@Xovann I've been preaching this on reddit since I saw the patch notes day 1 and people down vote me into oblivion. People are going to be cry for a nerf after a week, we'll just have to endure it while it's on the live servers. I've also been calling for a Willo dead zone adjustment/nerf since Caut is getting nerfed heavily in favor of healers but we'll see what happens I guess.
Posts made by Peels
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RE: A Tigron's Tale - PTS Update #4
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RE: December Happy Thread
I just want to know why they still have not touched and or reworked Dead Zone. It's the only ability in the entire game that is a full anti-heal, no matter the increase of to the ability by 1s (which is an absolute joke), it's going to be the best ability in the game after the cauterize nerf. Willo will be the number 1 pick in ranked or number 1 ban next to Makoa now. I really want to know why Dead Zone has not been looked at yet :(.
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RE: Champion Overview: Ghrok
Grohk as a whole does need a rework to some extent, with that being said I'm going to give my thoughts. Grohk is a decent healer, he's not OP, he's not great, he's decent. The biggest frustration I have with Grohk is his totem placement. There are times that I die in a fight, or a team mate dies, because of the buggy placement icon not wanting to snap to the correct area. Often times I am forced to drop it where ever instead of strategically out of fear of not being able to place it fast enough.
His Ghost Walk should never be used as an escape, unless purposely spec'd for it, but more so as a evasion. Terminus is using his ulti and you can't run, Ghost walk. Tyra throws a perfect fire bomb on top of you, Ghost walk...etc...It can also be used to drop Caut as well. I do feel like it ghost walk needs a default speed increase, just because I often find myself using it to avoid kill shots from flanks. It seems silly having 3 cards that make Grohk a safe pick, it's almost like they should be semi-baseline in his kit to begin with. Maybe give ghost walk a massive speed buff when first used, but as the duration ends, the speed would lower down a bit.
His totem as a whole is frustrating, when you pick Totemic Ward, almost everyone focuses his totem and it makes Grohk completely useless. Totemic Ward is good against high CC teams, but often times I find myself never picking it, just because it forces you to hold your heals off for a CC that is coming up. I do also feel like his totem should get some sort of range/health buff. AoE picks off his totem almost instantly at times and it's frustrating. I'll get flamed sometimes for "no heals" when the enemy team has a Drogoz and a Willow. The totem is gone after anyone really coughs on it, maybe allow Totemic Ward to also allow him to replace/refresh the duration of his totem on a Legendary Card.
Grohk as a DPS is perfectly fine, Maelstrom is in a very good spot at the moment. If I position right and the enemy comp is decent enough, I can easily break 100,000 damage without really trying hard.
Grohk's ultimate, while his reworked ultimate is greatly appreciated, I do feel like Grohk should be immune to damage during it. It makes him extremely vulnerable during his ultimate, often times I find that his ultimate should be a lot wider or allow his ultimate to work through walls (Yes i can see how this can be abused but Grohk as a whole isn't very popular to begin with).