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Beam Overnerf

Bloodline discussions concerning the tank archetype.

Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 16:22

So maybe Beam was unbalanced. I am still not entirely convinced because I regularly lose to teams who know how to play around it so it seems to be more of an L2P issue.

But really...significantly reduced width (justified), immobilize timer reduced (somewhat justified), immobilize breaks on damage (WHAT!? breaks the ability).

All of this together kills the ability and gives Inhib yet another sub-par EX to go with his long list of EX1 iterations.

The width should be reduced, although not as drastically as that announcement made it sound, along with the reduced immobilize time. Breaking the effect on damage, however, completely ruins the ability. In situations where you use Beam there's typically a lot of action which means someone being beamed has a good chance of taking damage just from being in the fray and having the effect break immediately kind of ruins an EX.

But seriously though you can't just gut out this ability because people refuse to look in to how to play around it. When people space out, trance in it, or use other abilities (like Gunner's Execute) while in the immobilize it significantly reduces the impact of the Beam on the course of the game.
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Re: Beam Overnerf

Postby Easymode » 11 Apr 2012 16:26

Dude.... it was op, just deal with it.

Not breaking on dmg means you just stand there with NO WAY TO AVOID 2 seconds of flat dmg spam. Thats not ballanced by any standard. Not to mention beam itself does solid damage + spellblock.
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Re: Beam Overnerf

Postby nopa » 11 Apr 2012 16:36

eddysamson wrote:Complete overnerf to Beam. Sure its a bit unbalanced but you pretty much just gutted the ability making it useless. Whats the point of the immobilize if it breaks on damage? AND you reduced the immobilize time on top of that? The width change is fine and necessary but all of this together is too much.

SLS you cant just release something like Beam and then cater to overreaction and over-nerf something. As a Inhib player I still lose to teams who know how to play against Beam in its current state. Its going to be useless after this fix.


The beam used to be crap before they added the spellblock and immobilize and gigantic width. Be glad you have something better now. it doesnt have to be something OP.

Only a someone desperate would trance inside that beam just to be even more vulnarable after it hits.

In this game, all stuns are broken by damage. The only reason inhibitors beam isnt a stun is that people need to be able to use abilities to fall for the spellblock. A 2s immobilize that holds people in ultimates and isnt dodgeable by wasd if well placed is surely not the intention of SLS.
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Re: Beam Overnerf

Postby stothemontage » 11 Apr 2012 17:55

Too soon.

Give at least a week's grace period for all the wounded souls and destroyed lives Runic Beam caused.

Maybe once we have given our respects we can discuss it in its current state.
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Re: Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 17:58

nopa wrote:The beam used to be crap before they added the spellblock and immobilize and gigantic width. Be glad you have something better now. it doesnt have to be something OP.

Only a someone desperate would trance inside that beam just to be even more vulnarable after it hits.

In this game, all stuns are broken by damage. The only reason inhibitors beam isnt a stun is that people need to be able to use abilities to fall for the spellblock. A 2s immobilize that holds people in ultimates and isnt dodgeable by wasd if well placed is surely not the intention of SLS.


Beam used to be crap...okay. So now its going to be harder to hit and still crap. Cool. Thats great balance right there.

I have no idea what your line about trance means. If you trance after the interrupt you're probably going to get it triggered and break out. If you trance before the interrupt the trance stays active and you can easily still have it triggered, only negative was the damage you took. Plus you still have space effects, the other side, nether, stone shield, treacherous roots, and more.

You are wrong on the stuns. Stun effects are not broken on damage, incapacitates are. Immobilize is not a stun. It allows the user to continue using abilities. It is FAR less powerful than a stun in that regard and even significantly less powerful than an incapacitate because of that.

The fact of the matter is theres a good list of options you have to deal with beam. Why do people just *peeeeep* about the ability without trying to beat it?
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Re: Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 18:00

Easymode wrote:Dude.... it was op, just deal with it.

Not breaking on dmg means you just stand there with NO WAY TO AVOID 2 seconds of flat dmg spam. Thats not ballanced by any standard. Not to mention beam itself does solid damage + spellblock.


No way to avoid? So....all space abilities in the game, trance, CC break medallion, stone shield, treacherous roots, any other shield to help deal with damage, any other ability that causes movement thats not a space (dashes) and I am sure there are more I am forgetting. Oh yeah I also forgot the other obvious one. DONT STAND THERE LIKE AN IDIOT IN IT. If you attack back even if you have no escapes the beam becomes significantly less powerful. Last night I lost to a team where the gunner would always save space for beam and if I caught him in it after he used space he would just use his own interrupt, execute, or ex execute because he knew you dont have to stand there like an idiot.
Thats not exactly NO WAY TO AVOID now is it?
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Re: Beam Overnerf

Postby unskitin » 11 Apr 2012 19:01

Lold someone already crying about JUSTIFIED nerft to beam. Immobilize breaking on dmg is totally justified nerf IF spellblock stays. I wouldve rather made it the old beam with only immobilize not breaking on dmg BUT with the cast time thing there was now - because the casting used to be broken but it was fixed. So why not just fix the casting issue? I dont know. But immobilize breaking on dmg should do the job do now when spellblock stays + ofc the ridicoulous hitbox nerf.

And btw, it wasnt l2p issue, you just couldnt dodge it. If you say you lost to a gunner cause he always spaced away from beam etc, you must be a freaking moron to cast beam on someone WITH AN OUT. Problem with beam wasnt people like you who cant play this game nor keep an eye on opponents outs. Problem was the actually good Inhib players who waited for the right moment, like after gunner space after forcing her to use it, and unleashed their trolling beam --> 100% win.

It was freaking ulti-like ability and now getting propably semi-balanced EX. Stop crying bout the nerf, l2p.
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Re: Beam Overnerf

Postby ShuffleCat » 11 Apr 2012 19:50

Sigh, Inhibs EX Q used to be the only ability that Stormcaller could synergize his Hailstorm with. Is it too much to ask that a ranged bloodline should be able to follow up CCs with damage?
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Re: Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 19:55

unskitin wrote:Lold someone already crying about JUSTIFIED nerft to beam. Immobilize breaking on dmg is totally justified nerf IF spellblock stays. I wouldve rather made it the old beam with only immobilize not breaking on dmg BUT with the cast time thing there was now - because the casting used to be broken but it was fixed. So why not just fix the casting issue? I dont know. But immobilize breaking on dmg should do the job do now when spellblock stays + ofc the ridicoulous hitbox nerf.

And btw, it wasnt l2p issue, you just couldnt dodge it. If you say you lost to a gunner cause he always spaced away from beam etc, you must be a freaking moron to cast beam on someone WITH AN OUT. Problem with beam wasnt people like you who cant play this game nor keep an eye on opponents outs. Problem was the actually good Inhib players who waited for the right moment, like after gunner space after forcing her to use it, and unleashed their trolling beam --> 100% win.

It was freaking ulti-like ability and now getting propably semi-balanced EX. Stop crying bout the nerf, l2p.


So an ability is OP for people using it correctly? Did you miss the part where I said I also used it after he used spaced and he still had a response?

Also...you contradict yourself. You say it was impossible to dodge...I can see that with the animation oddities (although I've still dodged it and seen plenty of people dodge mine), but you think its really going to be balanced when its some tiny skinny little beam anyone can take one or two steps away from to get out of? Doubtful.
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Re: Beam Overnerf

Postby Bambitttt » 11 Apr 2012 20:07

unskitin wrote:And btw, it was l2p issue, you could just dodge it.

Fix'd

And now its useless. *think*
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Re: Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 20:13

Bambitttt wrote:
unskitin wrote:And btw, it was l2p issue, you could just dodge it.

Fix'd

And now its useless. *think*


Well not now, but soon unfortunately. I doubt I will ever use it if these changes go through. It might be nice to set up an easy 3 Sol Ohm pop, but EX2 is already good and so is his ult.

It seems to me thats what the community at large wanted. To nerf Inhib's EX into oblivion so no one will use it anymore and people will go back to using Ult which is probably one of the harder ults to use in the game (unless you're pointblank).

No one wanted to learn how to deal with it, its easier to create a big fuss and get something nerfed to uselessness.

Can I have the really old EX back that was basically just a big fat Ohm heal? Maybe with that I can do more inhib 1v3s...
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Re: Beam Overnerf

Postby ShuffleCat » 11 Apr 2012 20:23

eddysamson wrote:It seems to me thats what the community at large wanted.


Admittedly I wanted a nerf to the beam as well, but I think the nerf he got was just a little bit too far. The break on damage is probably what did it.

This new beam:
Can you use it to stun in ults?
Can you use it to keep the healer from healing the dps?
Can you use it to keep people in the SD fog?

Nope, nope, nope.

Maybe it needs to be a gradual slow instead. Like HH's EX (I think)
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Re: Beam Overnerf

Postby Tipzntrix » 11 Apr 2012 20:25

I'm actually betting people will still complain about new beam being OP. It's still going to be pretty damn good, and Ranids are still gonna get 3-person Venom Lunges after it.

EDIT: The nerfs aren't even set in stone yet, it looks like. We'll see what happens.
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Re: Beam Overnerf

Postby eddysamson » [OP] » 11 Apr 2012 21:04

Tipzntrix wrote:I'm actually betting people will still complain about new beam being OP. It's still going to be pretty damn good, and Ranids are still gonna get 3-person Venom Lunges after it.

EDIT: The nerfs aren't even set in stone yet, it looks like. We'll see what happens.


People will not complain about it being OP and a lunge setup like that will only be under very rare and specific situations if they really go through with significantly decreasing the width. It will make it painfully easy to dodge. I mean you will be walking out of a skinny little line as opposed to a massive circle like most AoEs that are NORMAL abilities.

Let me repeat that last line. You will be dodging a tiny skinny little line as opposed to a large AoE circle for normal abilities.

Still don't see how this is considered good balance.
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Re: Beam Overnerf

Postby Zaowi » 11 Apr 2012 21:24

your kidding me right , the changes have'nt even been made yet and your complaining?
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