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The whole concept should be :
- ranged is safer but lower damage than melee
- melee needs to go in / survive the trip to close range city, but deal way better damage than ranged to compensate
In this game :
- ranged have WAY MORE damage than melee, simply because of their kits being able to headshot a ton of times in a row easily (hurtboxes are insane, for heatshots) + way more forgivable kits, where you can miss once or twice and it's still fine + great escape tools (see Wanda / Punisher / etc)
- melee have the same health pool (!?) but their movement options are on very long cooldowns AND double dip as damage tools (ex : Magik's dash), which is dumb, and not to mention that also spells doom if you ever miss that ability : your damage falls flat, AND now you can't escape either (genius idea !)
Magik also needs some sort of i-frames or armor during DarkChylde (ult), because the animation lock is INSANE and you usually die during the activation, unless you go hide behind a wall, unlike 99% of the roster, without a valid reason : this ult is good, but far from top tier.
The simple fact that flying champs completely annihilate melees, same with snipers / etc, should be enough to boost the overall health pool a bit imo.
Magik also has ZERO reason to have her very slow charging sword slash, on a 5sec timer.
And that demon needs to auto-correct a bit when people walk by it . . . Namor's pet auto-targets AND attacks from range, for example. Magik's pet is melee, and only attacks in one direction, which is often useless since you dive ranged characters that will run away from its range asap.
Her kit makes no sense, same with portals not traveling through thin walls or rocks, or not being able to aim them high/low. She feels so bad at traveling the map, you often need to waste your dash to even jump high enough to reach a door.
She feels bottom 5.
When you look at Venom's kit (tank), with an insane escape tool / dive tool, you wonder if devs were drunk or not.
I'd do this to fix her :
- Dash gets 2 charges and a bigger hitbox (if not, stun the enemy, so he can't press "bye bye" button once you hit him with it.
- Her charged slash : no cooldown if charged 100%
- Portals : you can aim high/low and go through thin walls / obstacles
- Ult : invincible during activation instead of being a sitting duck
- Health bumped to 350 hp / max hp bumped to 500 with drain
- Pet : autotargets people in range in a cone in front of him
Imo, Magik at the very least should have a 50% speed increase in melee swings, a wider attack hitbox, and at least around 400 hp if they aren't going to give melee champions extra mechanics. Right now only iron fist really shines because of how busted his basics are. I guess spiderman too in really good hands but I almost never see anyone play as him.
Indeed, a sword parry could help, à la Iron Fist
Spiderman is great at diving a team simply because he can web swing in > ult > profit, and you can't really do much about it.
Magik have a bigger hitbox compared to other duelists making her a bigger target that is easier to hit, and have slower attacks. At the very least some cooldowns should be lowered, and the shield generation be increased.
The warp would be nice if it auto-detects elevation, or could be used to cross through walls and chrono-stuff.
The demon summon also needs to autotarget as said earlier in this thread. It doesn't do range either, just melee.
Using ult most often leads to dying yourself trying to get to your target, and transforming in battle just wastes the ult since, as said earlier, there is no i-frames. As far as I know there is no health refill either like with Bruce Banner/Hulk.
I want to play big sword queen... but there isn't really much room for skill expression.
Magik should be DPS, makes no sense to make her tank, her bro can be the tank if he ever manages to get into the game. What they need to do is improve her movement ability. She is a freaking teleporter. I was expecting her to be like Tracer-level in movement, not whatever she is right now.
Not to mention that the "ninja" has her cooldown reduced with every attack . . . and she has a stealth way in / stealth way out after her combo (since cooldown is reduced)
Not to mention Psy's ult that is imo, far superior to Magik's
ranged should have -high dmg -low mobility
melee -low range -high mobility -dmg depending on the hp
but i agree with the point that this game is not balanced
Zero point made.
Thanks for that valuable input though !
I'd agree if you talk about Widow or Hawkeye.
But seeing "mash a ranged attack" champs like Hela or MoonKnight / Punisher, completely erase people from miles away, without much skill needed / no real cooldown on their damage tools, seems kinda unbalanced, when a champ like Magik has a 5sec CD on her ranged attack that she needs to charge, and is slow to travel (which is ok I guess, she is melee) but ALSO has a 8sec cd on her dash which serves both as damage tool with very tiny hitbox and escape tool.
Basically, you miss the dash, you're dead.
And that's all to combo and kill ONE SINGLE champ, mind you, the ranged champs I talked about, can chain kills with ease and don't need their mobility tool / escape tool to kill people.
I think lowering Magik's cds after a kill (or resetting them) could fix a lot of her issues, since it basically is the reason Psylocke works better than her as a flanker : easy way in (stealth mode) > combos can be done from range / from a sneaky place > cooldowns get lowered > stealth mode to get away > repeat. And let's not even talk about Stealth into Ult . . .