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    Posts made by JoeTheMoonwalker

    • Marcus, the Valiant

      Lore
      Just as anyone else in Magistrate regular army, Marcus always was the Realm's sworn defender. In countless battles he earned himself glory and respect of the deadliest artilleryman ever lived. He never yielded Infront of enemies. He always fought to the last breath, that never was his own. He gave a vow to deal with any threat to the Realm, and never broke it. Confrontation with Paladins is yet another reason to show his worth.

      Appearance
      Marcus looks like a seasoned artilleriyman with roughened facials like broken nose and left eyebrow scar. He is medium height. He has a patch on his nose. He wears a beret, a camo uniform and a bandolier. He's about 40-45 years old.

      Relations
      Marcus likes soldiers like his own. He respects Victor, despite his past mistakes, and Strix. He doesn't like Lian, though, since she claims herself a warrior and a commander, yet Marcus hasn't seen any feat of her strength.

      Stats
      Role - Damage
      Health - 2400
      Move speed - 360

      Abilities
      [LMB]

      1. Combat rifle - a simple infantry weapon for self defense. Fires a 600 bullet every 0.85s with good accuracy. Efficient up to mid range. Has 6 ammo and 1.3s reload time.
      2. Mortar - a great artillery weapon, that launches lobbed explosive projectiles every 1.2s. Shells are strongly affected by gravity and explode on impact for 1000 damage in 45ft radius. Mortar has limited angle of fire from 45 to 85 degrees up (adjusted to your angle of view). Has no ammo or reload.

      [RMB] Lazer pointer - you highlights trajectory of your bullets or shells. This pointer is visible to anyone. It also increases accuracy of your rifle by 15%, while decreasing it's damage falloff and fire rate by 20%. Has 1s toggle CD.

      [Q] Artillery deploy - you holster your rifle abd deploy your mortar over 1.5s. While mortar is deployed you cannot move. You can swap weapons back over 0.5s by reactivating the ability. Has 1s toggle CD.

      [F] Reactive shield - places a shield generator beneath you. If the generator receives damage or there's an enemy within 20ft around, it self-destroys to create a dome shield, that lasts 5s and has 2000 health. Enemies under this shield take 400 damage per second until they leave or the shield is destroyed. Only one generator can be placed at once. Has 15s CD.

      [Ultimate] Carpet bombardment - you overclock your mortar and automatically fire 6 shells over 3s (0.5s per shell). You can change your fire and view angle over the duration. You can cancel the ability by reactivating it.
      "In over your head!/Scorchin' the ground!"

      Talents
      Shell shock - hitting enemy with mortar shell slows them by 20% for 0.8s.
      Long-range superiority - your rifle hits with Lazer pointer on has no damage falloff and deal 20% more damage
      Regenerative shell - Reactive shield now heals you for 250 health per second while it's active and you remain under it.

      posted in Community Creations
      JoeTheMoonwalker
    • DC replacement bots behaviour

      DC replacement bots behaviour is a disaster. And I speak not about their ground high play level or something, no. I speak about wasting resources.

      Couple hours back I've played a match and got a DC. Nothing serious, really, 30 sec and I'm back online. But while I was reconnecting replacement bot just wasted my ultimate and credits I was planning to spend on Resilience after death (it bought Heaven). That ruined my game. Not only I died several times without CC reduction I had to have at the moment, I couldn't turn the table with my ultimate I was saving, because of DC bot.

      My suggestion is simple: let us have some reconnection time, about 3 minutes. During it replacement bot cannot use your ultimate or buy items for you.

      posted in General Discussion
      JoeTheMoonwalker
    • RE: Champion Concept: Faith, Last Mercy

      @YellowSt
      So... An old Mercy from Overwatch, but with damage in heal-ray?

      Firstly, your primary and alt fire have the same name. Secondly, balance:
      Constant healing 500 per sec is a bit too big, ain't it? Most of supports have to take a talent for that and they do have reload. Also, you can buff your ally damage while healing them just holding both mouse buttons together. Why are these separate effects again? The same states for your damage. You can simply hold both buttons to deal damage and reduce enemy damage. No ammo, no CD, no overheat.
      Q is a joke. You simply overflow your numbers to nuts. 90% dr, really? 50% damage buff for 8s? Considering constant 750 healing you with one single ally can wipe the whole enemy team clean at good timing. Also, with chronos 3 you will always have this ability active. Too OP buff, IMO.
      Add stun duration for Rise ability please. Also, escape with stun and 5s CD is, again, OP.
      Resurrect is a weird ability, it might be broken due issues with death timers, death positioning and so on, but that is technical problems.
      Talents... They are unspeakably awful
      100% lifesteal? Do you want your champ to be an immortal pressing death machine(in early game at least)?
      Resurrection every 5s? No words, just acronyms: OP.
      Teleport to spawn? Why do you need that? Without a horse, that you won't have since you are alive, it'll take ages to return to fight and heal your allies. In the other hand, it can be OP, if you gonna play her as a flank-support (that is possible, considering her LMB+RMB combo)

      Overall, this champ needs serious balance changes. Add her some kind of ammo, separate her primary and alt fire (you can use one at a time), increase her base damage, change her Q (make it more interesting and unique, than a simple buff), increase CD of F and rework talents. Then she might be ok.

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Zephyr, the Pyre’s Priest

      @Miniiwolf
      First of all, passive ability looks a bit too strong, especially for early game. 1s blind every 2s means, that your opponent will be half of the time blind.

      Cleansed is a wierd thing, tbh. Paladins has no friendly units collision, except for several talents (Combat medic, Spirit domain) and abilities. You can litreally bust your ally's damage with this. In another hand it can be way too good with high aoe attacks, such as Broadside, Salvo, ect.

      Reverse reading has no duration, at least you didn't mentioned it. Please add.

      Ultimate is just strange. 10s of game changing effect is way too long. As well as 5s of 50% damage reduction. Also, is it affected by resilience?

      About talents: 2000 damage over 10s is almost a death sentence in one button for most of flanks, considering you'll soften them with your attack. Not cool.

      Overall: listing no mobility for support is a bad idea. You have to sustain all allies, therefore you need something to reach them quick.

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Raum is too powerful and he needs a nerf

      @ZenoSamaV1
      Nope, that thing is called "teamplay". If you pick his direct counterplay, which is half of existing champs btw, he's dead for sure, once you get some help. If you don't (and that is strange, cuz it's plenty and you can expect Raum in every game), just don't go alone. That's why it's team game.

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Raum is too powerful and he needs a nerf

      @ZenoSamaV1
      usually all it takes to kill him is 2 guys with cauts (and some form of CC, except slow) focusing on him for 3s. This way he won't be able to build any armor and won't be able to heal himself due to cauts. His only viable option will be to run away. And if you have a CC, he won't do this as well. He can crush you 1v1, but in a teamfight, especially vs his counters he can't do much.

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Raum is too powerful and he needs a nerf

      @ZenoSamaV1
      More reasons please! What's wrong about him?

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Skill rework suggestion: Vivian's Precision Sights

      @KicsitCsicska
      Meh, dr onto your enemies is just a bad idea, considering she is a damage champ. I was holding almost the same idea with CC drone-based ability for her. The best one I had is a drone, like sensor drone, that creates a slowing field around it, about 40ft. Has no time limit.
      The second best was the idea of a drone, that can be placed on the ground only and traps enemies inside some kind of a dome shield, that enemies can shoot through, but cannot walk through. Dome disperse after 4s or when the drone is destroyed.

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Raum balance

      @thatFRICKINguy
      Out of balance how? OP or UP?

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      About 1.5s from full halt maybe. What's the distance standard horse can travel in this time?

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Raum the unkillable

      @roiwtto999
      Meh, pretty killable with focus. Just get caut, so he won't be healed by his support and focus him hard, preferably using shield, so he never gain skull-heal. Also, any CC - root, hold, stun, cripple, polymorph - stops him on his tracks while Juggernaut.
      He has a big weakness - he always exposed for damage. Use it, and he'll be dead in no time.

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      About 1000 up and 500 aside, I think. Raum has 900 up in Juggernaut. This way you almost certainly push enemy away from the corner

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      You hardly can corner someone to deal massive damage, since trample damage depends on your speed and you need time to gain it.

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      I thought about infinite duration of Harvest, based only on armor granted. Armor is not health and cannot be healed. Health appears with horse as well as ultimate charge resets.

      PHG creates an explosion around your destination point (head).

      IDK about talent for primary attack. It stops upon hitting an enemy and it has a decent base range.

      Good idea with root!

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      I reworked ultimate complitely and adjust a bit other abilities to make them more balanced, What do you think of that?

      posted in Community Creations
      JoeTheMoonwalker
    • RE: How to nerf strix

      @schachmaty
      You can't just remove UU, you have to replace it with something. Also his poke with rifle is too high, he needs damage nerf for both weapons

      @Mr0Hawk
      I don't think second option for UU is valid. 2s almost instant stun is too strong, considering how fast Flashbang charges. Every second attack in Strix will end up with 2s stun and death via headshot+pistol finisher. You don't want to first pick Resilience as flank just for Strix, though you'd have to. As for the first variant, would flare still have reduced CD with it?

      posted in Gameplay & Balance Feedback
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      Zhin's inferno blade has range of 70ft as well. It's a bit faster, but deals less damage with first two swipes. It might be better to decrease base scythe damage down to 500 though. But range shall be decent, definitely not melee.

      Cold feet is a slowing debuff, that grows in strength as target takes damage. That's pretty much it.

      Invulnerability is not an option. Shield capacity can be tuned down a bit (to, say, 800), but the idea shall remain. Otherwise you won't have enough damage. Also, invulnerability is just boring, IMO.

      About Head start, what do you think is better and why?

      As for ultimate, I'd like to change it entirely, tbh. It's just weird with awkward mechanics and strange purposes.

      At last, it might be my worst idea presented on the forum. You may check out and give your ideas about my other concepts as well.

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Halloween chamipon concept (Spooky halloween btw)

      @fishlover01
      Go on, then, suggest the changes

      posted in Community Creations
      JoeTheMoonwalker
    • Halloween chamipon concept (Spooky halloween btw)

      Pumpkin Jack The Headless Reaper (It's kinda joke one)

      Lore: During the longest night he appeares to reap some souls. He travels through the Realm, looking for those, who walks alone and gathering their heads, severed them with his scythe. When the night finally yields to the light of the day, he vanishes with his harvest until next year. Beware of him, don't wander alone during the longest night, or he'll find you and fulfill his dire collection with yet another head - yours...
      Nah, don't worry, that's just a legend. But remeber this, every legend is only partially a legend...

      Apearence: Looks roughly like Headless Horseman with pumpkin instead of a head, but uses a scythe instead of a sword or an axe.

      Stats
      Role - Flank
      Health - 2000
      Movespeed - 380

      Abilities
      [LMB] Reaper's scythe - every 0.7s launches a whirling slash, that travels for up to 70ft forward and then stops, whirling on a place for 2s within 10ft radius. Slash deals 500 damage when travels and 400 damage per second when stops. Slash also stops when collides an enemy. Has ammo count of 6.

      [RMB] Cold feet - for 4s curses an enemy to be slowed for 10% per every 250 health lost during the curse. If slow power reaches 100% target is rooted for the rest of the duration. Has 14s CD.

      [Q] Night cowl - Creates a 800 health shield around you for 3s. Shield copies and returns damage recieved back to the attacker. Has 14s CD.

      [F] Head start - Throws his pumpkin head and teleports on its final location. Head travels in ark and can roll for some time. Teleportation occurs after 1.5s or upon reactivation. While head is disjointed, body disappeares. Teleport can be activated midair, but only 0.5s after initial activation. Has 10s CD.

      [Ultimate] Harvest - Within 1.2s summons and takes a ride on his Ghastly horse. While horse is active it adds 6000 health as armor. When armor is depleted the horse disappears. Horse tramples enemies for up to 800 damage, based on its speed, and pushes them aside. You are CC immune, but you cannot attack or use abilities for the duration. The Ghastly horse recieves speed buff from Master rider, while trample damage adjusts accordingly.
      "Greet the reaper!"//"Harvest time!"

      Talents
      Dire shield - Night cowl accumulates damage taken instead of original effect. It explodes for damage accumulated in 35ft radius upon being destroyed or expiring.
      Pumpkin head guy - Head start creates a 800 damage explosion in 30ft radius upon teleport activation.
      Wild ride - All your horses moves 20% faster and Harvest horse deals 15% more damage.

      posted in Community Creations
      JoeTheMoonwalker
    • RE: Fan Champion Concept - Klaw, The Tyrant's Right Hand

      @GirlFLASH13
      I also just noticed 4s stuns in talents. 4s is bit too long. For such fast-paced game it's almost an eternity. Resilience should be bought and upped first, and for early game this is too strong. 2s stun for both talents would be much better in terms of balance.

      posted in Community Creations
      JoeTheMoonwalker