Well that would explain why I felt their piercing gaze no matter where I went.
I was like one of those chameleons shitting a brick about what cloak to pop, it was just going up, down, up, down every other step.
It was pretty absurd.
Well that would explain why I felt their piercing gaze no matter where I went.
I was like one of those chameleons shitting a brick about what cloak to pop, it was just going up, down, up, down every other step.
It was pretty absurd.
“Deande’s Ult doesn’t works on him when he is in stealth, but works on others stealth characters…”
false, I played a match as pendles with a deande after me. her ultimate caught me when I was in stealth
Pendles NEEDS to be changed. He’s one character but changes the way that the entire game is played if he’s in the match. He’s able to steal from your base and kill your buildables with complete impunity. During every fight you have to account not just for who you’re actually fighting and who can reasonably be expected to show up, but also when an invisible ■■■■■■■ will pop out of nowhere to attack you. Even when he does finally step out of his UNLIMITED stealth, if he actually does get into trouble at any point he can re-stealth with the push of a button. Hell, if he didn’t have a skill that could reactivate it and he had to rely on breaking line of site to use it that would be a reasonable and interesting character design. As it is, if you don’t have one of the what, two? characters who have a reveal, pretty much the only time he can be killed is when he allows himself to be.
All you did was explain what the character was designed to do and is capable of, not why he NEEDS changes.
Five characters can reveal, and one can see him through scope, but to claim that you need one of these characters to kill Pendles is an exaggeration, Pendles is not immortal he’s squishy and killable if you defenfd against him. Again, you’ve provided no backing for your argument.
If pendless didnt have his smoke bomb he would need to have his movment speed = to stealth mode
That speed would be awfull, right now the best way to deal with pendless is 1 dont stay alone and punish him fast and hard when out cloake, he is slow and have a huge crit zone.
Actually pendless is pretty weak unless is played smart, you know w8ing for a low hp or a squishy loner without scape, or be the must annoying pice of ■■■■ poke and make them run around in circles
How about yes. They clearly overdid it.
By having a beam that actually works?
I agree Ambra needed the buff and is now in a great place EXCEPT for the length of the beam.
It was far too short previously and I personally found it very hard to latch on unless you were in melee range and even then had issues sometimes.
The distance to latch on is great now, but I swear, once latched, that beam damn near stretches across the entire middle section in meltdown paradise. I would like to see a VERY (I can’t stress that enough) small reduction in the length of a latched beam. Touch nothing else.
Ambra is a support…I am all for the beam nerf…im against supports being better attackers than actual attackers
By having a close range beam that then stretches across half the map without her following you, and giving her ability to heal with sunspots an insane buff. I mean, I have no problem with a buff to her beam range, because the nerf was way too drastic. But now, the fact that she can jump in circles around you without worrying about missing and then have it stick to you from so far away while you run, AGAIN without worrying about the possibility of missing, has made her difficult to damage and almost impossible to evade. All in all I think her sunspot CD needs to be bumped back up to the point where she can’t crank them out quite so fast and her beam needs to either have it’s sustainable range cut down to something more reasonable or require more aim in order to sustain it.
I love Ambra, but she does kill runners very easily right now. I don’t think it’s a problem 1v1 - if you duel Ambra and she finishes you with her beam, it’s because you lost! - but it isn’t pretty when she glides up to an already-injured character, locks on, and pursues them to supply while gobbling up the last of their health.
I’d be hesitant to call for a change though. Gearbox are very heavy-handed, and the beam was terrible pre-buff. She’s very dominant in games right now, but not unassailable - I’m more intimidated by crafty rifty-stacking, taser-blasting Kleeses…
So basically put her exactly back where she was sans heat generation changes?
The beam just needs to snap off at a more reasonable distance to allow characters to run out of its range.
Everything else is fine as is.
Its a game mode in League of legends where there is one lane and every body picks random characters and fight each other. It’s pretty much Incursion without the random characters aspect.
Ah, i see.
I’d be ok w/ the beam not going the whole map AFTER it’s locked on, but do not nerf the inital lock on range…cap it there.
That’s why I couldn’t stress “very slight beam de-latch distance” enough. I agree, some of the changes have been very drastic.
I would prefer a bunch of very minor tweaks to see how they work out until finding that sweet spot over huge changes all at once.
The sunspots still aren’t fine. Even when she was the terror that she used to be she wasn’t able to add sunspots. Probably the worst thing about her is how easy it is for her to hit you while jumping around, but how hard it is to hit her. Then, when you finally manage to get her to low health she for some reason gets an overshield and will definitely have a sunspot ready to heal herself.
What I’d actually like to see is a primary attack that’s possible to evade and not so easy to hit with while jumping around like a lunatic, and if they’re going to keep the sundown CD reduction for using heat then they should put the CD back to 12, or maybe only 10, but not 8.
Well if she gets an attack she has to aim, they’d have to increase the damage by quite a bit which means pro Ambras would probably kill people even easier/faster and we’d get an entirely new set of complaints.
It would also entirely mess up her melee loop.
That beam delatch distance is pretty disgusting long. Considering the damage output it of it, and the fact that she doesn’t have to really keep aim on you to keep it up.
I’m not saying to entirely remove the sticky attribute, just force her to have her reticle aimed closer to the target. Either way it wouldn’t need a damage boost. It’s low damage because it returns 30% of damage dealt as health, 45% with a helix, and as such I don’t think it’s unreasonable to leave it at a low damage but require her to aim more closely than just pointing her screen in the general direction of her target.