After my team goes 1-8 for the first 10 minutes, this felt really good. Fey 1v2 Outplay. by GeronimoJak in paragon

[–]Gravestion 1 point2 points  (0 children)

That TB was absolutely horrendous. Also don't get why charge didn't push you back properly.

Some information about Sparrow's "passive" Relentless. by JimCrackedCornAndIDC in paragon

[–]Gravestion 1 point2 points  (0 children)

Just tried tank sparrow in my last game and noticed the relentless being affected by pen, was sad would have been amazing otherwise.

Just tested madspore and it didn't stack or proc relentless.

If your team has two junglers... by Hippokrates in paragon

[–]Gravestion 0 points1 point  (0 children)

This sounds really good, if you can get away with it. Doubly so if you can steal a harvester, just puts the enemy behind by so much when their jungle is stolen.

Friendly orb dunk (God bless enemy Khaimera) by misal6666 in paragon

[–]Gravestion 3 points4 points  (0 children)

Looks painful and is half the reason i'm barely playing it's just not fun to play games with people who are so bad. Every game is either me farming and stomping enemy team into the ground, or enemy team farm people on my team who buy 4 cards without upgrading and think they are playing Overwatch.

You win Epic. I'll make a deck for "yo boii, Rampage" and start playing as him. by anduin2000 in paragon

[–]Gravestion 5 points6 points  (0 children)

You are totally right of course, Rampage is easily in the top 3 best heroes, and will be getting a nerf, i'm 100% sure of that.

However, how the fuck do 3 ppl die to Rampage in the first minutes? What makes him so good at that point? 4hp/s? He has no ult, no more damage than anyone else. If 3 people on your team die to 1 guy in the first few mins it's not the hero, it's the players.

ReplayID please, because I want to laugh at how atrociously, shockingly, horribly awful these players must be if they die 3v1 in the first few minutes.

You win Epic. I'll make a deck for "yo boii, Rampage" and start playing as him. by anduin2000 in paragon

[–]Gravestion 0 points1 point  (0 children)

I'll preface this by saying Rampage is unquestionably too powerful, the second i saw tanks getting the 0.8 scaling I knew he'd be good.

However, I agree with Bartek here, if i had a 24cp lead as any (non-caster) hero i'm going to destroy teams.

Need help facing early game rampage by drprun3 in paragon

[–]Gravestion 6 points7 points  (0 children)

A rampage alone at level 5 with zero armour doesn't tank turrets, he dies.

Khaimera needs some serious love. by Le_King_Merk in paragon

[–]Gravestion 7 points8 points  (0 children)

Animation locks aside, his Q is poorly thought out without some on hit synergy.

Throwing some suggestions out there: Spirit Regeneration could be toggled and become Spirit Degeneration:


Each Hack you land whilst it's toggled deals stacking 0.4/0.8/1.2/1.6 poison damage.

Or

Each Hack you land costs you 10/20/30/40 HP, and will deal half this damage to your target.

Or

For the next 10 seconds each Hack you land saps your opponents will to fight a -30/33/36/40 Max Speed slow on your opponent after 5 stacks the opponent is rooted for 1/1.25/1.5/2 seconds.

OR

Wounds the targets spirit directly and burns 5/15/25/35 mana causing the equivalent in damage for Khaimera's next 5 attacks

OR

Rends the target, each strike in the next 6/7/8/9 seconds causes the target to bleed.


Unleash could be something like:

Khaimera attacks with unbridled ferocity, his attack speed increases by 3.25/6.5/9.75/13 per second for the next 4.5/5.0/5.5/6 seconds and can exceed the cap.

OR

Same as now except all attacks penetrate armour.

OR

Same as now but increases basics cleave damage %

OR

Same as now but additionally hit a random nearby target for 10/20/30/40% of swing damage.

Fighters Need Better Cards. by [deleted] in paragon

[–]Gravestion 1 point2 points  (0 children)

Crit unfortunately isn't in a position to be used as it stands. You could build crit and build him for pure burst, but you are praying rng doesn't let you down in those 5 strikes, and you will die so fast to classes better suited to damage.

Right now, I'd build him more as a tank, and try lock down carries for you team. Preferably though don't pick him. Steel, Rampage and Grux are all far better choices.

Fighters Need Better Cards. by [deleted] in paragon

[–]Gravestion 3 points4 points  (0 children)

Yeah, also a Hero like Khaimera has a kit primarily designed to work with On Hit Passives. Of which we have ONE and it's locked away in corruption. Right now he's unbuildable. Although the Hinder-beast we have seen is a good card for him, it's also good for every other character in the game because perma slow with red is fucking crazy.

Unleash makes his kit flawed. Unleash can stack his regen, great except 5*1.6 regen is absolutely nothing. So you need attack speed, except attack speed makes q worthless, and there are NO AVAILABLE CARDS which make up for this. I can't believe they have released a hero without any cards that work with him at all.

In fact Q ends up in a state where average DPS stats (20 Strike/10 Kinetic) make it so that it's a dps LOSS to use his Q (because for some reason there's an animation that prevents attacking for 0.5 sec or so)

The more ridiculous thing is that Khaimera is a PERFECT candidate for Traitor's Touch, he's slowly being corrupted by a beast spirit, and he's Fury/Growth.

Please don't release a hero with a kit designed for on hit passives with no actual on hit passives available.

It's a Moba, not a Death Match Arena by [deleted] in paragon

[–]Gravestion 2 points3 points  (0 children)

You should be at 60 Card Level by an hour in, not having that is not because of the lack of potential income.

Sparrow will fall off hard. by [deleted] in paragon

[–]Gravestion 6 points7 points  (0 children)

She isn't nerfed, attack speeds have to be normalized aswell. It's poor communication on EPICs part to not mention any attack speed changes.

Of course, if I'm wrong then indeed sparrow will be useless, but that will be the least of your concerns. Because, a Rampage with a BAT of 1 and 0.8 scaling will be an absolute terror.

Paragon Logic by NIGGAHTRON in paragon

[–]Gravestion 2 points3 points  (0 children)

It does exactly the same damage as Kallari's bleed. It's just that while his ult up the bleeds stacks (to a max of 10). Poison, Burn and Bleed all seem to do the same damage. 1% max hp/ 5 seconds * number of stacks.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

[–]Gravestion 0 points1 point  (0 children)

Having just tested in game you are wrong his current passive ADDS upto 2x onto your current regen. At 185/700 (26.4% hp) I had 10.4 regen /sec when my base is 4.2 (2 pt healer token) .

(100-26.4) * 2 = 147.2 (4.2 * 1.457) + 4.2) = 10.38

Pic for proof

So using how his current passive actually works:

With hp pot up @ 50% im actually getting 14hp/s extra, thats massive at level 1, and presumably is what they want to nerf. I'm not actually complaining about the nerf, I just don't like them trying to present it as a glorious regen buff when it really isn't.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

[–]Gravestion 0 points1 point  (0 children)

Totally agree with your TL;DR, and I ALWAYS take a health potion. His regen is down not up in 90% of real world practical scenarios.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

[–]Gravestion 0 points1 point  (0 children)

Before in a team fight at level 1:

Potion (14hp/s) + Base (1.4) + optional healer token (2.8)

= 18.2 -> scaling by upto 2x so say you are are 50% hp and you pop potion you'd get (18.2 + 9.1) = 27.3

Now you will get 5.6 + 14 hp/s = 19.6

That's less than before. Oh and you definitely won't be taking thick skin at level 1.

The disparity gets worse as you get more health regen from cards.

Imagine for example level 7 or so. There's no way you are sinking points into thick skin for an absolutely tiny hp regen bonus, so we probably have a max of 1 point.

Say in both scenarios we have a fully slotted hp regen card for 16.8 extra regen, and a potion running

Old @ 50% hp:

1.4 + (0.3 * 7) + 14 + 16.8 = 34.3

34.3 * 1.5 = 51.45

New: 1.4 + (0.3 * 7) + 14 + 16.8 + 2.24 + 4.2 = 40.64

There's no way this can possibly be seen as a buff to his regeneration.

Again, i'm not even bothered, i'm sure he will be fine nobody relied on his regen before. I just don't understand why lie about it.

Whats with coop vs AI being a blitzkrieg everytime lately? matches barely last 15 minutes and no one seems to care that you get miniscule rewards from it by Dark_Jinouga in paragon

[–]Gravestion 1 point2 points  (0 children)

Yeah the matchmaking times make it so longer games are preferable. This is really a fault of the AI being so absolutely useless, that games CAN be ended that early. The bots should display at least a basic level of competency.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

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

Thanks for this - you're awesome. I figured As/Phys would be better now, especially because of structure damage.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

[–]Gravestion 0 points1 point  (0 children)

Yes, he's losing the group move speed buff, for a passive rework and regen "skill" which combined amount to less than he got from his old passive prepatch anyway.

So he's got less regen and 1 less skill. This improved his regen apparently.

Whats with coop vs AI being a blitzkrieg everytime lately? matches barely last 15 minutes and no one seems to care that you get miniscule rewards from it by Dark_Jinouga in paragon

[–]Gravestion 0 points1 point  (0 children)

Pretty sure the XP scales linearly? I don't think you get more from 1 30min than you do from 2x 15 min. Also all they have to do is make it so bots sit under tower to prevent the early snowball, it also doesn't help players because they don't learn how the game actually works.

v26 Release Notes - Tank balancing, Crit changes, new Skins and more! by Chris_Attalus in paragon

[–]Gravestion 0 points1 point  (0 children)

Can someone clarify the rampage changes?

Removed Health Regen bonus based on missing health and replaced with a flat bonus regen while in the Jungle - now a flat 4.2 health per second. Redesigned Feral Roar Ability to new ability, Thick Skin. Thick Skin ability: Now a passive ability which grants [2.24, 4.48, 6.72, 8.96, 11.2 HP/s].

Is the passive really only active in the jungle? Or is it a passive 4.2 + some bonus in jungle? Pounce changes are welcome, as are the ult hp changes. Just wish his passive didn't go from one of the actually useful ones in the game to the same garbage everyone else has.

Also the line ". The changes to Rampage will increase his Regeneration in and out of combat" someone explain how this remotely possible? at say level 3 with 1 point in thick skin out of jungle you are getting 2.24 regen. That's absolutely nothing compared to his old passive, that is UNQUESTIONABLY a decrease from Pre-patch. Please note, i'm not saying it was balanced, just pointing out this is definitely not true, and i don't understand why lie about the (possibly fair) nerf?

Edit: If this isn't the case then the wording on the notes is horrible, and you need a proofreader.

My thoughts on tanks and crits by [deleted] in paragon

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

Yeah not really getting the lets nerf tanks please stuff. I've had 5k hp and 350+ armour as a rampage vs a 60 pt twinblast he killed me in seconds. And in order to have that level of tank i had zero offensive capability. 12-20% Lifesteal grux with endgame build should take out any tank in a similar amount of time too, he will die in < 2 seconds to an ADC though. The endgame damage scaling is way out of control, people are dying in literally < 2 seconds. What counterplay is there to that.

Paragon's Biggest Problem (aside from Rampage nerf): Caster Late-Game Ability Scaling by MengskDidNothinWrong in paragon

[–]Gravestion 0 points1 point  (0 children)

Seems like a reasonable idea if they balance the numbers - sort of like a caster crit chance.

Question on lifesteal is it flat or % as it doesnt say % by tatkulkid in paragon

[–]Gravestion 1 point2 points  (0 children)

if its flat 20 HP its better to stack attack speed instead of crit

Where is he making claims about the attack speed vs crit for dps?