So what's the deal with Kelvin?

OH NO! Something in a game with elves, Golums, living mushrooms and robots that have emotions doesn’t make sense!
(I hope that didn’t come off as offensive btw. Because it’s just meant as a joke.)

I am pretty sure Kelvin can fit all 4 of those minion bots in his huge mouth though. ;p

I really don’t think that making it easier to gain health wih Chomp makes Chomp Kelvin’s entire kit. Sublimate is still way more usefull against enemy Battleborn and teamfights. Sublimate makes him the controller, and Chomp (is supposed to) make him the tank. But right now, both skills seem to be lacking.

Edit: Phasegate is Phoebes entire kit(Why is she the only Battleborn that got 1 skill? ;p) and she is still fun!

Edit 2: I don’t even think Kelvin eats, now I think about it… I don’t think Miko eats either…

I played Kelvin since the open beta, and I honestly always thought it was the current HP. I honestly feel pretty dumb right now:joy:

I understand your point about the other Chomp ideas not making much logical sense, but hey, they’re still fixes. The Exponential curve, though probably still the best idea I’ve heard, would still be hard to code, and could really impact him in PvE. I still love listening to the other ideas, though the exponential curve does make the most sense for a PvP environment.

I think we can agree Chomp did its job fine, it’s just the fact that Kelvin has to bank on it so hard since his other 2 skills are so weak now that makes it seem bad. As a result, our main focus right now should be on Sublimate & Ice Wall.

I like giving the movement speed back on Sublimate, then maybe adding the AS Slow to it. If it’s going to be his main form of control and team support the 1-second stun is a problem for a 24-second cooldown, but the movement speed is the main thing I think a lot of Kelvins want back.

Ice Wall needs a lot of help. The damage might help, or maybe a length increase by default so you’re less limited in where you place it- they’ll have to change Great Wall of course- or at the very least some better hit detection to make it more reliable.

Honestly I’m not a fan of the chomp 3 seconds thing either, I’m happy that these changes are realistic though that yall are suggesting

If they make ice wall bigger, change the name of great Wall to make since and instead make it have a bigger stun radius or bigger health (i would also like they made the wall look like the lore description, or simply more epic)

His ult should be a lot more epic. Screw the wall, I want a fortress. I want towers, a drawbridge, little Kelvite-archers possessing icicles and slinging ice at people, and a moat. A big moat. With crocodiles. Made of ice.

Yeah, it needs something. Instant cast was thrown around a lot, but I think that must not’ve got past testing. The max health idea for his mutation is awesome, because the fact that people can just shoot it down makes it hard to use against more than 2 guys.

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Seriously the lore does make it sound epic, ghalt even describes it as a 4 walls surrounding them

Also I want a petition for his audio lore to be him with miko like it makes it sound like

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I actally haven’t had an issue with him early game and to me much easirr than boldur. I just make sure he getd his LLC epic health regen unlock and it’s like he has a +14 health regeneration (due to it getting rid of his -20 shield regarge rate) his legendary is amazing for survive ability as his passive kicks in even on miss, so i whiff a bite on purpose for the extra shield buffer then bite a minion. I also use it consistently when im control tanking, whiffing on purpose to get that 30% damage refuction @ lv5 every 5 seconds when im focused by 2 or more players. For the most part it works too.

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If you could chomp multiple enemies that’d be so OP. I’ve chomped turrents for 650, to have a 650 Cone AoE every 5 seconds would be insane.

So I type MINOR in capital letters and still nobody reads it?
You already one hit MINOR… MIIIIIIIIINOOOOOOOOOOOOORRRRRRRRRRRRRRR enemies. So why not hit several MMMMMIIIIINNNOOOORRRRR enemies at the same time?

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The biggest issue with Kelvin is simply how he operates in comparison to other damage soaks.

Boldur has a shield and damage resistance(and fairly good regen, with and without his ultimate), and Montana has high damage resistance. The difference there is that they require less healing before they can back to soaking damage.

While Kelvin can soak more damage initially, perhaps, he requires a lot of attention from the support before he can get back out into the fight to continue to soak.

This forces a Miko pick, or at least Alani, to be able to heal him in a timely fashion, and then also takes more time for the support so they will have less heals for others.

A solution to improving Kelvin would be to boost his own regen through his helix. He already has a lot of options for regen, so some could just use some buffs.

At level one, his mutation health buff is stronger than his regen option. It takes almost a minute of regen at 7 h/ps to equate to 360 health which can be healed almost instantly by a support. 14 h/ps would be much more fitting.

At level four, his heal for 23% of Chomp damage is the best option already, so instead of buffing that value, instead add to it that killing a target grants health equal to full Chomp damage dealt. Most of the time Chomp kills will be on minions that only take around 300 damage so it still wouldn’t be absurd regen. Or change Chomp to heal for a certain % of damage dealt by default and leave the 23% as additional regen.

Lastly at level seven, his ability to regen 7 h/ps when near an ally or 150 over three seconds on a kill or assist. By that stage of the game, Kelvin should be around 4000 health. Both of these regen values are very low for his health at this stage of the game. At that point, 7 h/ps is nothing for his health pool and the damage he takes. Again 14 h/ps would be more appropriate if not more, especially considering it’s conditional(similar to Boldur’s 14 h/ps regen helix option with Rage), and 300 health regen over three seconds would be better for the mutation.

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Maybe make chomp give permanent health on every successful chomp but reduce the amount of health given if it’s not a kill, or maybe give chomp lifesteal as default and the helix choice would simply be a buff? I would just like to generally see changes that make his weak early game a little bit easier to go through.

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i vote Chomp has no cooldown–unless you miss.

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Chomp is definitely what they need to focus on. Bigger HP gain (by late game everyone does ludicrous damage which offsets his current HP gain. So by late game he should compete with Bolder for sheer tankiness but but by ludicrous HP pool rather than a shield.

Less or no cool down. I like the idea of only cool down if you miss.

Make it hit everything in front of him instead of a single target.

HP gain even if you don’t kill but less than if you did.

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YES! You’re thinking the same things as me. I really would like if Kelvin’s strenghts would be his huge HP pool and good HP regen. Maybe his normal health regen helix on lvl 1 should be changed to +14.
I mean, it would only be fair(IMO) that Kelvin has more health regen than Boldur since he has a 2K shield that recharges every 5 seconds.(idk how long it takes tbh, but I do feel that his shield is back very fast.)

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The shield does recharge fast

I can’t be the only one who thought of this:

image

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God, I love this community.

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Or you can wait and see what the developers have planned for him. I’ve heard things. And if they decide to do the things they were talking about then I think it’s going to be cool. Hmmm… debating on whether I should say more. Don’t want to get anyone too excited in case they go with something else.

But that’s a coinflip and Attickus changes actually were a mixed bag at best and I’m being generous.