Mel rework idea that keeps her mostly the same to play.

I was in the shower earlier and i thought: "If Mel's W is the source of her frustration and the reason she needs to be kept weak, why don't we change it?". And i thought about many ways to change it to keep the whole "reflect" thing going on, while not being as frustrating to play against. I also included a few changes to her kit.

Changes:

Passive:

Blazing projectiles now are generated on ability hits on enemy champions, rather than ability casts.

The maximum number of projectiles that can be stored and fired at a time increased from 9 to 10.

Not hitting an enemy champion with a skill cast now generates 1 projectile instead of 3.

Notes: This is to make the blazing projectiles stack more effectively, specially as you level up her Q to increase the number of hits, subsequently increasing the number of Blazing projectiles you can fire while trading with enemies, but keeping her wave clear relatively the same.

Q (Radiant Volley):

Removed: The first explosion of Radiant Volley no longer deals increased dmg.

Added: The last explosion of Radiant Volley now deals increased damage and has a higher AoE.

Cast time reduced from 0.35 to 0.30.

Magic damage per volley: From 5 / 7 / 9 / 11 / 13 (+ 5% AP) to 5/10/15/20/25 (+5/6/7/8/10 AP ratio)

Last volley damage: 50/85/115/145/175 (+40/45/50/55/60 AP ratio)

Higher AOE of last volley: 300 units.

W (Rebuttal)

Complete rework.

New description: Mel envelops herself in a spellshield for 2 seconds. While protected by this shield, she gains 20-40% movement speed (based on skill level). The first ability that hits the spellshield will break it, destroy it if its a projectile, and Mel will absorb its properties after 1 second. After that time, Mel will be able to conjure a copy of that ability in the next 10 seconds, inheriting all of its properties such as mana costs, cast time and AP ratios (AD ratios will be converted to AP ratios for the purpose of this ability at a ratio of 0.6 AD to 1.6 AP). If the ability absorbed has more than 50 seconds of base cooldown (unaffected by haste or any modifiers), Mel instead destroys is (if its a projectile) and grants herself a shield of 80-200 HP (based on skill level) (+100 AP) for 1-3 seconds (based on skill level) that decays over the same duration.

Ability notes: The absorbed ability takes up W's ability slot while it is stored, and Mel cannot cast "Rebuttal" again until the stored ability is used or expires after 10 seconds of being absorbed.

Number changes:

Cooldown: 35/30/25/20/15 (cooldown only starts after the stored ability is used, if an ability was stored)

Shield: 80/110/150/170/200 (+100% AP ratio).

Shield duration: 1/1.5/2/2.5/3 seconds

Notes: This aims to make Rebuttal less frustrating to play against, while also being a strong defensive tool for Mel. Not being able to reflect long cooldown ults makes it more fair for the enemy team, and being able to store amd cast an absorbed ability gives Rebuttal a much more creative use, while also giving the opponent time to react before you throw their abilities right back at them.

E (Solar Snare)

Added: Solar Snare now explodes upon reaching its maximum travel distance, dealing damage and slowing enemies hit, while creating a field of damaging solar radiation.

Orb hit damage:

60 / 105 / 150 / 195 / 240 (+ 70% AP) to 40 / 80 / 120 / 160 / 200 (+30/35/40/45/50% AP)

Damage to minions increased from 50% reduced damage to 25% reduced damage (only affects the orb direct hit)

Orb field damage:

2 / 3.5 / 5 / 6.5 / 8 (+ 1% AP) to 2 / 3.5 / 5 / 6.5 / 8 (+ 1/1.5/2/2.5/3% AP)

Orb explosion damage:

40 / 80 / 120 / 160 / 200 (+30/35/40/45/50% AP)

Upon explosion, the orb creates a field the same size as the field created while it was traveling. The field persists for 2 seconds and applies a slow to enemies inside it that persists for 0.125 seconds after they exit the field.

Field damage per tick

2 / 3.5 / 5 / 6.5 / 8 (+ 1/1.5/2/2.5/3% AP) every 0.125 seconds to enemies inside the field.

Field slow:

5/10/15/20/25% for 0.125 seconds to enemies inside the field.

Notes: Reducing Solar Snare's base hit damage but giving it more damage overall in other parts (such as the extra tick damage and extra explosion damage).

Final notes: There changes aim to reward more skill expression for Mel, with both her Q and E gaining extra value upon connecting all of their damage and W having a brand new rework. The AP ratios and overall abilities now scale WAY better, fixing the problem of Mel getting outscaled quickly upon exiting lane phase.

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u/Pinkformat — 14 days ago

Imperial Mandate on Karma?

Does anyone know how Imperial Mandate works on Karma? Obviously it works as normal with her W, but how about her RW?

Does imperial mandate reduce the cooldown of her R regardless of which ult ability she uses? (Similar to how Seraphine gets the haste even if her E doesn't root or stun), does it only give haste if you use RW? Or does it not reduce the cooldown at all since technically R only empowers an ability?

I had this question because if it does reduce the R cooldown regardless of which skill you empower, it could prove to be a very strong item for her as it gives the same 20 haste to ult as malignance while also giving it to W and being considerably cheaper

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u/Pinkformat — 29 days ago

Did my first ever Seraphine build guide (No AI was used in the making of this presentation). Any feedback is appreciated.

u/Pinkformat — 1 month ago

What do you besties do think about multiple mana items?

I was in a game where i was playing support Seraphine. I initially intended to go the usual enchanter build, but then i started getting kills and decided to build some AP to keep up the snowballing. I started with Mandate and decided to turn my tear into Archangel staff, however, later, i decided to buy another tear and build diadem of songs and it honestly felt pretty good. I was doing decent dmg while also having decent shields and heals. Wasn't the best at both but i struck a middle ground, which i think has potential for experimentation.

I would also want to ask about Seraphine with Manamune + another mana item like Seraphs. I personally have not tried the manamune build yet, eo thats why im asking.

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u/Pinkformat — 1 month ago

This makes me so mad because they are openly admitting to nerfing a character they don't play or watch any gameplay of.

The only way for Sera to hit max multiplier Q's is for the enemy to be at or below 25% HP. If they are that low in laning phase constantly, then they are already losing and the extra dmg means nothing.

How can a RIOTER post this alongside the patch notes unironically?

u/Pinkformat — 1 month ago

Reminder to check out these two limited time bundles if you're looking for a costume you missed. They let you choose an outfit set for Merlin or hero from past velvet store and fabled roads.

u/Pinkformat — 2 months ago

My thoughts after playing mainly strategists through season 9.0

Feel free to ask and give your own inputs. I was happy to see characters like Mantis and Ultron become more prominent (even tho they quickly got nerfed).

u/Pinkformat — 2 months ago

The black cat team up could have been good if the numbers weren't so atrocious.

I would genuinely like to know why the same dev team that gave Gambit cc, Thor a second life, C&D a freeze and Luna a self cleanse looked at these numbers and thought: "Yeah, this is on par with the rest of the cast"

The cooldown is too long, the duration is too short, the healing and damage are too low and the passive energy recovery is meaningless. The only decent stat here is the speed buff/debuff.

Either keep the bad numbers but allow the team up to have very high uptime and be spammable, or keep the long cooldown and buff the numbers. White Fox could benefit immensely from a way to AOE heal her team on demand. That, or buff her base kit instead of focusing solely on the ult and the spirit tail energy (which is a pointless stat because you never realistically run out of it).

u/Pinkformat — 2 months ago

Loving the first family team up

Anyone else enjoying the Mr. Fantastic team up?

Its clear that the human torch team up is the most popular, and for good reason. Gives your shield more hp and an interesting way for using it as a dmg boosting window. If you have a Human torch on the team, your shield also gets bigger and stronger. However, i see that the Mr. Fantastic team up is rarely ever picked.

At first, i slept on it too. The ability to make your team invisible is interesting if you're on a coordinated team, but that rarely ever happens, on top of the duration being kinda short. The thing i had not considered tho, is that it also applies a healing effect on anyone around you and make YOU invisible again.

In a season where dive is so strong, having a second way to go invisible on demand is surprisingly strong. It allows you to miss flankers if you see them coming and can combo well with your double jump by buying you time for it. The AOE healing is also very underrated.

On top of all that, Mr. Fantastic is currently a much more popular pick in comparison to human torch, so the chances of you enhancing the teamup are bigger.

I personally think both team ups are amazing and you should totally try the Mr. Fantastic one if you haven't yet

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u/Pinkformat — 2 months ago

Any point in using the blade team up?

Been experimenting with the blade team up and im honestly unsure how i feel about it.

On one hand, it provides healing in a big AOE for you and your team, so very easy to take advantage of. However, losing the Hood teamup really guts her damage potential. Taking in consideration the hood team up already amplifies your healing when you proc it at no additional cost, i fail to see the use in Blade's teamup.

Its definitely an interesting ability. Maybe if they made it so it gave everyone in the radius a temporary life steal buff instead of creating a field that forces people to stay inside, i could see it being more useful, since you can pop it and your allies can go whenever and still have the life boost. Or maybe if it gave a damage boost to anyone in the area to help balance the loss of personal damage.

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u/Pinkformat — 2 months ago

I feel like the Hawkeye team up should be buffed/changed

Its been quite a while since the rework, and looking at the statistics, its pretty clear that the Hawkeye team up is underperforming in comparison to the Phoenix team up.

For those who don't know, the team ups do the following:

Hawkeye team up: Allows Widow to build focus with every shot the hits, with normal shots giving her 1 focus and critical hits giving her 2 focus. At 3 focus, her next shot is enhanced and consumes the focus stacks, doing 15 extra damage and being able to pierce through enemies. If there is a Hawkeye on the team, if the enhanced shot results in a critical hit, Black Widow immediately receives another enhanced shot, allowing her to potentially chain up an unlimited amount of enhanced shots.

Phoenix team up: Just by selecting this team up, Black Widow receives +15% attack speed for her red room rifle. Additionally, her Electro plasma blast becomes hitscan, requires no charge up and always deals the maximum amount of dmg and always has the biggest radius. If there is a phoenix on the team, Black Widow receives a second charge for her plasma blast.

Just by comparing these two, the Hawkeye team up does seem promising... At least until you realize that it doesn't speed up your time to kill on squishy targets. In fact, its slower than Phoenix because of the increased fire rate buff.

Against tanks, the Hawkeye team up can work better, but only if you're hitting constant headshots. While the phoenix team up gives you constant and steady pressure on tanks even with body shots and more damage against shields too, and that is only taking in account the extra attack speed from Phoenix.

Having the instant burst of dmg from Phoenix + Slow can make Widow much more deadly, allowing her to dish out quick high dmg or use the blast to start a fight, with the slow helping you hit more shots.

I feel like the Hawkeye team up should instead give you guaranteed crits upon building focus, to compensate for the lack of burst that you lose for giving up the Phoenix team up. I would like to hear other opinions and ideas tho.

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u/Pinkformat — 3 months ago

I think Storm has gotten the best set of teamups across the entire roster.

Not necessarily in the way that they are overpowered, but in the way that team ups should be (in my opinion).

One of the team ups should allow you to continue playing the character like you've always been, keeping the base kip intact while adding more to it in the form of simple buffs or a new ability (Jeff teamup)

And the other teamups should give you a different way to play the character (Thor teamup)

Like many have said, the Jeff teamup addresses problems that storm had for quite a long time, while still allowing you to play her the same way you've always did, on top of giving you more options.

The Thor teamup changes how you play storm because it changes her main dmg dealing tool. Without pierce and instead with a hitscan explosive shot, you're allowed to take different positions, since you're not actively trying to line shots to pierce. You can now play from above raining lightning down upon enemies. Its especially good in longer maps since you don't have to predict your projectile shots at long distances.

And most importantly, both teamups are balanced and don't make Storm overpowered, neither do they give her tools that take away from her skill expression.

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u/Pinkformat — 3 months ago

How would you feel if they added an ability that worked as a "toggle" to allow us to freely and quickly switch between sniper mode or assault mode?

I was looking at some of the old gameplay i had on her and i realized that they already have the animation for a "toggle" on her weapon. I think they could remove the slam and add instead a "toggle" ability that allowed us to freely toggle our weapon between a sniper mode or an assault mode.

Sniper mode would feature the old, slow firing shots on the primary, with the secondary being the aim down sights. Assault mode would be her new, fast firing rifle that we currently have as the primary, with the plasma burst as the secondary.

Her Hawkeye team up could remain the same, just adjusting the way it would work on ADS, and the phoenix team up could make her ADS bullets create a fiery explosion on enemies that healed allies.

I don't know. I think its doable and it would really help give her the best of both worlds without making her overpowered. Would also help bring both people who like her currently and the people who used to like her sniper mode, since having a sniper for long range combat and an assault rifle for close range is a really perfect weapon combination, and that fits widow's character perfectly.

The main obstacle would be they would have to give her a new ultimate, which honestly is not even that hard. I wouldn't mind getting the big plasma burst back, i really liked it and it was an underrated ultimate. Or they can make it so the ultimate depends on which mode your gun is on. If you're on sniper mode, you get the 6 high dmg piercing bullets, and if you're on assault mode, you get the big plasma explosion.

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u/Pinkformat — 3 months ago

The widow rework would have been perfect if they kept the sniper as a basic ability

It doesn't have to be a rapid fire sniper like the primary, could have been kept as the slow firing sniper shots that we have now. I really don't see why they wanted to remove her identity as a sniper just to make her a generic flank character...

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u/Pinkformat — 3 months ago

Odeio o jeito que os Brasileiros se comportam na em época de copa (porém em relação ao futebol no geral).

Toda copa do mundo é o mesmo inferno. Gritaria, assovios, vuvuzelas, fogos de artifício, etc... As pessoas parecem incapazes de perceber que tem gente que simplesmente NÃO GOSTA desse tipo de coisa.

Literalmente é impossível descansar se tiver um jogo do Brasil no mesmo horário, apesar de que ninguém que mora comigo se importe muito (No máximo eles acompanham o jogo EM SILÊNCIO como pessoas normais). É sempre um vizinho ou um barzinho ou até mesmo no Shopping (Sim, fiquei bem indignado que tem gente que SAI DE CASA só para assistir o jogo no telão do Shopping... Esse pessoal não tem TV em casa não?). E se você tiver animais de estimação, pode dizer adeus a sua paz, porque com certeza vai ter algum desocupado soltando fogos e assustado eles.

Enfim. Eu sei que consciência e respeito pelo próximo é um conceito muito avançado para a maioria das pessoas (não somente Brasileiros) e que, por causa disso, nada vai mudar. Só fico frustrado com o fato de a minha vida ser negativamente impactada por causa de gente mal educada e sem noção.

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u/Pinkformat — 4 months ago

After playing every world and trying out every plant in reflourished, this is my current opinion on each of them. (Based on usability only)

u/Pinkformat — 4 months ago
▲ 88 r/pvzreflourished+1 crossposts

Name a batter trio. I'll wait.

Strawberry cheese is a low cost attacker with some splash dmg. His dmg reduction is great for controlling early waves and translates well into late game by allowing other plants to be that much tanky.

Begonia shoots ice spikes that pierce and chill zombies as well as fire spikes that reduce the dmg zombies deal. When both effects are active at the same time, she also increases the dmg zombies receive, making your entire team stronger. Her chill effect also can't be removed by fire dmg, preventing anti-synergy.

Iris releases magic birds from her cloak to attack enemies and apply the same "perfume" effect as Stallia. The birds deal a lot of dmg but can easily be eaten by groups of zombies. Begonia's piercing stalling and Strawberry cheese splash stalling make enemies deal pitiful dmg, allowing Iris and her birds to tear through enemy formations

These three make such a good combination that feels almost unbeatable. Strawberry cheese and Begonia reduce eating dmg, making any zombies that don't eat a non issue. For zombies that dont eat (such as gargantuars) Iris can stall and deal very effective damage to them. Pair them with any decent wall plant and you've got an almost unbeatable combo.

u/Pinkformat — 4 months ago

How cool would it be if they brought this event back permanently to address the pull shortage?

It could be a monthly thing, for the first 6 days of each week, you get a soulstone for an A tier hero, and on the 7th day, you get a soulstone for an S tier hero. And if you log in every day of the month, you get a soulstone for a celehypo. Wouldn't it be cool?

They could update it to include heroes from all previous seasons, and at the end of each season, they add new heroes to it. This could address the shortage of F2P pulls, while also motivating players to log in every day.

u/Pinkformat — 5 months ago