I do not agree with some of the core combat updates' details (it is a general step in the good direction, but they tripped with that step), and I think Warmonger is one of the best hero designs the game ever let out: simple, effective, dynamic, has no way to shut down others' offense, and there is no uncounterable attack. But God, the feats...
Here is how this should work, with only some value changes:
Tier 1: Corruption
The next attack adds the known corruption effects to the weapon (for 10 seconds).
Cooldown: 60s
Thicks: 15-18 damage/thick, thicks in every 2 seconds, 5 times total. The first thick comes after 2 seconds of the corruption.
Does not damage the corrupted hero. Only damages minions and allies in close proximity of the corrupted hero (range may remain the same).
Possible problems: People irritated by the Corona Virus might use this to vent their frustration by corrupting themselves on purpose and chasing down allies (those poor shugokis wouldn't stand a chance if they have a corrupted shinobi as ally).
Tier 2: Elixir of Corruption.
I think it should recover full hp for all damage dealth, but only if dealt to heroes, officers, the guardian and the commander. This feat would obviously get an indirect nerf with the Corruption itself getting nerfed (mainly, the affected hero not receiving any damage ever).
Tier 3: Power of Corruption.
+20% damage to the Corruption, with obviously more heal if Elixir of Corruption is taken.
Tier 4: Corruption Blast
Unchanged. Cooldown should be around 120s/150s.
They will obviously nerf them once the pay only period is over, but something like this could be the future for the hero.
NO.
The whole concept of corruption belongs in T4 and ONLY in T4. Just copy and paste whatever feats T1-T3 from other heroes and leave a nerfed version of corruption for T4.
The whole concept of corruption is only countered by itself. Even at T4 you might see the feat used twice, but probably only once because it is so OP it has the power to easily end a match when used right which isn't hard to do. Makes fireflask seem like a fart in the wind.
Only because the numbers are too high, and it has too many effects. The corruption should either damage the person corrupted if his allies close in, or the allies closing in, not both, and the numbers are obviously absurd. And I think there shouldn't be a single way for Corruption to ever damage anyone who is alone.
Maybe it would also be a good nerf if the corruption buff would be lost if there would be only one chance to inflict it: if the attack meant to deliver the corruption is parried/blocked/missed/dodged/superior blocked, the effect should be gone. That would make it a bit more strategic.
I don't think it belongs to T4- the current version doesn't belong anywhere since it is too overpowered, but a well nerfed version could be a fine concept. The only problems with it is how easy it is to be used, and how damaging it is. If it is weakened, then the conception is okay for me.
Nope.
Maybe, MAYBE you infect someone, a circle appears around them like those for arrowstorm, fireflask, etc, one you could roll out of before it hits, and there is ONE TICK of X amount of AOE damage of corruption surrounding the infected person. This causes people to have to roll away like the other AOE's, giving a small window of 1v1 or anti-gank to the warmonger. That's it. That's still crazy powerful.
I still don't want even that because that's still OP like being able to dynamically insta throw a bear trap with 3x the AOE on someone. Or if it still has multiple tick, that's like being able to insta fireflask without the animation of having to throw it in close quarters where you basically can't without getting lighted out of it. AT ******G T1????
No. No. No. This whole corruption concept belongs in T4 at minimum, and a nerfed one at that.
I don't think there is any negotiating or compromises to these feats. They need a slap on their asses to know they really screwed up on this one. Entirely unacceptable.
I don't think I will agree on this with you. I actually think there is no by default broken design, only numbers will make a skill broken.
Here is an other version:
T1: Corruption blade with 60s, blade is corrupted for 5s, for one attack only. Everyone takes damage the same way as they do know. Thicks 5 times, 3 damage/tick (takes too ticks to kill a minion at this level, a player may take 15 damage at most from this).
T2: All damage dealt to heroes heals the Warmonger.
T3: Doubles the damage of Corruption (maximum potential 30 damage/player).
T4: Corrupts everyone nearby. Damage adds up if enemies stay close to each other (and at this level, if all 4 players remain close for the full period while all having Corruption, that might really kill a weaker hero with 120 damage, but that takes about as much effort as getting Catapulted).
I just can't believe the version above would be broken. WM could only get one chance every 5s, which might make her next mixup more intensive or her defense more scary, but nothing you can't counter. Even if you are Corrupted, you can safely wait out that 5 seconds, or if there are only two of you nearby, may decide to tank out the 15/30 damage and let her heal back 30/60 hp, which can avoided by one player staying away for a few short seconds.
But if this is too much, you can still make it tick even lower damage numbers. I think that even this version sounds quite okay, maybe even underpowered and situational (I would definetely pick Auto Revive over this version of Corruption most of the times).
1. This is just completely unrelated of the topic.Originally Posted by zono4ever Go to original post
2. High ping players (aka cheaters) were never reactable, because they just teleport around.
3. "Light spam" was always a problem for noobs only, and now that they made every light hit like a wet noodle and costing 12 stamina each, I find it pathetic that someone still complains about it. And the worst thing is, it seems Ubi listens to this kind of feedback rather than the feedback of players who can actually understand the game.