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    Paladins Ruckus - Champion of the Week (5th April 2020)

    Paladins Ruckus - Champion of the Week (5th April 2020)


    Ruckus - Champion of the Week (5th April 2020)

    Posted: 05 Apr 2020 10:00 AM PDT

    Bringin' out the big guns!

    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 Ruckus

    The Worst of Friends


    Affiliation: Flair Neutral

    Lore:

    While toiling in the gold mines, a particularly wily and inventive goblin named Ruckus stumbled upon the long-lost mind-stone of a fallen war-golem. He installed the relic into his mechanical digging suit, hoping it would provide the suit with enough power to outperform the other miners. He was quite surprised when the ancient sentience reawakened and brought the suit to life. Though it resented its situation, its pilot, and the name it was given, Bolt nonetheless agreed to a tentative partnership, one that freed them both to scour the Realm in search of fame, fortune, and upgrades.


    Class: Flair Front Line

    Health: 4000

    Abilities:

    Name Skill Type Description Cooldown
    Miniguns Direct Damage Miniguns that deal 40 damage every 0.05s once fully spun up. Continue firing to increase your rate of fire. Has a maximum Ammo count of 200 and is fully effective up to 85 units. -
    Missile Launcher Area Damage Fire two missiles at enemies that each deal 225 damage in a 15-unit-radius explosion. Fully effective up to 500 units. Has 3 charges. 10s
    Emitter Shield Project a Shield around yourself that blocks up to 2000 damage and lasts for 3.5s or until destroyed. Affected by Wrecker. 12s
    Advance Mobility Quickly jet in the direction you are moving. You are able to fire while using Advance. This ability has 2 charges and has a range of 30 units. 5s
    Hexa Fire Direct Damage / Area Damage / CC Immunity After 1s, reveal 2 miniguns and rocket launchers that fire rapidly for 4s. The guns deal 120 damage every 0.04s and the launchers deal 250 damage every 0.25 seconds in a 10-unit-radius area. You take 10% reduced damage, but your Movement Speed is reduced by 75% while this effect is active. Ruckus is Immune to Crowd Control while this ability is active. Can be refired to cancel. Fully effective up to 200 units. -

    Talents and Cards:

    Name Ability Description Cooldown
    [Default] Flux Generator Emitter Increase the Shield granted by Emitter by 1000. -
    [Level 2] Rocket Barrage Missile Launcher Increase the radius of Missile Launcher's explosions by 66%. -
    [Level 8] Aerial Assault Advance Advance gains a 3rd charge and activating Advance while standing still causes you to jet upwards. -
    Air-Cooled Advance Heal for {80/80} after activating Advance. -
    Extended Magazines Advance Generate {15/15} Ammo after using Advance. -
    Fuel Reserves Advance Increase the travel distance of Advance by {7/7}%. -
    Proximity Advance Reduce your damage taken by {3/3}% for 3s after activating Advance. -
    Nanotechnology Emitter Heal for {50/50} every 1s while Emitter is active. -
    Refraction Emitter Reduce the Cooldown of Emitter by {1/1}s. -
    Regenerative Alloy Emitter Generate {5/5} Ammo every 1s while Emitter is active. -
    Warden Emitter Increase the duration of Emitter by {1/1}s. -
    At The Ready Missile Launcher Generate {5/5} Ammo for each enemy hit by Missile Launcher. -
    Crystal Capacitor Missile Launcher Reduce the Cooldown of Missile Launcher by {0.7/0.7}s. -
    Metal March Missile Launcher Reduce your damage taken by {3/3}% for 2s after using Missile Launcher. -
    Opulence Missile Launcher Heal for {100/100} after using Missile Launcher. -
    Countermeasure Armor Gain a {150/150}-Health Shield for 4s after dropping to or below 30% Health. 45s
    Dampener Armor Increase your maximum Health by {150/150}. -
    No Chill Weapon Increase your Movement Speed while firing by {5/5}%. -
    Quick Loader Weapon Increase your Reload Speed by {10/10}%. -

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

    Join us next week when we talk about Flair Seris!

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

    Androxus look out!

    Posted: 05 Apr 2020 01:32 PM PDT

    Furia - Fanart by Eremas-su

    Posted: 05 Apr 2020 05:28 PM PDT

    I'm not that kind of fetish, but it looks a little cute.

    Posted: 05 Apr 2020 04:17 AM PDT

    Corvus has the power of the Magistrate and the Abyss on his side

    Posted: 05 Apr 2020 05:53 AM PDT

    if Karne has a son, does Valera have a daughter? (concept)

    Posted: 05 Apr 2020 09:14 AM PDT

    Sad lizard hours

    Posted: 05 Apr 2020 05:48 PM PDT

    We Are Never Getting Willo or Pip Skins :(

    Posted: 05 Apr 2020 11:00 AM PDT

    I love the weapon of this Imani skin

    Posted: 05 Apr 2020 10:51 AM PDT

    Why I prefer aoe heals

    Posted: 05 Apr 2020 09:27 AM PDT

    It's so funny ��

    Posted: 05 Apr 2020 12:04 PM PDT

    This isn't even funny anymore... It's actually unplayable. Match IDs at the end of the video.

    Posted: 05 Apr 2020 12:22 PM PDT

    He is very bright

    Posted: 05 Apr 2020 03:49 PM PDT

    Pip's Viability be like

    Posted: 05 Apr 2020 08:51 PM PDT

    Grohk - "Lord of the Storm" (Skin Concept)

    Posted: 05 Apr 2020 04:49 PM PDT

    All the champions who haven't gotten ANY Battle Pass Skins

    Posted: 05 Apr 2020 09:13 PM PDT

    (Not counting Corvus)

    Atlas

    Buck

    Dredge

    Drogoz

    Evie

    Moji

    Skye

    Terminus

    Torvald

    Vivian

    Willo

    Zhin

    Some of them have gotten new skins outside of Battle Passes (Abyss and Pyre Drogoz, the Omega and Street Style skin lines, etc.) but all of these champions haven't had a single new skin. Even Sha Lin got the In The Bag! skin in the first BP.

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

    Well at least the button is clickable

    Posted: 05 Apr 2020 08:42 PM PDT

    my first fanart . what do you think ?

    Posted: 05 Apr 2020 10:50 PM PDT

    New Master in the Realm :) only took me 1000,000 tries and hard grinding

    Posted: 05 Apr 2020 11:23 PM PDT

    Darkness and Dragons Patch Infographic (reuploaded for correction)

    Posted: 05 Apr 2020 09:17 AM PDT

    got blasted in chat for toxic behavior trying to complete these challenges

    Posted: 05 Apr 2020 10:12 AM PDT

    Corvus The Magistrate's Blade

    Posted: 05 Apr 2020 11:19 AM PDT

    My Thoughts For Tank Changes

    Posted: 05 Apr 2020 04:02 PM PDT

    Hello. I am Samaran, a former T2/T3 competitive player. I have 2300 hours in the game, with the vast majority of it being competitive play. I have been a purebred tank (primarily point tank) main throughout my entire lifetime with Paladins.

    It is undeniable that tank is an unpopular role. Furthermore, with the large nerfs that have occurred within Season 3, it only makes my passion for the role make me want to write what I think are possibilities for changes of every tank, along with reasons why.

    Some suggestions may be completely open-ended and some may be half-baked. Nonetheless, it is food for thought for, primarily, the developers and AoC members. If you're not one of those, then it may just be interesting. I'd like to say this is purely conceptual ideas, not numbers. I may say a champion is fine when they are actually very weak in the meta and need drastic buffs.

    Ash:

    I honestly can't think of anything pressing that needs changing.

    Atlas:

    Atlas has no negative scaling with his shield. This is very infuriating seeing as there is minimal counterplay to it. As such, the % size of the shield could steadily decrease (so that Temporal Divide is also equally affected) for the amount of damage that goes into it. It doesn't need to also get buffed by wrecker, 'cos that would make the shield completely useless and removes the point of the shield being unique.

    Second Chance, additionally, can fee very much as a tease of a kill that you've worked hard for. I think this could have a similar window of usage as Talus teleport: the rewind has a windup that, if poorly timed, will lead to you being killed before activating it. There's now a reason to try and CC and burst an Atlas, because he might actually be burstable.

    Barik:

    Add Tinkerin to base kit and add a new talent. A million times more interesting to play with than the normal blunderbuss. The only reason I can see this is to make it easier for console players[?] but that feels like a weak argument.

    Allow Barik to cancel his Rocket Boots but using another ability. Though I am completely used to it, it hurts with flow to have to cancel your ability even though you're about to use an ability that should stop you anyway. The artificial "skill" required to do this is not fun and completely unnecessary.

    All of Barik's talents are quite boring stat buffs. They should change the way the champion is played, if even a little. Something off the top of my head is making Fortify instead reflects the damage Barrier takes, or making Architectonics make mini ult flamethrower turrets or just anything that isn't just "buff an' cooldown".

    Fuel Efficiency is useless. 99% of the time, you cancel your boots before they are even done, so having something that extends it means you've got additional time for something you don't need time for.

    Fernando:

    Nando is my most played champ, so I've got some stuff I've wanted for for ages.

    After using Charge, Nando should, during the dash, be able to increase the duration of the dash while in the air (perfect jumping on flat ground gives around 0.5 seconds?). This allows for some interesting movement around the map (as Nando can essentially bunnyhop in a straight line) and make Charge feel like a much more impactful ability for travelling around the map. Also makes moonwalking far more rewarding for players able to pull it off, as they can disengage much better. Would make Launch potentially viable.

    Reduce the lockout of Charge after using Fireball, or remove it altogether.

    Flame Lance should deal increased damage to an opponent if Nando has been using Flame Lance non-stop on the same person without missing if directly on the crosshair. Making the damage ramp up over time. Currently, it is optimal to only tap Flame Lance at people: that shouldn't be right. Giving the choice of reducing damage to be able to move around or dedicating on one person. This is a risky one has Nando has actually got a lot of hidden depth to him, and making this change could screw all of that up, but it would at least be worth a test.

    Pyre should be reworked, as it has a similar problem to Barik's Rocket Boots. It is currently optimal to use Nando's Fire Lance down until it is a 1 tick, before stopping and letting it reset (instead of using it all and reloading). Pyre is, in a way, a reload speed card. When Nando's reload is so fast, Pyre has no place. I guess Pyre could be reworked with the change above to increase the rate that Flame Lance scales up, but that would make is really powerful so it's hard to say.

    Unstoppable Force does for Nando something that he doesn't really require. What is the point of knocking people back when you're playing a short range champ?

    Aegis is a complete noobtrap of a talent. It's encouraging players to play incorrectly.

    Inara:

    My main wish is putting some of Sacred Ground into base kit, to make Warder's Field something the enemy actually has to deal with and something you have to think about.

    Inara's card are, frankly, a mess:

    - Crag, Plateau: What is the point of healing yourself/getting a shield when you're bringing Impasse up? Impasse (usually) means you aren't getting hit and means that your support can heal you uncauterised.

    - Living Stone, Whetstone, Lodestone, Shear, Insurmountable: Inara does not need five cards dedicated to ammunition. She needs one or two if you really want to. Not only will these never be used in the same deck, but it takes up space for interesting cards to exist.

    - Cloudbreaker: Same with Barik Boots: you never use all of it. Completely useless.

    I love using Mother's Grace as much as much as the next player, but it doesn't fit it today's game: CC immunity on round 1 is too much, and saves the Inara 1200 credits she doesn't have to spend on Resilience. This argument could also be used for the DR. As a replacement, I think the following replacement could work, with it still maintaining the vibe of the original Mother's Grace: Take 30% of damage taken as a bleed. 50% of this is gained as a shield. Honestly, Mother's Grace is very low down on the things that need to be changed in the game.

    Khan:

    Make Overpower an ability that winds up: you stand still and have to be aiming at a target after the wind up to pick them up. It feels really hopeless, especially as a non-tank, to have the absolute minimal counterplay that is Overpower.

    Hold the Line! is not needed for Khan in any way. Only see it working in its current form if that increased healing also affected teammates.

    Makoa:

    Everyone has said it already but Leviathan needs a full rework.

    While Salvage exists, a very interesting card, Lighter Cannonballs has no reason to exist. It's boring.

    Raum:

    Subservience is really weird. I get the point of it, but you've got a support, and this is really not built for a main support Raum. It's a worse Grover that only works some of the time. Just rework it to something else to peel (effectively and consistently) for whoever Raum is tanking for.

    Raum has also got very messy cards:

    - Raum's Ignition makes War-Torn Plains absolutely useless. Furthermore, Raum having 500 ammo makes Infernal Reload as useless as it on Ruckus. Nobody is ever going to pick these so they should be changed for something viable and interesting.

    - Declaration of War makes no sense as a card. Why would knocking someone up a little bit extra be helpful?

    - Subjugation (of which the text of it is not really well written: it should be Increase the duration of Juggernaut by X%. Anyhow, it suffers from Barik Boots problem in that you usually cancel Juggernaut before it is over.

    Ruckus:

    Quick Loader, Extended Magazines and Regenerative Alloy are useless. Ruckus doesn't need 3 ammo cards when he is a champion with 200 rounds.

    Terminus:

    Old It Waits was so much better than the new one: sacrificing siphon for charges was great, and make the Terminus decide if he had time to get a siphon or not.

    Some cards, namely Blood and Stone and Powerslave, don't fit Terminus' playstyle and are just insanely niche cards.

    Have some sort of self-siphon recharging method like Abomination, Forsaken or It Watches in base kit.

    Torvald:

    Obviously the bloke with the most change needed.

    Make Recharge actually require some thought. As of right now, you use Recharge if you have no shield, and no other time. A potential change is that the next Protection or Nullify he casts is empowered, such as a stronger bubble or turns the Nullify into pre-rework AoE Nullify + extra damage?

    Make Thanks, Grandpa turn him into pre-rework super fat but low range Torvald. Additionally, change Direct Current to something that Torvald can actually use. If my first idea was to go through, make it so that the empowerment from Recharge is greater? Having these ults be different means he has got different playstyles and purposes in a team, instead of Bubblebot 1, 2 or Newbie.

    Torvald does need 4 ammo regeneration cards and 5 healing/shielding cards (not including max health).

    Right now, the main problem with tanks is that there is minimal skill expression with them. You can play Torvald with only half a brain cell because you aren't being challenged. The main thing I think would incentivise people to play tank is to add things to base kits to make it challenging to play. Nobody plays Torvald ever because you aren't experiencing the great trials and tribulations someone like Evie would. Honestly, it's midnight when I'm writing this so I probably missed some important stuff.

    Post your ideas below and I'll try to respond. Happy to start a conversation.

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

    Getting out of bounds as Corvus in the Practice Range.

    Posted: 05 Apr 2020 09:29 AM PDT

    Pre-made team bullies me :c

    Posted: 05 Apr 2020 07:24 PM PDT

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