Dfghsdrgbsdfgvbn

I’m not really liking much of what I’m reading here tbh, especially Ghalt’s traps not stunning, that just seems so… wrong.

I’m hoping the nerf to Thorn’s ult is just a cooldown increase like how they did with Rath. I find the voice callout thing amusing though, it’s not hard at all to see or hear it coming as it is.

Volley’s arc being increased is better than a damage nerf, but I’m not convinced that was needed.

I can live with AoE’s being nerfed in general I suppose.

Definitely don’t like reducing the duration of stuns.

Damage reduction for Shayne and Aurox while the shield is up seems good, but honestly, it’s her ultimate that is the weak link in her kit.

The AI scaling is one thing I’ll have to try before judging, guess it’ll depend on how much it scales, but if it ends up scaling rather evenly with the overall damage output of characters, that’s gonna be kind of annoying.

The same can be said for OM’s aoe helix choice. Tell me how many Oscars have EVER picked the other choice?

There ya go😁

I find the damage reduction neat, lore-wise. Aurox is Shayne’s forced protector. He represents the shield. Making him be better at protecting is really neat.
Though, gameplay wise, not sure she really needs more survivability. She already has the biggest shield, naturally. And a good health pool to boot.

That is what I’m thinking, I main her

1 Like

Oh sure, lorewise it’s very neat, but lorewise it would also make sense for a big flaming Aurox to perform a bit better when on his own. =P

Got a little more information regarding Rath, Ghalt, and ISIC. Post is updated.

The range is functional, the damage is relatively fine (especially if other normal DOTs get nerfed in the next patch) at slightly above 1,000 at lvl 10. I do not agree with the removal of the knockup, for I have found it to be useful (even against competent players). I wouldn’t mind there being an extra “explosion damage” when it knocks up, but the best suggestion for a change that I have seen, is for Shayne to be able to cancel the skill at any time (much like Stealth Strike) allowing the knockup (and move in general) to have more utility.

Alternatively, I could see a reduction in cooldown. I don’t agree that it currently warrants a 65 second cooldown.

Omg. You read my mind. Perfect

I agree with the nerf to his stun. Maybe his clap as well. To nerf his DS radius, and the damage of DS dot? That’s going too far.

It’s not like it’s all that easy to land his Ult to stun someone (you know the whole activation upon using his ult signaling to your enemy to gtfo part).

Thorn’s abilities need to be nerfed for sure but i think they should buff her bow in exchange, especially considering how hard it is to use

Love literally every other nerf though, great job grant!!

I agree nerfing the radius is enough, damage just why nerf it, it was a little much, sure, but with less radius it would be fine, his stun should be 2, or at least 1.5

All the damage fields (Damage over Time Area of Effects) are being reduced so they are along the lines of Toby’s mines from what I have been told.

I know Rath is getting a health buff (most melees are), but what else are they going to do to buff him? Rath was never overpowered before the nerf to his ultimate, so seeing that his ultimate is going to be nerfed again makes me worry about his viability.

Soooooooo they are going to be negligible damage now? Pretty sure Toby’s mine has never killed me before or taking its damage caused me to rethink what I was gonna do

Well it is probably more around his damage, besides the AOE still gets the wave clear done like it should, instead of being a single target killer

I never fealt like most aoes are single target killer. In the long run I am just kinda worried about everything. Didn’t think the slow tweak was necessary. Not in love with a lot of the stun tweaks being proposed and as far as the aoes go I just think blight needs toned down and Oscar mikes level 2 helixes should be swapped with his level 4s.

The AoE of his fully charged shot is nearly the only thing that let me hit something in PvP with all the fast running, jumping and small characters. ISIC needs this AoE his shots are in the slower department and 'i’m sure the devs knew why they gave him that ability. Also a tank character needs the potential to hit & kill an enemy character in my opinion. I fear they will destroy him for PvP him if they take away the AoE.

The opinion that ISIC is so strong as a character comes ( from my experience ) from ppl that maybe don’t know that his wards do reflect ranged attacks via Helix or they are not able to react to the situation properly and then players with low health attack him with ranged, get hit by the reflected projectiles and die. This is how i’ve done alot if not the most kills with him. Beside that i had to run away often and funny he is considered a tank i had to cover alot behind other Battleborns in PvP because in no way is ISIC able to tank like a Boldur. the moment you face melee character it’s better to get away. Yes his defensiv secondary ( shield ) helps also against melee characters moving backwards and maybe survive.

Best regards.

ult does over 1k damage even after the nerf. Rath can still work in the right hands.

His charged cannon is actually extremely accurate, I don’t have trouble directly hitting small agile characters, though the damage nerf AND AOE nerf seems a bit much, unless the damage is simply a 5% because honestly the charge shot damage should be worth it, if the nerf is like 15%, then splash damage should stay

Well, Toby’s mines can do a maximum of 773 damage, provided someone stays inside it for the full duration. Which is more damage than Thorn’s Blight. (Going off of the command screen values, not level 10 values.)