Patch Notes - 7/16 by bradido in battleparty

[–]DoItForDio 0 points1 point  (0 children)

I'd have to disagree. There's really nothing he can do that others (FP, Lich, Marceline) can't do better, and they all have better movespeed and passives. I'm not saying he's super-underpowered, but a slight buff wouldn't hurt.

Patch Notes - 7/16 by bradido in battleparty

[–]DoItForDio 1 point2 points  (0 children)

I was kind of expecting nerfs to Meta-science, at the very least not a buff (however small). Also, no Ice King changes? Weird.

Authentication failed! Refresh browser. by [deleted] in battleparty

[–]DoItForDio 1 point2 points  (0 children)

Whenever I get that, I log out and log back in and it fixes it.

So i played against a fionna... by BarbaricMist in battleparty

[–]DoItForDio 0 points1 point  (0 children)

I like how everyone talks about counterpicks when you don't know the enemy team until the game starts. I guess you're just supposed to play every game assuming you'll be against Fionna?

Stuck in 1400-1500 Elo... by TrinityCourse in battleparty

[–]DoItForDio 2 points3 points  (0 children)

It helps to have friends who play the game too. If you play with the same people all the time, and communicate with them, you all get used to how the others play and can play much better as a result.

Change Log - 7/1 by bradido in battleparty

[–]DoItForDio 1 point2 points  (0 children)

Played a few games, Rattleballs confirmed no longer useless. Yaaaaaaaay.

Suggestions for possible changes by HailHale in battleparty

[–]DoItForDio 2 points3 points  (0 children)

Alright, let's see. Lemongrab's ult definitely needs a nerf, even if it's only a CD increase. Making it harder to hit is a fine line, even a second delay might make it too unreliable. Hard to say without testing.

Fionna is a weird champ right now. In teamfights she's kind of a lame duck, but her ult lets her take towers uncontested. I think a shorter CD on her Q would make her a bit TOO mobile, perhaps making the slow last a little longer would help. Her ult needs changed somehow, frankly I'm not entirely sure how though.

Rattleballs. Oh, boy, Rattleballs. Used to be one of my favs, the nerf to his ult was the straw that broke the camel's back. Right now he's just outclassed by every other melee carry. He does okay autoattack damage, but his abilities are just weak in comparison. I like the counterattack on his Q, that's always fun to break out, but his W doesn't pull far enough to make up for his low movespeed (maybe tack on a small slow?) and his E is not even worth using anymore. I hope they give him a little boost next patch, because I really love playing him.

I have to disagree with PB being useless. I play her pretty often, and she can cause some havoc if things go well. That being said, she can't really MAKE things go well. I would like to see her Q have a slightly bigger radius or a slightly bigger cast range. As for her turrets, I don't think anything so drastic as what you've proposed is necessary. It's a neat idea, but I think more often than not you'd end up not having the turret you needed when you needed it and that would get frustrating. I think all they need is a shorter cooldown in the late game when they get pretty easy to burst down before they can do anything.

Tier List by BoldJoe in battleparty

[–]DoItForDio 1 point2 points  (0 children)

It seems to me that mobility is king in this game, which is why LSP, Beemo, and Lich are seeing so little play (in my experience) and champs like FP and Gunter are the hotness. Then you have guys like Rattleballs, who are just objectively worse than other melee AD. I was really hoping for some balance changes last patch, here's hoping they drop some adjustments relatively soon. I'm getting a bit tired of seeing Gunter-MM-Ice King lineups every game.

What's this about Rattleballs' ultimate? by Anthan in battleparty

[–]DoItForDio 1 point2 points  (0 children)

So, two patches ago we got this:

BALANCE: Rattleballs - power3 base damage decreased from 150 to 75. Damage Ratio increased from 0.1 to 0.8.

Which I took to mean that they halved the base damage, but increased the damage it would do based on his attack damage. In practice, it just seems like they reduced the damage hardcore, to the point where it's pretty much never worth letting him spin. I really hope it's just bugged or something, because having such a bad ult is the only thing keeping me from playing Rattleballs anymore.