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    Paladins Buck - Champion of the Week (23rd August 2020)

    Paladins Buck - Champion of the Week (23rd August 2020)


    Buck - Champion of the Week (23rd August 2020)

    Posted: 23 Aug 2020 10:00 AM PDT

    I'm here to kick butt and chew bubblegum! And properly dispose of the gum in a designated waste container.

    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 Buck

    The Unyielding


    Affiliation: Flair Resistance

    Lore:

    Buck's fighting style is informed by his diverse and complicated story, and is just as unique and esoteric. Pulling from his past experiences, he effectively combines the self-discipline of a devout monk, clever ambush tactics commonly used by underworld thugs, and the skills and weaponry of a front-line soldier into something more than the sum of its parts. Once a loyal member of an elite Magistrate unit, he has returned to where it all began, Crosswind Hold, to join the Resistance in their struggle against the Magistrate.


    Class: Flair Flank

    Health: 2300

    Abilities:

    Name Skill Type Description Cooldown
    Shotgun Direct Damage A massive shotgun that fires small pieces of shrapnel every 1s, dealing up to 700 damage. Has a maximum Ammo count of 5 and is fully effective up to 35 units. -
    Net Shot Direct Damage / Debuff Throw a net that deals 200 damage to a single enemy and reduces their Movement Speed by 50% for 2s. Has a range of 250 units. 10s
    Recovery Self-Sustain Channel your inner energy and Heal for 1000 over 1.5s. Cannot be canceled. 10s
    Heroic Leap Mobility / Area Damage Leap forward a great height and distance based on the angle at which you activate this ability. 10s
    Buck Wild Buff / Utility Go Buck Wild, refilling your Ammo and increasing your Attack Speed by 60% for 6s. -

    Talents and Cards:

    Name Ability Description Cooldown
    [Default] Ensnare Net Shot Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 2s. -
    [Level 2] Bulk Up Recovery Using Recovery instantly Heals you for 400 and increases your maximum Health by 300 for 5s. -
    [Level 8] Bounce House Heroic Leap Heroic Leap deals 600 damage and applies a Knockback to enemies within 20 units of your landing location. -
    Exhilarate Heroic Leap Hitting at least one champion with Heroic Leap reduces its Cooldown by {1/1}s. 5s
    Leg Day Heroic Leap Increase the jump strength of Heroic Leap by {5/5}%. -
    Momentum Heroic Leap Reduce your damage taken by {5/5}% for 4s after using Heroic Leap. -
    Seismic Wave Heroic Leap Reduce the Cooldown of Heroic Leap by {0.5/0.5}s. -
    Bully Net Shot Gain {12/12}% Lifesteal against targets Slowed by Net Shot. -
    Concussion Net Shot Reduce the Cooldown of Net Shot by {1/1}s. -
    Gotcha Net Shot Increase your Movement Speed by {10/10}% for 3s after using Net Shot. -
    Tangled Net Shot Increase the duration of Net Shot's Slow by {0.3/0.3}s. -
    Deep Breath Recovery Reduce your damage taken by {6/6}% for 2s after using Recovery. -
    Giga Siphon Recovery Increase your movement speed by {10/10} while Recovery is active -
    Reconstruction Recovery Reduce the Cooldown of Recovery by {1/1}s. -
    Vigor Recovery Regenerate 1 Ammo every 0.5s for {0.5/0.5}s after activating Recovery. -
    Rapid Sustain Armor Increase your Healing received by {5/5}% while at or below 50% Health. -
    No Escape Weapon Increase your Movement Speed by {5/5}% for 5s after getting a Killing Blow or Elimination. -
    Stomping Ground Weapon Reduce all active Cooldowns by {15/15}% after getting a Killing Blow. -
    Street Sweeper Weapon Increase your Reload Speed by {5/5}%. -

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

    Join us next week when we talk about Flair Cassie!

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

    "BuT ShEs 1000 YeaRs OlD" Try that in court bud

    Posted: 23 Aug 2020 03:18 PM PDT

    When Talus kills your support but at least you have found his rune

    Posted: 23 Aug 2020 01:25 AM PDT

    Petition to remove this map :)

    Posted: 23 Aug 2020 01:20 PM PDT

    Heeeey! Don't say good night yet!

    Posted: 23 Aug 2020 08:18 PM PDT

    Just a friendly reminder for over two and a hald years, Moji has had the least amount of cosmetics in Paladins. Art by Poshito.

    Posted: 23 Aug 2020 08:33 PM PDT

    BALLERINA DERPOGOZ: Dancing his way over, to come blow you all up! #42

    Posted: 23 Aug 2020 09:20 PM PDT

    Didn't expect to tryhard more in this game than in ranked

    Posted: 23 Aug 2020 08:29 AM PDT

    Thoughts?

    Posted: 23 Aug 2020 11:10 PM PDT

    Wait a minute...

    Posted: 23 Aug 2020 03:12 AM PDT

    Willow fanart as requested a while back from one of you guys! [COMMISSIONS OPEN]

    Posted: 23 Aug 2020 11:09 AM PDT

    Khan.exe

    Posted: 23 Aug 2020 06:55 AM PDT

    Memeing on EvilMojo till reversal fix

    Posted: 23 Aug 2020 07:23 AM PDT

    That'll show em vik ��

    Posted: 23 Aug 2020 05:48 PM PDT

    True story from me

    Posted: 23 Aug 2020 10:44 PM PDT

    Zhin S-Mastery Skin

    Posted: 23 Aug 2020 05:00 AM PDT

    Bring Back Old Trov

    Posted: 24 Aug 2020 12:11 AM PDT

    I see your 300 ping so I raise my 13k ping, parry that you filthy casual.

    Posted: 23 Aug 2020 10:10 PM PDT

    Why didn't you tell us BEFORE everyone decided? (This was a couple weeks ago, but I just remembered I took a screenshot)

    Posted: 23 Aug 2020 07:38 PM PDT

    Is grovers healing a sphere or a cylinder?

    Posted: 23 Aug 2020 08:14 PM PDT

    I was playing Grover and there was a drogoz in my team, which made me wonder, is grovers healing a sphere around him or a cylinder like a wide furia beam?

    submitted by /u/Skel0tr0n
    [link] [comments]

    Yea, I guess thats fine. That works too

    Posted: 23 Aug 2020 11:20 PM PDT

    Tired of all this IO and Maeve age shitpost.

    Posted: 23 Aug 2020 09:07 PM PDT

    The Flank class could use some Changes.

    Posted: 23 Aug 2020 07:22 PM PDT

    This is a long post about:

    1. Why I think the Flank class should be redefined and
    2. The general way I'd go about redefining them

    Most of this is based on my own perception. So you might disagree with a lot of what I say if you haven't experienced the same things I have while playing this game.

    Anyway if you're interested in what I have to say then you might want to keep an open mind before casting off my opinions as completely wrong.

    Here goes:

    Why I'd want to change the Flank class

    Flanks in Paladins have been the most undefined class in the game. You can disagree if you want but this is something I've observed over my 2 years of playing the game and watching others play.

    Supports all heal, Tanks all have high Hp and Damage characters can do consistent damage from every range if they aim properly.

    Yes, the Damage class is also relatively undefined but Flanks are still more undefined.

    Other classes can do their job

    Flanks don't share a defining feature that is unique to their class. Right now, the roles of a Flank are to get kills and distract the enemy backline all while being difficult to kill. Problem with these roles is... most other characters can do it. Some arguably do it better than Flanks.

    Damage characters like Cassie and Bomb King can get a lot of kills when they are being used properly and with a team.

    Off tanks like Raum, Ash and Ruckus can distract a backline on their own and can escape if they time their mobility properly.

    So Flanks really don't perform anything better than other classes in the game. Of course this is debatable but again, any class can get kills or distract a backline.

    This lack of identity can lead to a problem for the class.

    They are rarely worth picking

    If Flanks seldom offer anything important to a team's composition then at higher levels of play, Flanks won't be very common. There isn't a benefit to picking most Flanks that other classes fail to provide.

    When players are working as a team, there is little boon to using a Flank since they don't offer anything unique and beneficial. I am not saying they are useless to an organized team, but rather that other characters from other classes are often more useful.

    This is why Flanks are the least played class at a higher level of play… except for a select few.

    The 3 Good Flanks (in the past at least)

    In the past Maeve, Androxus and Evie were the most picked Flanks in Paladins Esports (At least the ones I watched: PPC, PCL). These Flanks have 2 things in common that the rest of the class lacks and that few other characters in the game provide.

    Those 2 things are frequent vertical mobility and high dps combos (damage characters have high DPS but they normally lack frequent vertical mobility… except Dorgoz and Ult spamming Willow).

    It allows these characters to be potent at punishing improper positioning from the opponents and to escape the gunfights that they can't win.

    They also make use of the verticality on some maps like Serpent Beach, Stone Keep and Splitstone Quarry.

    The issue of 'Carrying'

    The problem with these 3 is that what they offer is pretty much a carry or at least a chance to get a lot of kills with little to no teamwork.

    I don't think that belongs in a team-based game. There shouldn't be characters that can singlehandedly win their team games by getting kills while being near unhittable.

    Again this is an arguable point but if all Flanks had the vertical mobility and damage combos of Maeve, Andro and Evie then of course they'd be good. But why? Because they would be able to turn Siege into TDM and not play with their team while still destroying their opponents.

    It's an exaggeration but the point still stands. In a team-based game like Paladins, a class that specializes in solo carrying would make the game less objective-based and more about getting kills.

    The situation

    So here is a situation where the Flank class as a whole struggles to be good at a higher level of play except for 3 members. But the only reason these 3 are good is because they have a playstyle that focuses on carrying rather than being a part of an organized team.

    What Now?

    So what can be done to make all Flanks viable at all levels of play? Well giving them higher dps and more vertical mobility would probably help but I have already stated why this wouldn't belong in a team-based game.

    So the other option is to redefine the class as a whole.

    This would involve giving every member of the class a common trait that no other class has and ensuring that the trait fits in a team-based and strategic game like Paladins. Or giving them roles that they are the best in the game at fulfilling. These roles would also have to fit in a team-based game.

    But what would that trait/role be? TBH, I can't really think of anything original.

    If you can, then feel free to mention it.

    How I'd redefine the Flank class

    The way I'd redefine the Flank class would be to make them into kill confirmers and annoyers.

    Kill confirming is pretty straightforward. They'd be the best in the game at finishing off low Hp opponents. This wouldn't give them an advantage in every 1v1 but instead give them the ability to clean up the kills that their backline or off-tanks can't get to.

    They would also have an advantage against any low Hp opponent. So if both the Flank and their target are on low Hp, the Flank would probably win the gunfight.

    'Annoyer' is just what I call a character that makes the enemy uncomfortable by applying debuffs (a weaker form of Crowd Control) or gaining passive buffs.

    An example of a debuff would be to steal credits from your opponent or to make it such that they can't use one of their abilities for a brief period of time (like .5s).

    An example of a passive buff would be gaining the ability to see enemies through walls and relaying the information to your team.

    Yes, I already said off-tanks are already good at annoying a backline but they do that with damage and existing in areas that make the enemy team uncomfortable.

    The difference here is that Flanks would be more precise in how they annoy their opponents and would also be the best at confirming kills.

    I also said anyone can get kills, but Flanks would be the best at confirming kills on Low Hp opponents.

    I just wanted another heading to make this easier to read

    Abilities and talents would be mostly focused around these 2 aspects. If the abilities and talents actually have uses in winning team fights then Flanks would be useful even in a highly strategic environment.

    I'd also give them normal Hp so they aren't as 'squishy' compared to the rest of the cast.

    And that's it. That's the general idea I have for Flanks in Paladins.

    I want them to change because they currently don't fit or do well in a team-based environment.

    I'd change them by giving them the unique combination of being good kill confirmers and precision annoyers.

    Why'd I make this post?

    The only reason I made this post was to have something to reference when I make my posts about how I'd change specific Flanks.

    If you're interested, I've made posts for Andro, Buck, Evie, Koga, Lex and most recently Maeve.

    My next post will be on Moji.

    Thanks for reading this far and have a nice day or night or whatever.

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

    Saved by the chimera

    Posted: 23 Aug 2020 10:51 AM PDT

    I have finally mastered Kage bunshin no jutsu

    Posted: 23 Aug 2020 09:56 AM PDT

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