BaiterOfZergs wrote: »I’d think the distance traveled would essentially act as a cast time in most cases.
It is essentially a ranged dawnbreaker with not only damage, stun but an instant knockback aoe from ranged. OR remove cast times from all ulti, since the main issue is getting them off in lagged situations mostly.
Dawnbreaker has DoT component
Also, leap is most telegraphed ultimate in game.
Only new or not very skilled player do not block it anyways.I'd be OK with cast time if the damage was increased. It's one of the most telegraphed ultis and I can't remeber (must have been years) the last time I died to a leap? In PvP leap damage is a tickle and you can pretty much make it null and void by blocking.
It doesn't grant major protection like Warden or Templar ulti, it doesn't increase the damage done like incap, it doesn't silence you, it doesn't leave an aoe, it doesn't have a dot, it doesn't grant major Vulnerability...
All it does is provide an easily blockable stun and damages less than a c frag proc.
Not in NoCP, especially in Battle Grounds. Where you really don't have time to be looking, watching everywhere all the time. At 28m the leap can come from anywhere. In the heat of the battle, you're def not watching what the guy on the bridge is going to leap or not. In particular during a 4v8 continuous skirmish.