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Bubbingo277
11-06-2016, 12:55 AM
On the CoC twitter, they've pretty much confirmed Gobi is gonna be released soon. Then some random person complained about how they should fix the games (glitches/bugs I guess) before adding new heroes.

So what do you guys think? Fix some bugs or release more heroes?

I honestly want heroes, but maybe that's just me

Schnitzel
11-06-2016, 11:17 AM
No point in content if its going to be filled with bugs

Bubbingo277
11-06-2016, 03:33 PM
I really haven't come across many though, only thing I would fix is match making

Raww
11-06-2016, 04:30 PM
I really haven't come across many though, only thing I would fix is match making
There are a couple, including zaar teleporting middle on black ice, shard walking back instead of teleporting quick on mirage, and the use of a skill when you didn't press it. But all in all I'll choose a new champ over a couple bugs 😎

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Legallyblonde
11-06-2016, 05:26 PM
or on some android devices(like mine) the game forces close after 1-2 matches

Ceuidear
11-06-2016, 10:46 PM
The only bug am worried about is Cash(jk) :p

Practice Matches give:-
Winner : 1250 Cash
Defeated : 625 Cash

Versus Matches give;-
Winner : 2500+1st win of the day 1K Cash
Defeated : 1250 cash

If players dont wanna get defeated themselves in versus match & get 1250 cash they can earn the same amount of gold in practice matches without effecting their overall statistics. What i am saying is it would be nice if they could increase the amount of cash in versus matches for winner, looser & also in daily quests.

Justg
11-07-2016, 11:34 AM
This will also come with the new client:

Game Changes/ Tweaks

+ Champions should no longer pause immediately after dashing.
+ Improvements to teleportation behavior.
+ Improved the behavior of talents which apply effects when falling below a certain health threshold.
+ Players are now required to have a Champion at Tier 10 and complete 20 practice matches before being able to play a ranked match.

Champion Tweaks/ Balance Changes:

+ Ash: Base hp increased to 620 (from 530).
+ Cobal: Increased the model size of Cobal.
+ Khalid (Sands of Time): Reduced heal per second to 30 on allies, 15 on self (from 35 on allies, 16 on self).
+ Jack (Soul Riot): Adjusted base heal from Soul Riot to heal allies for 70, and Jack for 50 (from 60 health to both). Adjusted healing over time to heal Jack for 12 per second, allies for 18 per second (from 15 for both).
+ Magmatus (Molten Charge): Reduced the push distance to 2 (from 5).
+ Shard (Mirage): Shard’s Clone is now untargetable for the first second it’s alive.
+ Violet (Cooties): Base damage decreased to 27 (from 30). Damage over time decreased to 75 (from 80).
+ Violet (Itsy Bitsy Spidy): Explosion damage decreased to 60 (from 64). Damage over time decreased to 60 (from 66).
+ Violet (Vile Vomit): Base vomit damage reduced to 20 (from 27). Resistance Debuff decreased to 18% (from 20%).
+ Zaar (Frostburn): Corrected an issue which caused ability and talent damage to mismatch. Ability no longer freezes, instead applies a snare for the same duration. Increased ability cast time.

eddyshe
11-07-2016, 12:29 PM
This will also come with the new client:

Game Changes/ Tweaks

+ Champions should no longer pause immediately after dashing.
+ Improvements to teleportation behavior.
+ Improved the behavior of talents which apply effects when falling below a certain health threshold.
+ Players are now required to have a Champion at Tier 10 and complete 20 practice matches before being able to play a ranked match.

Champion Tweaks/ Balance Changes:

+ Ash: Base hp increased to 620 (from 530).
+ Cobal: Increased the model size of Cobal.
+ Khalid (Sands of Time): Reduced heal per second to 30 on allies, 15 on self (from 35 on allies, 16 on self).
+ Jack (Soul Riot): Adjusted base heal from Soul Riot to heal allies for 70, and Jack for 50 (from 60 health to both). Adjusted healing over time to heal Jack for 12 per second, allies for 18 per second (from 15 for both).
+ Magmatus (Molten Charge): Reduced the push distance to 2 (from 5).
+ Shard (Mirage): Shard’s Clone is now untargetable for the first second it’s alive.
+ Violet (Cooties): Base damage decreased to 27 (from 30). Damage over time decreased to 75 (from 80).
+ Violet (Itsy Bitsy Spidy): Explosion damage decreased to 60 (from 64). Damage over time decreased to 60 (from 66).
+ Violet (Vile Vomit): Base vomit damage reduced to 20 (from 27). Resistance Debuff decreased to 18% (from 20%).
+ Zaar (Frostburn): Corrected an issue which caused ability and talent damage to mismatch. Ability no longer freezes, instead applies a snare for the same duration. Increased ability cast time.



My username is SHole(40 k kills) and I have some comments about this update. I don't feel that vio requires a nerf. Before the update, she is already weak compared to cinder or zaar. Reasons: she gets killed in an instant by assasins, and has no escape potential from stuns. Cinder and zaar, on the other hand, can escape assassins easily. Please reconsider.
Moreover, zaar has been greatly nerfed in this patch. It is wise to ask about the opinions of other pros in the game and see how they will react. (I don't know how to play zaar, so I can't give my opinions). The best zaar player in the game is Chacho. Chacho has been in many 1v1 pro zaar duels and dominated most of them. Please talk to him about it.

resurrected
11-07-2016, 04:01 PM
This will also come with the new client:

Game Changes/ Tweaks

+ Champions should no longer pause immediately after dashing.
+ Improvements to teleportation behavior.
+ Improved the behavior of talents which apply effects when falling below a certain health threshold.
+ Players are now required to have a Champion at Tier 10 and complete 20 practice matches before being able to play a ranked match.

Champion Tweaks/ Balance Changes:

+ Ash: Base hp increased to 620 (from 530).
+ Cobal: Increased the model size of Cobal.
+ Khalid (Sands of Time): Reduced heal per second to 30 on allies, 15 on self (from 35 on allies, 16 on self).
+ Jack (Soul Riot): Adjusted base heal from Soul Riot to heal allies for 70, and Jack for 50 (from 60 health to both). Adjusted healing over time to heal Jack for 12 per second, allies for 18 per second (from 15 for both).
+ Magmatus (Molten Charge): Reduced the push distance to 2 (from 5).
+ Shard (Mirage): Shard’s Clone is now untargetable for the first second it’s alive.
+ Violet (Cooties): Base damage decreased to 27 (from 30). Damage over time decreased to 75 (from 80).
+ Violet (Itsy Bitsy Spidy): Explosion damage decreased to 60 (from 64). Damage over time decreased to 60 (from 66).
+ Violet (Vile Vomit): Base vomit damage reduced to 20 (from 27). Resistance Debuff decreased to 18% (from 20%).
+ Zaar (Frostburn): Corrected an issue which caused ability and talent damage to mismatch. Ability no longer freezes, instead applies a snare for the same duration. Increased ability cast time.
Gary you nerfed one of class that was already dying fast. Its now like you took shield from mage in AL

Raww
11-07-2016, 05:08 PM
My username is SHole(40 k kills) and I have some comments about this update. I don't feel that vio requires a nerf. Before the update, she is already weak compared to cinder or zaar. Reasons: she gets killed in an instant by assasins, and has no escape potential from stuns. Cinder and zaar, on the other hand, can escape assassins easily. Please reconsider.
Moreover, zaar has been greatly nerfed in this patch. It is wise to ask about the opinions of other pros in the game and see how they will react. (I don't know how to play zaar, so I can't give my opinions). The best zaar player in the game is Chacho. Chacho has been in many 1v1 pro zaar duels and dominated most of them. Please talk to him about it.
Lol Chacho's poster boy much? Anyways, Violet is barely getting needed in this update. You and I both know Violets skills are a one combo killer if all successfully lands an enemy. So this little nerf provides an opening for enemies to have a chance to regain themselves. And as for violets inability to survive against assassins, I think the most effective way to survive is kiting (or "tower hugging"). As for Zaar, all they are changing is frostburn. And once again, Zaar is a one combo killer. This also provides leeway for enemies to have a chance against him.

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eddyshe
11-07-2016, 05:47 PM
Lol Chacho's poster boy much? Anyways, Violet is barely getting needed in this update. You and I both know Violets skills are a one combo killer if all successfully lands an enemy. So this little nerf provides an opening for enemies to have a chance to regain themselves. And as for violets inability to survive against assassins, I think the most effective way to survive is kiting (or "tower hugging"). As for Zaar, all they are changing is frostburn. And once again, Zaar is a one combo killer. This also provides leeway for enemies to have a chance against him.

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We both know cinder, sera, grimnir, mackenna, scorch, feng and magmatus ade one combo killers. Then why not nerf them all? Your argument is invalid.

Moreover, if vio is fighting these one combo killer champs, she is just supposed to tower hug? What kind of logic is that?

Finally, I''m speaking this harshly because u were the first one to be rude towards my comment. "Chacho's poster boy much?" There's no need to be rude. Even if you don't feel that you've done anything wrong, you made me feel agitated.

I dont even need your stupid comment to begin with, considering how rude you are

Bubbingo277
11-07-2016, 05:57 PM
Yea she needs the nerf

Raww
11-07-2016, 06:04 PM
We both know cinder, sera, grimnir, mackenna, scorch, feng and magmatus ade one combo killers. Then why not nerf them all? Your argument is invalid.

Moreover, if vio is fighting these one combo killer champs, she is just supposed to tower hug? What kind of logic is that?

Finally, I''m speaking this harshly because u were the first one to be rude towards my comment. "Chacho's poster boy much?" There's no need to be rude. Even if you don't feel that you've done anything wrong, you made me feel agitated.

I dont even need your stupid comment to begin with, considering how rude you are
First, calm down dude you don't have to cry. Cinder is not a one hit combo due to the fact she had only one ignition skill, which leads to her bonus dmg. If I was see on fire by Cinder, I would know not to continue to approach her, thus giving me leeway to regroup my strategy. I agree with you about magmatus. But scorch and seraphina are assassins, meaning they kill quick, also validates their one combo kill setups. Same for Grimnir and Mack, being fighters. They're almost as dangerous as assassins, but with more armor and less dmg. P.S. you were rude to me first in game, so why should I show you any respect?

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eddyshe
11-07-2016, 07:49 PM
First, calm down dude you don't have to cry. Cinder is not a one hit combo due to the fact she had only one ignition skill, which leads to her bonus dmg. If I was see on fire by Cinder, I would know not to continue to approach her, thus giving me leeway to regroup my strategy. I agree with you about magmatus. But scorch and seraphina are assassins, meaning they kill quick, also validates their one combo kill setups. Same for Grimnir and Mack, being fighters. They're almost as dangerous as assassins, but with more armor and less dmg. P.S. you were rude to me first in game, so why should I show you any respect?

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Haha. All this talk and you give no solution for vio? So your point still stands: that vio has to tower hug and not fight assasins, magmatus and cinder. Why is this?
Because vio is too weak. And you can't admit it. You know how vio is weak, and all pros know this. Why don't you just say she's countered by a lot of champs and doesn't need another nerf?

Because you're angry at me and stubborn.

I dont even want to waste my energy on someone as stubborn and irrational as you are.

Raww
11-07-2016, 07:54 PM
Haha. All this talk and you give no solution for vio? So your point still stands: that vio has to tower hug and not fight assasins, magmatus and cinder. Why is this?
Because vio is too weak. And you can't admit it. You know how vio is weak, and all pros know this. Why don't you just say she's countered by a lot of champs and doesn't need another nerf?

Because you're angry at me and stubborn.

I dont even want to waste my energy on someone as stubborn and irrational as you are.
Lol I'm being stubborn because I agreed with you on magmatus? I didn't plan to respond with your second vio opinion bc I already responded to your first argument about her. Yea I'm being irrational bc I support StS violet nerf decision. 👍

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eddyshe
11-07-2016, 07:54 PM
Plus, you think I'm rude because I don't join your matches or respond to you. I'm a busy man and most of my friends know that I have always been studying. If you force me to disregard my studies and play with you, what kind of friens are you?

eddyshe
11-07-2016, 07:57 PM
Yea. You can't even find a good reason to attack my argument. That's empty talk, showing how foolish you are. Just keep quiet for your sake.

Raww
11-07-2016, 08:24 PM
Yea. You can't even find a good reason to attack my argument. That's empty talk, showing how foolish you are. Just keep quiet for your sake.
Jesus Christ dude all I came to talk about was my support for StS' update, and you come here salty over me calling you a poster boy (which was a joke btw, bc I put "lol" after it). I would love to keep entertaining your comments, unfortunately that would not be appropriate for this thread.

Back to my Opinion: The violet nerf is necessary and I support it, as it provides leeway for enemies. Violet is a mage, a range character best played alongside an ally, rather than having an assassins capability to be a one combo killer. Like I stated, this nerf isn't big, so it shouldn't effect players effectiveness of using her.

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eddyshe
11-07-2016, 08:51 PM
Yea. It's not a good joke at all.
Anyways, thanks for the neutral tone. I might not agree with you. But our reasons both have some good truth in it. We'll see what happens

Ceuidear
11-07-2016, 10:44 PM
this will also come with the new client:

Game changes/ tweaks

+ champions should no longer pause immediately after dashing.
+ improvements to teleportation behavior.
+ improved the behavior of talents which apply effects when falling below a certain health threshold.
+ players are now required to have a champion at tier 10 and complete 20 practice matches before being able to play a ranked match.

Champion tweaks/ balance changes:

+ ash: Base hp increased to 620 (from 530).
+ cobal: Increased the model size of cobal.
+ khalid (sands of time): Reduced heal per second to 30 on allies, 15 on self (from 35 on allies, 16 on self).
+ jack (soul riot): Adjusted base heal from soul riot to heal allies for 70, and jack for 50 (from 60 health to both). Adjusted healing over time to heal jack for 12 per second, allies for 18 per second (from 15 for both).
+ magmatus (molten charge): Reduced the push distance to 2 (from 5).
+ shard (mirage): Shard’s clone is now untargetable for the first second it’s alive.
+ violet (cooties): Base damage decreased to 27 (from 30). Damage over time decreased to 75 (from 80).
+ violet (itsy bitsy spidy): Explosion damage decreased to 60 (from 64). Damage over time decreased to 60 (from 66).
+ violet (vile vomit): Base vomit damage reduced to 20 (from 27). Resistance debuff decreased to 18% (from 20%).
+ zaar (frostburn): Corrected an issue which caused ability and talent damage to mismatch. Ability no longer freezes, instead applies a snare for the same duration. Increased ability cast time.


y so much nerf for violet ???!!!:(
Even many other champions deal more damage than violet does y not nerf them to ??
Y r u jsut targeting violet ??

Ceuidear
11-08-2016, 12:00 AM
Gary you nerfed one of class that was already dying fast. Its now like you took shield from mage in AL


Lol Chacho's poster boy much? Anyways, Violet is barely getting needed in this update. You and I both know Violets skills are a one combo killer if all successfully lands an enemy. So this little nerf provides an opening for enemies to have a chance to regain themselves. And as for violets inability to survive against assassins, I think the most effective way to survive is kiting (or "tower hugging"). As for Zaar, all they are changing is frostburn. And once again, Zaar is a one combo killer. This also provides leeway for enemies to have a chance against him.

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Ya its like taking away shield from Mage, Aimed Shot from Rogue & Jugg from Tank(LoL):p

Many other champions too have got deadly combos including Cinder, Zaar, Shard n others. They too need to be nerfed not the one which is already weak n getting destroyed day by day. Assassins too have got deadly combos *nerf needed*. If the damage dealing champions r meant to be nerfed its better to take away the classes n consider all champions as tanks by nerfing them all.

► Magmatus is already a tank & when he is surrounded by 2 assassins he could have survived with the Molten charge by pushing them(when it was 5) if magamtus gets nerfed then an assassin(just 1) can easily hunt him down.

► Ash isnt a tank & i dont think he needs so much of buff(+90HP).

► Khalid is supporting champion & if his healing is nerfed whats the purpose of having him in a team when his heal wont help while his teammates r snared & loosing HP ?

► Regarding Violet........ So much of nerf ??? Its better to kill her instead of making a useless mage who is already Weak.

• Cooties :-
Magical Damage : Low
Range : 9Mts
Magic Damage Overtime : Medium
Nothing is good in the ability except the Range of attack. If couple of assassins cover up violet to kill her she can atleast save herself using the range attack of cooties dealing some good damage. If its nerfed then she ll be used to dummy farm. -3 on base damage & -5 on damage overtime Nerf kills this ability.

• Itsy Bitsy Spidy :-
Magical Damage : Medium
Magic Damage Overtime : Medium
Stun Duration : 1.5 Secs.
Same as cooties NO CHANGES in this ability too no high damage, no high damage overtime, stun duration is 1.5 secs -4 on explosion damage & -6 on damage decreased overtime doesnt even help if it stuns the enemies as. If a shard in stunned for 1.5 seconds with an HP of 65-70 it would help violet by killing with an basic attack after cursing the enemy.

• My Tummy Hurts(Vile Vomit):-
Magical Damage : High
Range : 6 Mts, 65 Degrees
Only ability with High magical damage & soon becoming low just like the rest. Base damage caused by the vomit + a itsy bitsy spidy rapidly decreased the health or might kill the opponent or an enemy if the base damage of vomit is decreased -7 & Debuff by 2% then violets users will have to use all other 5 abilities in order to survive or fight just when its cooldown time its nothing but Death to violet.

Legallyblonde
11-08-2016, 05:24 AM
Vio, Mag, Zaar all needed nerfs. Vio was never weak(post rework) idk where you guys are getting that from.

General Balance
The fixes to teleport skills will definitely help Zaar & Feng feel alot more smoother to play.

Ash: Glad he got an HP buff he really needed it. He may not be a tank, but he isn't a traditional support. He has to be amidst a teamfight to spread cc so this buff helps him.

Ceuidear
11-08-2016, 06:24 AM
Vio, Mag, Zaar all needed nerfs. Vio was never weak(post rework) idk where you guys are getting that from.

General Balance
The fixes to teleport skills will definitely help Zaar & Feng feel alot more smoother to play.

Ash: Glad he got an HP buff he really needed it. He may not be a tank, but he isn't a traditional support. He has to be amidst a teamfight to spread cc so this buff helps him.

Cinder, scorn, seraphina deal more amount of damage than vio n zaar does with perfect combos. they too have to be nerfed if vio & zaar r getting nerfed.

Raww
11-08-2016, 07:49 AM
Me personally am just waiting to see the outcome. I support sts decisions right now, so let's all just wait and see what happens when the update takes place.

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Legallyblonde
11-08-2016, 08:15 AM
Cinder, scorn, seraphina deal more amount of damage than vio n zaar does with perfect combos. they too have to be nerfed if vio & zaar r getting nerfed.
Dude I olay this game too, do you think I don't know what i'm talking about?

Scorch, Seraphina, and Cinder don't have the amount of CC that Vio and Zaar have. Vio and Zaar also definitely can kill with perfect combos vs squishies. So I don't know what you're trying to tell me. Vio has massive ranfe and all her skills hit multiple targets + she has a summon. Zaar has hard CC, tons of AoE damage, and invincibility. The fact you're calling them weak just means you're bad at playing them. Because they're honestly broken and need to be taken down a notch.

Also Seraphina, Scorch, and Cinder are all assassins so saying they deserve nerfs because the AoE Mages who deal tons of damage are getting toned down SLIGHTLY is ridiculous.

Ceuidear
11-08-2016, 10:44 AM
Dude I olay this game too, do you think I don't know what i'm talking about?

Scorch, Seraphina, and Cinder don't have the amount of CC that Vio and Zaar have. Vio and Zaar also definitely can kill with perfect combos vs squishies. So I don't know what you're trying to tell me. Vio has massive ranfe and all her skills hit multiple targets + she has a summon. Zaar has hard CC, tons of AoE damage, and invincibility. The fact you're calling them weak just means you're bad at playing them. Because they're honestly broken and need to be taken down a notch.

Also Seraphina, Scorch, and Cinder are all assassins so saying they deserve nerfs because the AoE Mages who deal tons of damage are getting toned down SLIGHTLY is ridiculous.


I dc u play or not. Ik zaar invibiity needs a nerf but not to the overall abilities which make the char lively nerfing a single damage is ok but not to both base damage n bonus damage both plus mages r meant to have range attacks when it comes to vio all her range attacks damage r medium or low except my tummy hurts which has high magical damage, summon of violet works good only when used with right combos with vomit & its bits spidy, when ganged by a tank n a assassin its hard to hit the right combos while ganged, nerfing any one of the damages is good but not both. No need to comment about my gameplay.

Justg
11-08-2016, 10:51 AM
We'll release the new client, do the updates/ buffs/ nerfs, and evaluate how it all works together. I am sure there will be more tweaks to come.

Ceuidear
11-08-2016, 11:00 AM
We'll release the new client, do the updates/ buffs/ nerfs, and evaluate how it all works together. I am sure there will be more tweaks to come.

Tweaks to come ???
* shifty eyes *

Wonder what r the tweaks.

Bubbingo277
11-08-2016, 11:29 AM
We'll release the new client, do the updates/ buffs/ nerfs, and evaluate how it all works together. I am sure there will be more tweaks to come.

Lol a lot of drama over a nerf. I know she needed the nerf and maybe it's not the most perfectly tuned update in the world, but I'm just glad the game is getting an update.

VROOMIGoRealFast
11-08-2016, 12:43 PM
To chime in a little bit here:

Violet:
Violet's damage is a little tricky, because so much of it is focused in DoTs. When Violet hits you with Cooties at a range of 9m, you take 27 damage. Not that bad, you have good health (around 500 for mages/assassins). Violet then runs away, even better I can heal up. The problem is that you continue taking damage for the next 5 seconds, an additional 75 damage, while Violet has already started regenerating any damage you did because she was out of combat and you weren't. Now Violet can come back in and poke you more, or worse she could use Itsy Bitsy Spidy which is going to deal even more damage. What's even better is that these dots are unavoidable. Unless you go invulnerable as Cobal or Zaar you can do nothing to prevent this damage.

She can easily trade with you from range and will come out on top of the trade every time. Violet does need a weakness, and that is being jumped on by assassins. It is very important that I say jumped on though, because if you try to just walk at her you'll take too much damage to do anything in the fight.

Ash:
You're correct that Ash is not a tank, but was suffering compared to other supports because his kit requires him to be very close to the fight in order to shield, apply crowd control, or fear. His old HP wasn't properly allowing him to play where his abilities required him to be, so we tweaked it up some. It's not as high as tanks, and he doesn't have as good protections as tanks, this is just to allow him to perform better.

Khalid:
Khalid was healing too much, plain and simple. Pairing Khalid with a tanky character, with the additional damage reduction in his Sandstorm and damage reflection created a nearly unstoppable wall coming for you and your tower.

Jack:
No one mentioned anything about this, but this is just Jack receiving the support rework the others received. It reduces his 1 on 1 sustainability in exchanged for boosted effectiveness in supporting allies. Supports are not meant to easily solo.

Magmatus:
We know Magmatus is too strong. We do want him to be a more damage focused tank, but felt the amount he could push characters (on an unstoppable dash) was creating situations that too heavily favored him. This is a first attempt to bring him down without removing his damaging feel. There are other ideas but will only be done if necessary.

Shard:
Shard's Mirage was meant to be a defensive tool, as well as an offensive tool for those who can pull it off. The problem was no one used it offensively (for good reason) and instead it left Shard feeling a little underwhelming. Part of the reason it was hard to use the clone offensively is that it would be destroyed before you could even teleport to it. The invulnerability timing will now line up with your ability to teleport to the clone, hopefully allowing more use of the clone for offensive for the more advanced Shard players.

Zaar:
Zaar is currently extremely strong, in multiple ways. One of the problems was that when Zaar got near you, you couldn't move. Having multiple freezes, especially an AoE instant cast meant enemies couldn't attempt to counter you, they just waited frozen hoping you didn't kill them. Without trying to adjust damage, this is our first shot at his balance.

resurrected
11-08-2016, 02:10 PM
To chime in a little bit here:

Violet:
Violet's damage is a little tricky, because so much of it is focused in DoTs. When Violet hits you with Cooties at a range of 9m, you take 27 damage. Not that bad, you have good health (around 500 for mages/assassins). Violet then runs away, even better I can heal up. The problem is that you continue taking damage for the next 5 seconds, an additional 75 damage, while Violet has already started regenerating any damage you did because she was out of combat and you weren't. Now Violet can come back in and poke you more, or worse she could use Itsy Bitsy Spidy which is going to deal even more damage. What's even better is that these dots are unavoidable. Unless you go invulnerable as Cobal or Zaar you can do nothing to prevent this damage.

She can easily trade with you from range and will come out on top of the trade every time. Violet does need a weakness, and that is being jumped on by assassins. It is very important that I say jumped on though, because if you try to just walk at her you'll take too much damage to do anything in the fight.

Ash:
You're correct that Ash is not a tank, but was suffering compared to other supports because his kit requires him to be very close to the fight in order to shield, apply crowd control, or fear. His old HP wasn't properly allowing him to play where his abilities required him to be, so we tweaked it up some. It's not as high as tanks, and he doesn't have as good protections as tanks, this is just to allow him to perform better.

Khalid:
Khalid was healing too much, plain and simple. Pairing Khalid with a tanky character, with the additional damage reduction in his Sandstorm and damage reflection created a nearly unstoppable wall coming for you and your tower.

Jack:
No one mentioned anything about this, but this is just Jack receiving the support rework the others received. It reduces his 1 on 1 sustainability in exchanged for boosted effectiveness in supporting allies. Supports are not meant to easily solo.

Magmatus:
We know Magmatus is too strong. We do want him to be a more damage focused tank, but felt the amount he could push characters (on an unstoppable dash) was creating situations that too heavily favored him. This is a first attempt to bring him down without removing his damaging feel. There are other ideas but will only be done if necessary.

Shard:
Shard's Mirage was meant to be a defensive tool, as well as an offensive tool for those who can pull it off. The problem was no one used it offensively (for good reason) and instead it left Shard feeling a little underwhelming. Part of the reason it was hard to use the clone offensively is that it would be destroyed before you could even teleport to it. The invulnerability timing will now line up with your ability to teleport to the clone, hopefully allowing more use of the clone for offensive for the more advanced Shard players.

Zaar:
Zaar is currently extremely strong, in multiple ways. One of the problems was that when Zaar got near you, you couldn't move. Having multiple freezes, especially an AoE instant cast meant enemies couldn't attempt to counter you, they just waited frozen hoping you didn't kill them. Without trying to adjust damage, this is our first shot at his balance.
Not sure if you have seen my post about jack but im able to kill others in 1v1 easy as jack [emoji14] just harder part is when they run
Im joking. Jack is great support thanks for heal adjustment

eddyshe
11-09-2016, 08:24 AM
To chime in a little bit here:

Violet:
Violet's damage is a little tricky, because so much of it is focused in DoTs. When Violet hits you with Cooties at a range of 9m, you take 27 damage. Not that bad, you have good health (around 500 for mages/assassins). Violet then runs away, even better I can heal up. The problem is that you continue taking damage for the next 5 seconds, an additional 75 damage, while Violet has already started regenerating any damage you did because she was out of combat and you weren't. Now Violet can come back in and poke you more, or worse she could use Itsy Bitsy Spidy which is going to deal even more damage. What's even better is that these dots are unavoidable. Unless you go invulnerable as Cobal or Zaar you can do nothing to prevent this damage.

She can easily trade with you from range and will come out on top of the trade every time. Violet does need a weakness, and that is being jumped on by assassins. It is very important that I say jumped on though, because if you try to just walk at her you'll take too much damage to do anything in the fight.

Ash:
You're correct that Ash is not a tank, but was suffering compared to other supports because his kit requires him to be very close to the fight in order to shield, apply crowd control, or fear. His old HP wasn't properly allowing him to play where his abilities required him to be, so we tweaked it up some. It's not as high as tanks, and he doesn't have as good protections as tanks, this is just to allow him to perform better.

Khalid:
Khalid was healing too much, plain and simple. Pairing Khalid with a tanky character, with the additional damage reduction in his Sandstorm and damage reflection created a nearly unstoppable wall coming for you and your tower.

Jack:
No one mentioned anything about this, but this is just Jack receiving the support rework the others received. It reduces his 1 on 1 sustainability in exchanged for boosted effectiveness in supporting allies. Supports are not meant to easily solo.

Magmatus:
We know Magmatus is too strong. We do want him to be a more damage focused tank, but felt the amount he could push characters (on an unstoppable dash) was creating situations that too heavily favored him. This is a first attempt to bring him down without removing his damaging feel. There are other ideas but will only be done if necessary.

Shard:
Shard's Mirage was meant to be a defensive tool, as well as an offensive tool for those who can pull it off. The problem was no one used it offensively (for good reason) and instead it left Shard feeling a little underwhelming. Part of the reason it was hard to use the clone offensively is that it would be destroyed before you could even teleport to it. The invulnerability timing will now line up with your ability to teleport to the clone, hopefully allowing more use of the clone for offensive for the more advanced Shard players.

Zaar:
Zaar is currently extremely strong, in multiple ways. One of the problems was that when Zaar got near you, you couldn't move. Having multiple freezes, especially an AoE instant cast meant enemies couldn't attempt to counter you, they just waited frozen hoping you didn't kill them. Without trying to adjust damage, this is our first shot at his balance.


Thank you so much. These explanations are too good.

Alwarez
11-10-2016, 01:56 PM
We both know cinder, sera, grimnir, mackenna, scorch, FENG and magmatus ade one combo killers. Then why not nerf them all?

Feng is not a 1 combo killer unlike scorch bro. Do you know how many nerfs did she take? She used to be real assassin with root instead of silly slow+she used to have more bonusdamage on skills. Everybody can just run and bye-bye feng. Can u run away from scorch? Nope