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    Paladins Fernando - Champion of the Week (24th Nov 2019)

    Paladins Fernando - Champion of the Week (24th Nov 2019)


    Fernando - Champion of the Week (24th Nov 2019)

    Posted: 24 Nov 2019 10:00 AM PST

    It's not polite to stare; but I understand.

    Welcome to /r/Paladins' Champion of the Week, a place to celebrate the Champions of the Realm. Share your fan-art, gameplay videos, and memes. Tell your funniest and most exciting stories! Talk about the best card loadouts and strategies, and tell us why you love the Champion of the Week! This week, we're celebrating

    Flair Fernando

    The Self-Appointed Knight


    Affiliation: Flair Magistrate

    Lore:

    Though not of noble birth, and never having been formally trained, Fernando assumed the mantle of knighthood when the knight he served met an untimely fate. From that moment on, he wandered from one heroic adventure to the next, making a name for himself throughout the Realm. When the Magistrate called on all loyal houses to join their them in their efforts against the Resistance, he heeded their summons with pride. If his valor in combat and charming confidence can keep his allies from discovering his closely-guarded secret, he might just live to become the champion he knows he can be.


    Class: Flair Front Line

    Health: 4600

    Abilities:

    Name Skill Type Description Cooldown
    Flame Lance Area Damage A flamethrower that deals 35 damage every 0.1s and applies an additional effect that deals 200 damage over 2s. Flame Lance recharges when not firing. Your Movement Speed is reduced by 50% while firing. Has a maximum Ammo count of 100 and is fully effective up to 50 units. -
    Shield Shield Expand your Shield for 8s to block up to 8000 damage. You cannot attack while Shield is active. Can be refired to cancel the ability. Affected by Wrecker. 12s
    Fireball Area Damage Shoot a ball of fire that Pierces enemies, dealing 450 damage to each enemy hit. Has a range of 400 units. 6s
    Charge Mobility Dash forward at great speed, Piercing enemies and dealing 200 damage to each enemy hit. Has a range of 45 units. 10s
    Immortal Buff / CC Immunity All allies, including yourself, within 70 units of you cannot be brought below 1500 Health or affected by Damage Over Time effects. This effect lasts 4s and can be refired to cancel. While channeling, you are Immune to Crowd Control and are able to fire Flame Lance, but your Movement Speed is reduced by 50%. This Slow does not stack with the Slow from Flame Lance. -

    Talents and Cards:

    Name Ability Description Cooldown
    [Default] Aegis Shield Your Shield has an infinite duration and its Cooldown is reduced by 2s. -
    [Level 2] Scorch Fireball Increase the damage of Fireball by 45% of its base damage for each subsequent target hit after the first. -
    [Level 8] Formidable Armor Heal for 55% of your maximum Health over 3s when you fall to or below 40% of your maximum Health. This can occur once every 45s. 45s
    Launch Charge Increase the travel distance of Charge by {12/12}%. -
    Running Start Charge Increase your Movement Speed by {10/10}% for 3s after using Charge. -
    Safe Travel Charge Gain a {150/150}-Health Shield for 3s after you use Charge. -
    Unstoppable Force Charge Apply a Knockback of {800/200} to enemies hit by Charge. -
    Brand Fireball Heal for {100/100} for each enemy hit with Fireball. -
    Hot Pursuit Fireball Increase your Movement Speed by {8/8}% for 3s after hitting an enemy with Fireball. 10s
    Incinerate Fireball Reduce the Cooldown of Fireball by {0.6/0.6}s. -
    Looks That Kill Fireball Generate {20/20} Ammo for each enemy hit with Fireball. -
    Dire Need Shield Increase your Movement Speed by {5/5}% while using Shield. -
    Heat Transfer Shield Reduce the Cooldown of Charge by {0.5/0.5}s for every 1000 damage your Shield takes. -
    Last Stand Shield Heal for {100/100} every 1s while Shield is active and you are at or below 40% Health. -
    Towering Barrier Shield Reduce the Cooldown of Shield by {0.8/0.8}s. -
    Cavalier Armor Increase your maximum Health by {150/150}. -
    Fearless Leader Armor Reduce your active Cooldowns by {10/10}% after getting an Elimination. -
    Immovable Object Armor Increase your Healing received from others by {5/5}% while at or below 50% Health. -
    Pyre Weapon Increase your maximum Ammo by {10/10}. -

    You can find an archive of every Champion of the Week here.

    Join us next week when we talk about Flair Furia!

    submitted by /u/Thane_Mantis
    [link] [comments]

    Anxiety 100

    Posted: 24 Nov 2019 06:48 PM PST

    Thunderbrush WIP Furia Splash Art Update

    Posted: 24 Nov 2019 02:11 PM PST

    Beevian

    Posted: 24 Nov 2019 09:59 PM PST

    Oh

    Posted: 24 Nov 2019 04:59 AM PST

    There's a reason why I placed Cassie in the first panel

    Posted: 24 Nov 2019 07:55 PM PST

    One of the many nightmares of a frontline

    Posted: 24 Nov 2019 07:51 AM PST

    *Q spamming noises*

    Posted: 24 Nov 2019 09:00 AM PST

    G-G-Gather round!

    Posted: 24 Nov 2019 06:03 AM PST

    Make friends not war

    Posted: 24 Nov 2019 11:35 AM PST

    I will tell my kids this was slenderman.

    Posted: 24 Nov 2019 04:32 AM PST

    We've made friends.

    Posted: 24 Nov 2019 09:07 PM PST

    I am the healer

    Posted: 23 Nov 2019 11:32 PM PST

    Io's and Torvald's ultimate differences

    Posted: 24 Nov 2019 06:52 PM PST

    Boi he slow (that's until he presses F)

    Posted: 24 Nov 2019 04:38 AM PST

    How to stay alive

    Posted: 24 Nov 2019 07:12 AM PST

    Purr

    Posted: 24 Nov 2019 04:48 PM PST

    We don't deserve Thunderbrush

    Posted: 24 Nov 2019 01:31 PM PST

    WELCOME TO THE PALADINS SUBREDDIT

    Posted: 24 Nov 2019 12:11 PM PST

    Strix killing Drogoz 1978 Colorize.

    Posted: 24 Nov 2019 01:13 PM PST

    What Imani needs, from an Imani player

    Posted: 24 Nov 2019 11:14 AM PST

    Since Imani's considered one of the worst Damage characters in the entire game, I figured I will write a post that will fully represent perspective of someone who actually plays her. Imani is my second main and thus I feel like I have a broader perspective on her kit.

    As it currently stands, I think it's the bugs that make Imani so weak, and thus I've came up with a list of all her bugs that I could remember. I still find Imani's mechanics to be a little flawed and uninteresting, and her Talents to be representation of something that I don't want to see as talents, so I've decided to write up solutions as well, maybe more balanced and thoroughly planned than usual.

    SQUISHING THE BUGS

    From my experience with Imani, I feel like her place in the game is the mostly affected by absurd amount of bugs she has rather than actual numerical values or design choices. She is without doubts currently the most bugged character in the game, and requires a more thorough and solid look through programmer's perspective.

    So what I did is I compiled a complete list of her current most potent and repeatable bugs that destroy any leftovers of Imani's viability. Those need to go before Imani will become even remotely playable. Here they are:

    General

    • Sometimes when dragon expires or dies to an enemy, the camera will not follow Imani until Imani stands in place, after some random time, uses Frostfire Glide or changes to 3rd Person Camera.
    • Imani's Pyretic Momentum (increasing Frostfire Glide speed card) literally does not work. There's no difference between lvl 0 nor lvl 5 of this card.
    • (Mana Rift) Sometimes when you exit the Ultimate you will have shown that your Mana Bar is full, in its decaying state. This is only a visual glitch however, and will instantly go back to 0 after pressing LMB or after it decays to about half. The amount of times I pressed fire LMB thinking it will instacast is rather huge.
    • (Mana Rift) This talent does not have icon while pressing TAB. Sounds like nothing, but the amount of times people called me bot, threatened to report, or called me noob for not picking a talent is almost on a game-to-game basis. In fact, I do believe I obtained a lot of reports because of that fact alone. This MUST be fixed, it is there since Imani's release and does not necessarily help with her community perception...
    • (Mana Rift) When you press LMB of any stance at the same moment Mana Rift generates you full Mana, the Mana will be consumed and you gain no insta-cast benefits. I had trouble reproducing it in shooting range, but I can in my normal games, which means it's latency-related.
      • In case of Ice Stance, you simply shot once instead of twice and consume all Mana.
      • In case of Fire Stance, you will either:
        • start charging normal shoot that deals normal damage and your mana is gone,
        • start charging a shoot that does 1000 damage no matter at what point you release the button,
        • Start charging a 1000 damage shot that when it misses, Imani is unable to use her Primary Fire until the visuals of Mana Bar decay fully, or after gaining mana through her RMB, Mana Rift or cards.
    • Imani has her hands and gauntlets missing on DEFEAT/VICTORY screen. (I am using golden Imani, it's possible it bugs only on this specific skin)
    • Frostfire Glide has tendecy to get stuck in small corridors and doorways, such as those on Bazaar, Brightmarsh, etc.
    • Imani can sometimes be unaffected by her own Haven/Blast Shields. It is a veeery rare occurence and something tells me it is related to her ult.

    Ice Stance

    • The first shoot of Insta Cast LMB does not generate Mana if you are close enough to your target.
    • Sometimes you can shoot while starting your Frost Bomb casting or while detonating the ability.
    • Not really a bug, but due to one patch where Ice LMBs were stealthnerfed in size, you can actually miss your targets at point blank despite having them on your reticle.

    Fire Stance

    • Fire LMB sometimes has air inaccuracy while on the ground. My solution to this: Remove air Inaccuracy. It doesn't make sense with 2 abilities that make you fly.
    • Fire RMB will sometimes (as in, almost 50% of the times) go into a Ooga-booga animation and not fire at all, requiring you to press RMB again 1s later to activate it. If you hold RMB while it happens, Imani will fire the Infernal Cannon with no animation whatsoever 1s after the Ooga-Booga animation ends. Had problems recreating it in Shooting Range, so it's probably latency-related. One of the most important bugs to fix, it loses your games super hard.
    • Last ~0.5s of fire RMB literally does not shoot anything. You can cancel it for faster delay at no damage loss whatsoever.
    • If you activate RMB after Frostfire Glide, it sometimes flies rather slowly (~60% of your normal speed) even if you have Swift Searing at level 5.
    • If you get stunned at perfect moment while insta-casting your fire LMB, you will deal 1000 damage but not consume full Mana, allowing you to instacast again.
    • Inferno Cannon's visuals stop and explode when hitting friendly barriers as though they were hitting actual wall. While it sounds like nothing, it is actually pretty significant since you can't really see anything in front of you if you stand to the shield close enough with all that flames bursting in front of you.
    • (Mana Rift) If you hit enemy with Pyre Ball while Mana Rift generates full mana, it will sometimes deal 1000 damage no matter how long you charged it and consume your Mana Bar.

    I will add more bugs should I remember them at a later time.

    In my humble opinion, dealing with Imani's bugs is more important than buffing/reworking the kit itself.

    But now that I've listed the bugs, let's take a look at her balance.

    BALANCING THE TALENTS

    Imani's talent choices are still extremely disappointing. The concept that was proposed is that her talents allow her to either focus on either fire, ice, or continuously switching between stances, and I can't help but wonder that it is not only a bad logic but also execution.

    Having a talent that allows you to boost your stance is not terrifying idea should you want focus on playing only one stance, but that doesn't mean that using only one stance should be the only way to use the talent.

    So what I figured is that making talents that boost her right clicks instead of left clicks is a better way to go about stance-specific talents, because you can build a stance switching build that will still work with them thanks to the reset cards Imani has, which can't happen if you simply boost your left click, as the other stance feels very weak in comparision, completely negating the point of switching in the first place. It's a win-win situation in my humble opinion.

    I've also tried to adress the issue of her "stance switching" Mana Rift talent. It's not used for stance switching, if at all. If anything, people simply use it with Fire Stance for those fat 2000 damage bursts since there is no encouragement to use it with Ice Stance.

    Anyway, here's what I suggest regarding Imani's talents:

    Splitting Ice

    • OLD EFFECT: Ice bolts bounce to additional enemy.
    • NEW EFFECT: Your Frost Bomb now travels in a straight line, and acts as Weapon Shot.

    Pyromania

    • OLD EFFECT: Hitting twice with Pyre Ball will make your third Pyre Ball explode in an area.
    • NEW EFFECT: Your Inferno Cannon can now travel vertically and acts as Weapon Shot.

    Note: "Acts as Weapon Shot" term is a modifier seen on many abilities such as Lian's Grace or Sha Lin's Planted. What it does is it allows the specific to be affected by certain Items from the Item Shop, that is, Cauterize, Wrecker, Life Rip and Bulldozer.

    Mana Rift

    • Mana gain per tick while in Ice Stance increased from 5 to 6.

    I find Mana Rift to be already a pretty good and formidable talent, my only problem with that is, it is less profitable for Ice Stance, because Ice Stance already gains so much Mana, and its instacast is less powerful. Which is why I suggest to increase Mana Rifts' benefits a little, for Ice Stance only, so that it has uses for this stance as well.

    BASE KIT ADJUSTMENTS

    Ice Stance:

    Ice Bolts (LMB)

    • Projectiles now shoot from the centre of the screen instead of alternating between left and right.
    • Now bounces to additional enemy for 250 damage (down from Splitting Ice's 350 damage)
    • Reverted the stealth-nerf change that reduced projectile size of Ice Bolts significantly for the second time.

    First change would allow Ice Imani to cornerpeek properly. Currently it feels very unintuitive and dreadful to use when half of your shots get stuck on the close wall. Not to mention that those projectiles are so far away from the middle of the screen, that Imani can actually miss her target at point blank range despite having her reticle on her target.

    With my suggestion that removes Splitting Ice as a talent, I figured Ice Stance needs extra something to become more viable and interesting. At first I suggested small damage increase, but then I figured: why not just add worse version of Splitting Ice to base kit instead? This would work really well with the slow effect the weapon has, and it makes sense to not lose Ice Bolts' combo potential with Frost Bomb.

    A quick disclaimer to third change is that, I am not talking about the size nerf she received at time she was overpowered. Some time after the Frost Bomb root duration card change, Imani received another undocumented change that decreased size of her LMB again. Currently they are as small if not smaller than what the visuals say. This change killed any leftovers from viability of her Ice Stance and thus needs a revert.

    Frost Bomb (RMB)

    • Duration increased from 1.5s to 1.75s

    With removal/nerf of Splitting Ice in my talent suggestion, Frost Bomb could have possibilty of becoming a really weak ability. It already leaves much to desire, so a buff to this 20s CD long ability is advised. So what I suggest is to increase its durations slightly so that Imani can have the chance to land another Ice Bolts onto enemy.

    Fire Stance

    Pyre Ball (LMB)

    • No longer loses aim accuracy in air.

    Fire stance does not need much, as it already is close to being good. My biggest concern about is that, she has 2 abilities that put her into air, but she has midair inaccuracy. RNGing her LMB just doesn't make much sense, as it limits her combo potential. This buff would already make her super viable if most important Fire Stance glitches are fixed.

    Other

    Ultimate: Dragon's Call (E)

    • Duration of the ultimate can now be seen akin to other abilities i.e. Restore Soul, Wormhole Blink, Soar, etc.
    • Imani can cap objectives and push payloads while Dragon is active once again.
    • When dragon dies or expires, Imani is unable to use her abilities for ~0.2s so as to not waste them accidentally.

    Elemental Shift (Q)

    • Reduce cast time of Elemental Shift from 1s to 0.75s.
    • Reduce the cooldown from 8s to 5s.

    Affinity (Q card)

    • OLD EFFECT: Reduce the Cooldown of Elemental Shift by {1|1}s.
    • NEW EFFECT: Reduce the cast time of Elemental Shift by {15|15}%.

    Please share your thoughts and feelings about what I suggested, but also your thoughts on Imani herself, her state and what she needs, and if anyone from Evil Mojo reads it, I hope you take most I mentioned into consideration, especially "Squishing The Bugs" part. Bug-free Imani is like a dream to me.

    submitted by /u/RandomPaladinsNub
    [link] [comments]

    Lucky that he didn't actually see this art

    Posted: 24 Nov 2019 04:41 AM PST

    M E R C I L E S S L E X

    Posted: 24 Nov 2019 11:40 AM PST

    all paladins champions described using random clips i found

    Posted: 24 Nov 2019 09:28 AM PST

    Khan Ult Bug

    Posted: 24 Nov 2019 03:37 PM PST

    i dont know how i found this, but i did.

    Posted: 23 Nov 2019 11:21 PM PST

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