So what's the deal with Kelvin?

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.

Can you at least say he is still keeping all his abilities (and a little more)

I’m not sure how much I should say. Maybe I can discuss a bit about what was talked about. Some ideas they were looking into were making Sublimate a slow by default, and now here’s the cool part, a stun when you exit Sublimate. One of the other ideas was reducing the duration of the ice wall as well as reducing its cooldown. On top of that they are thinking of adding health regen for Kelvin when he is standing next to it. I’m not sure his teammates can get the health regen. It may just be him because of his affinity for ice.

Anyway, if these ideas make it into the game I think I’d be quite happy with them. If not then I hope what does make it into the game is equally as good if not better. Now I just have to hope that people don’t go spouting all of this as if it’s a 100% sure thing. I also worry that maybe I shouldn’t have said anything. This was all stuff that was discussed in a public Discord server so I’m guessing it’s not anything that I shouldn’t be discussing but I’m the type to worry anyway.

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The changes for sublimate sound amazing!!!
I hope they will put it in the game…

Tho making ice wall duration shorter? Than it already is? Wouldn’t like that. In my opinion it’s one of the worse(if not the worst) ults in the game. I do like the shorter cooldown.

Other than that, I hope Chomp will be looked at tho.

Thanks, changes for sublimate sound cool

Nothings worse then Toby’s ult. At least ice wall can be used XD

I still think he needs way more HP gain from chomp though. As is its basically just novelty when it should be his backbone

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I do agree with this so much after the sublimate nerf kelvins early game is hell in pvp so a change like this would be nice

Just as an aside, I have definitely seen a spike in Kelvins since I made this thread. Combined with the build thread as well, hopefully more Kelvin’s being played will increase the odds of hum being buffed/updated/etc. in the future.

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