Bloodline Champions
Bloodline Champions

Storm Caller is FINE

Bloodline discussions concerning the ranged damage archetype.

Re: Storm Caller is FINE

Postby Zcuron » 12 Feb 2012 11:51

traveler80 wrote:
Zaole wrote:
Zcuron wrote:In short, Hail Storm has a two second activation time.
Something with a two second delay is ridiculously easy to trance.


volcano is also ridiculously easy to trance. that doesn't mean it should be untranceable. it just means you shouldn't use it if your enemy has a trance off cooldown and has control of their character.

what other argument is there for the case of hailstorm being untranceable?


Not to mention you can use hailstorm on someone that is trancing and their trance duration isn't long enough to negate it... so they have to move out of it or end up stunned + you can couple that with a slow or voidstone.


@traveler80:
What exactly is the argument here?
Trances don't last long enough?
Q has too much delay?
...People who waste their trances should be able to trance Q?

@(Both):
Now, Q is already easy to get out of, it doesn't need to be tranceable.
It's a little more than 1.5 times as easy to get out of, compared to volcano. (and people walk out of that all the time)

This is why you combine volcano with a slow to hopefully get a hit off. (barring team intervention)
I don't see why you think such combinations are an argument for Q being tranceable.
"The enemy team just used a combination on me, therefore I should be able to trance it"?

It's also worth keeping in mind that Hail Storm will break any CC on the target, prior to triggering.
I actually like this design, as it prevents the usual CC-->Volcano. (which takes half as much skill as it should)

Please help me understand your point of view, why should it be tranceable?
(And yes, I understand that the one making the proposal has the burden of proof.)
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Re: Storm Caller is FINE

Postby Zaole » 12 Feb 2012 17:20

Zcuron wrote:Please help me understand your point of view, why should it be tranceable?
(And yes, I understand that the one making the proposal has the burden of proof.)



... because it is nearly identical to volcano. because the definition of a trance states that it procs off of direct damage area attacks, and hailstorm is a direct damage area attack. because without the ability to trance it, combining hailstorm with slows would be an extremely powerful means of dealing damage to someone whose defensive cooldown (trance) is completely useless. seriously, it's a sudden burst of damage and a STUN. how does a stun not deserve to be tranceable?

This is why you combine volcano with a slow to hopefully get a hit off. (barring team intervention)
I don't see why you think such combinations are an argument for Q being tranceable.
"The enemy team just used a combination on me, therefore I should be able to trance it"?


so you're saying if someone uses a combination of attacks to ensure that i can't move out of hailstorm, i deserve to be hit by the attack and trance shouldn't trigger? and you're also saying that if someone uses a combination of attacks to ensure that i can't move out of volcano, then i can simply trance to avoid it? not helping your argument at all, bucko, unless you forgot to state that you believe volcano should be untranceable as well.

It's also worth keeping in mind that Hail Storm will break any CC on the target, prior to triggering.
I actually like this design, as it prevents the usual CC-->Volcano. (which takes half as much skill as it should)


the DoT component of hailstorm does not break "any CC", it only breaks those which break on a small amount of damage. molten shackles, for example, would not break in hailstorm's DoT.
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Re: Storm Caller is FINE

Postby Atheroembolism » 12 Feb 2012 18:25

Here's a wacky thought to make SC OP.

What if the M1 Bounce can bounce towards the original target if it has Static (which it would unless it got dispelled quickly)?

So say you have two enemies, A and B. A has Static and B doesn't. You hit B with an M1, dealing 150 damage and inflicting Static; it bounces towards A dealing 40 damage, then back to B dealing another 30 damage.

Still no more than one bounce per target of course.
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Re: Storm Caller is FINE

Postby Zcuron » 12 Feb 2012 19:04

Nearly identical to volcano, except that it takes twice as long to activate.
You have twice as long to decide what to do, and you can move 1.5 times as far in the time.

The skill required to trance Hail Storm is non-existent, which would be my main problem with the idea.
As for combinations, my argument is that you should trance what comes before, as Hail Storm is already easy to get out of, it doesn't really need any more assistance in that regard.

Other than that, you've done a very good job of sowing seeds of doubt, for which, I thank you.
There's nothing worse than having a fixed perspective.

@Atheroembolism: (weird name)
While I like the idea of bounce, I fear it may make his M1 a little bit too powerful.
It would be 150+40+30. (220 dmg per m1)

Perhaps if you just want to be ridiculous, you could make his M1 bounce 6 times.
Each bounce would deal 15 damage.

And if you want to be really ridiculous, you could make it bounce 10 times.
Slow the bounce projectile velocity.
7-8 damage per bounce, static now disappears after being hit by a bounce 3 times.

Would look funny, at least.
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Re: Storm Caller is FINE

Postby Atheroembolism » 12 Feb 2012 19:13

180 damage to one target and 40 damage to another isn't the same as 220 damage to one target however. I believe this is one of the reasons why SC's M1 bounce doesn't come into play often, people are much more interested in focusing damage (and rightly so) rather than spreading damage out.

In fact I'd go so far as to say that no one purposefully tries to get the bounces going, when it happens it's always by accident (Static applied by Space or switching focus).
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Re: Storm Caller is FINE

Postby Zcuron » 12 Feb 2012 19:45

Atheroembolism wrote:180 damage to one target and 40 damage to another isn't the same as 220 damage to one target however. I believe this is one of the reasons why SC's M1 bounce doesn't come into play often, people are much more interested in focusing damage (and rightly so) rather than spreading damage out.

In fact I'd go so far as to say that no one purposefully tries to get the bounces going, when it happens it's always by accident (Static applied by Space or switching focus).


You're over-reaching a bit then, I do it intentionally! ^_^ (admittedly, the chances do not appear often in high-tier)

As for damage, it is indeed spread - but the full amount still matters as it's pressure for the healer.
SC appears to be very good at this.

It's a different style of playing, focused around disabling the healer & forcing defensive action.
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Re: Storm Caller is FINE

Postby brzoskswinia » 23 Feb 2012 20:15

If you're not getting bounces going, then you're doing it wrong. With no bounces SC does 166.(6) DPS, with a single bounce that sores to 211.(1) which is Ranid tier (And the highest of any R-DPS, all buffs and mechanics included), 2 bounces is an insane 244.(4). He has a powerful mechanic, and you should exploit it.
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