Balance BOMBARD already....

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techprince
techprince
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Reduce the gdman range on this to 15m, or remove immobilize from this. Ranged AOE immobilize + snare with this range is no longer acceptable as you have nerfed every single ranged cc in the game.
  • Joy_Division
    Joy_Division
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    With the amount of move and snare removal options available, there is more than enough counters to this admittedly annoying skill provided you don;t just build for high stats and put damage skills on your bars.
  • likecats
    likecats
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    With the amount of move and snare removal options available, there is more than enough counters to this admittedly annoying skill provided you don;t just build for high stats and put damage skills on your bars.

    Group immobilizations are way too cost effective by all metrics and that's why they are spammed so often.
    It costs 3.5k stamina and has the potential to immobilize the entire enemy team at once, even if there are immobilization avoidance options available, it will cost the enemy team more than 10k resources (that's after you've already been immobilized for 1 second or so). On top of that it deals damage and snares.

    Most other AOEs you can avoid the main effect by staying out of the red, with bombard that is not an option. At the very least it needs to cost more to avoid the spam just like wall of elements and time stop in 2019, or needs to be delayed to offer counter play.

    Same problem existed with spin2win last year, you had a 14m AOE execute that just was very cost effective, unavoidable (upfront damage/effects) and did a lot of damage in a big radius, at least this got fixed by only making the 6m radius morph the execute morph.
    Edited by likecats on July 20, 2020 3:48PM
  • VaxtinTheWolf
    VaxtinTheWolf
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    I'd say let that poor PVEr you're about to run a train over 1:8 delay his demise for 2 seconds with that ability.

    Really though, with all the potential variables I'm not sure how to manage it myself other than just removing the snare.
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  • Kartalin
    Kartalin
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    In lag situations (big fights, days that end in y, etc), multiple players spamming bombard on you effectively locks you in place. Tends to happen as you get cc'ed, negated, and a faction zerg is running at you with a full head of steam.

    No amount of RAT spam can save you, even Snow Treaders bug out and stop working.
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  • Iki
    Iki
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    How about extend root-immunity already? 2 seconds more would make pvp and receiving bombards far less frustrating.
  • likecats
    likecats
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    Iki wrote: »
    How about extend root-immunity already? 2 seconds more would make pvp and receiving bombards far less frustrating.

    It has the same problem that existed with wall of elements, and time stop last year. It's just to cost effective to spam at 3.5k to snare + damage + root. And then have each member of the enemy team use 3k+ resources just to get rid of the root.

    AOE roots and CC's should not be cheap + immediate. It needs to be one of the two, but not both.
  • Iki
    Iki
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    likecats wrote: »

    It has the same problem that existed with wall of elements, and time stop last year. It's just to cost effective to spam at 3.5k to snare + damage + root. And then have each member of the enemy team use 3k+ resources just to get rid of the root.

    AOE roots and CC's should not be cheap + immediate. It needs to be one of the two, but not both.

    Think about it this way: if root-immunity was extended, someone spamming bombard every second would essentially get less bang for his bucks, as there would be less targets affected by root when players would counter those roots. So bombard-spamming would become less efficient and from receivers pov countering incoming roots would become more cost-efficient, as you would need to use shuffle/rat/purge less frequently. You could increase cost of bombard to 5k and it would still be spammed by bombard-bots who wants to root opponents. I`m looking at this from point of view of someone receiving bombards, and I`d just want to be able to use other abilities bit more inbetween countering roots with shuffle/rat.
  • Nemesis7884
    Nemesis7884
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    With the amount of move and snare removal options available, there is more than enough counters to this admittedly annoying skill provided you don;t just build for high stats and put damage skills on your bars.

    agree, dont really see the issue with it
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