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    Paladins Drogoz - Champion of the Week (20th September 2020)

    Paladins Drogoz - Champion of the Week (20th September 2020)


    Drogoz - Champion of the Week (20th September 2020)

    Posted: 20 Sep 2020 09:12 AM PDT

    I must break you!

    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 Drogoz

    The Greedy


    Affiliation: Flair Neutral

    Lore:

    Born wingless as a mere wyrin underling to a vicious dragon, Drogoz escaped his servitude using a pair of crystal-fueled mechanical wings crafted by a clever dwarven engineer. The draconic blood in his veins flowed with cruelty and greed, compelling him to continue on a Realm-wide rampage of destruction as he amassed his own hoard, one that will rival that of the true dragons. As the conflict between the Magistrate and the Resistance rages, Drogoz streaks through the sky above, swooping down to deal with his foes as quickly -- and as violently -- as possible.


    Class: Flair Damage

    Health: 2200

    Abilities:

    Name Skill Type Description Cooldown
    Rocket Launcher Area Damage Fire a rocket every 0.85s that deals 850 damage in an area. Has a maximum Ammo count of 6. The explosion is fully effective up to 4 units and hits enemies up to 10 units away. You deal up to 200 self-damage if caught in your own explosion. Has a range of 275 units. -
    Fire Spit Debuff / Area Damage Spit out a flammable orb that deals 150 damage and causes enemies hit to take 30% additional damage from your rockets for 3s. Drogoz can ignite Fire Spit with Rocket Launcher or Salvo, dealing 900 damage in an area. This explosion is fully effective up to 30 units and hits enemies up to 35 units away. Has a range of 400 units. 8s
    Salvo Area Damage Load all remaining rockets into your Launcher and unleash them with your next attack, dealing 250 damage in an area for each rocket. The explosion is fully effective up to 10 units, hits enemies up to 15 units away, and deals 100% additional damage to Shields. Drogoz deals 150 self-damage if caught in the explosion. Has a range of 275 units. Salvo's rockets count as weapon shots. 20s
    Thrust Mobility Jet upwards into the air. Hold <CMD=GBA_Jump> to use your Booster, which slowly lifts you into the air.Passive: You have a Booster that has a limited amount of fuel. Fuel regenerates when not in use. 11s
    Dragon Punch True Damage After 2s, unleash your fury to jet up to 400 units through the air, dealing 100% of your target's maximum Health as damage to the first enemy you collide with. You are Immune to Crowd Control while flying. Cannot hit targets Immune to damage. Cannot be mitigated by reduced damage taken. Ending this ability without hitting anyone refunds 30% Ultimate charge. -

    Talents and Cards:

    Name Ability Description Cooldown
    [Default] Combustible Fire Spit Fire Spit applies a Knockback and deals an additional 300 damage over 2s. -
    [Level 2] Fusillade Weapon Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%. -
    [Level 8] W.Y.R.M. Jets Armor Increase your Movement Speed while using your Booster. -
    Condescension Fire Spit Reduce the Cooldown of Thrust by {1.2/1.2}s for each enemy Champion hit with Fire Spit. -
    Follow the Scent Fire Spit Increase the size of your Fire Spit by {24/24}%. -
    Lung Capacity Fire Spit Heal for {50/50} for each enemy Champion hit with Fire Spit. -
    Masterful Fire Spit Reduce the Cooldown of Fire Spit by {0.5/0.5}s for each enemy hit by it. 5s
    Bask Salvo Heal for {35/35} for each enemy hit by your Salvo rockets. -
    Decimate Salvo Increase the explosion radius of Salvo by {15/15}%. -
    Hyper Boost Salvo Restore {4/4}% of your Booster fuel each time Salvo hits an enemy. -
    Spitfire Salvo Reduce the Cooldown of Salvo by {0.25/0.25}s each time Salvo hits an enemy with its rockets. -
    Propel Thrust Increase the forward distance of Thrust by {25/25}%. -
    Rain of Fire Thrust Consume {10/10}% less Booster fuel for 5s after using Thrust. -
    Survival Thrust Reduce the Cooldown of Thrust by 100% after dropping to or below {10/10}% Health. 30s
    Thrill of the Hunt Thrust Reduce the Cooldown of Thrust by {15/15}% when you get a Killing Blow. -
    Altitude Armor Restore {20/20}% of your maximum Booster fuel after getting a Killing Blow or Elimination. -
    Apex Predator Armor Increase your maximum Health by {50/50}. -
    Fuel Tank Armor Increase your Booster fuel capacity by {10/10}%. -
    Hot Swap Weapon Increase your Reload Speed by {10/10}% for 3s after hitting an enemy with your weapon. -

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

    Join us next week when we talk about Flair Evie!

    submitted by /u/Stelicx
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    me_irl

    Posted: 20 Sep 2020 12:46 PM PDT

    Suprise!

    Posted: 20 Sep 2020 05:46 AM PDT

    You can swap her with Zhin and the meaning will remain the same

    Posted: 20 Sep 2020 08:13 PM PDT

    cassie and ziggs portrait sketch on A5 sketchbook

    Posted: 20 Sep 2020 07:00 PM PDT

    how it was made

    Posted: 20 Sep 2020 11:12 PM PDT

    Turned my old FanForge work into some IRL spraypainting

    Posted: 20 Sep 2020 04:18 PM PDT

    Still die but happy to see that my healer still do the best for me.

    Posted: 20 Sep 2020 09:42 PM PDT

    The combinations you can do with this fire spray are nice.

    Posted: 20 Sep 2020 02:11 AM PDT

    Friendly moment with big Raum and little Io

    Posted: 20 Sep 2020 10:59 AM PDT

    Recovery!

    Posted: 20 Sep 2020 11:35 AM PDT

    And one of them is Seris...

    Posted: 20 Sep 2020 09:07 PM PDT

    A Genuine Torvald Rework Suggestion

    Posted: 20 Sep 2020 11:33 AM PDT

    Champion Passives Idea

    Posted: 20 Sep 2020 12:47 PM PDT

    As everyone knows Paladins has many champions with many abilities. Each champion has 5 skills: 1 weapon, 3 abilities, and 1 ultimate ability. However, there is something missing from Paladins that is in almost all other MOBAs and hero shooters.

    I'm talking about passives. They are not completely absent from Paladins, but they are not as pronounced as they are in other games. The ones that do exist are not classified as their own skills, but rather as a part of another skill. For example, Androxus' Drift doesn't have its own unique skill description, as it is placed in Nether Step's skill description, despite being completely independent from Nether Step.

    For those who don't know, passive skills (or simply passives) are special abilities that are automatic rather than activated like most abilities. They are featured in pretty much any game that has multiple heroes or champions: League of Legends, DotA, Overwatch, etc. I think that passive skills should be added to each champion.

    So, I have made a full list of every champion's passive ability, most of which are completely new. Some of them already exist, but should be clarified as their own skills. There are also many which are very basic in nature, being comparable to a card.

    I am aware that some of these can be considered overpowered or underpowered, so I am open to feedback and I can update this thread. I would also enjoy hearing if you have different ideas for an existing champion's new passive.

    Anyways, here it is:


    Androxus

    • Drift: Androxus can hold Jump while in the air to reduce his falling speed.

    -All of this is already part of Androxus. It just isn't shown as its own skill.


    Ash

    • Anti-Air: Ash's weapon and abilities deal 10% more damage to airborne enemies.

    -This is meant to give Ash some synergy with her kit so that she deals more damage to enemies that she knocks into the air.


    Atlas

    • Master of Time: Atlas's cooldowns recharge 10% faster for each person that is trapped or being sent through time by his abilities, including himself.

    -This is meant to make Atlas more useful as a champion. Basically, his CDs recharge 10% faster while he is using Second Chance and also another 10% for each enemy that is being affected by Setback and Exile. Of course, this CD reduction doesn't last long because the duration of the abilities is quite short.


    Barik

    • Combat Repair: Barik automatically restores health to nearby deployables. This healing is equal to 15% of the deployables' health per second, but it cannot exceed more than 500 health per second to any given deployable.

    Barik's card of the same name, Combat Repair is removed and replaced with a new card;

    Spiral Chamber: Increase the projectile speed of your Turret shots by 10/20/30/40/50%. [Replaces the Combat Repair card]

    -This is meant to give Barik a little extra individuality to his character so that he is more than a generic tank. The 500 hps limit is for things like Imani's dragon so it doesn't become unkillable with Barik around


    Bomb King

    • Destructive Force: Bomb King gains 10 "Dominance" every time he inflicts crowd control to an enemy and can have up to 50 Dominance at once. Dominance slowly drains at a rate of 1.5 per second. Every 10 Dominance increases the blast radius of Bomb King's Sticky Bombs by 10%, up to 50%.

    -Every one of Bomb King's damaging abilities causes CC, so I thought it would be cool to make a passive that plays around that.


    Buck

    • Constitution: Buck's self healing cannot be reduced below 20%.

    -This really only affects Willo's Dead Zone, since Cauterize cannot reach any higher than 75% healing reduction.


    Cassie

    • Reconnaissance: Cassie's weapon and damaging abilities reveal enemies hit for 0.5 seconds, allowing allies to very briefly see enemies she hits.

    Corvus

    • Duality: Corvus' healing is increased by 10% to allies affected by Crowd Control, and his damage is increased by 10% to enemies affected by Crowd Control

    Drogoz

    • Booster: Drogoz can hold Jump to use his booster and hover in the air.

    -All of this is already part of Drogoz. It just isn't shown as its own skill.


    Dredge

    • Freebooter: Allies that stand in one of Dredge's portals for 2 seconds will travel to the other side.

    -This used to be a talent, and it was then made into his base kit, except that it worked by touching the portal in any way, which led to unintentional teleports and was thus removed. This would be a way to reintroduce the mechanic while being fair to both allies and enemies alike. Allies won't get teleported unless they stand in it for long enough, and enemies will have some time to kill them before they teleport.


    Evie

    • Winter Witch: Evie keeps the momentum from her movement abilities after they end, causing her to keep moving in the same direction they were used. She can also skate across the ground by landing with such momentum. Additionally, Ice Block keeps her momentum, allowing her to slide across the ground while encased in ice. Moving in the opposite direction quickly halts any current momentum, allowing her to stop skating whenever she chooses.

    -Basically, when she uses Blink or Soar, she keeps the momentum after she teleports/stops flying and will slide forward when she lands allowing her to "skate" across the ground even during Ice Block.


    Fernando

    • Fiery Passion: Fernando's weapon and damaging abilities apply a Damage Over Time effect for 200 damage over 2 seconds

    -Technically, Fernando already has this, but only for his Flame Lance and not his abilities. I think it would be cool if both his weapon and abilities applied the DoT effect since they all involve fire in some way.


    Furia

    • Angel of Vengeance: Furia generates 1% Wrath for each 10 health she gives to her allies. Each tier of Wrath grants her 10% attack speed, up to 30% on tier 3. She also gains a midair jump for each tier of Wrath, allowing her to double jump at tier 1, triple jump at tier 2, and quadruple jump at tier 3.

    -Most of this is already part of Furia. It just isn't shown as its own skill. The midair jump mechanic however is completely new.


    Grohk

    • Lightning Shift: Grohk's Healing Totem cooldown is reduced by 0.1 seconds for every 150 damage he deals.

    -This is meant to make Grohk him a viable healer even if he doesn't pick a healing talent.


    Grover

    • Vitality Spores: Grover passively heals allies within 80 units for 80 health per second. Additionally, Grover's healing cannot be reduced below 25%.

    -The first part of this is already part of Grover. It just isn't shown as its own skill. The second part is new, and only really affects Willo's Dead Zone.


    Imani

    • Warder: Imani can switch between an Ice Form and a Fire Form, both having different weapon attacks.

    • Ice Form: Imani rapidly shoots Frost Bolts that deal 400 damage every 0.4 seconds and slows enemies by 3% for 1 second. This stacks up to 10 times for a maximum 30% slow.

    • Fire Form: Imani charges a Pyre Ball that deals up to 900 damage with a 1 second charge time and burning them for 50 damage per second for up to 2 seconds depending on charge time. The burn duration can stack with subsequent hits, with a maximum burn duration of 5 seconds.

    Additionally, Imani gains mana from dealing damage to enemies. Upon reaching full mana, her next attack gains special properties depending on her form:

    • Ice Form: With full mana, Imani summons a Frost Barrage that consists of 8 rapid ice shards over 0.8 seconds that each deal 120 damage. Each shard that hits an enemy will bounce to a nearby enemy, giving both enemies a 3% slow for 1 second that stacks with her normal Frost Bolts.

    • Fire Form: With full mana, Imani charges a larger Pyre Bomb that explodes, dealing up to 1000 damage to enemies within 30 units with a 1 second charge time and burning them for 50 damage per second for up to 4 seconds depending on charge time. This burn stacks with her normal Pyre Balls. All mana is consumed upon releasing Pyre Bomb.

    -As you can tell, this isn't just a new passive. It's an entire rework that I made for her that I think would make her much more interesting. I think it would be a much healthier playstyle both for her and for the game itself since it removes the 2000-damage burst. Since this rework incorporates both Splitting Ice and Pyromania into her base kit, naturally there would have to be new talents for her.


    Inara

    • Strength of Stone: 5% of the damage that Inara takes is redirected to her highest-health deployable within 20 units. This amount is increased by 0.5% of the health of the deployable that it is being redirected to.

    -For example, at base, 5% damage is redirected, but if she is near an Impasse, then 30% of the damage she takes will be redirected to the wall, quickly decreasing as it takes damage. This would give some incentive to buy Bulldozer in order to destroy her deployables directly so she doesn't benefit from their protection.


    Io

    • Luna: Io has a deployable pet, Luna. Summoned by using Guardian Spirit, Luna will automatically attack enemies, dealing 180 damage twice, and 350 damage on the third hit. She will rush and stun an enemy hit by Io's Light Bow, then return to her position. Luna is treated just like a champion. She can capture objectives and is affected by all items that Io has purchased, as well as being affected by status effects. Many items and status effects have unique effects on Luna due to her unique nature as a pet. If she is displaced by status effects such as Knockback or Fear, then she will return to her original position 2 seconds later.

    Luna is affected by the most status effects, but some have unique effects on Luna:

    • Cripple and Silence both prevent Luna from repositioning and charging at enemies, but does not prevent her from attacking normally or returning to her position.
    • Fear causes Luna to move in the opposite direction while preventing her from attacking, repositioning, or rushing enemies. She will return to her position 2 seconds after the fear has ended.
    • Knockback will push Luna away, where she will stay and then return to her position 2 seconds later. She can still attack, reposition, and rush enemies.
    • Knockup will push Luna into the air, where she will float and then return to her position 2 seconds later. She can still attack, reposition, and rush enemies.
    • Polymorph turns Luna into a chicken or cookie depending on the enemy that inflicts it, during which she cannot attack, reposition, or rush enemies. She will stand still until it ends.
    • Root prevents Luna from repositioning and rushing enemies, but also prevents her from returning to her position until the root has ended.
    • Stun completely stops Luna from attacking, repositioning, rushing, or returning to her position.
    • Healing Reduction reduces the amount of healing Luna receives from Io.
    • Reveal makes Luna visible to enemies through terrain.
    • Slow reduces Luna's speed while repositioning, rushing, or returning to her position.
    • Atlas' Banish completely stops Luna from attacking, repositioning, rushing, or returning to her position for 4 seconds, but also makes her completely intangible and she can still capture the objective during that time. Can be reduced by Resilience.
    • Strix's Flashbang causes Luna to stop attacking or rushing enemies for up to 3 seconds, depending on how far she was from the explosion's center. Can be reduced by Resilience.
    • Jenos' Void Grip deals constant damage to Luna and lifts her into the air. After it ends, she will remain in the air for 2 seconds and then return. She can still attack, reposition, and rush enemies.
    • Maeve's Midnight causes Luna to only attack or charge at enemies within 30 units for 4 seconds. Can be reduced by Resilience, but has a minimum duration of 2 seconds.

    Several items have the same effects on Luna as they have on Io (e.g. Cauterize, Haven, etc.), but many have unique effects:

    • Illuminate allows Luna to see and attack stealthed targets from 15/30/45 units farther away than normal.
    • Resilience reduces the effectiveness of slows on Luna by 20/40/60%, in addition to the usual CC reduction.
    • Nimble increases Luna's movement speed while repositioning, rushing an enemy, or returning to her position by 7/14/21%.
    • Master Riding increases the range of Io's Reposition and Luna's charge attack by 15/30/45%.
    • Chronos decreases the cooldown of Luna's rush attack by 10/20/30%.
    • Rejuvenate increases the healing Luna receives from Io by 5/10/15%.
    • Veteran heals Luna for 5/10/15% of her health while out of combat.
    • Kill to Heal grants Luna 300/600/900 health whenever either Io or Luna get an elimination.
    • Life Rip grants Luna 10/20/30% lifesteal on her attacks, including her rush attack.
    • Deft Hands decreases the time in which Luna starts attacking again after she lands her third hit by 20/40/60%.

    Jenos

    • Benevolence: Jenos causes enemies to receive 5% additional damage for 0.5 seconds every time he deals damage to them.

    -This is meant to allow Jenos' team to synergize with the rapid-hit qualities of his Star Splitter and Void Grip.


    Khan

    • Unyielding: Khan's cooldowns are reduced by 0.1 seconds for every 500 damage he takes.

    Kinessa

    • Sharpshooter: Kinessa's sniper charges 10% faster for 1 second every time she lands a fully-charged sniper shot.

    Koga

    • Wall Climb: Koga can climb walls by holding jump while leaning towards one.

    -All of this is already part of Koga. It just isn't shown as its own skill.


    Lex

    • Judgement: Lex automatically marks an enemy, gaining bonus credits if he manages to eliminate them.

    -All of this is already part of Lex. It just isn't shown as its own skill.


    Lian

    • Nobility: All of Lian's abilities act as weapon shots and apply on-hit effects.

    -This was mostly already part of Lian, it just doesn't normally affect her ultimate.


    Maeve

    • Agility: Maeve can jump while airborne to perform a double jump. This double jump is reset after landing or using Pounce.

    -All of this is already part of Maeve. It just isn't shown as its own skill.


    Makoa

    • Ancient Temper: Makoa gains 1% ultimate charge for every 500 damage taken.

    Mal'Damba

    • Snake Toss: When Mal'Damba reloads, he throws his cobra dealing 200 damage and stunning an enemy for 1 second.

    -All of this is already part of Mal'Damba. It just isn't shown as its own skill.


    Moji

    • Magic Mark: Moji's Familiar Spray and Magic Barrier give stacks of Magic Mark to enemies. Familiar Spit consumes an enemy's Magic Mark and deals additional damage for each stack on the enemy.

    -All of this is already part of Moji. It just isn't shown as its own skill.


    Pip

    • Anticipation: Pip's Healing Potion cooldown is reduced by 0.1 seconds for each enemy hit by his attacks and abilities. Hitting multiple enemies multiplies the cooldown reduction.

    -Like Grohk, it would make sense for Pip to be more viable as a healer even if he doesn't pick a healing talent.


    Raum

    • Lord of the Abyss: Raum's attacks and damaging abilities leave Soul Fragments from any enemies they hit. Each Soul Fragment he collects grants 200 additional health as Soul Armor. Raum can have a maximum of 4000 Soul Armor at a time. -All of this is already part of Raum. It just isn't shown as its own skill.

    Ruckus

    • Indestructible: Ruckus' Emitter cooldown is reduced by 0.1 seconds for every 200 damage he deals.

    Seris

    • Oracle: Seris' abilities recharge 1% faster for every Soul Orb stack on her enemies.

    Sha Lin

    • Mirage: Every 4th fully charged attack Sha Lin lands causes him to become stealthed for 0.25 seconds and create a mirage with 250 health that lasts for 5 seconds. The mirage moves around and pretends to attack enemies during until it disappears.

    Skye

    • Twilight Veil: While stealthed, Skye gains 10% movement speed every second, up to 20%. If she is both stealthed and undetected by enemies, she can gain up to 40% movement speed. If she is detected while this bonus is higher than 20%, then she will lose 10% movement speed every second until she reaches 20% movement speed or until she is undetected once again. If she leaves stealth entirely, her movement speed bonus decreases by 10% per second until she returns to her normal speed or until she regains stealth.

    -This is meant to give Skye more mobility as a stealth assassin. "Undetected" and "detected" refer to whether or not she is visible in some way, either by an enemy being close enough to see her, or by being revealed by an ability.


    Strix

    • Midnight: Strix gains 1% of his stealth meter for every 150 damage he takes.

    Talus

    • Strength of Ancients: Talus gains 4 Affinity for every 100 damage he deals to enemies while Overcharge is not active. Up to 100 Affinity can be stored. While active, his Overcharge ability consumes 35 Affinity instantly and then drains 20 Affinity per second to increase his weapon's fire rate by 20% while consuming no ammo, allowing him to use Overcharge for up to 4 seconds with full Affinity.

    -This is a soft rework for Talus. I thought it would be cool for him to have a less oppressive version of Overcharge that he can activate only after putting some effort into gaining charge for it, especially since his current playstyle involves him running up to someone, spraying them down, then running away.


    Terminus

    • Juggernaut: Terminus takes 50 less damage from all attacks. However, any attacks that deal less than 200 damage are instead reduced by 25%.

    -Just to clarify, this reduces damage by a flat 50, not by 50%, and anything that deals 200 or less damage will always deal at least 75% of its damage.


    Tiberius

    • Reflexes: Tiberius reloads 1% faster for every 2% of his missing health.

    Torvald

    • Runic Siphon: Torvald's Recharge cooldown is reduced by 0.1 seconds for every 500 damage he blocks, as well as for every 100 damage he deals.

    -Right now, Torvald just feels bad to play since he is so easy to kill. His Recharge is just a terrible ability that barely protects him for longer than a second.


    Tyra

    • First Blood: Tyra has 15% lifesteal at all times.

    -All of this is already part of Tyra. It just isn't shown as its own skill.


    Viktor

    • Veterancy: Viktor takes 1% less damage for every 5% of his missing health.

    Vivian

    • Strategist: Vivian's cooldowns are reduced by 0.1 seconds for every 5 weapon shots she hits, including from her Sentinels.

    Willo

    • Fae Wings: Willo can jump in midair to flap her wings, giving her a small vertical boost each time. Each subsequent wing flap is 20% less effective than the last.

    Ying

    • Altruism: Ying gains 10% less ultimate charge from dealing damage, but gains 15% more ultimate charge from healing allies.

    -Damage Ying is surprisingly strong with Focusing Lens, so I though she should have incentive to be a healer instead of a damage dealer.


    Zhin

    • Ceremonial Blade: Zhin's Inferno Blade gains a special upgrade when he purchases the 3rd tier of an Offense item. He can have multiple upgrades by purchasing multiple tier 3 Offense items.

    Bulldozer III: Each slash from Inferno Blade now pierces to hit up to 2 enemies but only deals 20% damage when doing so (4 enemies/40% damage for heavy hits).

    Cauterize III: Each slash from Inferno Blade applies a Damage Over Time effect for 200 damage over 2 seconds (400 damage over 4 seconds for heavy hits).

    Wrecker III: Each slash from Inferno Blade now pierces through shields but only deals 20% damage when doing so (40% damage for heavy hits).

    Deft Hands III: Each slash from Inferno Blade travels 20% faster and farther (40% faster and farther for heavy hits).


    Thank you for reading to the end. I accept any feedback.

    • Edit 1: Due to some confusion over Io and Imani, I have now given them both passives in the list. They were initially not included because of how long they were, but I decided to edit them in anyways.
    • Edit 2: Talus, Inara, and Bomb King have been given drastically different passives. Imani's passive/rework was tweaked.
    submitted by /u/Vampragon43
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    Checkmate Magistratards

    Posted: 20 Sep 2020 08:59 AM PDT

    She killed me without even looking at me ,lol

    Posted: 20 Sep 2020 01:24 PM PDT

    Not a single monster can hide from the Vampire Hunter (Aequd)

    Posted: 20 Sep 2020 07:32 AM PDT

    Vora X Io Animated theory coming out on my YT channel soon!

    Posted: 20 Sep 2020 05:26 PM PDT

    It's actually quite annoying

    Posted: 20 Sep 2020 09:08 AM PDT

    Favourite ultimate line

    Posted: 20 Sep 2020 05:19 PM PDT

    What is y'all fav ultimate line? For example seris "gaze into the abyss". I personally like "no snoozing in class"

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

    "Let's go play some Paladins" they said. "Let's play some rankeds, they are fun" they said

    Posted: 20 Sep 2020 02:25 PM PDT

    Vora - The end of ideas?

    Posted: 20 Sep 2020 10:48 PM PDT

    I got nostalgic yesterday and watched Joshino's video on "the most hated Paladins champions" and while talking about Skye, I think, he mentions the devs saying in a previous statement that they tried making an entirely DoT champion, but scrapped the idea, saying it wasn't good. According to Datamines we see Vora will probably have a lot of DoT and I wondered if they gave up, because they went out of ideas and decided to revive the DoT champion concept. What do you think?

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

    How is the game? Want to return

    Posted: 20 Sep 2020 09:53 PM PDT

    Hey how is the game holding up? Last me and my friends played was the Egypt battle pass with the furry maive death thing and the game was like omega buggy even for paladins standards. They've been asking here and there about returning is it still in a similar state? Thanks

    submitted by /u/ChangeMyUsername
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    Everytime JayFlare says "Mogee"

    Posted: 20 Sep 2020 09:40 AM PDT

    I'll never understand why people on the losing team blame their best player.

    Posted: 20 Sep 2020 09:34 PM PDT

    I know the worst player is usually blamed but I just saw a team direct all their anger at a Strix who had the most credits and eliminations.

    submitted by /u/veronicuh22
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