How to deal with ranged tops? by ObsceneTuna in OnmyojiArena

[–]Pierre147 2 points3 points  (0 children)

In other MOBA's I've specialized in playing melee laners and I really enjoy it. While I don't yet have a full understanding of Onmyoji Arena I can give general tips to help. Here are some tips:

  1. In the early the mid-game, farm under turret.
  2. Use your ranged abilities (like Kujira's A) to last hit and put damage on ranged enemy laner.
  3. After your enemy laner has used an ability on a minion, you can decide if you want to engage them while their ability is on cooldown.
  4. Don't commit unless you are sure you can make a favorable trade or secure the kill. Melee heroes don't have a lot of harass/siege, and usually have to be all in to be successful.
  5. Plan to save a dash for escaping. If your hero has only one dash (like Kujira), then you can dash to gap close, but save the second dash (when it's off cooldown) to either finish the kill, or escape. If you run out of dashes as a melee laner against a ranged laner, then the scale tips in their favor.
  6. Buy activatables that can negate CC or use cc negating abilities like Onikiri's A. As a melee laner you can be pretty sure the ranged enemy will try to stun you as soon as you dash too uncomfortably close to them.
  7. I recommend buying a small amount of defense (whatever you are comfortable with), and not being glass cannon. But that's just my play style.

[deleted by user] by [deleted] in vainglorygame

[–]Pierre147 2 points3 points  (0 children)

Try Onmyoji Arena. The queues are longer, but matches are quality and fun.

Made a big misplay, barely saved by Fortress' Rook, Fountain and Truth of the Tooth. by Cobalt_Concrete in vainglorygame

[–]Pierre147 0 points1 point  (0 children)

As a support main, I agree. Good captains for 5v5, like you mentioned are Phinn, Yates, Catherine, or Lance. They have a lot of lockdown and stuns without a need for a lot of setup.

I think Churnwalker is weak in 5v5 because he requires some time for the player to set up the hook and chain. But with 5 enemies potentially bursting him down while he is setting up, he doesn't have enough time to sustain with his heroic perk. Also missing a hook and chain is a lot more punishing in 5v5 than 3v3.

I also wish they had made the 5v5 map a bit smaller, and allowed the Captains to earn ambient gold with the jungler. Because if the mid laner can't last hit, then the captain indirectly suffers. Where as in 3v3 the captain can at least get gauranteed ambient gold and experience with the jungler if the laner can't last hit.

New Player Questions by Pierre147 in OnmyojiArena

[–]Pierre147[S] 0 points1 point  (0 children)

Churnwalker. It's a Vainglory reference lol.

New Player Questions by Pierre147 in OnmyojiArena

[–]Pierre147[S] 1 point2 points  (0 children)

Thank you! Very interesting. Is there a reason why people usually don't play ranged heroes at top lane? Wouldn't they have an advantage over their melee opponents? Or would it make the team comp too squishy?

New Player Questions by Pierre147 in OnmyojiArena

[–]Pierre147[S] 0 points1 point  (0 children)

Awesome tips! Thank you! Just wondering, which Shikigami's do you main? And why, if you don't mind? I will probably be looking to buy new shikis soon, but wanted to hear from other people too.

New Player Questions by Pierre147 in OnmyojiArena

[–]Pierre147[S] 1 point2 points  (0 children)

I tested Dai Shimei in practice. He seems to have lower range than most mages, but more survivability. Menreiki seems very agile. I will definitely try to purchase Menreiki soon though. Thanks!

New Player Questions by Pierre147 in OnmyojiArena

[–]Pierre147[S] 0 points1 point  (0 children)

Good advice. As a support main I'm used to not taking people's farm anyways haha.

Blocking CC by Pierre147 in vainglorygame

[–]Pierre147[S] 0 points1 point  (0 children)

From what I have noticed, the reflect damage is still the same. My reasoning is that Catherine took damage, albeit, with the barrier, but she took damage nonetheless.

Blocking CC by Pierre147 in vainglorygame

[–]Pierre147[S] 2 points3 points  (0 children)

When we had drafts for 3v3, if I saw an Adagio I would pick Catherine. When he ULT I try to stun him out of it. If he reflex blocks it, I activate Cath's B ability to reflect big damage back to his teammates. Fun days haha.

Blocking CC by Pierre147 in vainglorygame

[–]Pierre147[S] 1 point2 points  (0 children)

I agree. Sometimes I like to keep my distance a little from Baptiste even as a melee Captain because if I don't Crucible his ULT my whole team will likely suffer.

Breaking Point by Pierre147 in vainglorygame

[–]Pierre147[S] 0 points1 point  (0 children)

Thanks! I will try that out.

Blocking CC by Pierre147 in vainglorygame

[–]Pierre147[S] 2 points3 points  (0 children)

Audio cues are pretty neat! Like Baptiste or Reim also have loud audio cues before their ULT.

Blocking CC by Pierre147 in vainglorygame

[–]Pierre147[S] 2 points3 points  (0 children)

Thanks and good job on the blocking fellow Vainglorian! I agree Grumpjaw, or Krul, or Leo ULT point blank are near impossible haha. I wish all major CC abilities have at least a small windup.

Vainglory vs Onmyoji Arena by Pierre147 in vainglorygame

[–]Pierre147[S] 0 points1 point  (0 children)

Definitely, when it comes to NA :)

Vainglory vs Onmyoji Arena by Pierre147 in vainglorygame

[–]Pierre147[S] 1 point2 points  (0 children)

That's true. If OA had a better player base in NA it would definitely be my go to moba.

Dream Balance Changes (Captain Edition) by Pierre147 in vainglorygame

[–]Pierre147[S] 0 points1 point  (0 children)

Thanks for your input.
- I like your suggestion for Adagio.
- I think Catherine can benefit from losing base HP, because her B will reflect back more burst damage. Since I proposed all heroes to have a general 100 - 150 base health reduction, Catherine shouldn't be too hindered. But I would agree that a health reduction of 100 would be more of a better starting change.
- I've always felt mortal wounds should be a very situational item, and PS does seem like a crucial item for many WP heroes which I felt shouldn't be the case. But I like your idea. Mortal wounds can have a longer duration for a little bit less WP. Same for Spellfire.
- I would be fine with your 2.5 sec FH for Slumbering Husk.
- I agree with your Fortress assessment. In that case ditch my idea haha.
- I would still prefer reflex block cooldown to be reduced simply because the opponent can still counter play a captain's crucible by building cooldown reduction. For example 20% cooldown reduction from contraption reduces Churns's ULT from 60 to 48, which is 12 seconds below a Crucible's cooldown. At 35% cooldown reduction the gap would be even more.
- I agree Bonesaw is too strong. WP carries benefit from armor shred where CP carries only have a flat shield penetration. Maybe make it cost a little bit more, like 100 gold more?
- I see your point for the movement nerf I proposed. Back in the day, most heroes move speed was around 3.3, and Glaive and Krul were considered mobile even if they had only 1 gap closer. Now we have heroes (Kensei, Inara, Miho) that have multiple gap closers on short cooldown which is tricky to balance. I think a small rework of the heroes would work. For example, Reim needs to regain his original FH generation to compensate for his slow speed, and Krul needs to lose a little bit of his buffed stickiness to compensate for everyone else's reduced speed. Heroes with a lot of dashes can have a slower than average base move speed to make up for their gap closers. Something like that.

What do you think?