But melee would still be every kill so health stack everytime
Also where are we getting its cap at 500? Because it says 91 damage plus 15percent of max health up to 500 thought that meant 91 plus 500 even so 500 damage for a 5 second skill its still amazing
Like I said up top, Iām suggesting the health gain be significantly decreased from what chomp does. And Iām not saying that the chomp canāt kill anything, I just think that the way it works right now forces his combat to be choppy. If you are in combat you donāt always have the time to activate chomp to kill your opponent, so you canāt take advantage of what makes him so unique (the health gain). Also to the point of him not having anything other than melee to kill people with, just about every other melee character pretty much only kils people with their melee: galilea used her skills to deal dot and stun but the kills come from her sword, rath uses his abilityās to slow, knock up and occasionally finish off the tiny bit of health they had left that the primary melee didnāt do. I donāt see how that makes him different, especially if you go with the second idea with the ice spike.
Why do we want to change his skills so he like other characters? If you dont want a chompy playstlye why did you pick the battleborn with he main skill being chomp? I fell his health gain bouns is nice and balenced as is you need to get kills with that skill in order for it to work. Making it so just melee gives him the health even if you reduce the amount gained just means he will always get that health bouns meaning he have loads of health unless you make it really weak like 5 health for minions and 10 health for battleborn. Seems strange that to make him better you want to take away his cool passive and replace with something he already has but just makes it easier to stack health. Which will probably lead to people complaning and him getting nerded.
It could be old info.
@puunchbag193 what do you think of damaging them with chomp and then finishing them off within a 6 second window giving the HP increase.
Just to confirm: 15.0% of the targetās max health is correct as of the open beta.
I only have a few games worth of experience with Kelvin, so I canāt really contribute to a discussion of his playstyle or the efficacy of Chomp as a mechanic. To throw some big-health figures into the discussion, though, at level 10:
- Boldur can potentially reach 3245 HP with max stacks of his Death and Axes helix.
- Montana will reach 3136 HP with his +360 helix (which heās almost guaranteed to take).
- Attikus can hit 2978 HP with his +360 helix option.
- Kelvin hits 2978 HP with his +360 helix option, but can/will also exceed that by Chompinā things.
In that video linked above, Kelvin had gained roughly +1000 HP from his Chomp by level 7, which is pretty significant and does put his health pool a mile above anyone else in the game. At this point in the video he gains +75 max health from Chomping Oscar Mike to death (he actually gains 140, but he levels up at the same time and you get +65 for that). Does anyone know if +75 is the standard gain, or is it improved for eating a player vs a minion?
Oh wowā¦I wonder where I got my number from then? It might increase with levelā¦
I played kelvin I feel quite effectively, though I was hyperaggressive and never spent the time attempting to get stacks of max hp from chomp. You could argue I was playing kelvin wrong, but eh.
It feels like there might should be a cap on his health gain though, 1000 is kind of high. Kelvin having the most health out of all the tanks isnāt a problem, but that seems way higher than should be allowed. At least in my opinion.
Just out of curiousity, anyone know if using chomp as last hit on large shards gets you a health stack? Counts as a kill for other mechanics (Boldurās rage and El Dragonās stacks)
Considering it counts as a kill for other things, Iām not sure why it wouldnāt for Kelvin⦠I mean it doesnāt have a restriction like āMajor enemiesā, so it seems fair to assume it does.
That then makes me wonder how much health it would give.
Probably not alot but it would be worth doing, by the time you get back into lane from going after shards chomp would probably be almost off cooldown.
Its only 25 for small minions i think
Honestly i think giving him health just on the kill is good enough kelvin is a really strong character and i think the only reason people dont see him as op it because people try him once arent used to the chomp so just think he is bad
He is in a good spot, though I do agree with OP that making health gaining more reliable would make him better.
I guess then the question is, does he need to be ābetterā?
It would make him much easier, Iām not convinced it would make him OP though.
Every one is right that he is very powerful, I would even go as far as to say if galilea didnāt exist he would be the best melee in the game. I still think making stacking up health easier wouldnāt be to bad.
I fell if he needs a buff it should be his ult not the health gain that gets it as it is the worst ult in the game
I kinda have to agree. Using his ult (Though potent in its own way) is more than cumbersome. The formation time is too slow, Iāve reliably stunned fleeing attackersā¦on the wrong side of my wall, blocking me and my team from them. I donāt mind the stun itself being hard to pull off or something, but if I have a wall, I want to be able to use it in a way thatās helpful to my team.
They could make it so it forms instantly, give it more health, and increase its length.
If they did that, theyād have to remove the stun, and Iād be fine with that. I donāt think kelvin needs another stun. That said, I think the length is mostly fine? You can block off a lot of things with it already.
It would be kind of cool if you could block both lanes on paradise if you took the length increase mutation at level 10. If the stun was removed it might be better, because kelvin players will just focus on blocking important routes instead of trying to go for the stun.