Just want to point out, im pretty sure the pvp queues arent limited to four slot. im fairly certain thered be a scroll bar there if they had 5+ queues.

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Well given that I’m a Kelvin main, do please take my input here with a grain of salt, but:

Kelvin definitely doesn’t do too much damage. I’d say his damage is right about where it should be. You’re exaggerating the cooldown on Sublimate (not impossible to get close to that, though, by late game). I disagree with the notion that he shouldn’t be able to 1v1 - I think any character should have 1v1s they can win and those they can’t. July patch Kelvin was in a position where he couldn’t 1v1 at all. The 1 second stun kept him from being able to damage his preferred targets (dreadfully out of position squishies) enough to kill them before they could escape, and oftentimes would get himself killed trying to because he couldn’t escape with Sublimate anymore. Returning him to 2s stuns alleviated that, but he still has to choose carefully who he tries to get into a brawl with or he will suffer for it.

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everything you said was absolutely perfect. I have never understood adding some of these game modes they have added, when there were so many huge glaring issues that should have taken priority. Constantly releasing characters when the core characters were not even balanced yet, etc. How did beatrix make it through testing? I am ALL about heroes being very powerful when skill and coordination are required. Simply pressing a button and silencing an entire lane from across the map for an eternity is not skill.

My absolute biggest issue is with gear. Bola’s, skill spike, symbiotic, borrowed timer, firmware, these things simply have to go. Instead of trying to balance them, just make them a pve thing or only able to be used in certain queues. They are literally sucking the life out of being able to enjoy the game in anything other than private matches. We can only 5v5 our friends so many times before we just want to be able to play against other people in a fair game. I am a competitive person, but I know what it is like to win and lose. I am ok with losing by getting outplayed, but when I lose because of gear, that is unacceptable. The only argument people ever has is that if the developers didnt want people using it competitively, they would do something about it. How much longer are you going to give them an excuse?

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Yeah she was like orendi with cc and heals.

No, no, no. Just no. To all of that.

Can you clarify why that would be bad and what you think should be done to improve him?

You can’t add slow to sublimate, even if it is on third hit. Diminishing returns should apply to all stuns not just his and then balanced according to those changes. His primary and secondary auto attacks don’t seem like a problem, what makes him op are his skills. His attacks could do 5 damage and it wouldn’t fix the things that make him op. Chomp damage increase, why? It is one of the hardest hitting single target skills in the game. It doesn’t make sense to increase its strength early game, that will just make it easier to build up max health. Ice wall is just the right size, it can completely block most bottlenecks and it is already difficult for one character to break before it expires.

I agree with the snail trail helix needing attention but I don’t think adding cc immunity is going to make it much more viable as it is already one the best escapes in the game and stun is to important.

Don’t pull them until the skill expires. Easier to hit him that way too.

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I think you may have misread a bit.

Slow replaces stun after you hit two BB. You are already only able to apply CC to each BB once per sublimate.
eg: you sub and hit 3 enemy BB, BB1 is stunned for 2s, BB2 is stunned for 1s, BB3 is slowed(medium) for 3s but not stunned.

Chomp is not getting a damage bonus, the bonus is to max health gained.

The changes to primary and secondary are to encourage using his primary a bit more since right now most good kelvins never use primary since secondary is better at almost everything.(Slightly less single target damage but much harder to miss, AOE and slight pushback.)

The icewall change is because it can be destroyed almost as soon as you use it by 1-2 dps.
Doubling it’s health would help it stay up a bit longer against 1-2 people hitting it but would still let it be destroyed almost instantly if a team focuses it.
Also size isn’t changed, the hitbox part is regarding the inconstancy of the stun/placement of it when casting icewall.

The slow helix change is to give that helix a bit more viability and cement sublimate as an escape that playstyle.
(Note: There is more than one way to play a character, while I don’t believe it is best used as an escape there are those that do.)

While I agree stuns(/repeat CC of the same type on the same BB in a short time) should have diminishing returns this was about kelvin, not global cc changes.

Of the 3 S tier tanks Kelvin is ranked lowest for a reason. It takes people that know how to enter and exit to work him properly.

The stun sucks when it happens to you and it’s a crucial moment, but in all honesty most Kelvin’s use it primarily as escape when they dive in because they think it’s their “get out of jail free card”. Anyone who has ever played Kelvin has done it, anyone who says they haven’t is lying. If you have some sort of pull, silence or pop up CC, then Kelvin is countered and he is countered HARD. As long as the person with the CC mentioned knows when and how to use it. If I see an enemy Kelving and I’m playing Shayne or Ghalt, I hang back and wait for the Sublimate, then hit the pull as Kelvin tries flying by and too far. Boom, that’s usually a dead Kelvin. if he doesn’t die, then at least he knows that he can’t just Sublimate all willy nilly.

Hard counters to Kelvin are: Shayne, Ghalt, Galilea, Rath, Beatrix, Montana and a good majority of the cast simply make it hard for the big Ice Lug to simply exist.

As far as his melee combos go, Kelvin is hardly a finisher, he needs his team to do a lot, if his team is not good at supporting him, even the best of Kelvin’s struggle. His melee ground smash is fine where it is, no buffs or nerfs needed to it. And the icewall has such a chance of backfiring on Kelvin that it encourages practice, not haphazard use of it. It takes a lot of skill to land that consistently for chain stuns.

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@loving-hatred, I believe you May have posted in the wrong topic. Just a thought.

Slow replacing stun on third hit, I assume you are trying to mitigate multiple stuns then? What if you hit a minion first? This would be too much of a nerf to his stun. Like I said, if stuns are given diminishing returns it should effect all stuns not just one stun ability.

Max health is damage on chomp and as I said it would just further strengthen his late game.

Like I said, it doesn’t matter how much damage his basic attacks do. You would have a better chance of getting people to use his primary more by reducing the aoe or make the pushback on every third hit or something. It is the utility not the damage that people use it for.

Ice wall. If you have that many focusing or wasting skills to drop it than it has done its job and then some. I will agree that placement can be tricky but it’s better than it used to be, or maybe you just need practice.

I explained why the change to snail trail would not make it more viable. He is already near invincible while snowballed it’s not worth giving up stun for cc immunity.

That was strange, thanks for the heads up!

Rath isn’t a hard counter to Kelvin because Catalytic Smash doesn’t interrupt sublimate. And is the only knock up that can’t for some strange reason. He is a great complement to anyone who does counter him though because he can follow up after they CC him out of sublimate.

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I totally thought he did knock him out of subs. Even rath’s silence pop up doesn’t knock him out of it?

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Nope. It can only interrupt in the brief wind up on sublimate. But that’s so short you can’t react to it, only predict it.

However, the silence is long enough that a team can focus him down on Incursion if someone like Ghalt pulls him out of place first. So he’s a great complement to Kelvin counters, just not one himself.

Also note worthy fact about Rath’s knock up: it’s the only knock up that can’t take Galilea out of her puddle form. Actually I’m not sure if Boldur can take her out of her puddle or not. Need to test that…

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i dont think anything bu ghault and other galis and pull her out. im sure beatrix can pull you out and automatically one shot you somehow

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Most hard CC pulls her out of her puddle

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I get caught mid animation all the time. It’s one of the worst getaways.

Hell no. Gali’s ult is amazing. Certainly can be interrupted by a lot of things but it can the healing plus regen from lastlight and the regen gear she will be running let’s her recover a lot of health in the middle of battle. Plus gives her team time to come in and back her up.

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I don’t mean it’s bad. I love it! Especially when they think they have me, then they think I left but I pop up behind them or catch someone running through the many overlapping aoe dots. I just meant as far as activation speed, like if you have to get out immediately because you just soaked a paradigm shift. Ambras passive would be at the other end of the spectrum where it activates automatically right when you need it. Many others have a point and click getaway move. I understand that it’s because it is her ult but on the same scale she is just better than RTB. It doesn’t help that you have to drop your block during activation.