Why are we always trying to figure out ways to compare who's better or worse using a universal category / framework? Different champs do different things in the hands of different players For example Skilled Quake players claim she is the best champ in the game, players who can't Quake have no use for her So one could rightly claim she is the best in the game, and another could rightly claim they have no use for her There is no one size fits all
I really agree to what @Rookiie said. Best example also given of quake.
So yeah the criteria of good champs depend on player playstyle.
Spot on, what good is quake or ghost if you can't play them and just get punched to the face and dying in 5 secs?
Why are we always trying to figure out ways to compare who's better or worse using a universal category / framework? Different champs do different things in the hands of different players For example Skilled Quake players claim she is the best champ in the game, players who can't Quake have no use for her So one could rightly claim she is the best in the game, and another could rightly claim they have no use for her There is no one size fits all
I really agree to what @Rookiie said. Best example also given of quake.
So yeah the criteria of good champs depend on player playstyle.
Spot on, what good is quake or ghost if you can't play them and just get punched to the face and dying in 5 secs?
Why are we always trying to figure out ways to compare who's better or worse using a universal category / framework? Different champs do different things in the hands of different players For example Skilled Quake players claim she is the best champ in the game, players who can't Quake have no use for her So one could rightly claim she is the best in the game, and another could rightly claim they have no use for her There is no one size fits all
I really agree to what @Rookiie said. Best example also given of quake.
So yeah the criteria of good champs depend on player playstyle.
Spot on, what good is quake or ghost if you can't play them and just get punched to the face and dying in 5 secs?
Live example I am not at all a good ghost player but can quake like hell That's why have to remove ghost from my team. 80 percent depends on playstylr and 20 percent on the character. For eg stealthy has good utility and damage but very low health and block proficiency so I don't use him after act4 in my main questing team. I just wish for a 4 or 5 star quake damn
For me it goes down to 1. Do I like them or like using them. 2. Do they help me advance in content I'm stuck in. 3. Do they fit my playstyle or are fun to learn. Bonus points if they hit hard but not always important
The problem with this approach (which was mentioned by multiple people here), is that you can't take rankups back. Some are just too important and you need a bigger picture in order to not regret.
Look at Blade for example: for a player stuck at 5.4, Blade at 5* r5 is a huge help, arguably better than Fury (because Blade trinity shuts down all bosses in 5.4). However in the bigger picture (Act 6, Variants, Act 5 explo) it is always NF over Blade.
Damage - very high especially with suicides. Most of it is passive so that’s great against damage caps and such
Flexibility - quite flexible, as his passive damage allows him to enter lots of matchups, as well as his tentacles allows him to bypass electro, korg etc. if you run suicides his reach is extended further by his massive damage at the start of the fight. The fact that no one is immune to his death field or death spore damage is amazing. Extends his reach by a lot. He does need to be aggressive to keep the spores up, and ideally drop heavy attacks to stop them from falling off, but he’s still a great champion nonetheless. Finally he has healing on his sp1 and sp3 that can extend his reach to nodes like gimme for example, as well as just general survivability.
Your comment very nicely reveals another flaw of my theory. Everything you said about Omega Red is right. There is just one minor issue: if he can't bleed (either suicides, or caltrops/biohazard etc.), he loses good 60% of his damage output. He still can be used to counter the said matchups, without bleeds it just takes much longer, but he is still very versatile champion. You are more than welcome to formulate this aspect of champion quality yourself, if you want.
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That's why have to remove ghost from my team.
80 percent depends on playstylr and 20 percent on the character.
For eg stealthy has good utility and damage but very low health and block proficiency so I don't use him after act4 in my main questing team.
I just wish for a 4 or 5 star quake damn
Look at Blade for example: for a player stuck at 5.4, Blade at 5* r5 is a huge help, arguably better than Fury (because Blade trinity shuts down all bosses in 5.4). However in the bigger picture (Act 6, Variants, Act 5 explo) it is always NF over Blade.