Why Alani is still fundamentally flawed

I honestly can’t see the helix changes being reverted.

The attack damage now feels like it’s too much for a support (possibly stronger than orendi now?) whilst her skills feel like they are lacking somewhat although with both riptide and geyser being nerfed that makes sense.

Her heals and the extra movement speed are still great.

I must agree with the OP as I’m confused as to what the developers intentions are for Alani. Riptide even after being nerfed still had a purpose but geyser I’m not so sure but it feels more like a disruption tool now with its short duration.

For the purposes of incursion reducing the damage amplification would make sense to prevent the Insta-kill from the whole enemy team shooting you. But her level 2 helix choices seem kind of insignificant with the damage amplification being entirely removed in conjunction with reduced radius and duration making the other option less viable.

What I would like to see done: revert the attack damage (after all she is a support not a killer haha), maintain the speed and helix changes, remove the damage shared from geyser replacing it with 15% damage amplification and revert the radius/duration of geyser.

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What Alani at her core looks to be doing is slowing and healing with a side dose of bubble annoyance.

Firstly i cannot stand slow and think it should be removed from the game. But for the sake of argument, let’s assume slow will always remain.

If she needs to hit things before she can heal, then the question the devs should be asking is if players are hitting with her enough to be able to be useful in that role, and if not, then how do you make it easier for her to hit or do you just increase how much Osmosis you get per hit? I get that there’s a helix option to gain Osmosis while in riptide, but riptide has a cooldown.

Then how much danger do you need to put yourself in to get that Osmosis to be able to heal well enough? Is the player in too much danger and self healing more than team healing?

For slow, maybe either a helix option or an inborn trait that each hit of her default attack slows you by 3% per hit for 3 seconds each max of 15% and each hit refreshes the 3 second timer.

I still stand by my original claim that none of these traits are really balanced well yet.

She feels a little too weak now that they switched her helix around. Her level 3’s should have been left alone. The damage amplification should have been left too, keep it at 15% as well as the radius! I hardly ever land it now, especially since they added the new visual to see the radius. Its a lot easier to dodge and considering the fact they nerfed the duration, which was minor but still not necessary I believe.

Honestly I feel the opposite like she is too strong per hit haha its a breeze early game to capture double thralls (level 2-3 I mean). Additionally, returning the damage amplification at 15% would still be a nerf (it was 30% that was maybe a bit much for incursion) which if her attack damage is reverted I can’t foresee being a problem. The damage shared well I barely notice it’s effect.

The duration of 2 seconds (plus 0.5 second knock up) would be fair seeming as you need to coordinate with your team to take advantage. As it stands it is just too short for your team mates to act on with or without the damage amplification.

The radius I could understand being left alone due to the late game augment to increase it and for the increased effect geyser would get back it could be justified that it should be hard to land.

Alani feels more like orendi with heals (her primary may even hit harder) now working well in close to mid range but with out the burst damage of her skills and ultimate. Prior to the changes she was a support character with low power, great heals and a skill that if landed could set up a kill for a team mate and in my opinion closer to what a support character should be.

An interesting mechanic @Battleporn but to be honest I believe she had enough in her kit just before the changes (with maybe too much damage amplification which could be halved haha). I’ve found I’m building stacks slower since the attack buff (killing things too fast? Haha) leading to less healing (averaging 10k less sadly but I’m steadfastly against self healing haha). Also with th focus more on my primary than my skills im ending up with more kills than assists normally which is a bit weird for a support haha she feels more like a pusher/attacker at times (which was the problem when she launched well that and her self heal).

I think the most frustrating thing is seeing Galilea and El Dragon having their changes reviewed quickly following nerfs. Both of them had their nerfs reverted whilst Alani seems to have just been nerfed and forgotten.

“but geyser I’m not so sure but it feels more like a disruption tool now with its short duration.”

I don’t understand the nerfs to Gyser. Not only was the duration shortened, but its area of effect was tightened. I didn’t feel like her stun was any different or more effective than any other stun on the game. Plus, in my opinion, its probably one of the hardest skills to actually hit, requiring both anticipation and precision.

“What I would like to see done: revert the attack damage (after all she is a support not a killer haha), maintain the speed and helix changes, remove the damage shared from geyser replacing it with 15% damage amplification and revert the radius/duration of geyser.”

Agreed. I just felt like before this last update she had a good balance of ultility, heals, and dmg. Now she seems lopsided. Still decent heals, even with the removal of the Gain Osmosis Stacks Quicker. Not a good balance between Base dmg and Skill utility/dmg.

On top of the skill nerfing , they also moved her .5 Cooldown Reduction on Hit down to like Helix 7, which cuts down the usage of her skills until late game. Like you said, Its confusing what the devs intentions are for Alani. I wish they would figure it out as she is my fav character to play.

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My biggest gripe on the changes they made was the torrent attack speed you used to get at lvl3 being moved to lvl 7. and removing the stacks faster from the traveling further projectiles. without it you can’t stack osmosis fast enough to be able to heal at a good rate.

and one thing they seriously need to address is the stupid minion healing. i don’t know how many times a team mate or me has died because I’m trying to heal them or myself and the heal latches on to a damn minion that’s close by

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How about because its a ranged AoE long duration stun with no helixes that makes targets EXTREMELY exposed? How about all of those things. Shes still almost always picked, she can 1v1 a lot of characters with her sustained high dps attacks and self healing.

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He meant the speed of the projectile itself / the travelling speed, not the speed at which she shoots…
The real speed, not the rate of fire…

:neutral_face:

Exactly it had a lot but it was also the focus of her area control enabling her to set up kills for her teammates. For the sake of incursion yes it needed to be toned down but in 4 ways? No other skill has been treated in such a way. Case and point is Galileas desecrate which is yet to be touched and this arguably is more effective than geyser in terms of disruption and damage amplification plus no aim required.

You also mentioned that she is now able to 1v1 why should a support be able to do that at all? She was less likely to be successful 1v1 prior to the latest changes since her power was in line with supports (at least those with no reload time). She has been moved further from the support she used to be.

I can understand reducing the damage amplification simply for incursion where teams are often clumped in one lane allowing 5 players to shoot at the one caught but removing the damage amp entirely, halving the damage shared, reducing the radius and halving the duration have made geyser a joke. Returning the damage amp (halved though) plus the radius and duration in conjunction with the other changes I’ve suggested above will switch her back to be more support oriented.

The changes to Alani have shifted her further from the team healer/ kill assistant to be more like Orendi. This has lead to more self healing assault alanis (which are in most cases a detriment to the team) trying to 1v1 assassins. Only difference is that Alani doesn’t have the burst damage of a SFP or Ultimate making her inferior both to how she used to be and Orendi (rightly so since she is an attacker).

From What you have described above in your opinion Is Alani currently a support character?

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How about because its a ranged AoE long duration stun with no helixes that makes targets EXTREMELY exposed? How about all of those things

On top of the points @palmedic89 makes, Its also one of the hardest skills to actually land.

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This will make her extremely OP. As I stated before… You can helix into 20% additional attack speed on top of the gear. So super fast homing w/ splash damage torrent = Benedict 2.0. Man… Let’s just find a grave for this game if that ever happened.

Besides that, aiming the geyser is fine… Well I’m on PC and it’s easy to and it’s not hard to time where someone is going which will result in a 50\50 chance unless someone just mindlessly aims the geyser. Can’t speak for console players, must be harder for them to aim the geyser.

Really hope they revert some of the changes. I would be surprised if they didn’t. I mean look at Gali or even Dragon. They changed them and reverted their hose changes pretty quickly and for the sake of Alani I hope they don’t just forget about her.

Again, I do not get this notion at allllll.

When Alani was first released, people were screaming bloody murder because Alani was being used “aggressively” but now that every aspect of her damage output (including BOTH of her abilities) has been greatly reduced, I see people all over saying “Oh I like that you have to play Alani aggressively.” You can NOT have it both ways. If you want an aggressive Alani then she needs to be able to either dish out more damage or get a bump in her health. If you want her to be more CC focused then the nerfs to riptide and geyser need to be reverted so she can do more controlling. If you want her to focus on healing then the distance her torrents travel need to be increased back to where they started.

She’s literally been nerfed in every area (damage/health/cc/healing) and now ONLY NOW are people suddenly coming out the wood works saying “oh, just play her aggressively, NBD”

Wat???

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She has been nerfed damage wise? Her torrents got a buff. I didn’t see any healing nerfs besides her geyser damage but come on… Who did geyser to damage anyway!? It’s all about that CC. I like that it’s more of a challenge but once you get to Lv 8 it’s easy mode. Her CC is still AMAZING, and her health could maybe use a small bump. In the beginning I thought this was a troll thread but I guess with all the responses it’s for real. All the good players I know do amazing with Alani, I don’t even main Alani and I do extremely well with her & provide a ton of heal. On top of that there are so many gear combinations that go so well with Alani that you can make her do whatever you want.

As I said before, I think her wave needs a small decrease in distance to make it fair. It got a extremely long reach without the helix buff

Nothing? You must be joking right? They nerfed every aspect of her geyser. [quote=“RedX, post:34, topic:1542635”]
All the good players I know do amazing with Alani, I don’t even main Alani and I do extremely well with her.
[/quote]

Now they are forcing people to play with her aggressively I can see that but I use her more of a support/controller and they nerfed that aspect of her by switching her helixes around and nerfing her geyser into the ground.

Geyser is more of a challenge instead of easy mode and Lv 8 helix making it so I can pull off geyser with my eyes closed. So yes I’m serious… like I said… I don’t even main Alani and I do well and pull of geyser every now and then. At Lv 8 I pull geyser off 95% off the time. I BARELY miss… If you are having issues with her, sorry but it’s you not the character if you are complaining about geyser. No one here, did geyser for the damage but to CC to make them the focus so your teammates can kill. Geyser Damage and your teammates shooting them was straight up overkill, so I understand the nerf. I can’t believe you don’t see that.

When I play Alani, I play in the back row… Aggressive I can be but I’m still in the back… So I have no clue what your talking about

Yes.
-They reduced the damage output of her torrets
-They reduced the damage of riptide by 55%
-they reduced the damage output of the shockwave helix augment
-they removed the damage amplification helix option for geyser

Is it really reasonable to have to wait until you get to level 8 before one of your two abilities is viable? I can’t tell you how many matches my team has won with hardly anyone getting to level 8.[quote=“RedX, post:36, topic:1542635”]

It was a challenge before but now is almost impossible and thats just by playing and seeing how many bubbles I see now. The ONLY thing they had to do was put an indicator on the radius, the nerf to the radius itself was not warranted. And now that they did that AND reduced the radius its only use now is to get that burst of healing. [quote=“RedX, post:36, topic:1542635”]
GEYSER DAMAGE AND YOUR TEAMMATES SHOOTING THEM WAS STRAIGHT UP OVER KILL, so I understand the nerf. I can’t believe you don’t see that.
[/quote]

Before this patch, it wasn’t as bad as vanilla alani. She was fine before this patch. And plus if you landed in the bubble its your fault for not being aware. [quote=“RedX, post:36, topic:1542635”]
At Lv 8 I pull geyser off 95% off the time. I BARELY miss
[/quote]

Don’t flatter yourself because yeah with the radius increase, who didn’t? But its level 8. The point being they should have left the standard radius alone and nerf that helix. [quote=“RedX, post:36, topic:1542635”]
No one here, did geyser for the damage but to CC to make them the focus so your teammates can kill.
[/quote]

This makes no sense, what damage are you talking about? Geyser is CC itself lol

Can you send the link to that? I checked the last 2 battle plans and I don’t see those. Last battle plan included this

Increased Alani’s base damage by 20% (52 to 63 at level 1)

I already know they decreased the wave shock damage. That was old news and needed nerf.

You guys never got to Lv 10? That’s not the games fault… In good matches I get Alani to Lv 10 easy. I don’t even main her so if you do, it’s hard to believe. Must be steam roll matches.

I mean, know many good people that main Alanis that do extremely well in the PC community, and played against good alani’s as well. have 400 hrs of gameplay with the game and don’t see these increases good for the char. I think gearbox did a great job what they did with Alani so far but of course everyone is entitled to their own opinion… It is a forum after all and they value all feedback