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Dive, drop your aoe, pop your ult, kill at least one of them. You should have 3 hammers, pop the ranged ability, throw cover while you backpeddal to your group or push depending on where your HP is.
By now at least another person should be dead on the enemy team if your teammates utilized the pressure you supplied with your ult.
And generally when Thor ult's people divert their attention to him in an attempt to kill him before he finishes. So they really shouldn't have had to deal with too much fire going their way.
She's hard countered by some of the more popular ranged hero's. She has mobility, But it often puts her at a disadvantage when using it. She does Mediocre damage unless people actively walk into mines. She does have a good short CD CC option. But unless there's follow up. It doesn't do much outside of being annoying. And her Ult, while not bad. It is still mediocre. It does exactly what its supposed to. Displaces people and pushes things around and occasionally it just might kill them.
She's really, really good on some maps playing defense. But in most situations you're almost better off almost playing any other tank.
Edit: I almost forgot. Groot also almost completely invalidates the primary part of her kit.
I also think that certain heroes like Black Widow and Venom were intended to be balanced that way but werent tuned properly for it one way or another.
Rocket ult is also strong, its a massive team wide attack buff.
Venom's is also fine. Its 50% of the enemies hp, 40 on top of that, gives you all the damage as hp and unlock Thor's ult it comes with a near 50% movement buff.
He hits a tank with that and he has more than half a tanks hp on top of his own.
About Venom's ult. It's extremely powerful, as it gives him even more bonus health to stay in the frontline before having to sling away. He's one of the most durable tanks there is, if you can play him well.
"I am Groot"
"A feast for my crows"
Everyone dead.
You mention the delay, the speed, the DPS, and the slam damage. Let's break those down:
* **The Delay:** Yes, there's a wind-up. This isn't a point-and-click instant kill. It's a *thematic* choice. Thor is summoning the full power of the Bifrost, calling down lightning from the heavens. It's supposed to feel impactful and powerful, not instantaneous. This delay also allows for counterplay, which is crucial for balance. It forces Thor players to be strategic with their ult usage, not just mindlessly spam it. You need to predict enemy movement, coordinate with your team, and use it in advantageous situations, like after crowd control.
* **The Speed:** You say it moves at base speed, and that's… mostly true. But you're forgetting two things: First, the sheer *area* it covers. It's a massive zone denial tool. Even if enemies can theoretically walk out of it, they're forced to reposition, which can disrupt their formation and create opportunities for your team. Second, the *threat* of the ult is often more powerful than the ult itself. The mere presence of the Bifrost forces enemies to play more cautiously.
* **The DPS:** Okay, the sustained damage isn't designed to instantly melt tanks. It's about *area denial* and *pressure*. It forces healers to focus on keeping their team alive within the zone, diverting their attention from other targets. It also provides consistent damage over time, which can be crucial for finishing off low-health enemies or forcing out defensive cooldowns. You're thinking of it as a pure damage ult, when its true strength lies in its zoning capabilities.
* **The Slam Damage:** You say even "failest" characters can tank it with 10 HP left? I find that hard to believe without specific examples and context. The slam is designed to be a burst damage finisher, ideal for securing kills on weakened targets. It's not meant to one-shot full-health tanks. Its purpose is to punish those who are caught in the Bifrost's area of effect. If a character is surviving with 10 hp, it likely means they received healing during the ult, which proves my point about it forcing healer attention. Also, consider the setup. Combine the ult with a stun or root from a teammate and the slam becomes much more reliable at securing a kill.
But yeah, I totally get your frustration, bro. The delay feels like it was designed by someone who thinks everyone moves at, like, 50% speed or something. And yeah, heal creep is definitely a thing. It's like every patch they buff the supports to make up for bad players not sticking near them. Meanwhile, we DPS mains just get shafted over and over again. Don’t even get me started on the Jeff orb! If I had a nickel for every time someone just yeets out of Thor’s ult like it’s nothing, I could probably afford all the overpriced battle passes.
At the end of the day, though, Thor's ult is more about coordination. You can't just throw it out and hope for the best—you need to combo it with, like, crowd control or AoE burst. But yeah, it feels kinda mid right now, especially with mobility being so cracked. Devs really need to rethink their priorities... but what else is new? *sips Diet Coke, adjusts anime body pillow for optimal lumbar support*