To anyone saying alani is op

It’s nice to see we all like this concept I hope GBX can do something like this with her upcoming nerf

I’d not touch geyser for the following reasons. It is hit or miss and on a 24 second cooldown. Mikos is half this and also persists eliminating a potential area. If they reduce her AA damage by 25% I think she would be more in line with Miko. That is me though and my opinion. Also instead of CD per hit maybe 1 second cooldown per Osmosis stack used in healing idk. :stuck_out_tongue: Sorry I was trying to post something but it got posted on wrong board, then it was the wrong post, and ugh… I do not believe she is too far from balanced, but her dps is a bit too high on that auto attack. Part of that may also be due to not having a reload.

The Origional Post - Sorry Learning this Forum

Changing geyser does gut her though, I’d leave it since it alone does not deal a ton of damage. The real problem with Geyser is the fact that she hits so hard after it. I’d stick to a 25% reduction in damage for her AA and see how that does. Reduce the CD on hits to be around .25 or so reduction per hit on skills or require the skill to consume osmosis stacks to reduce her 1 sec per full stack. Miko’s bomb has good damage and great utility when accounting for balance between the two. His passive deals extra damage, while Alani’s allows her to heal more effectively. The bomb is roughly half the cooldown of her geyser as well and persists, while hers is a hit or miss. Oscar Mike and Rath in particular are still really good at killing her though even in the current state of the game. Something along this line is what I’d initially do with her, because her set is fine she just deals too much AA damage really. Again my opinion, but I don’t think she is too bad when you have good teamwork and understand her kit, but her Auto Attack needs a nerf on the DPS since her heals rely on Attack Speed. .

She’s slightly above Miko in dps now. 25% is too much of a decrease to base dps (but what I suggested would come close to that in terms of top-level single target potential between raw damage and attack speed).

The change to geyser is very minor, actually. I just put the bind into the helix, so she doesn’t get that same level of control for a couple of levels. Unless you mean the damage boost. The problem with the damage boost is that it is more or less a multiplicative effect. You are lifting an enemy up and making them a super easy target to hit, more or less painting a “kill me” sign on them. Adding a damage multiplier on top of that? The skill should be setting up kills for teammates, not allowing Alani to focus fire enemies from 100-0 so easily. To me, the damage boost is completely out of place here.

But the functionality of a damage boost spreading damage to nearby enemies should be added to Reyna’s priority target.

2 Likes

I thought the same thing day one but it’s become clear Alani is OP and needs a nerf.

We’re all entitled to our own opinion. Whether we’re right or wrong, it is up to Gearbox. Although, I personally feel Alani is not OP and that’s that.

This should happen.

The target knows it has been painted and can take steps to avoid spreading this damage at the cost of isolating itself.

It would make for great method of peeling off high health targets lest they cause everyone around them to die.

Why isn’t this already her thing, Geerbawks?

1 Like

Well when new hero is introduced into any game, there are usually post and yells about it being OP. Sometime it’s the case, and sometimes - it’s not. That’s why it’s usually better to wait more than couple hours after release :stuck_out_tongue:.

But since @Jythri informed us, that they feel Alani is too strong at the moment, I guess they have enough statistics to ground it and I’d like to offer my take on the small things to tweak with the char.

First of all I want to say that I really like this character’s design. I play supports a lot and Alani was the most engaging and fun to use. After her release there were only 4 PVP games that I played not with her. 3 of those were yesterday - and of course enemy team had Alani. But not only that, they had very good Alani players, which let me think after a long time how is it possible to engage this character with other available heroes. And the biggest difficulties you face. So let’s start:

  1. The biggest problem with fighting Alani currently is her sustain. If played right, you can easily hold a lane alone vs 2 or sometimes even 3 opponents and still collect xp. Which let’s you level faster and just snowball out of control. The biggest culprit of this is her self-healing mechanics. Let just make one thing clear - I don’t think this should be removed at all, no. She’s a slowish char, with no shield, so sustain is not breaking her. But I believe that currently it gives hp to her too fast and too easy. Which let’s her play very aggressively and still come out on top. I can think of a few ways how to change that (as in any one of these options would work separately - not all together):
    a) Change her self-heal that it consumes 1 stack of osmosis at once and tweak healing levels of such self-heal that 3 of them would heal similar amount to current 3 stack heal. What this change would do is that you would be able to get same amount of hp back, but it would take you 3 times longer to do so (need 3 self-healing animation to finish). Basically you would need to disengage from fight to get your health back and if you get jumped on, you cannot just pop 3 stack heal that you had saved up and continue fighting as in nothing has happened.
    b) Change the self-healing animation, that it would take let’s say 3 second and is continuously healing you at that time, but if you take damage - then the healing stops. This again, would make it so that it’s not so easy to use the heal on yourself in mid fight.
    c) Change that self-healing could only be triggered 2-3 seconds after you stop taking damage. Same idea as in b proposal.
    Overall the idea behind all these proposals is that Alani would retain her self-sustain, but make it not so potent during fight. Because now she basically has close to 1700-1800 hp at level 1 with 3 stacks of osmosis. That’s a bit too much and to easily used just for herself. Which leads to other side of Alanis not healing teammates, because again - using heals on yourself let’s you play very aggressively.

  2. Another big problem with Alani is her skills spam that is coming from lvl 3 helix choice “Go with the flow”. 0.5 seconds reduction on every hit is a bit too much. Going into perspective, I think max cooldown reduction gear is 7% (might be wrong and there are higher ones - but I have not seen such myself). This gives ~1 second shorter cooldown for Riptide and ~1.5 seconds shorter cooldown on Geyser. Now with this helix choice, you can get the same effect from landing 2-3 basic attacks, or 1 full attack cycle, which takes ~2 seconds. I have not used cooldown reduction gear on Alani past 3rd game as this helix option just makes it redundant. I would say having the same reduction on acquired osmosis stack would work much better (3 times slower proc). Especially if you would not get the benefit once 3rd stack is filled anymore - this would lead to Alani needing to dump her stacks in order to continue gaining benefits from this. And even if you’d forget to use heal at correct time - you would still get the reduction equal to max cooldown reduction gear for free - just by landing shots. I’d say that’s still pretty potent.

  3. Last thing is her Geyser damage increase from lvl 2 helix option. 30% is a bit too much. Other support like Reyna and Ambra have 16% increase. Yes, their buff last longer. But i’d say the benefit of Alani’s skill of holding enemies in place (which both stops them from running away and makes it easier for team to hit) is enough compensation for shorter duration. So bringing it down to 16% would make sense.

I think other parts of Alani are quite ok. The damage is ok for her to stand ground (and since you need to be close to target to get most of it - is not that much of problem). Her heals to team are also not game breaking (which might have seemed after just seeing her introduction videos :stuck_out_tongue:). I usually find that if some teammate is focused I can heal him once, but I don’t have enough time time gather osmosis 3 stacks in time for second heal if enemies continue to focus him. And for example Miko or Ambra (with rank 12 mutation) have much better healing skills for sustain lane pushing in either case.
So overall, she’s a really fun character to play. With kind of high risk - high reward play style. Thank you GBX for making her :wink:

2 posts were split to a new topic: Pahko alt posts

I don’t mean to suggest that wellspring is her only source of healing, nor that it is the only thing making Alani an issue, but I really do believe that scaling it back would help bring her in line; and that it’s one of the better places to start before figuring out what else should be changed. Her legendary gear seems like another issue altogether and I haven’t used it yet so I won’t say anything towards that. However what I do know about it doesn’t really negate the benefits of making her wellspring have reduced effectiveness when used on herself in a combat scenario. Also in the grand scheme of things 350hp isn’t a lot especially late game and using geyser can be a gamble depending on who you’re being chased by; also I don’t think her skill based healing should be reduced as it reduces her capabilities as a support which isn’t one of her issues.

But that can appe accomplished by changing the magnitude or the frequency. My preference is to focus on the latter first.

1 Like

Everyone uses Geyser

yup and every one and there grandma stands in it and gets wrecked then comes and QQ’s on the forum about it.

I was saying no one uses the healing upgrade with geyser

“you don’t know how to counter her/him”

My favourite buzzword from playing mobas. Usually comes from the players who use the broken characters because they think they finally found the hero that suits their playstyle and that is the reason they started winning games.

2 Likes

During my travels in the Solus system, I noticed her doing very well, comparing her with Orendi doesn’t help any arguments because Orendi is a top tier character and Alani has better dps withe correct helix choice. My point being Orendi is a “Rogue Attacker”. Along with the fact that wellspring in either helix choice is designed very well. U can add more damage or damage others and heal. Along with osmosis that is accomplished when you successfully hit anything. I have seen her heal for over 800 damage, no exaggeration.

1 Like

Ha, true story.

" I found my soulmate, I’m finally being productive and winning games. I’m sure it has NOTHING to do with the remote possibility that my character, ability, weapon, etc is an outlier when compared to the rest of the characters, abilities, weapons, etc. I’m great and you need to git gud BC I FINALLY found someone that suits my unique playstyle…,"

Gotta love that argument

Ha, 500 - 700?

I WISH Caldarius’ ultimate did 500-700…:disappointed:

Yeah caldarius ult isn’t great but It still has some uses. It can be used to initiate a fight or finish one

Indeed, it is a great finisher. I wish the helix 10 option was rockets at target location, not take off.

Also, you can’t use indoors…

But that’s another topic.

Alani isn’t OP at all, she is essentially a properly balanced and actually fun-to-play version of Miko (who is also an Eldrid healer).

The only outcome of calling Alani OP is another “ISIC nerf,” where the character in question is actually fairly balance and clearly isn’t over-powered, but they get nerfed anyway, because inexperienced / bad players will not use their brains and change their strategies depending on which character they are fighting and end up being shredded or outplayed by the said character and instantly assume that the character is OP because they got destroyed by them.