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#1
Vyse-Fan_In-more-than-one
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Frags
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Pretty much an Agent Balance Larper sooo
Note : Be useful pls. if you do not agree this is not objective fact. CONSTRUCTIVE discussion would be nice but this is vlr so if you're that goblin moded. I feel bad for whoever cares about you

  1. Sova and Fade at 60s
  2. KAY/O at 40s
  3. Breach at 30s
  4. Skye at 55s
  5. Tejo at 70s (for context a round is 100s - 1 min 40s) (removable)
  6. Gekko at 10s like before
#2
I_LOVE_LESS
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Frags
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everything at 60s except gekko and buff/nerf the util accordingly

if i was an igl playing against or with double init and one set of util was 60s and the other was 30 or 45 i'd kill myself

#3
Vyse-Fan_In-more-than-one
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Frags
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Soo the logic is a breach stun = a kayo knife = a skye flash = a fade haunt?
I dont see it
And a harbor cove is 30s

#5
I_LOVE_LESS
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Frags
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harbor is famously, not an initiator

#6
Vyse-Fan_In-more-than-one
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Frags
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...
How does this matter again for the first argument?
Soo the logic is a breach stun = a kayo knife = a skye flash = a fade haunt?

Edit: The Very reality is that Harbor's Cove offers far more value cuz of the dual function and is at 30s.

#9
I_LOVE_LESS
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Frags
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WHY ARE YOU EVEN TALKING ABOUT HARBOR

#12
Vyse-Fan_In-more-than-one
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Frags
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Can you answer the first argument?

#13
I_LOVE_LESS
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Frags
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its the same way that kill reset abilities all take 2 kills to reset the timings should be standardized like its really not that hard to grasp man

#15
Chetin
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Frags
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but the value diff between a haunt/dart and the knife and stun is massive, that shouldn't be too hard to understand

#16
I_LOVE_LESS
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Frags
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and thats why you buff the ones that suck and nerf the ones that are op 👍

#17
Vyse-Fan_In-more-than-one
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Frags
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I.e we nerf the sova dart and fade haunt and Skye flash

How tf do u nerf them. Only thing for Sova and Fade is the range of coverage but Riot wont do that for shit cuz they love their goth girls and russian guys

And if they edit trajectory patterns the entire lineup larry community will ragequit in frustration

#18
Vyse-Fan_In-more-than-one
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Frags
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While standardization is good... Its not like the Numbers are so hard to remember + Anyways you never use a kayo knife and sova dart at the same time. Most initator signatures are used at different times anyways so its pointless to standardize cooldowns.
Honest even with the kills it makes sense to vary them, cuz there is big difference between them, but it isnt as strained cuz most are movement except phoenix and raze

#4
MrBlooBloom
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Frags
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which would make double init strong without buffing the util itself wouldn't it?

#7
I_LOVE_LESS
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Frags
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thats why i said buff/nerf accordingly do you guys know how to read

#10
MrBlooBloom
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?I'm trynna make a point to explain whyI think your idea is unnecessary/ suboptimal

#8
Chetin
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I would still set the max to 50s, and kayo and breach at 40s any less cd on breach is just not balanced even if the stun is shit

#11
Vyse-Fan_In-more-than-one
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Idk 60s aint thattt painful

#14
Chetin
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Frags
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yeah ig that's true

#19
Raisor
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30s refresh on a garbage ability is still garbage, stun just needs buffed and can keep the current cd
60s on recon is stupid keep it maxed at 50 otherwise there isnt much point in it being refreshed
55s on skye is okay ig but I dont see a problem currently?
Tejo should be refresh on ability kill, allows him to play post plant a bit more without being oppresive and incentives commiting hard util combos in early round to get kills for that refresh
gekko should go back to ten but the issue isnt the cd its how limited the situations in which a flash is both retrievable and gets value, the method/ ability to pick these up needs to be adjusted, maybe dizzy and mosh slowly crawl back the direction they were thrown from but become something that can be destroyed on the ground (like deadlock cocoon but less hp and a bit slower)

#20
Vyse-Fan_In-more-than-one
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Frags
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30s refresh on a garbage ability is still garbage, stun just needs buffed and can keep the current cd

While i would say yes having it 4x at much as before is quite a benefit.

60s on recon is stupid keep it maxed at 50 otherwise there isnt much point in it being refreshed

It just means that you get it refreshed slightly slower to where you only get it twice a round
Mayb keep at 50 and balance from there is viable

55s on skye is okay ig but I dont see a problem currently?

Its cuz im Balancing for all the inits, skye's birds can get far more info than a kayo knife hence why i moved it slightly up moving kayo's to 40s as compensation

Tejo should be refresh on ability kill, allows him to play post plant a bit more without being oppresive and incentives commiting hard util combos in early round to get kills for that refresh

I mean it makes sense cuz then there's an actual way to prevent it.
Probably what i'd do is do a sort of decay + real hp effect. Where its like part of your health is removed but the other part is decay. I.e even if you get hit a few times the hp wont be as intense but you're far more vulnerable to spam. Think like 50% goes as temp damage and 50% goes as true damage. So if you stood in a tejo missile you'd be on 1 hp and when the decay goes you'd get half health (the max is 180 across all 3 pulses, so you'd be on 90)
And the decay means that you're always on 1 hp unless the true damage exceeds ur current hp idk throwing ideas to make it playable

gekko should go back to ten but the issue isnt the cd its how limited the situations in which a flash is both retrievable and gets value, the method/ ability to pick these up needs to be adjusted, maybe dizzy and mosh slowly crawl back the direction they were thrown from but become something that can be destroyed on the ground (like deadlock cocoon but less hp and a bit slower)

Honestly yeah i'd say let the globules roll back to gekko if not picked up within the globule duration, they cant be shot and always take 1s regardless of distance to go to gekko, after which is a cooldown of 25s (cuz the current in world duration is 20s + 1s travel time = 21s + 25s = 46s total from throw to regen) it allows you to track where gekko came from

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