Yeah I would love to see something of the sort, perhaps even less drastic. Something as simple as not letting heat build while being used or having a minimum needed for a shot/hit (though that would require a ui rework I think). The mutation in itself doesn’t bother me so much as seeing Ambra’s who have a team that can’t push sit there with their right click pressed down launching fireballs and never engaging in close combat. So it is less the heat build up so much as never having to stop, if that makes sense. I actually like having the mutation if the other team is ranged heavy and mine more on the melee side, helps me finish off people who might be just out of the range of my dps or at least make them think twice before coming in to stop my guys healing up.
Eh…Don’t think it needs a change.
Tbh, a drastic shift in playstyle is interesting.
At the moment, at level 7, you get to choose at a fork in the road between two different builds that serve different purposes and have different playstyles.
I’d love to see MORE of these kinds of character-altering choices.
And I don’t see how she can be called OP. She loses her sunspot barrage, she has no other abilities at that range, she has no CC…compare her to Alani at the same level, who has the same range, a bit less damage, better single target heals and a crapload more CC. If you look at it across the board like that, I don’t think she needs tweaks at all (well…not there. she could use some tweaks).
The fact that Halberd is meant to have a heat cost as a limting factor but can be used with no limt with her legendary definitely makes this seem unintentional.
I’m not against the skill, at all. I rather love it actually. My issue is with the way the legendary works with her heat based attacks specifically. Pretty much what the reply under yours says.
The limiting factor is the damage amount.
Even with her default melee, it does damage if you melee with no heat, just less.
This is the sane thing at range with slightly less variance.
Not really, all of her heat based melee attacks cost heat, not just the ranged one. I think if anything, the fact that her legendary is so good compared to most of the other character lore legendarys is why is sticks out like it does. Buff the other ones, quit nerfing all the things, too few people play the game as it is to keep at the nerf bat rate like that.
Eh, no. If you don’t have heat, her staff returns to a melee attack for her right click. Her ranged attack with full heat or with the meager amount of heat the legendary lets you shoot with does the same amount of damage.
Edit: Just verified, her ranged right click does the same amount of damage throughout the heat bar. The only one that scales is her right helix/spear of doom.
Yeah, and I do think that shouldn’t work like that, the damage should scale based on heat level, that way the spam barrage would grant diminishing returns.
Think you could chime in here? Is this an intentional design (re: Ambra with her legendary never being without heat thereby always lowering sunspot cooldown or shooting fireballs with zero downtime)?
Yeah, I had considered that as a simple solution, to reward people for storing up heat. The spear already fills that itch for me though. I think just having a minimum needed and that being slightly higher than the tick from her legendary would be enough. As it stands now the entire mechanic of the character is changed, even before level seven, just by turning on her legendary. As far as I know she is the only character that that happens with.
Hmm, it might have been damage on my gear i was paying attention to.
But how does the mechanic change by turning on the legendary? Before 7, it’s not doing a huge amount for you besides filling your bar when out of battles for a bit.
In any case, I’m just wondering why this is something that needs “fixing”. It functions, it doesn’t ridiculously unbalance her, and its a fair tradeoff for losing two-second sunspots and melee capabilities.
I like it how it is, and quite frankly there are other parts of her kit that need looking at before changing things that work fine (disposable sunspot helixes still suck).
It changes because it allows you to permanently fire fireballs.
When you use the legendary and melee its costs more than the fireball to cast in heat, so the melee strike will just be a normal melee when it comes out if you are out of heat. Doesn’t have increased damage or Attack speed. However, the fireball costs the same as the regened heat from the legendary so it comes out both with the slightly amped damage and the increased fire rate.
That’s AT 7. He said before 7.
I was unaware that the melee strikes cost more than what the legendary provides, so I thought that they would reduce sunspot cooldown, meaning it would affect her kit prior to level seven. I will double check what @hexhammer said today.
it seems to work when I use it before level 7, the wording of the new passive is “any melee hit that consumes heat” if I recall correctly so even if it doesn’t boost the damage it’ll still reduce cooldown with the legendary on
im in complete agreement with you. this is yet another example of why you cant have character specific legendary gear in a pvp game. look at that piece of gear; look at galilea’s lore legedary; then look at someone like oscar mike’s? really?
some are incredible, while some are utter garbage. this is also just yet another example of supports not operating like supports. ambra’s ground pound does around, what, 500 dmg? just screams support, right?
I checked today, and any hit will lower sunspot cooldown with her legendary equipped. So yes, it affects her as soon as you turn it on.
As has been said: just because the mutation and legendary is a drastic change for Ambra does not mean it is drastic placed in context against other characters.
I suggest the real question is whether Fireball Ambra is overpowered relative to high-level (7+) supports - Reyna, Alani, Miko, Kleese. For perspective, this is the same level that, without needing a legendary, Reyna can have buffed, seeking, unlimited-during-overshield, AE splash plasma shots…
personally I agree,. kleese before the patch(to avoid any tankiness talk) using his mortars at level 2 he could do over 800 damage on a 10 second cool down(shield dependent), at level 7 his mortars bounce so he can nearly take down a sentry’s shield in incursion with little to no difficulty
thing is Kleese’s burst thing comes with a risk and Reyna’s isn’t that amazing while for Ambra she has to wait until level 7 to shoot out a pretty damn impressive projectile that overall isn’t that dominating but still great…
So every melee strike reduces sunspots cool down by 1s if you’re rolling her legendary? That’s amazing