Buff Review - Gamora
Player_Slasher
Member Posts: 156 ★★
Disclaimer: I don't own a 5 or 6-Star Gamora, in fact was only testing the 4-Star Rank 3 version in ROL. That took 207 hits and around 4 minutes.
Ability Changes:
▪ 1% --> 1.5% buff duration increase per second
▪ Godslayer Strike implemented into base kit, but cooldown duration doubled (100-sec cooldown bruh) & 65% chance to activate
▪ New sig ability: Improved Godslayer Strike reducing cooldown by half or more, and granting 100% chance to trigger.
▪ New ability: ignore Miss at 10+ buffs
Playstyle:
Basically no change compared to before with MLLLL combos to maximize on Fury, and then either Special 1 or 2 as both crit decently.
Now onto the pros and cons:
Pros:
▪ Raw damage is a solid 10 out of 10. Her numbers are NUTS once she’s ramped. A 4-min kill with a 4-Star Rank 3 is always impressive to me.
▪ Guaranteed Crits = guaranteed damage. Always great to have for any champ.
▪ Utility: Gamora can inflict Armor Breaks on Sp2, and can access True Strike and Vigilance which can be kept by refreshing w/ Heavies.
Sounds like she has amazing potential right? Well if you haven't noticed the first two pros have been there LONG before this buff. As for the utility part it's right about to be covered in the cons section:
Cons:
▪ Super stressful playstyle. This is somewhat lessened by all those synergies I was using, granting +70% Buff duration in total, but I was close to losing some Buffs multiple times during my testing. In a realistic scenario where none of those synergies are present, you could lose your Buffs more than a few times.
▪ Godslayer Strike needs awakening to be of relevance. If your Gamora is unawakened, it has a 100-sec cooldown, which is double of an unawakened Corvus’ charge cooldown. That's freaking bonkers considering that the actual Godslayer effects ain't THAT important to start with. Sucks that they didn't revamp or buff this ability at all and just resorted to throwing it into her base kit.
▪ Fury and Cruelty procs are completely RNG reliant, there were some combos where not a single Buff would proc.
▪ Both True Strike and Vigilance take way too long to get to; you'd have gotten punished and whacked by several Evades/Auto-Blocks/Misses by the time you get access to these abilities. This makes her obsolete when compared to nearly every other option in the game. Heck, Odin has True Strike on SP1 which can be paused indefinitely as long as you're aggressive. Surfer has Vigilance on SP1 which can be constantly refreshed. Even Super-Skrull can get into a super long (yes super-long) Vigilance more quickly, by just blocking a few hits at the start. Or Karnak's SP1 True Strike could probably already do the job better.
▪ No immunities. Ye I know it's hard to give Gamora an immunity, but that's just so common in lots of champions nowadays and thus drags her utility side behind even more.
▪ A major disadvantage is that Gamora will find difficulty in fighting passive AIs or matchups where you can’t parry Stun.
So, literally ALL of these points mentioned above could have been applied to pre-Buff Gamora as well. Fixing just any two of these problems would've made her a much more fun champ to play around with, but unfortunately that did not happen at all.
Verdict:
My stance remains unchanged: Gamora’s value in the game will remain the same as before. Her playstyle was stressful and impractical and little effort was put into fixing that. Godslayer Strike is still pretty bad. Utility is still unimpressive. Honestly just the same situation as the Nova/Ronin buffs repeating itself all over again with Gamora.
'Better quality champion updates'. What a joke. I'd rather have 3 buffs a month if tune-ups would end like this anyways.
Ability Changes:
▪ 1% --> 1.5% buff duration increase per second
▪ Godslayer Strike implemented into base kit, but cooldown duration doubled (100-sec cooldown bruh) & 65% chance to activate
▪ New sig ability: Improved Godslayer Strike reducing cooldown by half or more, and granting 100% chance to trigger.
▪ New ability: ignore Miss at 10+ buffs
Playstyle:
Basically no change compared to before with MLLLL combos to maximize on Fury, and then either Special 1 or 2 as both crit decently.
Now onto the pros and cons:
Pros:
▪ Raw damage is a solid 10 out of 10. Her numbers are NUTS once she’s ramped. A 4-min kill with a 4-Star Rank 3 is always impressive to me.
▪ Guaranteed Crits = guaranteed damage. Always great to have for any champ.
▪ Utility: Gamora can inflict Armor Breaks on Sp2, and can access True Strike and Vigilance which can be kept by refreshing w/ Heavies.
Sounds like she has amazing potential right? Well if you haven't noticed the first two pros have been there LONG before this buff. As for the utility part it's right about to be covered in the cons section:
Cons:
▪ Super stressful playstyle. This is somewhat lessened by all those synergies I was using, granting +70% Buff duration in total, but I was close to losing some Buffs multiple times during my testing. In a realistic scenario where none of those synergies are present, you could lose your Buffs more than a few times.
▪ Godslayer Strike needs awakening to be of relevance. If your Gamora is unawakened, it has a 100-sec cooldown, which is double of an unawakened Corvus’ charge cooldown. That's freaking bonkers considering that the actual Godslayer effects ain't THAT important to start with. Sucks that they didn't revamp or buff this ability at all and just resorted to throwing it into her base kit.
▪ Fury and Cruelty procs are completely RNG reliant, there were some combos where not a single Buff would proc.
▪ Both True Strike and Vigilance take way too long to get to; you'd have gotten punished and whacked by several Evades/Auto-Blocks/Misses by the time you get access to these abilities. This makes her obsolete when compared to nearly every other option in the game. Heck, Odin has True Strike on SP1 which can be paused indefinitely as long as you're aggressive. Surfer has Vigilance on SP1 which can be constantly refreshed. Even Super-Skrull can get into a super long (yes super-long) Vigilance more quickly, by just blocking a few hits at the start. Or Karnak's SP1 True Strike could probably already do the job better.
▪ No immunities. Ye I know it's hard to give Gamora an immunity, but that's just so common in lots of champions nowadays and thus drags her utility side behind even more.
▪ A major disadvantage is that Gamora will find difficulty in fighting passive AIs or matchups where you can’t parry Stun.
So, literally ALL of these points mentioned above could have been applied to pre-Buff Gamora as well. Fixing just any two of these problems would've made her a much more fun champ to play around with, but unfortunately that did not happen at all.
Verdict:
My stance remains unchanged: Gamora’s value in the game will remain the same as before. Her playstyle was stressful and impractical and little effort was put into fixing that. Godslayer Strike is still pretty bad. Utility is still unimpressive. Honestly just the same situation as the Nova/Ronin buffs repeating itself all over again with Gamora.
'Better quality champion updates'. What a joke. I'd rather have 3 buffs a month if tune-ups would end like this anyways.
36
Comments
Feels like we got 1 buff this month TBH.
Not saying it needed to make her insane, but she's not going to be used or ranked up more than before the change.
She's still a lacking "buff" just like:
Annihilus
Nova
Ebony Maw
Civil Warrior (practically a Nerf)
Ronin
Have all been in my honest opinion and shared by some of the players in the community.
For a 1.2 second dash back and hold block, you need at least 30 second intervals. At bare minimum. It’s far too quick to have to dash back every 10.8 seconds. And that’s if you get the absolute perfect timing.
Realistically you have to dash back every 5 or 6 seconds or so, hold block 1.2 and continue if you don’t want to lose all your fury. That’s about 15-20% of your time spent holding block.
Few ways I can see to fix it, one would do, but a combination would be better
- make furies much longer duration. Simple fix, at least 30 second duration.
- Make the dash back timer much lower, make it 0.3 seconds or something so you can just dash back and trigger it really easily
- Make his fury buffs expire 10% at a time. If you have 10 furies, one expires, if you have 50, 5 expire.
Also make the Sp1 armours start paused, it doesnt make sense that they don’t
When you use the sp1 you pause your armours and *then* trigger some more. So they’re not paused.
It really makes it a bit useless, since they don’t last long enough to pause again when you get to another sp1. 11 seconds is too short to consistently pause armours. So you only end up pausing armours you build from combos. It halves your armour gain.