
- Ball lightning – A lightning spell. Summons an orb of electricity, that files forward, dealing 400 damage to all enemies within 35ft around every 0.6s. Passes through enemies, breaks if hits a wall. Lasts for 3s.
- Arcane orbs – An abyssal spell. After 0.8s channeling creates 6 orbs, that flies forward, dealing 200 damage each.
- Alter ego – An illusion spell. Creates an illusion of a single enemy nearby them, rooting them in process. Illusion has 1000 health and attacks its original with their current primary fire, fully charging it, if possible. While illusion is alive, the enemy is rooted. Illusion lasts up to 3s.
- Stagalla’s wrath – A Stagalla’s (earth) spell. Emits a shock wave within 35ft around, that deals 300 base damage and additionally 100 damage per every champion or deployable caught in it.
- Void melody – A cosmic spell. Creates a silencing vortex with 25ft radius. Lasts 3s.
- Runic blast – A runic spell. Releases a blast of energy, that deals 800 damage and pushes enemies caught it it back
[Q] Conjuration – Enters a conjuration state. While conjuring can’t attack, but still able to move. Three times chose [LMB] or [RMB] to conjure one of eight spells for Spell cast ability. You can reactivate it to cancel. Has 3 charges, each restores consistently over 4s.
[F] Blink dash – a combination of two spells, Denwell teleports at direction moving, leaving an illusion with 500 health on his previous location. Illusion lasts 3s. Has 12s CD.
[Ultimate] Arcane bounds – chains together lifes of enemies within 40ft around cast point. When one takes damage, others bound take 20% of it. Lasts 6s.
Stable magic - Magic missile now always explodes
Malevolent arts - Spell cast has 25% life steal
True sorcery - Conjuration has a 2s CD instead of charges.
Gnawr, the Towering rage
Lore: noone knows, what makes Gnawr so mad. Maybe it's the result of his masochistic inclinations. Maybe it's all-consuming hatred. Or maybe he's just insane. The one thing is true and well known, though few one survived to tell the tale: wounds, that stop anyone else, only make Gnawr stronger. Being born and raised in a wild, now he's the most ferocious and dangerous predator of Realm's woods. When the fight between the Resistance and the Magistrate driven him away from home, he joined the battle, in order to crush both sides to his amusement.
Gnawr looks like a savage Tarzan. He wears a wolf pelt on his back, using it's head piece as a hat. He uses ragged burlap pants and a rope as a belt. Otherwise he's well built and muscular, with rough facials and long dark a bit curly hair.
He respects Tyra, since she defeated a gorlock with bare hands, shown her strength and cunning. He likes Grover, who's nature protector and Grohk, who harnessed power of lightning. He doesn't like Inara being unnatural creature. He'd like to eat Pip and Moji, since they look much like wild prey.
Role - damage
Health - 2300
*Move speed" - 365
[LMB] Whirling axes - every 0.9s throws 700 damage axe. Deals up to 1225 damage on lower health (~25% left for max effect). Axes affected by gravity. Has no reload. Has 30% lifesteal.
[RMB] Wild axes - bashes all enemies at melee range(~15ft) with axes, dealing 650 damage, up to 1000 damage on lower health (~25% left for max effect). Has backswing time of 0.6s. Has 30% lifesteal.
[Q] Fury - drains 100 health per second, increasing movement speed by 30%. Can be toggled at any time. Applies 50% self healing reduction while active.
[F] Wounding - charges forward for 40ft, dealing 400 damage to first enemy collided in cost of 10% of his current health.
[Ultimate] Enrage - for 6s delays all damage and healings received, also doubles the latter. Both damage and heals apply simultaneously as difference between them. Removes debuffs upon activation.
Furious swipes - Fury increases Wild axes attack rate by 20%
Unstoppable force - Fury gains 50% CC reduction, but drains 20% more health
Bloodlust - Wild axes don't deal additional damage. Instead, they make enemy bleed, dealing 10% of their max health over 2s. Bleeding is affected by lifesteal.
- Added lifesteal to both attacks in order to have self sustain source.
- Increased damage for both attacks, base and additional.
- Wounding now Costs part of your current health instead of fixed amount. It should make it better for escaping.
- Bloodlust talent reworked.
- Enrage increases health income times two now
RE: Vivian... THE MOST Boring & Braindead Damage Dealer I have ever used...
Though I'm Vivian-main, 50+ lvl, I agree, that she needs a rework. At least her RMB needs to be changed. This will bring down her "lazer-like" fire while expanding her ability kit with something more useful/interesting/unique.
While I can't totally agree with her be boring or braindead to play (on high elo you are tend to be a flanks-feed, if you try to play straight), I know only one way to make her somehow useful/entertaining - One step ahead V.
Being legged sentry is good(most tanks are actually somewhat a legged sentry), but being legged sentry only is definitely bad.
Also, her kit doesn't chord with her title "the Cunning". There's nothing cunning in run-n-gunning everyone, you know?
Skall, the stone giant
Lore: many people know about stagalla - the Realm defenders, made of stones and mind gems. Few know, that mind gem can be made not by man, but by nature itself. When the occasion happen, rocks forms around it into a sentient being, and a stone giant is born. Though Skall is hundreds years old, he's still considered as young one. He restlessly travels around the Realm, searching for his kin, sometimes using his brute strength and stout appearance in occasional brawls, that smaller creatures consider as major conflicts.
Skall looks like a bunch of stones built together roughly in a shape of human body with big arms and small legs. He stands hunched over, leaning on his left arm, while his right one is directed forward. He walks using his both legs and left arm, but unlike Grover, Skall uses all three in rotation, actually walking, rather than hopping.
Role - front line
Health - 4000
Move speed - 355
[Passive] Craggy coating - some of your abilities appliy Craggy marks on enemies for 6s. Once there are 3 marks on single enemy, you collect them to gain Craggy coating stack. Each stack increases your max heath by 250. Stacks up to 10 times. Stacks disappear upon death.
[LMB] Golem fist - launch your stone fist forward, dealing 550 damage every 0.9s. Applies Craggy mark. Has 6 ammo.
Visually looks like your right fist, made of stones, hovers Infront of your arm in blue glow. Between attacks the fist reassembles from stones beneath you.
[RMB] Earthquake - shakes the earth, dealing 450 damage and reducing their damage by 30% for 4s within 40ft around. Applies Craggy mark to all enemies affected. Has 14s CD.
[Q] Avalanche - rises a wave of stones, 20ft wide, that travels for 35ft ahead, dealing 500 damage to all enemies, stunning them for 0.5s and slowing by 30% for 3s after. Applies Craggy mark. Has 14s CD.
[F] Stampede - rushes forward for 40ft ahead, dealing 400 damage to all enemies on the way and launching them upwards. Applies Craggy mark. Has 12s CD.
[Ultimate] Rolling boulder - in 1.3s transforms into a CC immune boulder, that rolls forward with speed of 500. Boulder is partially-controllable with camera movements (similar to King Bomb) and it can jump. Colliding with an enemy stuns them for 1.5s and applies 500 base damage + 30 damage per Craggy coating stack. While enemy is stunned by Rolling boulder they cannot be stunned and damaged again via this ability. Lasts 8s.
"Let's rock and roll!"//"Rolling in, rolling out"
Peaked - Craggy coating increases your healing received by 3% per stack.
Rocky road - Rolling boulder grants you 75% damage resistance.
Rock and stone - Craggy marks increase damage taken by marked enemy by 7% per stack.
RE: Moonstone,Jodan's Best Friend
@Medic-Dame Also, add talents please.
My talents for Moonstone
Hilarious - Entertainment uses second fragment to increase heal to 2000.
Tag cloud - Extreme tag uses second fragment to increase it's duration to 1.5s and affect all enemies in 30ft around.
You're IT - Hide and seek uses second fragment to emit a 450 damage 30ft explosion upon resurfacing. Enemies caught in explosion take 25% more damage from all sources for next 4s.