Juli
New Member
Posts: 12
|
Post by Juli on Aug 30, 2016 4:34:59 GMT 1
Battlerite thread. Vids: www.youtube.com/watch?v=f5Q041c0Siswww.twitch.tv/thegdstudio/v/81005991?t=00h59m30sBattlerite is the sequel to Bloodline Champions. If you don't know what that is, here's the deal: It's a top-down asymmetric game where you control one selected character in a team arena death match. All your abilities are skill shots, including your basic attacks. BLC was officially 3v3 (with 2v2 and 5v5 "for-fun" modes), so I assume Battlerite will be as well. BLC originally had NO BANS and allowed hero stacking and was Murder. After patch 2.0 it was no longer Murder. IDK if Battlerite will be Murder, but I sure hope it will be.
|
|
|
Post by Kraetyz on Aug 30, 2016 6:05:54 GMT 1
Beta test this weekeeeend. Can confirm that BR is, as you put it, murder (EDIT: HAHAHAHAHAHAHAH I just remembered I put in a wordfilter I'm so sorry!). Also, you forgot a video: www.youtube.com/watch?v=a2hG6zl5gI0Varesh champion preview. Also! Battlerite was originally stated to have a 2v2 focus (GDC interviews), but gameplay shows both 2v2 and 3v3 so who even knows anymore?
|
|
|
Post by eji1700 on Aug 30, 2016 9:43:36 GMT 1
Actual playtime? My god.
|
|
|
Post by Kraetyz on Aug 30, 2016 11:28:27 GMT 1
Actual. Playtime. I hope you weren't planning on sleeping or eating this weekend.
|
|
|
Post by Kraetyz on Aug 30, 2016 17:23:00 GMT 1
THE KEYS HAVE BEEN SENT OUT GUYS. CHECK YOUR INBOXES. DO NOT BE FOOLS.
|
|
Juli
New Member
Posts: 12
|
Post by Juli on Aug 30, 2016 18:05:13 GMT 1
I got a key!
|
|
|
Post by Waterd on Aug 30, 2016 19:38:35 GMT 1
I like that they actually added color to the game, something I didn´t like of bloodline is that everyone was that orange brownish color. Sadly it doesnt change the fact that I´m old for this kind of fast paced games.
|
|
|
Post by Kraetyz on Aug 30, 2016 21:59:22 GMT 1
I may have come in possession of a beta key. Is there anyone on here that does not have one and would like it?
|
|
|
Post by hamvvar on Aug 30, 2016 22:40:40 GMT 1
kraetyz if that offer is still up I'd super like the beta key
|
|
Juli
New Member
Posts: 12
|
Post by Juli on Sept 1, 2016 9:26:14 GMT 1
I didn't even consider this before, I'm now really hyped that USW servers will even exist. Back in BLC I had constant 110 ping because Eastcoast servers only lmao.
|
|
|
Post by Kraetyz on Sept 2, 2016 23:24:26 GMT 1
So. The beta has started. Ask me anything. Still getting my heart pumping with Freya. She feels incredibly good even if she isn't exactly "good" atm.
|
|
|
Post by eji1700 on Sept 3, 2016 4:38:55 GMT 1
Naturally the one week i have a life they have servers. Hopefully i'll have some time tomorrow.
|
|
|
Post by eji1700 on Sept 4, 2016 0:31:05 GMT 1
So there's a time guy now that everyone seems to be playing, which is also making things hard because not many people seem to be good at him?
|
|
|
Post by Kraetyz on Sept 4, 2016 2:00:27 GMT 1
So there's a time guy now that everyone seems to be playing, which is also making things hard because not many people seem to be good at him? Oldur is awesome. He's Herald version 2. But yes, he is also quite hard to play, I think. Very fun, though, the melee Petrify smackdown is crazy good.
|
|
|
Post by eji1700 on Sept 4, 2016 6:53:51 GMT 1
How the hell do I deal with croak?
It seems like he just runs in and holds left click while I die. I mostly play inhib so that might be the issue, but I feel like all my spells/options are way way way too slow, while his DPS just zergs me down while I desperately trade with him or burn resources to get him off (which he can very quickly catch up to?).
Had croak + jade vs me as inhib and a sun/moon guy teammate (sirius?).
We managed to win, but in the final round we blew up the jade super fast, so it was 2 v 1 croak and we barely brought him down. Just super rough to deal with. the stun out of cloak feels nuts for all sorts of reasons and he's got a ton of mobility options out side of that.
Also:
Quick Noob Guide to Varesh if you want to try him:
Left click- procs blue debuff for 5 seconds and heals you while hurting them. Blue buff weakens opponents damage/healing output. By spamming this you sorta tank a lot of DPS, as you're healing yourself while making them weaker.
Right click (no cooldown)- procs purple debuff for 5 seconds and does 24 damage. Purple makes them take more damage from future attacks. Your version of snipe basically, but not on a cd.
Q- His counter. Feels pretty weak as far as counters go, but whatever. Does 10 damage and stuns them for 0.5 while teleporting you to an area behind them. It does proc the damage/stun/effects on anyone you touch while moving, so sometimes you get 2 or 3 with this.
E- Small Aoe, does 12 damage and consumes the debuffs on opponents for extra effects. Can have 2 charges. Blue heals you and fading snares the opponent for 1(2) seconds and purple deals 8 more damage and silences for 0.5(1) second. Big issue being that it's very hard to land this outside of a combo vs a competent player. I don't think varesh can set it up himself unless since it's got a .7 second delay (number with rite upgrade)
Meter Skills-
EX M2- really really good. Fires a much faster M2 shot that procs both buffs and does 12 damage while healing you for 6. The easiest way to get both buffs in the early rounds, and probably his best use of meter offensively, especially since it has 0 cooldown.
EX E- I actually had to look up if they changed it since I last played. They haven't, so it's bad. Same aoe/damage, slightly faster explosion (0.3 cast 0.4 delay vs 0.7 delay) as normal E, but this one knocks back instead of consuming buffs. I really just don't think it's worth it since the damage is "eh" and the knockback is very hard to use right with an aoe spell.
R- better than it's old version. Costs a bar, become invulnerable and then teleport to a spot somewhat near and consume all buffs in a large AoE. Causes the same effects as above, but is much much easier to land than his E at the cost of doing no damage unless they have the purple buff on them.
Ult- Honestly not that good. Teleport up to 3 times and deal damage(24) to everyone you hit in a line, and proc both buffs. Issue is you ONLY do the next teleport if you hit someone on the last one, so it's very easy to whiff if they use any sort of mobility skill, so I think ideally varesh is weak in the early game, but then spends his bar on EX combo's in the late game and try to not use the ult unless needed.
Rites-
1. Shield, likely no question. Anything that helps him proc more of his debuffs is super high value given his E/R is close to worthless if not consuming one of them.
2. If you have a healer, I think the snare is good. If you don't, the heal 16 on shield is worth considering. The Aoe on right click feels meh given how rarely I find myself actually using normal right click
3. I take the ruin upgrade here. Being able to proc a buff from anything is again really good, and frankly the base counter feels super weak given that the .5 second stun it gives isn't actually long enough to combo anything (as far as I can tell) and mostly just lets you break whatever multihit move you're countering. This is one of the easier ways to proc the purple buff, and it's an important one. Alternatively if you're good at landing his E/R then the shield recharge rate is awesome.
4. Synergy seems like the obvious choice. Being able to keep the purple up with left clicks is so awesome, and the 20% instead of 15% is noticeable. Round 4/5 varesh is scary if simply because of this.
5. Whichever. Likely the "heal allies" because his ult is already so bad, so the heal ally one at least makes it possible that you'll be able to bounce off them and not just whiff the whole damn thing.
Basic Gameplan:
He feels pretty flexible as either a frontline tank or a back line poke/support. Your main combo is to EX M2, E, EX M2, E as it can be very easy to string together if they don't have any mobility skills up or you're just fast enough. Not many tricks except to remember than R is both great on offense and defense, since it can start off the aforementioned combo. Most of the rest of his kit is reactive so just throw some pokes out there and do everything you can to set up your E's. I think 90% of good varesh play will revolve around dealing with melee's and learning when to drop E's on yourself to stay alive.
Oh and USE MOUNT. Varesh has 0 mobility and you'll often find yourself split from the action (especially after a Q followed by the enemy using mobility to escape). Mount up and get back in there. Don't walk or waste your R cd.
|
|
|
Post by Kraetyz on Sept 4, 2016 9:24:15 GMT 1
Good points on Varesh. I disagree that the Shield R1 rite is auto-take, double Wuju is insanely disruptive and makes it a genuinely much better spell (especially when playing vs ranged champs).
As for Croak: For Varesh, I think I'd really just M1 spam him as hard as possible. When he gets close, Wuju pulls you a distance away from him and lets you snare him with E. But yeah, he dives super fuckin' hard and having no real mobility AND no real CC is punishing as hell. Consider using Reform just to get away maybe? Or the EX2. I know you say it's bad, and I haven't tried it at all so I can't confirm, but it's a knockback and that might be nice if Croak's used his Space to get in.
tbh since I play Freya, Bakko and the like I don't suffer as much vs Croak. They have ways to fight him head-on.
|
|
|
Post by Caphriel on Sept 4, 2016 20:02:09 GMT 1
How the hell do I deal with croak? It seems like he just runs in and holds left click while I die. I mostly play inhib so that might be the issue, but I feel like all my spells/options are way way way too slow, while his DPS just zergs me down while I desperately trade with him or burn resources to get him off (which he can very quickly catch up to?). Unless I'm wildly mistaken, you can alternate left click and right click to proc both debuffs. This makes engaging in a stand-up fight with an Inhibitor usually terrible. Second, use Shatter to proc the improved debuffs. Silence will cut into his damage output, and fading snare will help you make space. And it does extra healing and damage. I'd probably suggest using energy on EX Shatter rather than EX Judgement, though. The knockback will also help. Keep your shield up, use Wuju, probably take the Shield battlerites early. Basically, Inhibitor has better sustain than Ranid, so in a strict 1v1 you should win. That said, that's not now BattleRite works. So! Let's talk about exploiting a Ranid. Ranids have no survival skills beyond Frog Leap. So if a Ranid uses Frog Leap to engage, he's vulnerable after the second jump. Ranids are also much more maneuverable than their teammates usually are, so you can sometimes get a Ranid to overextend and get isolated. Dealing with stealth... This is basically a matter of practice and experience. You'll get a sense for how long it'll take him to close the distance, and you'll have the option of procing a counter or something when he gets close. Of course, this gets into Yomi because maybe he won't attack. But if the timing is right, his stealth will wear off and then he won't get the stun. Also, depending on how limited his angles of approach are, an EX Shatter could push him back and make him waste the stealth. EX Shatter hits faster than regular Shatter, so even if you have the Judgement debuff up, trying to proc fading snare with regular shatter will be harder. Basically, your game plan is to kite him away from his teammate and toward your own, using knockbacks and slows to gain space and force him to burn cooldowns to stay on you. You can get more knockback and slow than he can use movement cooldowns, and using them all leaves him vulnerable. The knockback on the shield will help, too. Use your defensive cooldowns against stealth, and consider using your movement cooldown if he uses Venom Blades, which increases his damage by a lot. In the specific matchup you mentioned, your team's gameplan probably would've been to kite the ranid away from the gunner, because gunners are not very mobile, and astronomers are! Gunner is also pretty vulnerable to getting stoned by the Astro, which will make the Ranid sad. Ranid is one of the most obnoxious characters for new players to deal with, but fortunately he tapers off from "insane" to merely "strong" against better players. A lot of his damage output comes from Toxin, which doesn't stack. So eventually you'll see him as more of a harassment melee, rather than a sticky murder-your-face melee. His M1 also self-debuffs and loses attack speed after a few swings. Hope that helps! Next time the game is available, anyway.
|
|
|
Post by kohake on Sept 4, 2016 20:42:45 GMT 1
How the hell do I deal with croak? It seems like he just runs in and holds left click while I die. I mostly play inhib so that might be the issue, but I feel like all my spells/options are way way way too slow, while his DPS just zergs me down while I desperately trade with him or burn resources to get him off (which he can very quickly catch up to?). Had croak + jade vs me as inhib and a sun/moon guy teammate (sirius?). We managed to win, but in the final round we blew up the jade super fast, so it was 2 v 1 croak and we barely brought him down. Just super rough to deal with. the stun out of cloak feels nuts for all sorts of reasons and he's got a ton of mobility options out side of that. How you should deal with Croak depends a lot on what champion you're playing. His 4 first attacks are quick but after that his DPS really drops, so as Varesh you could actually stay put and trade in melee. If you can keep both of your debuffs on him you're going to deal more damage than he does and he'll be forced to back off. Ex M2 could be used to apply "Judgement" (Wuju works if you have the round 3 rite "Ruin"). If you reach round 4 you can pick "Synergy " and spam M1 to make sure the debuffs won't wear off.
|
|
|
Post by eji1700 on Sept 4, 2016 23:11:03 GMT 1
How the hell do I deal with croak? It seems like he just runs in and holds left click while I die. I mostly play inhib so that might be the issue, but I feel like all my spells/options are way way way too slow, while his DPS just zergs me down while I desperately trade with him or burn resources to get him off (which he can very quickly catch up to?). Unless I'm wildly mistaken, you can alternate left click and right click to proc both debuffs. This makes engaging in a stand-up fight with an Inhibitor usually terrible. Second, use Shatter to proc the improved debuffs. Silence will cut into his damage output, and fading snare will help you make space. And it does extra healing and damage. I'd probably suggest using energy on EX Shatter rather than EX Judgement, though. The knockback will also help. Keep your shield up, use Wuju, probably take the Shield battlerites early. Basically, Inhibitor has better sustain than Ranid, so in a strict 1v1 you should win. That said, that's not now BattleRite works. So! Let's talk about exploiting a Ranid. Ranids have no survival skills beyond Frog Leap. So if a Ranid uses Frog Leap to engage, he's vulnerable after the second jump. Ranids are also much more maneuverable than their teammates usually are, so you can sometimes get a Ranid to overextend and get isolated. Dealing with stealth... This is basically a matter of practice and experience. You'll get a sense for how long it'll take him to close the distance, and you'll have the option of procing a counter or something when he gets close. Of course, this gets into Yomi because maybe he won't attack. But if the timing is right, his stealth will wear off and then he won't get the stun. Also, depending on how limited his angles of approach are, an EX Shatter could push him back and make him waste the stealth. EX Shatter hits faster than regular Shatter, so even if you have the Judgement debuff up, trying to proc fading snare with regular shatter will be harder. Basically, your game plan is to kite him away from his teammate and toward your own, using knockbacks and slows to gain space and force him to burn cooldowns to stay on you. You can get more knockback and slow than he can use movement cooldowns, and using them all leaves him vulnerable. The knockback on the shield will help, too. Use your defensive cooldowns against stealth, and consider using your movement cooldown if he uses Venom Blades, which increases his damage by a lot. In the specific matchup you mentioned, your team's gameplan probably would've been to kite the ranid away from the gunner, because gunners are not very mobile, and astronomers are! Gunner is also pretty vulnerable to getting stoned by the Astro, which will make the Ranid sad. Ranid is one of the most obnoxious characters for new players to deal with, but fortunately he tapers off from "insane" to merely "strong" against better players. A lot of his damage output comes from Toxin, which doesn't stack. So eventually you'll see him as more of a harassment melee, rather than a sticky murder-your-face melee. His M1 also self-debuffs and loses attack speed after a few swings. Hope that helps! Next time the game is available, anyway. My issue in practice is that while i can M2 to proc the debuff, it takes a full second to cast, at which point the croak goes ham on me and takes off at least a full bar if not more.
|
|
|
Post by Caphriel on Sept 5, 2016 0:08:38 GMT 1
Hmm, yeah, M2 takes longer to cast than it used to. Okay. You can interrupt the cast with trance or shield. I guess otherwise probably M2 only after landing trance or at longer range.
Ranid does not have good sustained damage, though, so you'd want to M1 when he's trying to initiate to get the damage reduction debuff in effect during his initial burst.
Regarding the stun from cloak, that really tapers off in effectiveness with player experience. It's still good, but once you get a feel for the cloak duration and the Ranid's movespeed during cloak, it becomes easier to avoid or use a cooldown to prevent. As a Ranid, my favorite situation in 2s is when I can get more or less between two people and then cloak, and they both panic and pop defensive cooldowns. But against a single opponent who I'm already attacking, cloaking is more limited utility - I often use it switch targets while keeping someone busy running away for a couple of seconds.
|
|
Juli
New Member
Posts: 12
|
Post by Juli on Sept 5, 2016 0:30:47 GMT 1
The beta got extended until 11 PM pacific time, but nobody noticed so the queue times are murder.
|
|
|
Post by Caphriel on Sept 5, 2016 0:43:10 GMT 1
We need one more person with a key right now for Fantasy Strike 2v2s. Or you know, "soon."
|
|
|
Post by eji1700 on Sept 5, 2016 2:34:19 GMT 1
Had some games with Juli + caph. GG's all around, even though we mostly got trounced. 3v3 is certainly a different beast.
In other news i've maxed my varesh and am now looking to see who else I want to play. Bakko was who I tried first, and he seems fun, but i'd like to have a few other options. Thinking astro and herald. Any suggestions?
|
|
|
Post by Caphriel on Sept 5, 2016 2:35:54 GMT 1
Oh man, 3s is as crazy as I remembered. We ran into some really good teams.
|
|
|
Post by Kraetyz on Sept 5, 2016 7:05:23 GMT 1
This weekend was a good weekend. Lost a lot of games, won some games. Ended up with an MMR of 203, I think. Didn't get to play any of you guys - guess that's what I get for being a Yuropoor How you should deal with Croak depends a lot on what champion you're playing. His 4 first attacks are quick but after that his DPS really drops, so as Varesh you could actually stay put and trade in melee. If you can keep both of your debuffs on him you're going to deal more damage than he does and he'll be forced to back off. Ex M2 could be used to apply "Judgement" (Wuju works if you have the round 3 rite "Ruin"). If you reach round 4 you can pick "Synergy " and spam M1 to make sure the debuffs won't wear off. And this so much. I never realized how stupidly efficient Varesh' M1 is until people pointed it out to me. Hi Kohake!
|
|
|
Post by silinsar on Sept 5, 2016 11:19:01 GMT 1
Thinking astro and herald. Any suggestions? I liked Astro. Played him for some time in BLC too but Guard became my favorite. - Charged M1 is really strong but the CD is rather high, also I'm sometimes missing an information that shows that it will be ready soon, so you don't end up blowing it on last hitting an orb with 8 or less hp. Get your cancel key ready.
- M2 feels like it should have some effect to it. In BLC it increased healing, which wasn't exciting either but made sense if you were going in with space afterwards (for example).
- Space is his most crucial skill imo. As support you don't want to much pressure on you, so you'd want to keep it as escape, but you also might want to use it as gap closer since you're a melee or to heal an ally.
- Q is very similar. Heal, disengage and/or gap closer. Plus weapon recharge.
- E is an amazing CC. You can chop a bit of the shield's health off following with an unavoidable higher dmg attack (unfortunately this can be hard to do by yourself when your weapon is charged).
- R is very situational imo. Its dash is very short, damage is ok-ish, CC seems too short. It's more of a harasser skill. Really hard to not get hit in the face while dashing, short immaterial frame on it would be nice (so you could also use it to escape through people). Its battlerite (max healing charges on hit) makes little sense on it imo. You just charged in and now you stop to heal, where enemies would probably out-dps it?
- Ex M1 can surprise enemies at range and since it has no real CD it pressures quite well. The downside is that it roots you so it's barely any help in catching up with people.
- Ex Space seems useful theoretically but doesn't see much use from me in practice due to sharing a CD with normal Space (which also almost matches your weapon charge time). When I want to use Space to engage I mostly have the charge anyway and for just a bit more heal/dmg it's not worth it. I liked the version from BLC more which gave you a longer teleport and reduced CD.
- Ultimate is powerful but takes time and turns very slowly. I thought all channeled ults would be like this but I saw gunners turning 180° during shots (?).
What I'd like to see for Astro are better means to translate energy into mobility / evasive actions (Ex Space, R). Also, staying within the fray seems very unrewarding compared to BLC's Astro (which had less dmg bonus on charged weapon, but higher and increasing dmg on normal M1 afaik).
|
|
|
Post by eji1700 on Sept 5, 2016 12:21:58 GMT 1
This weekend was a good weekend. Lost a lot of games, won some games. Ended up with an MMR of 203, I think. Didn't get to play any of you guys - guess that's what I get for being a Yuropoor How you should deal with Croak depends a lot on what champion you're playing. His 4 first attacks are quick but after that his DPS really drops, so as Varesh you could actually stay put and trade in melee. If you can keep both of your debuffs on him you're going to deal more damage than he does and he'll be forced to back off. Ex M2 could be used to apply "Judgement" (Wuju works if you have the round 3 rite "Ruin"). If you reach round 4 you can pick "Synergy " and spam M1 to make sure the debuffs won't wear off. And this so much. I never realized how stupidly efficient Varesh' M1 is until people pointed it out to me. Hi Kohake! hi M1 is good, but in my experience it does not outdamage a croak with the right build rushing you down. They generally open with the stun (which isn't that hard given you've got poor options to stop it, especially if you've used your shield) and while dropping an M1 on them and continuing to is pretty easy, I find that he still does more than enough damage that it's not a sustainable situation, let alone a winnable one (you can get away with it vs slower damage heroes though)
|
|
|
Post by Kraetyz on Sept 5, 2016 12:55:15 GMT 1
hi M1 is good, but in my experience it does not outdamage a croak with the right build rushing you down. They generally open with the stun (which isn't that hard given you've got poor options to stop it, especially if you've used your shield) and while dropping an M1 on them and continuing to is pretty easy, I find that he still does more than enough damage that it's not a sustainable situation, let alone a winnable one (you can get away with it vs slower damage heroes though) As Kohake points out: After the initial attacks, Croak's DPS sinks real bad. He can buff it up if he takes that one R3 rite for his R ability, but other than that, you're actually shooting faster than him and dealing more damage after the first burst. Yeah, you start out at somewhat of a disadvantage (unless you pre-emptively shielded), but it evens out pretty OK!
|
|
|
Post by Caphriel on Sept 5, 2016 19:07:00 GMT 1
I liked Astro. Played him for some time in BLC too but Guard became my favorite. - Charged M1 is really strong but the CD is rather high, also I'm sometimes missing an information that shows that it will be ready soon, so you don't end up blowing it on last hitting an orb with 8 or less hp. Get your cancel key ready.
- M2 feels like it should have some effect to it. In BLC it increased healing, which wasn't exciting either but made sense if you were going in with space afterwards (for example).
- Space is his most crucial skill imo. As support you don't want to much pressure on you, so you'd want to keep it as escape, but you also might want to use it as gap closer since you're a melee or to heal an ally.
- Q is very similar. Heal, disengage and/or gap closer. Plus weapon recharge.
- E is an amazing CC. You can chop a bit of the shield's health off following with an unavoidable higher dmg attack (unfortunately this can be hard to do by yourself when your weapon is charged).
- R is very situational imo. Its dash is very short, damage is ok-ish, CC seems too short. It's more of a harasser skill. Really hard to not get hit in the face while dashing, short immaterial frame on it would be nice (so you could also use it to escape through people). Its battlerite (max healing charges on hit) makes little sense on it imo. You just charged in and now you stop to heal, where enemies would probably out-dps it?
- Ex M1 can surprise enemies at range and since it has no real CD it pressures quite well. The downside is that it roots you so it's barely any help in catching up with people.
- Ex Space seems useful theoretically but doesn't see much use from me in practice due to sharing a CD with normal Space (which also almost matches your weapon charge time). When I want to use Space to engage I mostly have the charge anyway and for just a bit more heal/dmg it's not worth it. I liked the version from BLC more which gave you a longer teleport and reduced CD.
- Ultimate is powerful but takes time and turns very slowly. I thought all channeled ults would be like this but I saw gunners turning 180° during shots (?).
What I'd like to see for Astro are better means to translate energy into mobility / evasive actions (Ex Space, R). Also, staying within the fray seems very unrewarding compared to BLC's Astro (which had less dmg bonus on charged weapon, but higher and increasing dmg on normal M1 afaik). I ended up maining Astro this weekend. I mostly agree with the above. Here's where I disagree: - I think M2 is fine as it is.
- EX M1 has pretty high damage (in the 20s iirc), and people rarely expect it because "Astro is a melee." I got a lot of utility out of this. Against a lot of characters, if they use a cooldown to get away from Lunar Strike, you can hit them with this as they land.
- EX Space is hilariously good for chasing down someone and murdering them. Hit them with charged M1, they escape, you EX-space and hit them with charged M1 again and that's like 60 damage. It's not extra-good as an escape, though. And the shared cooldown sucks.
- Astro's ult needs to be unable to turn quickly (unlike gunner's) because it damages/heals everyone in a line with no tail-off for hitting multiple targets. And heals him. A single good Astro ult can swing a game from losing badly to winning easily.
I didn't use R very much - it seemed like a waste of energy when I could EX Space or EX M1 instead. I don't even remember exactly what it did.
My biggest complaint about playing Astro with randoms is, as always, you sometimes get people who do dumb stuff like focus fire on someone who is petrified instead of taking the opportunity to gang up on the rest of their team. Or would auto-attack and break petrification when I got the entire other team, instead of doing something more valuable like breaking the orb while I healed us for like 25% of our max lifetotals. The biggest weakness the Astro has I think is that if he's stuck at range, he doesn't have much to do. Otherwise, he's pretty great. He's got a really strong CC, a counter that also provides him good mobility (on a relatively short CD), an escape with a relatively short CD that can go through walls and people, and a decent autoattack. He's probably the most mobile healer (which he has to be, because melee), which can be a really big advantage in a chaotic fight. As Kohake points out: After the initial attacks, Croak's DPS sinks real bad. He can buff it up if he takes that one R3 rite for his R ability, but other than that, you're actually shooting faster than him and dealing more damage after the first burst. Yeah, you start out at somewhat of a disadvantage (unless you pre-emptively shielded), but it evens out pretty OK! I pointed this out too But yeah, playing Ranid means you basically try to burst people and then disengage and go bother someone else, hopefully after getting someone to blow a defensive cooldown. Also you probably shouldn't use the admin account as your personal account
|
|
|
Post by Kraetyz on Sept 5, 2016 19:11:05 GMT 1
I pointed this out too But yeah, playing Ranid means you basically try to burst people and then disengage and go bother someone else, hopefully after getting someone to blow a defensive cooldown. Also you probably shouldn't use the admin account as your personal account Are you concerned about security? Please respond somewhere in Site Feedback to keep this less cluttered. Also sorry, yes, you did point that out, haha. Yeah, Croak's burst is enough to make me panic a lot of the time. Getting stunned might not be such a big cause for worry after all?
|
|