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They could give her a Mantis like passive. Something that generates a barrier and boosts movement speed when you haven't been struck in a while.
1. She has very low mobility (actually, none at all). This severely limits her strategies. In the world where mobility is not a benefit, but a hard requirement for heroes to be successful, Storm not having any viable escape/movement options is a disaster.
2. She acts as an anchor and demands certain team formations to get the benefit of her kit. But mobility is king and flanking is a must, so very few of her team members get to benefit from her aura - barring choke points, it brings little value. But a lot of her power is packed into those auras.
It is possible to make Storm work = if her entire team plays around her, but if you manage to make it work, the question almost always becomes: why? Why do that when there are so many easier options that are also much safer to play, have flexibility in case the enemy counter-swaps and just require way less effort?
Hmm that could be interesting, but she needs some temp speed for combat as well, she is too slow in combat (especially when lacking speed buffs while she is in thunder mode), so it could be cool if her tornado mode was actually a good way to duel with enemeis, really fast, but lower damage output compared to thunder mode higher damage but low mobility, the issue is that [Wind Blade] is a bit weak at the moment, and so is her speed buff, even then i use it sometimes just because i'll die if i don't do it, but then the damage vs 1 target is pretty low..
Very insightful, she has slight mobility, if you want none just look at magneto, also she got her ULT, which if used to initiate has great ground mobility, and after using ult, Storm being in a slowed down mode feels fine for me, if she could have some mobility outside of her ULT so her options can feel pretty limiting sometimes yes, have to rely on team to do stuff or go off angle, but even then she can be noticed because of her team aura and character model.. yeah she can be tricky to play.
-- If that Storm player is bad, well = that Storm dies very quickly because bad positioning and no escapes
-- If that Storm player is good, positions well and hits stuff = well, then enemies can just .. ignore that Storm and walk past her, deal with the back like three times before she gets to them - and get out.
I just don't see how they solve those things when other so much more well-rounded heroes exist. I'd really like Storm to be good though. Come on, she got a figure of a goddess!
yep, well if enemy ignores me if im playing Storm and i'm close, their backline will die rather quickly, even without ULT, so they have to pop strong healing abilities to stay alive or just be dodgy or put pressure on me by shooting at me with hawkeye or punisher or something so that i cannot shoot at them properly, so they reduce my dps that way.
Storm vs Iron Man could be an amazing skillcheck fight, one to even advertise the game for, i hope they go that way, the way she is "balanced" is that her M1 projectiles are slow, so you have to leadshot and they don't explode against surface impact, but they are just too weak to enable Storm to win against Iron Man, Iron Man vs Storm should be a fair fight imo.
Once Storm is balanced to be able to have a fair fight with Iron Man high up in the air, i think her damage / damage consistency would be good enough and/or her mobility, to feel good to play all around.
Usually I start with move speed at start of round to get to objective's faster, but once there pretty much it's damage aura all the way.
2. When switching auras, it should also trigger a uni-directional dash backward, like captain america's shield charge, but in reverse. Thus her shift ability now has an escape attached to it. They can add an appropriate cd on it as needed.
I like the dash idea, it should just be it's own ability.
I think her main attack needs help, but that could be dodgier. You could improve her primary by slightly increasing projectile size, adding a combo aspect to her attack (perhaps every fourth hit slows or does bonus damage depending on her aura), or giving it infinite ammo to have her lay out more pressure (and get her ult a tad faster).
A bigger change could be to have her projectiles be much larger, twice or three times the size, and tapering off to the current size with her damage falloff. Along with whatever minor changes, It could go a long way to empowering her within the niche the aura and short damage falloff threshold establishes.
If you want to buff her even more, give her a lighting stun ability. Or a trap ability that puts a charged area on the ground and an enemy that steps in it gets stunned.