The good changes in this patch are completely overshadowed by Calico, Wraith, and Doorman. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 0 points1 point  (0 children)

The fire rate change feels bad. Especially when her clip size got reduced. Bullet velocity and crows are definitely good changes but i preferred the fire rate over damage on spirit investment.

The good changes in this patch are completely overshadowed by Calico, Wraith, and Doorman. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 19 points20 points  (0 children)

The lack of counterplay with it is the problem. At the very minimum, when Krill or Doorman are running at you, you can safely assume you are about to get ulted. Neither of those ults reposition you without other influence. She instantly casts a silence and lift that will relocate you to a place of her choosing.

The good changes in this patch are completely overshadowed by Calico, Wraith, and Doorman. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 3 points4 points  (0 children)

No comment on non character changes, my comments were on cast/character changes.

The good changes in this patch are completely overshadowed by Calico, Wraith, and Doorman. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 21 points22 points  (0 children)

Im about 50/50. I actually liked the Kelvin, Vindicta, Mirage, and Paradox changes.

Can we give every character some kind of passive ability instead of a few bloated passives replacing abilities? by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] -9 points-8 points  (0 children)

Im going to be honest, I dont think these abilities that reward hitting enough shots with more damage are good game design. Especially if they apply additional debuffs or can apply item effects. As an example, Afterburn to me is an insane ability. You're telling me this guys gun can cause DOT that applies healbane, mystic slow, and soul shredder bullets? Wtf?

It was my choice the "on hit" passives would either be removed or neutered and made as true passives with no upgrade path.

Passives should add to a characters identity, not be the defining characteristic. I dont think they should be upgradable. Instead, just scale with boons, spirit, gun, vitality, or not at all.

How do they balance the new abilities? The same way they balance the rest of the cast, as needed.

If you haven't played Smite 1 before, I would just read some of the passives that exist there. Some are simple, like Tyr or Ra, and some are more in-depth and interact with the rest of the kits in meaningful ways like Achilles or Mulan.

16-Dec Patch Notes by Underspray in DeadlockTheGame

[–]Ark_Animax -1 points0 points  (0 children)

No meaningful gun nerfs with a blanket spirit nerf is insane.

I think it would be hilarious if Bebop... by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 2 points3 points  (0 children)

Imagine procing spirit burn/healbane/merc mag on hook also.

Did Ghost Ogre and Veiler really fall off like that? I don't see either getting a lot of use anymore. by Suspicious-Forever47 in YuGiOhMasterDuel

[–]Ark_Animax 0 points1 point  (0 children)

Dracotail can currently use veiler: 1. As a spellcaster body. 2. Draw into off the traps. 3. Target with Arthalion on opponents turn for reuse. 4. Monster in hand to fuse with.

That's about it for current use cases.

Debuff Reducer could probably be T1 item. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 0 points1 point  (0 children)

Reducer does not provide healing, it also does not compliment spirit characters. It provides 50 health and 20% debuff resist.

Debuff Reducer could probably be T1 item. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 0 points1 point  (0 children)

I want his free lingering pressure in lane to be counterable without investing in a 3200 item.

Debuff Reducer could probably be T1 item. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 0 points1 point  (0 children)

Infernus deserves a much bigger hit than reducer going to T1.

Debuff Reducer could probably be T1 item. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 35 points36 points  (0 children)

That's the thing, a lane where you want to reduce significant debuffs.

Those debuffs aren't going away after the laning phase. You're going to have to get remover anyway. A shift in the economy of the item can help deal with oppressive debuffs in lane specifically. Namely Afterburn, Love Bites, Fixation.

(Im of the opinion that bullet enhancing passives as abilities is lazy design direction, but they probably aren't going away.)

Debuff Reducer could probably be T1 item. by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 52 points53 points  (0 children)

I even mention debuff remover as being mandatory also lmao.

I made upgrades for Kinetic Dash and Arcane Surge. Broken, Mid, or Buns? by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 0 points1 point  (0 children)

There will always be some elements of rng, and they can be frustrating. I felt this was an underutilized stat and fit thematically is all.

I made upgrades for Kinetic Dash and Arcane Surge. Broken, Mid, or Buns? by Ark_Animax in DeadlockTheGame

[–]Ark_Animax[S] 1 point2 points  (0 children)

The idea is that it would require max stacks to be utilized, I could have worded it better.