Kleese needs a nerf or something

They’re nerfing the charged laser shot (like I mentioned, it’s ridiculous right now, crits for like 700)
and they’re making it so his taser doesn’t lock on to/stay locked on to camo people.

Personally, I play the crap out of him, and I think these are both right on point, and will bring him in line without making him useless.

What’s the point of nerfing charged laser shot when it takes three second to charge up for full damage? He doesn’t even have zoom function like toby or marquis and I don’t think the projectile is hitscan. It’s much easier to just float and hit consistent headshots with the normal wrist gun while in the air lol.

I hope you’re joking… it’s ridiculously easy to use, hip fired it’s easier to hit headshots with than any “real” sniper, and it does more damage than most of them. plus you can basically counter-snipe every sniper in the game with it, plus your shields. It’s dealing too much damage. If you think the regular attack does anything close to that, you’re crazy.

Case in point:

I probably try this helix again since I hate charging up for my attacks in battleborn, except playing toby. Though does the auto aim really help hit headshots most of the time? I’m playing on pc and people are generally much more twitchier in movement.

It actually kind of hurts it a little with weapons like this, since it’ll “drag” your cursor a bit when you’re close to them. Since the round isn’t hit scan, that just means it tries to put it “right on” them when you may be wanting to lead them a hair. Up close it’s probably helping though, I’m just saying though, if you can put it on someone at all then it’s going to shred them, and a crit is just crazy with it.

Note, that clip wasn’t a crit, just a body shot, and it still hit for just under 400, at level 3, while his regular attack was hitting body for around 40.

Wow I actually tried this in game and it’s insane lol. Max charge does 384 damage on level 3. For a “support” character that is pretty ridiculous since he’s suppose to be like a tf2 engineer with small aoe turrets/dispensers. I also tried toby for comparison, he charges up quicker but does around 300 damage at the same level and needs to land more shots.

However as kleese you can provide all the things in his kit - slows,shield support, area control and healing. But also float in the air and take potshots at the enemy after waiting 3 seconds that deals humongous damage(584 at around level 8)… This is just ridiculous, people would be whining about him more than galilea if he was easier to unlock. I don’t think he should even have this helix.

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lol, yes, yes, they would, but I still have people telling me he’s “no good” lol. Even after they nerf it, I’m sure it’s still going to be well worth the upgrade. I basically think of him as a second “close range” sniper once you hit level 3.

I have found the opposite to be true. Kleese is super super squishy. He’s a HUGE target, team shots should be easy. The energy rifts only fill his shields, not his health, the rifts are also pretty weak with ranged attacks and go down easily. Kill the rifts, he dies. His chair has health regeneration for nearby players, but none for himself. While peeps may huddle near him, if you pop the rifts, he’s done and they are done with the heals.

Don’t get wrong, I love Kleese in the story, just think he’s weak in the pvp. When even I can reliably pounce a certain character, there’s something wrong with that character, lol.

I don’t think Isic could beat him now. He was nurfed and now needs his shields because of his lower health. Kleese is a beast at taking down shields.

Where do you find this information?

It’s true, post nerf it’s rough but I would say he is still a solid counter and since that post I would say Montana can also be a counter to kleese

I found it on a reddit post that had an interview with the devs. I’ll find it and link it for you when I get the chance.

They said they were going to nerf his damage slighty after buffing to much during the beta and do something with the locking on.

Rift health at 700 pretty high probably reduce that to 500. Fix the bug where he can heal the sentry shields.
As for survivabilty he fine hes got a big hitbox and lowest health in the game granted he has bigger shields but he is still the squishes character maybe just behind bennadit but he is small faster and can fly.

Definitly agree. I got wrecked at the beginning of one game by him.

There is no way Kleese’s will survive Montana at the start of the game. No escape and a slow speed. Stuffs up my game when I have deal with Montana T-T.

Kleese is fine with his set up the only nerf that needs to happen is that the rifts need to be destroyed alot easier. I would honestly say that about 200-300 health on the rifts would make them easily destroyed by most champs at the moment just the amount of time wasted on destroying rifts he puts down from a mile away are a big enough issue The other nerf might be reducing the range he puts down rifts from but the rift health is honestly the biggest issue. Because if they are camping around the rifts you gotta target those first but just have one or two is like having to kill an entire nother player or be a disadvatange while fighting. but kleese himself doesn’t have any issues that I can see.

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You can get around that by not letting him set up more than 1. The cool down on that ability is long enough that if you don’t sit there and ignore them they won’t stay up. Most people don’t start doing anything about them till I have 2-3 already running in that lane and by then I can keep them up or punish you for trying to take them down but if you don’t let my grid get up its hard to play kleese. The alternative is focus him HARD all game. He is squishy and when he dies so do his wards so kill him and wars problem is solved. Whenever I see a kleese on the enemy team that’s what I say is focus the crap out of him and he falls of fast, eventually he becomes meals on not a heal chair if you shut him down.

Indeed. He’s definitely at the top of the tier list right now and most 100s know it. My objective view:
Like Ambra, the ability to auto track a player with a long ranged weapon is ridiculous. The only viable balance for this is for the damage to be lower compared to other characters. Unlike Ambra, kleese’s taser does more damage than it reasonably should, given that he can use it while hovering, and also camped in a cocoon of shield regeneration. To deal with Kleese is to remove his source of regeneration, yet to do that I have to focus on destroying the devices which arguably have the same health as the average minion, whilst he still is able to damage you with no issues. Reduce the health. Reduce the damage. Speaking for the sake of melee characters of course, ranged has no issues. With anyone really.

And the argument of “you just need to know which characters counter him” is invalid. Firstly, there is not a way of knowing what character the other team chooses before a match starts. Secondly, and more importantly, the moment a character has to be countered by a specific character instead of me playing well with the character of my choosing, is the moment that character is imbalanced. With no other character do you have to do that unless they are overpowered.
■■■■ off auto correct

Kleese is easily countered by anyone with a gun, which is about half the roster. If your team is all melee people with no ranged capability, then you deserve to lose. This is a team game; pay more attention to team composition.

Which I stated, ranged has no issues. With anything. Using that logic they should just delete melee from the game right? But I can’t make anyone else choose differently, nor can I predict when a Kleese will be on the enemy team.