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I'm not sure you understand counterplay but you do you.
Almost missed this. ADHD? Crybabies? What are you on about? You don't seem that okay either, at least you didn't block me yet. Everything good at home?
Yeah I get killed often enough by MK's ult but don't have a problem with it, said as much. You can escape it at times but instakills are common.
It's the devs that are saying that seasonal changes are to be expected, did you read the post at all? This isn't going anywhere at this point.
Moon Knight is already very close to being bad. They can't make the ult much worse without ruining him. And besides, ults are supposed to get kills a lot of the time, look at Starlord or Spider-Man or Psylocke.
"are you sure it's bugged"
"the damage is correct"
Yes it's a known bug, use google.
No the damage isn't correct, it's supposed to do 75 a tick. It's currently doing 150 a tick.
"Moon Knights Hand of Khonshu opens a portal, bombarding enemies within 5 meters with talons, each dealing 75 damage. This goes on for three seconds, meaning players have enough time to escape after losing 75 health. However, a new bug is causing insta-death, preventing heroes from surviving the AoE.
Many players noticed their beefy Tanks dying much faster to his ultimate and found some closure when a Reddit user broke down the bug. It turns out each talon has been dealing 150 damage when it hits an enemy directly, while nearby talons still deal 75 damage. This means only direct-hit talons can annihilate a fully healthy opponent after the recent patch update."
A little research goes a long way.
https://www.tiktok.com/@sarthegames/video/7464317388553555242
If it was "just" a 150 damage burst, most characters who aren't exactly at the center of the ult should be able to escape, since there aren't really "original tracer"-like characters with only 150 Base HP, the real problem is the extra 75 burst from the second impact coming so soon after the first, that it is very likely other sources of damage bring you into kill range before that second claw hits.
Checked the tiktok vid, read the reddit post, skimmed through a handful of gaming news articles, looked into MR own hero page, S1 patch notes. Then I annihilated a few forests worth of Groots at the practice range.
Hate to say it, but these news and videos work much like fake news. They keep sourcing each other and repeating the same vague claims based on someone else so while the evidence might seem overwhelming at first glance there's not that much substance behind it. Content creator material tends to be what it often is, hyperbole for the sake of entertainment and views.
Yes, the 150 damage hits are undisputed by actual in-game testing. There's a bit more to it however.
What happens in practice is, if you have an enemy at the edge of the ult radius yet still clearly inside even a (near) direct hand hit does 75 damage and only the closest one does anything. When you inch the opponent just a meter or two deeper inside, the 150 hits begin to flow in.
This secondary blast is quite peculiar. It does have range, 9-10m like estimated by various sources but it takes effect only around 6-7m radius within the ult circle. Perhaps about the blast spot triangle region could be considered "max damage" area.
So that's that, double damage does occur under certain circumstances yet it's still not all.
At S1 start the Moon Knight got a buff to his ultimate to increase the hand count from 10 to 14. As the ult lasts for 3 seconds the current fire rate is tough to handle once the hands start dealing hits.
This makes me consider that the damage has always been like it is, but because of the hit count increase it seems so much more devastating. Back with 10 hands, and the fact that the hands rotate in a fixed cycle I'd think most people managed to move away after the first hit.
Hand radius used to be 4m instead of current 5m too, which possibly but unverifiably correlates with the "hidden" inner extra blast now reaching more targets with ease.
So why wouldn't this be a bug? Because a lot of the information is not up to date or poorly/partly explained. Funnily enough I checked Groot HP value and MR site states currently that it'd be 700. When I changed the Moon Knight into him at the practice range I was packing 850.
The hands do 75, unless you're deep enough inside and then will take twice the heat. I'm no coding expert but that sure seems like going through a few extra hoops to glitch out the blast radius like that.
I lean back to the initial argument that such a massive bug for double damage would be crazy to ignore. Maybe it is an actual bug, but I'm not fully convinced. Moreso as MK is popular pick in lower tiers but the higher you go, the more he falls off.
Game balance is overall quite decent and this supposedly bugged MK does have his place. Now if you'd "fix" the hands down to solid 75 dmg regardless of anything else, he'd be placed below Widow by far and with ease.
This is some solid advice.
Moon Knight seem to be fine to me the more I think about it. Maybe just a slight reaction time increase could be in order, but then again they just tweaked the visual indicator so that should help.
Interesting take. However, it's not fake news, the math is done. If you did read the reddit post you would see the math and how the ult is not working as to how the tool tip describes it to work.
He doesn't even finish his ult phrase before the ult goes off killing healers instantly. "The mooooo" healers on point are dead.