Captain America needs some adjustments. Here's 3*: (Warning: Math)
- Decrease Sentinel Strike 2nd, 3rd, 4th, 5th, and 6th hit from 0.5, 0.5, 0.57, 0.5, 0.57s to 0.45s.
-Increase Sentinel Strike First Hit Attack Interval from 0.4 to 0.45s.
*Okay technically this last one was a fourth but like, it's the same thing? I don't know man
- Sentinel Strike no longer interrupts Leading Dash.
- Living Legend HP Regeneration Delay decreased from 4s to 2.5s
- Captain America's new Damage Per Second with the shield throws alone is increased from 88.815 to 100.
Math Below:
Captain America's Full 6-hit Sentinel Strike Execution deals 270 damage, with each hit taking 0.4, 0.5, 0.5, 0.57, 0.5, 0.57 seconds, respectively.
That is a total of 3.04s.
270/3.04=88.815 Damage Per Second. Not bad, if we look at it in a vacuum.
But then we think about him needing to be in melee range for the first 2 hits.
So let's look at JUST the Melee, as that's what most Cap players are currently using.
45x2=90
0.4x2=0.9
90/0.8=100
Captain America's melee only deals more damage per second than using his Primary as it's intended to be used.
I don't know about you, but that feels like a bit of a problem to me.
So this is how we fix it: Reduce ALL intervals of Sentinel Strike for Captain America to 0.45s.
Here's why: Currently, at melee range, Captain America deals 100 damage per second.
At Range, Captain America deals 84.11 Damage Per Second, when we factor ONLY the Shield Throws.
A character who's *Primary* means of dealing damage is Projectile, should not be *punished* for using that projectile.
In *ANY* other case, the nerf that Captain America received with the removal of his Primary Animation Cancel would have been met with a MASSIVE compensation buff.
In looking at the animation cancel in a vacuum, they have removed the fluidity of Captain America, and actually made him more difficult, rather than easier, as was the intention.
I do not think the Animation Cancel should be reinstated. I just think that Captain America should be buffed *properly* to compensate.
Decreasing the interval of the last 5 strikes of Sentinel Strike to 0.45s and increasing the first hit attack interval from 0.4 to 0.45s, for a consistent 0.45sx6=2.7s, or exactly 100 DPS.
This does not increase the offensive power of the character too much. In fact, I would argue it puts him exactly where he should be.
In summary:
- Change ALL Sentinel Strike Attack Intervals to 0.45s
- Sentinel Strike no longer interrupts Leading Dash
- Living Legend HP Regeneration Delay decreased from 4s to 3s
Three things. I wholeheartedly believe that this would implement exactly what the Sentinel Of Liberty needs to spread even more freedom across the battlefield.