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Let's Make Patch Notes - Assassins

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Forum » General Discussion » Let's Make Patch Notes - Assassins 79 posts - page 7 of 8

Poll Question:


Are Assassins in General Too Strong?
Yes
No
VOTE
Permalink | Quote | +Rep by Subzero008 » April 15, 2014 10:07pm | Report
There's no point in throwing out suggestions if we can't even figure out his problems. Let's just move on.

Anyone here feel that Hun Batz's Fear No Evil is too strong? I feel that it's pretty much uncounterable (it goes right through CC reduction and Unyielding), which is a bad thing.

If I were to make some adjustments, it'd be to change the mechanics of the fear, from a repeated one to a constant one, but still area-based (so leaving the radius removes the fear).

I think that's all that's wrong with him.

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Permalink | Quote | +Rep by HiFromBuddha » April 16, 2014 1:38am | Report
I really don't think Ne Zha needs a dash. Right now, we're just discussing nice little bonuses that he doesn't need.

And yes, I was contemplating other ideas for Fear No Evil, but I think of the ones I thought up, yours is probably the best. Just to throw the ideas out there just in case someone does think differently:

1. Fear No Evil doesn't persist. It's just a one time cast and does not stay in the area. This will fix it going through CC reduction, but it would remove some strategic use of this, such as using it to cut off an enemy's path.

2. People who are feared move faster. Has the same effect of making it area based, but still doesn't fix the issue of it going through CC reduction.
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Permalink | Quote | +Rep by BestMinionEver » April 16, 2014 1:54am | Report
Subzero008 wrote:

There's no point in throwing out suggestions if we can't even figure out his problems. Let's just move on.

Anyone here feel that Hun Batz's Fear No Evil is too strong? I feel that it's pretty much uncounterable (it goes right through CC reduction and Unyielding), which is a bad thing.

If I were to make some adjustments, it'd be to change the mechanics of the fear, from a repeated one to a constant one, but still area-based (so leaving the radius removes the fear).

I think that's all that's wrong with him.

I thought Tyr was feared shorter, at lest that is my experience. It might just be the fear duration you get when you are out of the area, but it feels like you always get out of the CC before anyone else who is feared together with you. Like you are always free to go before the Fear No Evil ends. Someone test it out in a 2v2 joust and just put a lot of CC reduction on Tyr to see it properly?

I still think you should be able to fear ppl into walls without them being able to do anything like you can today, that is kind of the thing that makes him viable :P

What if you made the "drum" or WE it is, not fear every .25 sec but maybe .5 or just even every 1 sec and for a longer duration (not sure what the fear duration is ATM)?
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Permalink | Quote | +Rep by Jordenito » April 16, 2014 3:01am | Report
Fear duration is 1/1.25/1.5/1.75/2.

I do think that it should be one fear, so that CCR and Unyielding will be effective, but we should still make it apply the fear to anyone who walks into it. And much like BME mentioned, being feared to walls should still be able to occur. So basically, make CCR and Tyr's passive affect the fear, but nothing more.

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Permalink | Quote | +Rep by Subzero008 » April 16, 2014 1:14pm | Report
Changing the fear-per-tick rate won't work, because Unyielding and CC reduction still won't affect it, and even if CC reduction did, you'll only be free to move for a tiny fraction of a second every 0.5 seconds - effectively useless.

I don't think we need to change anything about the fear itself, like persistence or move speed. Aside from the lack of counterplay, I think Fear No Evil is pretty balanced and doesn't need a(nother) nerf, even indirect ones.

I think that's all for Batz.

Any ideas on Mercury?

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Permalink | Quote | +Rep by Sasquatch180 » April 16, 2014 2:26pm | Report
Reduced crit chance on Made You Look?

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Permalink | Quote | +Rep by Jordenito » April 18, 2014 6:39am | Report
Well, Mercury is controversial.

He isn't so strong early game at first look, but Special Delivery is devastating at all levels. And in the beginning of the match in the solo lane, a single Special Delivery can easily kill someone. I think it's safe to say it's deadlier than Death Scythe level one.

But he is not that strong early game, since he is a hyper carry.

He has good poke and good initiation, and he can pull someone in the blink of an eye, but he isn't too powerful.

I don't really think that he needs to be changed.

As for the others, I'm also clueless. Arachne is still viable, IMO, she is just not picked anymore because she is outshined in every single way by Thanatos. I'm not really sure about Kali, because as I've said before, I'm okay with having extreme gods with poor early game and ridiculous late game and vice versa. Thor is in a good spot and it seems that you want to slightly nerf Baka, so go ahead.

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Permalink | Quote | +Rep by Subzero008 » April 19, 2014 2:10am | Report
Ah, Mercury of the famous level 2 gank. I think, with the current jungling enviroment, it' be easier to simply nerf his late game instead of changing anything about his early game. The fact that I can say level 2 gank when refering to him makes him a valid target for a nerf.

I'd nerf his Fastest God Alive by altering the effect to add 50% of his physical power as bonus damage, rather than the ridiculous 2.5 x 1.5 x physical power crits he has. And obviously, I'd reduce the attack speed bonus from Maximum Velocity from 30/40/50/60/70 to 30/35/40/45/50%. Maybe increase the passive movement speed from 10% to 12%.

And if anyone thinks a -20% reduction in attack speed is too much, three words: Level. Two. Gank.

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Permalink | Quote | +Rep by Subzero008 » April 19, 2014 2:20am | Report
I'm not sure how reduced crit chance on a single ability would work. I mean, it either can crit, or it can't. Simple as that.

As for Arachne, I don't think she is viable anymore, not when her damage is so low. Yes, she can pull people, but that is slowly becoming her only pro, with a bucketload of cons. Her damage isn't even that good anymore, and her nerfed silence is also a reduction to her damage.

If I had to change her, I'd change tangled web into acidic web. Give her some damage, not a lot, and her damage level can become alright. Maybe 10/20/30/40/50 per second (+20% of power). As long as it has decent contributions, it's alright.

Why am I giving her AoE damage instead of single-target damage? Because I don't want to turn her into melee ADC territory.

I'd also revert the duration reduction on Drain Life, because that is a pretty big reduction to her early game power, and it removes the focus on her pull + spiders.

There's one more change that is completely, 100% necessary for Arachne: her pull. It's just ridiculous, and is the least counterplay-friendly ability in the game. Just make it so that when you are hit, you are briefly stunned in place for 0.5 seconds, before being pulled and then stunned for 1 second. Now it's possible to Beads or Aegis it, although Agni won't be able to fart his way out of it.

That's my suggestion. A weaker ultimate, but ultimately more damage through her abilities. No more scaling duration or number ******** that belongs on a carry, not an early-game assassin.

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Permalink | Quote | +Rep by Jordenito » April 19, 2014 3:58am | Report
I can't express my opinion on Mercury that much because I never played him and I rarely get to play against him.

About your Arachne changes, Sub, I've got no problems with them. The ult change is probably the most important thing, but she does need somewhat of a buff.

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