Bloodline Champions
Bloodline Champions

Head Hunter Abilities

Bloodline discussions concerning the melee damage archetype.

Head Hunter Abilities

Postby ShuffleCat » [OP] » 29 Jan 2012 22:36

Hi, screenshotted these off Semmler's stream during the preview. Just thought I'd set up a discussion thread to help keep up the hype! Keep in mind I heard these are still being worked on so it's in no way indicative of the finished product.

M1:
Spoiler: show
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M2:
Spoiler: show
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Space:
Spoiler: show
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Q:
Spoiler: show
Image

E:
Spoiler: show
Image

R:
Spoiler: show
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Ultimate:
Spoiler: show
Image


Discuss.
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Re: Head Hunter Abilities

Postby Kaww » 29 Jan 2012 22:37

Thanks a shit ton, will give my opinion. Would be nice if they turned on detailed info but oh well thanks anyways. *edit well nvm it's only the case with M1 and M2*

First impression;

•He's fat; Size 6.5, 0.5 size down from tank.

•Ravener like attack speed on his M1 :o, 3 hits in a row and it applies his DoT

•M2 is sorta like X strike *boomerang effect included* except it's worded as *throwing scythes in separate arcs*. Applies a slow and the DoT effect.

•Space is sorta like a mix between nomads run speed + movement dispel + rav's old space with the added bonus damage attached to M1, except using ANY ability cancels the effect. *so cant mash M1 while tunneling a guy 60 range away :lol: *

•His Q has the capability of RESETTING it's OWN CD *basically this ability looks like Harbs healing M1 as an ability*

•his E looks kinda fun; Basically ranid leap but the jumps can be timed and controlled if you use the ability again in 2 seconds after activation. *60 range jump*. Applies a Bleed effect that goes with his Q

•His R is a kunju except its a dash that applies a 0.5 sec stun and the bleed effect.

•Ulti is a projectile based and also applies the bleed effect. *everything applies the bleed effect lol*




Over all first impression. Looks like he's going to depend on dodging with his space and E, while keeping himself up with his harb M1 like healing melee ability on his Q. With the option of using his Trance sorta like spearmaster...
*aka high mobility but only protection offered is his Q.*

The oddest thing. This guy is literally like a combination of Ranid's space, nomad's space + raveners space, Harb like healing, Spearmaster-esque trance, Ravener like M1, and his projectiles are boomerangs that apply DoTs which can be consumed via Q for healing.

Image

Headhunter is a direct fusion between bloodline abilities and play styles in a nutshell





*edit also, a big note. His healing Q CONSUMES the DoT unlike Harb's M1 healing while hemo is on without consuming it.*

Also the Area listed on his Q is 175~. :roll:



annndd I have a feeling his Q is a Melee based cone attack, I noticed they listed a range for that ability + a maximum health ceiling. That'd GREATLY increase his survival abilities. However the maximum he can heal from that Q is 180 health so that's good. Kinda worries me a bit. Ranid/nomad mobility + harb self healing potential? Hope they balance handled for him, looks like a handful.
Last edited by Kaww on 30 Jan 2012 00:24, edited 8 times in total.
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Re: Head Hunter Abilities

Postby GummyDpony » 29 Jan 2012 23:16

That is quite a bit of bleed damage he has there.

Kinda hard to judge the balance since he isn't out yet so i'll not comment on that. With that said, the abilities look really fun and it looks like I'll have a great time playing him when he comes out. Hopefully that is the case
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Re: Head Hunter Abilities

Postby ShuffleCat » [OP] » 29 Jan 2012 23:23

Kaww wrote:Also the Area listed on his Q is 175~. :roll:


When I first saw the size of it in game on the screen I literally shouted: WOAH! :o

That analysis is generally what I thought of him. I kind of feel like they took the good points of abilities from many of the existing bloodlines and put them together. He looks like he's got a pretty high skillcap, but at the same time pretty easy to pick up. (If that makes any sense)
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Re: Head Hunter Abilities

Postby Kaww » 29 Jan 2012 23:30

He looks like Herald's worse nightmare. A shit ton of mobility, a trance on top of that...possibly can exploit his chronoflux and get a free trance in, and can probably tunnel the hell out of healers and keep himself up. Poor Herald. :lol:

Though there's one thing that's bugging me... he doesn't really have ANY supporting abilities for his team mates except a EX that applies a 1.8 sec incap. His abilities seem... self centered. *inc Pomp/Astro/Bp + Headhunter teams in 2s*
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Re: Head Hunter Abilities

Postby Shadd » 29 Jan 2012 23:52

The most important flaw i spotted there is his EX2: too similar to the base ability, except it's better, and that's the exact reason Herald and Ravener's EXes were changed, so i see it as a symptom of its early release. I expect this ability to get changed soon after release, if not even before it.
EX1 is more or less in the same situation but i guess it's discrete enough to be passable.

I like the playstyle that seems to come out of the abilities, even though i would have liked more sauce on consuming open wound; Q's effect seems rather good but the dot itself seems quite weak by its own, even if it is intended to be kept on almost all the time. I don't think it would give an healer any kind of bad time for example, especially since there's almost no control that could really annoy an healer on him.

Nevertheless i look very forward to trying it out.
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Re: Head Hunter Abilities

Postby Kaww » 30 Jan 2012 00:11

It's his mobility that's kinda annoying, however yeah, not much control unless his EX Q counts as a cone AoE similar to Glutton/Spearmaster Q. Just seems like he's encouraged to rush someone down due to the lack of supporting abilities to help peel team mates.


Only form of control I see is

•Slows on his projectile/m2

•a knock back on his space -> M1

•a minor knockback on his Q *probably negligible, unless it somehow interrupts casting, then that changes everything*

•a 1.8 incap on his EX Q. *not sure if single hit or AoE*

•finally a 0.5 second stun on his trance *probably just there to interrupt channeled ultimates*
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Re: Head Hunter Abilities

Postby gorkhus » 30 Jan 2012 04:09

I already hate him. Might be a good time to stick the herald in the closet once and for all >_>
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Re: Head Hunter Abilities

Postby lexxx20 » 30 Jan 2012 04:39

Anyone else can't see his M2 pic?
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Re: Head Hunter Abilities

Postby wacki » 30 Jan 2012 05:49

got an m2 pic with the advanced tooltip here:

Spoiler: show
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Re: Head Hunter Abilities

Postby Kaww » 30 Jan 2012 06:03

and his m1?

His M2 damage is pretty nice.
Last edited by Kaww on 30 Jan 2012 06:08, edited 1 time in total.
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Re: Head Hunter Abilities

Postby wacki » 30 Jan 2012 06:06

I think semmler didnt show the m1 with advanced tooltips :/
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Re: Head Hunter Abilities

Postby lexxx20 » 30 Jan 2012 06:16

wacki wrote:got an m2 pic with the advanced tooltip here:

Spoiler: show
Image


Thanks, mate!
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Re: Head Hunter Abilities

Postby Shadd » 30 Jan 2012 12:37

Looking at the advanced tooltip of his m2...well his ex1 seems rather useless and wrong just as i expected. I doubt having an high speed m1 and m2 out of cooldown i'd even want to spend 40% energy to deal some more damage and let my slow last a bit more, without even putting the dot on. And that increased slow is even less useful if you think you have the dash on the E.
And again, it's a "better" version of the base ability, meaning it's not situational at all, thus a bad ex.
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Re: Head Hunter Abilities

Postby K3Kzy » 30 Jan 2012 12:40

M2->E->Q->E->Q seems cool
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