Thoughts on Arakure feats
T1: Against the World
Passive | Landing a Lash Out attack grants a 10% damage buff for 5s. 10s cooldown. Active duration is reset if another Lash Out attack is landed whilst the buff is active.
This feat is pretty good, an almost free damage bonus in teamfights. A pretty decent pick even with other strong T1 options, though I do wish they’d stop making passive feats with cooldowns. If they’re gonna allow it to refresh then they should just remove the cooldown altogether.
Suggestion: remove 10s cooldown
T2: Insolent Shout
Reduces damage of opponents in an Xm AOE for 20s based on the current Strike Level as follows: Idle - 10% | Onslaught - 20% | Ultimate - 30% | 120s cooldown
I’m sure this one is still somewhat helpful at half meter, but I hate feeling like I’m missing out on potential when I use it early, especially with a long cooldown like this. I’d feel less bad about using it without a full meter if the cooldown was shorter. Not to mention that other heroes have damage reduction feats of a similar level that are available much more frequently, and that the animation leaves you exposed for a decently long time for a feat that’s meant to be used around multiple enemies. Her other T2 choices are mediocre but seem to provide more consistent value anyway.
Suggestions: reduce cooldown to 75s, allow animation to be canceled with another action
T3: Walk it Off
Cleanses negative status effects, and heals self an amount depending on current Strike Meter as follows: Idle - 15 hp | Onslaught - 30hp | Ultimate - 45hp | 180s cooldown
Same primary problem as the T2, too long a cooldown for a feat that has conditional values. The negative status effect cleanse is really not strong enough to warrant a 180s cooldown on its own, especially considering second wind already cleanses the most common status effects with 120s cooldown and an unconditional 30 hp heal. The animation is at least short enough for use in a team fight. I’ve been using hard to kill instead as, while it’s also mediocre, it provides more value if you get down to critical health more than 2 times in 180s, especially so when combined with indomitable.
Suggestions: reduce cooldown to 120s, slightly increase heal (maybe 20/35/50 as suggested by u/Knight_Raime)
T4: Gang of Outcasts
Fills Strike Meter and prevents its decay for 20s. Additionally buffs self and allies within Xm AOE with the following effects: Light attacks become enhanced | Heavy attacks gain Hyperarmor | Attacking does not consume stamina | 180s cooldown
To be honest, I haven’t used this one yet. Indomitable is just too good to pass up, especially with her playstyle being so dependent on trading. I love the idea thematically, but in MM it’s unlikely that teammates will take advantage of it and it hardly provides any additional survivability. I would gladly trade unlimited stamina for some damage reduction. Selfishly it also seems like a good opener since it fills the strike meter, but again, indomitable seems to provide more consistent value.
Suggestions: replace unlimited stamina with 15% damage reduction
Additional Solutions
Another way they could help the viability of some of these feats is to provide some method of reducing their cooldown through good play. Perhaps landing attacks could reduce the cooldown by 2/2.5s per attack? This would require her to land 45/36 attacks to get the T2 down to a comparable cooldown to other feats, and would require 30/24 attacks to get the T3 down to the cooldown of second wind.
Any thoughts? I’m sure these feats are better with coordinated play, but they could still use some help, and I don’t think they should be left in the dust at MM level either.