Ultimate_Overlord wrote: »Funny how people just started to saying random words, probably cause they just read the title alone, and it turned this thread into the exact opposite of what was intended xD
THIS IS NOT A "BUFF UNDERUSED ULTIMATES" THREAD, ITS A "NERF THE ULTS THAT CAUSE ALL OTHERS TO BE UNDERUSED" THREAD.
Stop asking for changes man ! Adapt ! L 2 P !!! L2p ! Jeeesuuss !Ultimate_Overlord wrote: »Remember the times when leap was a fine ult, some people even complained about it being op since it was the only physical ult? Crescent sweep was a great ulti too, people even compared it to "stamplar leap". Then dawnbreaker appeared, and now leap is not so fine, sweep is not so great. Over the months people got used to dawnbreaker, it became the new standard for stam ults in the head. Then the complaints came in, since dawnbreaker was so much better than any other ult with its good burst, strong dot, relatively low cost and, most importantly, undodgable cc.
Long story short, the root of the problem is dawnbreaker and the unthoughtful efforts to balance it (you dont increase the cost to match the ults strength, you adjust the ults strength to match to cost, or you will end up with things like destro ult). To make other ults viable you need to properly nerf dawnbreaker instead of removing counterplay to other ults so it matches dawnbreakers lack of counterplay. It does too many things for 1 ability. The undodgable part of dawnbreaker was always there, its kind of its unique theme, so it should stay.
1st suggestion:
Reduce the dmg. That will bring the design to more of a newbie ult (that seems to be the trend) - easy to land, provides a cc, allowing you to follow it up more easily, but doesnt hit that hard compared to ults that are harder to use and/or require more precision to follow up (lack of cc on sweep and the predictability of leap)
2nd suggestion:
Remove the cc. The ult is already impossible to avoid (well, it does bug out sometimes, but thats not the player countering it, its the game giving them a free pass) and it hits really hard, why should the user have the luxury to easily follow it up with a skill that is also impossible to avoid? The strong burst+ 1st tick of the dot+ another unavoidable skill give too much burst potential for such an easy to use ult. To lower the burst potential, either the cc or the high burst from the initial hit should go.
Fun fact:
In 1.6 when zos removed cast time from dawnbreaker, it bugged out, so the 1st tick of the dot was hitting at the same time as the initial hit making burst way too high, so in ic patch they increased the dot duration to 5s to delay that 1st tick. How is current dawnbreaker different from 1.6 one, since in both cases the 1st dot tick still adds up to your unavoidable burst, just in a different way?
Ultimate_Overlord wrote: »@DeadlyRecluse This thread has been dead for a long time man. Its just this one guy decided to harass me by commenting stupid stuff lmao
Ultimate_Overlord wrote: »1st suggestion:
Reduce the dmg. That will bring the design to more of a newbie ult (that seems to be the trend) - easy to land, provides a cc, allowing you to follow it up more easily, but doesnt hit that hard compared to ults that are harder to use and/or require more precision to follow up (lack of cc on sweep and the predictability of leap)
2nd suggestion:
Remove the cc. The ult is already impossible to avoid (well, it does bug out sometimes, but thats not the player countering it, its the game giving them a free pass) and it hits really hard, why should the user have the luxury to easily follow it up with a skill that is also impossible to avoid? The strong burst+ 1st tick of the dot+ another unavoidable skill give too much burst potential for such an easy to use ult. To lower the burst potential, either the cc or the high burst from the initial hit should go.
Fun fact:
In 1.6 when zos removed cast time from dawnbreaker, it bugged out, so the 1st tick of the dot was hitting at the same time as the initial hit making burst way too high, so in ic patch they increased the dot duration to 5s to delay that 1st tick. How is current dawnbreaker different from 1.6 one, since in both cases the 1st dot tick still adds up to your unavoidable burst, just in a different way?
Storm Arch.
templar ulti's.
2 hand ulti (it's more lame than anything but it does see use. needs a rework)
Stop asking for changes man ! Adapt ! L 2 P !!! L2p ! Jeeesuuss !Ultimate_Overlord wrote: »Remember the times when leap was a fine ult, some people even complained about it being op since it was the only physical ult? Crescent sweep was a great ulti too, people even compared it to "stamplar leap". Then dawnbreaker appeared, and now leap is not so fine, sweep is not so great. Over the months people got used to dawnbreaker, it became the new standard for stam ults in the head. Then the complaints came in, since dawnbreaker was so much better than any other ult with its good burst, strong dot, relatively low cost and, most importantly, undodgable cc.
Long story short, the root of the problem is dawnbreaker and the unthoughtful efforts to balance it (you dont increase the cost to match the ults strength, you adjust the ults strength to match to cost, or you will end up with things like destro ult). To make other ults viable you need to properly nerf dawnbreaker instead of removing counterplay to other ults so it matches dawnbreakers lack of counterplay. It does too many things for 1 ability. The undodgable part of dawnbreaker was always there, its kind of its unique theme, so it should stay.
1st suggestion:
Reduce the dmg. That will bring the design to more of a newbie ult (that seems to be the trend) - easy to land, provides a cc, allowing you to follow it up more easily, but doesnt hit that hard compared to ults that are harder to use and/or require more precision to follow up (lack of cc on sweep and the predictability of leap)
2nd suggestion:
Remove the cc. The ult is already impossible to avoid (well, it does bug out sometimes, but thats not the player countering it, its the game giving them a free pass) and it hits really hard, why should the user have the luxury to easily follow it up with a skill that is also impossible to avoid? The strong burst+ 1st tick of the dot+ another unavoidable skill give too much burst potential for such an easy to use ult. To lower the burst potential, either the cc or the high burst from the initial hit should go.
Fun fact:
In 1.6 when zos removed cast time from dawnbreaker, it bugged out, so the 1st tick of the dot was hitting at the same time as the initial hit making burst way too high, so in ic patch they increased the dot duration to 5s to delay that 1st tick. How is current dawnbreaker different from 1.6 one, since in both cases the 1st dot tick still adds up to your unavoidable burst, just in a different way?