u/Thanosstoleyourgril

Iron Fist got me depressed this season man..

Iron Fist got me depressed this season man..

For context, I used to be a Bucky main back in Seasons 0 and 1, and my lord, I played the crap out of the game back then. That shit was so fun.

I decided to pick Bucky up again because I was legitimately getting depressed playing Iron Fist this season even tho I have like a 60% win rate in Cel, and OMDs, this hero is so fun.

Like, you mean to tell me I have almost no counters apart from heroes that are simply better than me, like Elsa? If I ban BC, dive is pretty much cooked. I can peel, frontline, take off-angles, contest anyone, and on top of that I have infinite ammo and an overshield?

I swear to y'all, this is the most fun I've had in Rivals since Season 1.

u/Thanosstoleyourgril — 1 day ago

THE WHOLE TIME WE WERE NERFED

The ult bug fix may have actually been a buff, not gonna lie. Before the fix, I used to feel this weird pull that would almost drag me down while using my Flurry to fly, but now I don't feel any of that unnecessary pull or movement anymore. Is it just me, or has anyone else noticed this?

u/Thanosstoleyourgril — 6 days ago

IRON FIST DIVE REWORK IDEA

BASE STATS

Health reduced from 300 to 275

JEET KUNE DO

Iron Fist now has a 4 hit combo removing the two quick melees in between the combo

Increase the first 3 hits from 35 to 40 and last hit from 55 to 60

YAT JEE CHUNG KUEN

Removed the percent base damage iron fist now instead does 22 flat damage with his YAT JEE CHUNG KUEN

LIVING CHI

Duration reduced from 12s to 10s

Damage boost increased from 30% to 35%

Movement boosted increased from 20% to 25%

Yat jee chung kuen cooldown reduction is now decreased by 90%

Energy Cost reduced from 3400 to 3100

K'UN-LUN KICK

Cooldown reduced from 10s to 8s

HARMONY RECOVERY

excess healing/max health conversion reduced from 100 to 50

Harmony Recovery does not decay once given exessive overshield

Cooldown Reduced from 12s to 10s

CRANE LEAP

Increase charges from 3 to 4 and reduced recharge time from 1s to 0.5s

DRAGON'S DEFENSE

max health/damage blocked conversion reduced from 175 to 150

bonus health/damage blocked conversion increased from 1.3 to 1.5

Cooldown reduced from 15s to 13s

WALL RUNNER

wall-crawling speed increased from 9m/s to 12m/s

NEW PASSIVE: DRAGONS FURY

Upon landing a kill iron fist can now reduce his kick cooldown by 3s

IRON & STONE

Base Effect: Sweeping kick is now in iron fist base teamup with thing and the sweeping kick now does 50 damage uppercut damage (unchanged)

Enhanced Effect: Iron & Stone cooldown is reduced from 8s to 5s and upon landing gives iron fist a 10% damage reduction

KUMIHO PALM

Base Effect: Now grants targetless dash speed increase of 4m/s

target selection max range increase of 2m

Healing amount stays 6

Enhanced Effect: Now heals for 8

Iron Fist can now heal himself ONLY when healing other teamates

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u/Thanosstoleyourgril — 8 days ago

ONLY WAY TO POWERCREEP IRON FIST WITH THE WAY THE GAME IS HEADING... STILL D TIER AFTER THESE BUFFS TBH.

BASE STATS

Base Health Increased from 300 to 350

JEET KUNE DO

Quick STRIKES that do 15 each have been removed and iron fist now has a 4 hit combo

Increase the first 3 hits from 35 to 40 and the last hit from 55 to 60

dragon's defense cooldown reduction per hit increase from 1.2 to 1.5

YAT JEE CHUNG KUEN

Damage increased from 8 base damage + 3.1% of the enemy's Max Health per strike to 10 base dmg + 3.4% of the enemy's Max Health per strike

K'UN-LUN KICK

Kun Lun Kick now has 2 charges upon usage of the first kick a 2 sec cd will be applied before being able to use the second kick

cooldown increased from 10 to 12

HARMONY RECOVERY

Excess healing/max health conversion reduced from 100 to 50

New Effect Blessing of Shou-Lao: Upon hitting the max health conversion iron fist can now gain one of 3 new buffs. Damage boost of 10%, Damage reduction of 10%, Speed boost of 10%

Cooldown decreased to from 12s to 10s

CRANE LEAP

Charges increased from 3 to 4 and time it takes to recharge decreased from 1s to 0.5s

DRAGON'S DEFENSE

Damage blocked to bonus health ratio increased from 1.3 to 1.5.

Max bonus health gained increased from 175 to 200

Cooldown reduced from 15s to 12s

Damage reduction increased from 30% to 35%

WALL RUNNER

wall-crawling speed increased from 9 m/s to 12 m/s

CHI ABSORPTION

Bonus Health gained upon a kill or an assist increased from 50 to 100

NEW PASSIVE: LIVING WEAPON

When Iron fist gets a kill with his KICK it reduces the cooldown of Dragons Defense by 3s

TEAMUPS:

IRON & STONE

Base Effect: Sweeping kick added to base

Enhanced Effect: Cooldown decreased from 8s to 5s

Dash distance increased from 5m to 8m

KUMIHO PALM

Base Effect: targetless dash speed increase 4 m/s

target selection max range increase 2m

Enhanced Effect: Now heals Iron fist for 10/s but ONLY when healing other teamates

reddit.com
u/Thanosstoleyourgril — 10 days ago

The MOST consistent combo that I have found to be working

This combo keeps enemies stunned long enough for you to choose whether to go in with a kick to finish the kill or to disengage. It has been extremely consistent and has allowed me to stay a threat when diving, whether solo or with another diver. The beauty of this combo is its crowd control. It has two hard CCs: the uppercut and the final hit of your base combo. Together, they keep the target locked down long enough for you to control the fight and make your next decision. I have also noticed that when supports are crowd controlled, they receive very little healing themselves, making this combo even deadlier. It may not look as flashy as some of the other combos, but it is by far the most consistent one I have found in-game

u/Thanosstoleyourgril — 1 month ago

ANIMATION CANCEL WITH THE TEAMUP THAT DOES AROUND 780 DMG

With the enhanced version it gets a way better but by not much since it refunds your fury. ALSO has anyone figured out you can melee cancel with the new teamup?

u/Thanosstoleyourgril — 1 month ago

Would yall want the rework reverted seeing these numbers?

DMG REWORK BEFORE & AFTER

I got bored and ran some math on Iron Fist’s numbers from Season 0–1, basically all I did was compare the Flurry damage to current Iron Fist. I checked how long it takes to kill each target HP value in the game. Looking at these numbers, would you guys rather only deal damage to about 26% of the roster, or go back to how it used to be, when everyone could catch these hands?

reddit.com
u/Thanosstoleyourgril — 3 months ago