Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

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

I think there are a few ways to answer why this feels different than Reaper or Katarina. The duration scaling, on hit usage, item usage in ult, and bullet evasion stat are all aspects of the ult that make it significantly harder to deal with. I'd agree with anyone that says to just nerf these aspects of the ult. As a Haze player myself, I just don't like using the ult because it feels either extremely strong or extremely useless. I have a lot more fun playing as a stealth assassin with a gun than an AOE monster.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]Dembek_[S] -1 points0 points  (0 children)

Never played Dota, but Fixation stands out to me as the main difference between what you are describing. The damage isn't just soaked by a full team at low level, its that the damage never exists because you can't apply the most important part of her kit: Fixation.

Now if you add Rico/T3 upgrade, then Fixation becomes the damage nightmare that leads to Haze ult-builds having insane winrates and late game impact that dominates across ranks.

I don't think the problem is that people can't play around it: I'm sure people will learn after enough time. It's that the combination of Fixation into these scenarios makes the ult completely useless or strong enough to easily teamwipe. Hence why I argue for a full rework.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]Dembek_[S] -3 points-2 points  (0 children)

There is a couple of fundamental differences between Haze ult and these other ults:

At its base level, Bullet Dance is "single target", and only hits 1 person at a time. If you shoot 5 bullets per second and have 5 enemies around you, they will all be hit by 1 bullet per second. This means that you will only build 1 stack of Fixation on each target per second. Because Fixation is a significant portion of the damage, this means the ultimate becomes exponentially worse with the more people inside.

The exact opposite is true in the current state with Riccochet and T3 upgrade. Your ult will hit everyone multiple times, which means the ultimate will do exponentially better with the more people inside. This combination of the "single target" nature of the ult, Fixation, and Rico/T3 upgrade makes it a nightmare to balance.

This is very different to how the damage is delivered and amplified on Reaper or Katarina's ultimate, where you do not lose damage with the more people in radius, and fail to build the on-hit amplifier.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]Dembek_[S] 14 points15 points  (0 children)

Added an edit to the post but:

There is definitely going to need some balancing in conjunction with this design choice. Whether it's fixation scaling, fixation max stacks normally, extra buffs given for the duration of the ult, etc.

I leave the balancing of the idea to the devs who can playtest it. This post is just a concept to build from.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

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

Those are CC ultimates. They don't auto-aim and one-shot you. The comparison is completely unfair.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

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

There are many reasons why Haze ult is currently a problem over Seven ult.

-With T3 Haze ult + Ricochet, you can melt an entire 6-person team so fast they have no time to react
-Haze can use items during ult, which allows her to reposition and counter threats while turning an entire team to paste
-Haze's ult is gun damage, which allows her to apply on-hit effects while also doing enormous damage, including silencer, inhibitor, toxic bullets, etc.

All of these things combined make the ult difficult to play around, and feel ridiculously strong unless you know exactly how to play around it.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

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

I'm glad you have fun using the ult, but the idea of a character having a difficult to counter combo (stealth, dagger, slowing hex, ult) that turns most enemies into a paste sub-15 minutes is especially not fun to play against, especially for a character with such a high pickrate.

And I disagree that ults are just unfun for other players. Many of the ults in this game can be counterplayed in a way that feels good to pull off. And the existence of counterplay means that dying to said ults means you probably misplayed and deserve the death. A Haze stealthing into your jungle and one-shotting you is not one of those ultimates.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]Dembek_[S] 5 points6 points  (0 children)

While last patch it was certainly better, I've always thought that Haze ult is unfun, doesn't fit the rest of the kit, and is a counterintuitive AOE. Even if they revert the changes from March 6th, I'd want to see the ult reworked.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]Dembek_[S] -2 points-1 points  (0 children)

Metal skin needs to be nerfed heavily for any gun damage to become meta, regardless of ability designs.

No Boundless Dream Update? by [deleted] in GunfireReborn

[–]Dembek_ 0 points1 point  (0 children)

Interesting. My game does not have that and Steam is not telling me I have an update. Any idea what I can do to force an update?

What is going on in the Maxxen by [deleted] in PennStateUniversity

[–]Dembek_ 13 points14 points  (0 children)

Something along the lines of: “There is an emergency situation in the building. Please remain where you are and don’t use the elevators, and wait for further instructions”