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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Mon Sep 18, 2017 1:42 pm 
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narol1990 wrote:
Ok, it seems that the document was updated again a little, the nerf to rubber ducky stun and price decrease are back in there. So basically, skoll gets shorter lockout of abilities after bashing but he also stuns for a shorter duration.

So what exactly does this change accomplish? Is it a nerf or a buff?

It would be a buff for those than do not take Rubber Ducky, and a nerf for those that do.

Considering that everyone and their dog takes Rubber ducky, we can reclassify that as bad design.

Yurithra wrote:
It doesn't need to be a nerf or a buff, it just makes the character easier to play and approach for newer players.

This is precisely what we want to avoid.

Skølldir always required a fair degree of skill to control—mainly due to having no aiming and requiring good positioning as a result—so succeeding with him felt like you were achieving something.

You simply cannot have all the 'Nauts require the same amount of skill to use, otherwise everyone will gravitate to the most effective. That is the exact opposite of a diverse cast.

If we want to make Skølldir more accessible, he should be able to aim his AA. That would be a ridiculous thing to implement, but it seems to follow the logic well enough, no?

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Mon Sep 18, 2017 3:05 pm 
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yuris damage should not be a dot it makes his zoning way less threatening.

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Mon Sep 18, 2017 5:52 pm 
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Alright, another point that's not being discussed properly but should be on the document:
"Rocket can no longer fire all of his abilities at once"
Why is that not there. Like seriously. This is a ridiculous thing, why can Rocket do this - when built right he can get off 600~+ damage every 4 seconds

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Tue Sep 19, 2017 12:24 pm 
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Firing AA and the missile at the same time does around 800 ranged burst damage at lvl 10 which is just ridiculous.
It's one of the main problems with Rocket and has to be addressed in the upcoming patch.


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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Tue Sep 19, 2017 4:14 pm 
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Please add the characters to the Google doc navigation quickmenu. It doesn't matter that much on a 6 pages document but it's still easier to navigate and it looks a lot more professional than having: 'These are NOT final', 'General' and '{b}Aiguillon{/b}' as the navigation chapters. Also, picking a stable font size (instead of alternating between 10 and 11) might help with reading some parts as it's currently a bit annoying for the eye.

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Wed Sep 20, 2017 6:15 am 
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Why are we still being cautious with the nerfs to Rocket? He is still ridiculous in terms of safety, area denial, structure damage, and raw damage output. A small nerf to his speed isn't going to do jack.

And why are we not touching Smiles at all? Isn't it general consensus that he's too strong as well?

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Wed Sep 20, 2017 10:13 am 
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Boy Skylark wrote:
Why are we still being cautious with the nerfs to Rocket? He is still ridiculous in terms of safety, area denial, structure damage, and raw damage output. A small nerf to his speed isn't going to do jack.

And why are we not touching Smiles at all? Isn't it general consensus that he's too strong as well?


With Rocket there are obvious changes to be done such as:
-A nerf to particles as they give way too much damage.
-A nerf or removal of slow on laser trap.
-His self kb that makes him feel very hard to punish.
-The use of double missile for mobility and free getaways.
-How he is able to kb himself while snared which ruins matchups.

These are obviously just a few off the top of my head and now onto Smiles. The reason why nothing is on there about him is because we're still thinking of what changes to do. Sure it's easy to say: "omg nerf everything and remove items" but then you need to think about new numbers, mechanics and items for the character.

Personally I would like to see a rework of Trappers Hook for it to actually feel like a reel in. For instance I think it'd be cool if when you hit an enemy with it they were slowly reeled in over like 3 seconds, but also it'd slow Smiles while doing it so it feels like he's actually pulling the enemy.

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Wed Sep 20, 2017 1:51 pm 
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Just remove Smiles' from the game, he's gonna be useless once Stun and BKM both affect hook.

Or just increase his hook duration to 2s, make it pull slower and make Smiles slower as well, and BKM reduces the duration and makes it pull slower.


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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Wed Sep 20, 2017 1:58 pm 
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On the topic of CC: is Baby Kuri Mammoth a well-designed item, or could it stand to be removed?

As it is now—as I see it—most CC is being balanced around purchasing BKM being something expected, see Skølldir, Yoolip, and now Smiles.

We have situations where going without BKM makes some CC effects overbearing, but picking it up can make some 'Nauts' lockdown ineffective unless they also invest into strengthening it.

Would it not make more sense to ditch BKM as an item, reduce the CC in turn, and free up a slot for every Awesomenaut (and potentially an additional one previously used for stronger the CC increase itself)?

I understand that purchasing BKM (and CC upgrades) constitutes counterplay, but is it really a valid form when it becomes effectively necessary? Is it at that point not just "play"?

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 Post subject: Re: Tentative Changes for 4.4
 Post Posted: Wed Sep 20, 2017 3:24 pm 
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Yurithra wrote:
Just remove Smiles' from the game, he's gonna be useless once Stun and BKM both affect hook.

Or just increase his hook duration to 2s, make it pull slower and make Smiles slower as well, and BKM reduces the duration and makes it pull slower.


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