Dear Devs,
Please re-work the feats of characters as well as their move-sets. This feat, confusingly called 'Conqueror', allows you to capture zones faster in dominion or to retain boosts longer in elimination and skirmish. It would make sense for this feat to allow you to capture and steal offerings faster in tribute.
Well, the feat is useless in tribute but still effective in other modes. In tribute, you have two more feats that can be picked instead. Why can't you pick one of the others?
You have three loadouts for each character that has rep 1 or more. You can make one for Dominion and one for Tribute. That still leaves you with one free loadout.
That's what I do - dedicate one loadout to more self-sustaining build, so I can heal more in Tribute.
Or is there something that prevents you from doing this?
Edit: I just had a quick look at the feat. It is available for Warden, Conq, LB and PK at level 1. Each of these has access to a feat more viable for Tribute.
Warden: Come at me (Active: Gain renown faster but take more damage) - a bit of a trade-off. You take more damage but get to better feats faster.
Conq: Speed revive - very useful in tribute teamfights. I admit, this one is situational and potentially unusable as well.
LB: Harsh judgement - reduce target stamina
PK: Bounty Hunter (gain health and stamina for each hero kill) or Stealth. Both usefull.
I see what you're saying but no feat should be useless in any game mode. At the very least you should always have a choice of two viable feats. If you look at the Conqueror (character) his two other choices are getting health for murdering minions (there are no minions in tribute) so that's also useless, as well as the one you mentioned, which as you said is situational and could also be useless.
I did start of by saying that I was hoping they'd re-work the feats as well as the character movesets etc. So I was really talking specifically about the Conqueror (character) as my example.
Some of the other feats are kinda useless too. Like the uninterruptible feat that lasts for about 5 seconds. It's pretty much obsolete due to the new revenge mechanics. Also they nerfed Regeneration to uselessness. I've never once had it trigger after the update. Do you have to stand perfectly still for 10 seconds before it starts or something? Because that's just totally not viable in a fast paced game mode like tribute. It's also useless in dominon because the only place you'd stand still is in a control point, where you already get healing. Even in elimination and skirmish you'd be better off running to one of the healing boosts.
So I still think the feats need reworked as well as the characters.
Looking at the kensai too, his new mix-ups coupled with his unblockable feat will make him crazy difficult to deal with when he activates it.
I'll be honest, I really don't play many other characters aside from Conqueror so I don't know about their feats but if they're as awful as the Conqueror's then they really need fixed up too.
Agreed. Something i said many times before. A lot of Feats need a revisit.
Just to give a few examples - by the way, it's not a coincidence that most of them are samurai related (it's the faction where I don't like most of the feats):
T1 - Bounty Hunter, Kiai & Iron Lungs (sadly orochi T1 choices)
Bounty Hunter is an autopick on that tier level. Kiai is more for personal taste. Iron Lungs ... don't know why samurai having that at all.
T2 - looks pretty solid across the full roster
T3 - on average an activatable feat that deals or heals dmg
What I don't get: Why do most knight chars have AOE damage (bombs) as a choice here availabe, ... while the other two factions don't (everything is single target).
T4 - Arrow Storm, Traps (like Fire Trap or Nail Bomb)
Arrow Storm's visual indicator while placing it has a circle as shape while it's direction is not circular. (visual indicator should be a rectangle with an arrow as direction-indicator)
That makes it hard to place down the way you want. Activating it on someone thats very close u get hit by the first arrow volley. Plus it is easy to doge out and damage is very low compared to Catapult or Spear Storm. That's why I don't use it most of the time, even if a have it selected!
Traps at that tier with such a high cooldown ... i don't like that. At that level I' looking for something mobile (Fear Itself, Phalanx, Catapult or a Heal Aura like Champions Health), something I can use to help my team or target multiple enemies.
TL;DR:
I'd like to see a change where I can take feats out of one pool and put them at a tier of my choice (some feats could still be locked for some tiers). Depending the tier I placed a feat at, it becomes better by heal or damage, or get a better cooldown, longer duration time ... etc.
The choice-out-of-three-per-tier is most likely an autopick situation and not that interesting - it feels static.