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we waiting this so much.. Talon still extremely powerfull thats not normal for real .. wall jump still bug.. 2 month for real ..
Not because Abrams could run you down, which he could, but the tech can be too risky to use for launching surprise attacks because he could end up throwing himself into the whole enemy team alone.
It was good for escapes. Way too good. There's no case where the call to escape surprises you, no hidden ambush, no enemy response that can interfere, you just fly off at mach speed and you're gone and safe.
While it is available to all characters to use, not many characters commit to the items needed for it to work, because the items aren't that useful for them besides the cancel. Abrams was the only character that could reasonably pick up those items every single game in any build, while just about every other character needed a really good excuse to buy in.
If it isn't crushed, it will still be good enough to use in escapes, just not as good.
I like Talon, so I wont complain about that, but yeah, it's mostly just balance changes, which is unfortunate.
The economy changes are the interesting part, I want to know what this looks like. They tried something similar in the 4lane map, so it has me a bit confused as to what they're trying here.
I want them to get Yamato and Warden character models done, but art passes aren't priority in early dev, so who knows when they'll come around.
The Sinclair changes are to compensate for a bugfix when the weaker hex we had turned out to be beefy as is, which is funny.
I now know what these changes are, and a few small things I've noticed in just a couple of matches:
A single Hero now gets (just under?) twice the value of each troop. If you and your lane partner are crushing, you can detour to snag a small camp, or even rotate to gank early, but I don't know how worth it pre-8 minute ganks are to be honest. The camp is free for some characters though.
A poor guy who's lane partner D/Cs for two minutes gets A TON of souls, provided they don't get denied constantly.
What's most realistic of all is a dead teammate having less impact on the team's total soul count pre-8 minutes, since the guy in lane left alive still gets to try and soak. They probably felt that parrying waves was too forgiving for the dead teammate or something, or maybe they didn't want players to feel the need to do that and risk dying, but in any case, it's ok to just blast the wave if a teammate dies now.
It also lets a 'support' character backing up to buy, or stay hidden to try for a possible kill, without having to worry about soul share, as their teammate gets to soak the wave in that short time the teammate is hidden.
It's small math stuff, feature of life stuff, so nothing too meta changing from what I can tell, but I'm blind as a bat when it comes to meta, so who knows, maybe some 19 y/o genius kid will come up with something.
IN SHORT: It's not what they did back on the 4lane map.
They also did not touch his damage. This change mostly targets his lane presence, being that he could just roll up at people with a bomb vest on and pop for up to two stacks every time it was off cooldown. Reminder that if he did that, he could literally feed and still win lane by double-one-shotting his lane opponents when he got bored.
So yeah, in short, this change translates in plain English to "You now have to actually land hooks on enemies if you want to get stickybomb stacks".
Beep hate is funny as hell, I love Beepbop for how mad he makes people.
You can straight up just hook through guardians and walkers, too, but I think that's intentional.
Bepbob is legit a great character, I'm not joking. Hook is a really good measure of how good you are - if you miss the hook, get better at throwing out hooks, the more hooks you land the better you are, it's easy to tell when you're improving and where to improve.
His bombs make him dangerous to be close to, even if his duel power is technically weaker than other characters, they help clear waves and can be slapped on a troop to act like a pipe bomb to throw at enemies hiding from his hook.
If all else fails, Hyper Beam is just good all on it's own, and Bebop is usually in a position to use it to full effect anyway, hanging back looking for hooks.
There's counterplay, and counter-counterplay, playing against him is never brainless, and playing as him is hard.
Yeah, he most certainly can. You'll get pulled through some walls, and other's you'll just get stuck on. Either way, it's broken and primarily due to the dev team being complete trash.