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    Paladins Imani - Champion of the Week (22nd Dec 2019)

    Paladins Imani - Champion of the Week (22nd Dec 2019)


    Imani - Champion of the Week (22nd Dec 2019)

    Posted: 22 Dec 2019 10:00 AM PST

    Do not mistake me for weak!

    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 Imani

    The Last Warder


    Affiliation: Flair Neutral

    Lore:

    Long ago, there was chaos and war. The dragons ruled the Realm, and everyone else was left to fight over the scraps. But one wise mage learned the dragons' secrets. She became the first Warder, the first to command a dragon. It was that Warder's actions that paved the way for the Paladins' golden age of peace.The Warders were thought to be dead and gone, a relic of a bygone age. Yet, when a beacon was lit in their ancient homeland -- an alarm signal that the Warders, or what remained of them, were needed once again -- Imani answered that call. Little is known about the Last Warder's past before she appeared in Dredge's treasure trove to recover her stolen relics, but one thing is sure: she will uphold the legacy of her lineage, and stand against the darkness of the future looming over the Realm.


    Class: Flair Damage

    Health: 2200

    Abilities:

    Name Skill Type Description Cooldown
    Frost Bolt (Pyre Ball) Direct Damage Frost Bolt: In ice stance, throw a Frost Bolt every 0.8s that deals 650 damage and Slows enemies by 15% for 1s.Pyre Ball: In fire stance, charge a Pyre Ball for up to 1.2s that deals 1000 damage at maximum charge.Passive: Dealing damage with these abilities generates Mana. At full Mana, your next attack is instant. -
    Frost Bomb (Inferno Cannon) Area Damage Frost Bomb: In ice stance, launch a Bomb that deals up to 800 damage within 35 units of detonation, dealing damage based on the duration of travel, and Rooting enemies hit for 1.5s. Reactivating Frost Bomb will detonate it. Has a range of 300 units.<br><br>Inferno Cannon: In fire stance, channel an Inferno Cannon that deals 110 damage every 0.09s over 3s in a 120-unit Piercing column of fire. 20s
    Elemental Shift Utility Shift your elemental alignment between freezing ice and scorching fire over 1s, gaining access to new abilities. 8s
    Frostfire Glide Mobility Channel the elements to glide through the air for 3s. You have limited turning capabilities and lose momentum when turning. 12s
    Dragon's Call Area Damage Summon and control a FrostFire-breathing Draconic Avatar for 20s after 1.5s of channeling. Can be refired to cancel. LMB: FrostFire Breath -- Deals 170 damage every 0.1s and is fully effective up to 105 units.Q or Space: Fly upward. RMB or F: Fly downward. Imani is Rooted and Immune to Crowd Control during this ability. Affected by Bulldozer. -

    Talents and Cards:

    Name Ability Description Cooldown
    [Default] Splitting Ice Splitting Ice Frost Bolt Chains to a nearby enemy within 30 units, dealing 350 damage. -
    [Level 2] Pyromania Pyromania Successfully landing two Pyre Balls will cause the next Pyre Ball thrown after the second hit to explode in a 30-unit-radius area. -
    [Level 8] Mana Rift Mana Rift Remaining still for 1s creates a Mana Rift around you that generates Mana every 1s. Leaving the Mana Rift destroys it. -
    Affinity Elemental Shift Reduce the Cooldown of Elemental Shift by {1/1}s. -
    Discipline Elemental Shift Elemental Shift reduces the Cooldown of Frostfire Glide by {1/1}s. -
    Draconic Will Elemental Shift Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by {1/1}s. -
    Elemental Barrier Elemental Shift Heal for {100/100} after using Elemental Shift. -
    Ice in her Veins Frostfire Glide Heal for {50/50} every 1s while using FrostFire Glide. -
    Mystic Fire Frostfire Glide Regenerate {4/4}% Mana every 1s while using FrostFire Glide. -
    Pilgrimage Frostfire Glide Increase the duration of FrostFire Glide by {0.5/0.5}s. -
    Pyretic Momentum Frostfire Glide FrostFire Glide travels {5/5}% faster. -
    Ancient Duty Armor Increase your maximum Health by {50/50}. -
    Elemental Grace Armor Gain a {100/100}-health Shield for 3s after dropping to or below 50% Health. 30s
    Cooling Runes Frost Bolt Dealing damage with Frost Bolt reduces the Cooldown of Inferno Cannon by {0.5/0.5}s. -
    Arcane Ice Frost Bomb Increase the Mana generation of Frost Bomb by {15/15}%. -
    Permafrost Frost Bomb Increase the Projectile Speed of Frost Bomb by {12/12}%. -
    Arcane Flame Inferno Cannon Increase the Mana generation of Inferno Cannon by {15/15}%. -
    Swift Sear Inferno Cannon Increase your Movement Speed while casting Inferno Cannon by {20/20}%. -
    Heat Sink Pyreball Dealing damage with Pyre Ball reduces the Cooldown of Frost Bomb by {0.5/0.5}s. -

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

    Join us next week when we talk about Flair Inara!

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

    Guilty as charged

    Posted: 22 Dec 2019 08:25 AM PST

    Lvl 2 Victor

    Posted: 22 Dec 2019 10:51 AM PST

    Hey, ya know, so, I made a tier list, hope it's good

    Posted: 22 Dec 2019 01:54 PM PST

    I probably made a lot of design/lore mistakes, so I’m sorry but I’m no expert, I tried and I’m tired. I like to imagine Koga isn’t as serious when he’s not thinking of revenge lmfao. Enjoy this little drabble and may your holidays be blessed with wins �� (art by me)

    Posted: 22 Dec 2019 03:31 PM PST

    Walking, right?

    Posted: 22 Dec 2019 03:18 AM PST

    Strix flank

    Posted: 22 Dec 2019 07:36 PM PST

    So, not only did we (console players) have a scuffed version of the VGS, now its also getting changed next season.

    Posted: 22 Dec 2019 01:10 PM PST

    Im learning to draw

    Posted: 22 Dec 2019 05:58 PM PST

    Mother's Grace

    Posted: 22 Dec 2019 07:41 PM PST

    Barik Nintendo Skin

    Posted: 22 Dec 2019 09:06 AM PST

    MAL DMABA WIFE

    Posted: 22 Dec 2019 02:47 PM PST

    Proceeds to 1v1 a Macoco and die instantly

    Posted: 22 Dec 2019 10:01 AM PST

    Dedicated Healer

    Posted: 22 Dec 2019 10:04 PM PST

    Ash Battering Ram and Damage Nerfs are unjustified

    Posted: 22 Dec 2019 02:25 PM PST

    Ash LMB Damage

    This image below was a post I made shortly after Ash LMB AoE got nerfed a patch after she got released causing her weapon to feel impotent. Here we are again years later.

    https://preview.redd.it/t124gb00p9641.png?width=1280&format=png&auto=webp&s=c86ed6032d47357cd1578d22332b1c06f421bd4e

    400 damage per shot every 0.9 seconds already felt quite weak. 444.44 dps is quite low in comparison to many other champions in Paladins. Reducing it to 360 damage per shot for an even 400 dps is just bloody horrendous.

    Considering Ash's role is an offtank backline disruptor that gets in and gets out. Such a role involves plenty of 1v1s going after supports, damages, flanks or other squishies. With 400 dps, it would take Ash a full 5 seconds just to kill a single 2k hp target. 5 full seconds. This change just neuters Ash's damage to the point that she doesn't feel like she's using a flak gun. She's back to firing popcorn puffs at enemies.

    The only way Ash would feel good to shoot with is if they revert the damage nerf so that she still does 400 damage per shot. If they insist on nerfing her damage to 360 a pop, they need to remove the damage AoE falloff they did waaaaay back in patch Beta 0.53.

    Just for context, here are the LMB DPS of all Frontlines come next patch. I do understand there are damage from abilities to consider, but this gives us a quick overview of how out of disproportionately bad Ash's DPS is.

    Frontlines DPS Weapon Effects
    Ash 400 / 444.44 Small AoE (with huge falloff)/Projectile
    Atlas 750/750/750 Burst fire short range - Single shot long range
    Barik 500/480 Short range shotgun/Projectile
    Fernando 450 300 cone AoE + 100 DoT for 2 seconds
    Inara 540 3 projectile burst
    Khan 692.307/(I'm not sure since Hirez messed up the math for storm of bullets) Automatic Hitscan/More Dakka Dakka
    Makoa 550 Arc projectile
    Raum 800 Windup Auto Hitscan + Soul Armor generation
    Ruckus 800 Windup Auto Hitscan
    Terminus 590 Melee Cone AoE
    Torvald 720 Auto Projectile

    As you can see, Fernando is the second lowest LMB DPS, but he has the abilitiy to damage multiple enemies so his DPS can get multiplied depending on the amount of people he hit, while Ash needs to use a single target projectile just to have the same DPS as Fernando shooting at a single enemy. Barik is also another low DPS frontline, but we must take into account that he's a point tank that has a lot more sustain than Ash, and that Barik actually has his turrets which passively racks up damage effectively supplementing his LMB DPS.

    Ash Battering Ram

    https://preview.redd.it/8lwv0sbvp9641.png?width=855&format=png&auto=webp&s=96c3e2a66acc8dc40dd9c8d02df1fde960734f65

    For some reason HiRez thought that making Battering Ram Shoulder Bash's damage reduction the same as Enforcer Juggernaut's was a good idea. This is bloody idiotic. I bet hirez was just looking at spreadsheets and saw that Shoulder Bash and Juggernaut are both movement abilities that have windup so both abilities should have the same damage reduction. Did they not realize that both abilities are drastically different from each other? If anything Enforcer is waaaaay stronger of an ability in comparison to Shoulder Bash.

    Battering Ram Shoulder Bash is an ability that you use to disengage. Ash being a backline disruptor, walks into the enemy team, does damage using her measly 444.44 dps to hopefully get a kill, and then Fs out -- if the enemy doesn't CC her out of her F. Heck, the enemy doesn't even need CC. All they need to do is block her way out or stand right beside her.

    Meanwhile Raum basically does the same thing, but a lot better. He goes in, does waaaaaay more DPS, and then Fs out using an ability that goes out for far longer in terms of distance and duration, and also CANNOT be blocked, does 800 damage to multiple enemies (Shoulder bash only does 700).

    Battering Ram Shoulder Bash Juggernaut Enforcer
    Damage Reduction 75% 75%
    Duration 1 second cast time and instant near teleportation Dash (meaning 1 second of Damage Reduction) 1.2 seconds cast time + 4 seconds charging time (meaning 5.2 seconds of Damage Reduction)
    Damage 800 to single target 700 damage to multiple targets
    Range 120 units No exact units given by hirez, but it sure goes out waaaaay further out + you have cards to increase the charge duration
    Can be blocked? Yes (meaning if you use it to damage someone, your dash will be blocked, you can only use it either to damage or disengage -- not both simultaneously ) No (meaning you can freely use it both as an engage tool AND damage at the same time without much regard for positioning)
    Added Effects Knockback Knock Up + 800 Soul Armor per enemy hit

    If they need to nerf Battering Ram, nerf it only to 80%, and then they need to nerf Enforcer to only 55-60% since both abilities go hand in hand the way they are designed and coexist in the game.

    Please consider the above details, /u/Srixis and other paladins devs

    submitted by /u/BlackWaltz03
    [link] [comments]

    Woops I drop my gun...

    Posted: 22 Dec 2019 09:37 PM PST

    Now that EM is changing things, can you take away the level requeriment for Talents? It's pointless.

    Posted: 22 Dec 2019 10:03 PM PST

    Or at least make the ''meta'' the default ones. When I first bought Evie I jumped into a game just to find out that Over the moon is the first talent, And wormhole is lvl 8. So I have to throw 30 matches in order to start playing Evie like is suposed to? or waste my time doing bot matches until I reach lvl 8?

    There are too many champions with non-viable talents as default. This mechanic just waste the players time by forcing them to play the worst way posible a champion can be played.

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

    Pretty sure it does

    Posted: 22 Dec 2019 03:50 AM PST

    New to the game, but I got a semi-cool play. I feel like I've already peaked.

    Posted: 22 Dec 2019 02:39 PM PST

    Suggestion: make a Tank free-to-play

    Posted: 22 Dec 2019 10:38 PM PST

    Making Seris free to play was a good decision, though I think a tank should be added too. The game evolved and now many compositions use 2 tanks. But the game only starts with 1 tank.

    Ruckus is not a point tank, and he's not a solo tank. He's meant to be used with another tank. Having him as the only option for beginners to tank with is teaching them how to play suboptimally from the start.

    Inara would be a great addition to the free to play roster, but if the devs want a mechanically simpler tank, Terminus or Fernando would be good too.

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

    High school girl Io and Luna!

    Posted: 22 Dec 2019 07:19 AM PST

    Thats not how you use Viktors ult

    Posted: 22 Dec 2019 06:39 PM PST

    Just Leaving This Here

    Posted: 22 Dec 2019 05:57 PM PST

    that's why you buy haven

    Posted: 22 Dec 2019 07:19 PM PST

    Wasn't this picture one of the teasers for OB64?

    Posted: 22 Dec 2019 07:00 PM PST

    My favorite masters of illusion!

    Posted: 22 Dec 2019 10:19 PM PST

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