**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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You're looking at this very much as a statistician, but I think you need to look more at the context. The regeneration isn't the only thing that has changed. If you were comparing this in a vacuum, and Guilly's old heal mechanic was outright swapped for her new one, you would see me exactly where you are, shouting from the rooftops how bad the change was. But you're ignoring the impact her new damage could have on it.
You say: "I think when you're comparing Old Guilly to New Guilly's kill speed, you're actually inadvertently comparing Old Heal vs New Heal in New Guilly. In other words, given how New Guilly works, which heal would be better *for her*. But that's not a fair comparison, because the question is did Old Guilly's heal get nerfed. It doesn't matter if it got nerfed because of the New Heal's numbers or because of New Guilly's mechanics. If New Guilly heals less *per fight* than Old Guilly, the Guilly's heal was nerfed."
But I'm not comparing one heal to another, or comparing one damage to another. I'm comparing one champion to another. Which one is more efficient at healing?
By your statement of "if new Guilly heals less per fight then it's a nerf", then you could change Guillotine by only halving her damage, and you'd consider her healing the same, she heals the same over a fight, just takes twice as long. But I'd argue it's a nerf, she takes twice as long to heal up the same amount! Do you see our difference in philosophy? You're taking a slightly less nuanced view of has the mechanic changed, but I'm taking a more rounded view of has the situation changed. By the same logic, you could double Guilly's damage, and she would heal up twice as fast, but you'd argue that her healing hasn't changed in that fight, so the mechanic is the same.
If we are just comparing whether Guilly heals more in one fight then I agree with you, the healing is less than before. But I don't see it like that at all. You can't just look at one fight and think what's my max potential for healing? If that were the case, then you could take a 6* rank 3 Guilly pre buff with hypothetically low damage that takes 10,000 hits to beat winter soldier and say that champion's healing is better than a rank 3 Guilly post buff with hypothetically high damage who beats winter soldier in 3 hits, I mean after all, pre buff guilly will eventually beat winter soldier, and eventually have healed more than the 11k damage that this hypothetical post buff Guilly healed in 3 hits.
It's not about max potential healed, it's about how practical and usable it is. Taking that hypothetical from before: Is a champion that heals 12k after 10,000 hits better at healing than a champion who heals 11k after 3 hits? By your logic of max healing in a fight, you'd have to say yes, that champion is a better healer. And sure, if you want to define it by that then go for it. I just define better healing champion by the simple matter of "If I take this champion into this fight and I want to heal, how efficiently am I going to heal up?".
Not to mention that fights pose more of a danger the longer they go on, more damage is taken as the fight goes on. So it stands to reason that finishing a fight quicker is safer, and therefore better.
If New Guilly beat Winter Soldier in 5 hits and healed 11k, would you really look at old Guilly and say her healing was better because after 120 hits she could heal more?
If New Guilly can finish fights quicker than it takes Old Guilly to heal 2% of that fight, then New Guilly's healing is more efficient, you heal quicker, you are safer. For me, viewing the situation realistically and in the broader context, rather than just the max potential heal in a fight, that is all that matters. If I have both Guilly's on a team, and I have a challenge to use the champion I can heal up fastest, I'm going to take the one that can do that most efficiently, and in the least time/hits. If guilly has the damage to do that post-update, it doesn't matter how much "potential" old guilly had to heal from the fight, if she takes longer to heal than new guilly.
For me, I'm more arguing the philosophy of this new mechanic, rather than actually advocating it being a good buff overall.
Healing rate only matters as a rule of thumb, when we're in a situation where we can compare apples to apples. Healing rate is an on-paper statistic, actual players care about healing *amount*. If you're down to 50% health, getting 50% heal in ten seconds is way more valuable than getting 25% heal in five seconds, even though they have the same rate. And more to the point, getting 50% heal in ten seconds is vastly more valuable than getting 10% heal in one second, even though that's twice as fast.
Healing speed only matters when we're talking about identical windows of time. Faster heals more given the same amount of time. But G2.0 heaing faster doesn't matter if she's healing less. Kill speed does matter, but only in discussions about kill speed. It doesn't directly factor into discussion about whether a heal is better or not.
To put it another way, I contend that most players care about how much their health bar moves to the right, when they make a mistake and it moves to the left. My math calculations follow from that basic assumption, which I think is not an academic assumption but the actual value people place on healing. Nobody cares how fast it moves within reason, so long as it actually gets there eventually. G2.0 moves fast, but not as far. G1.0 moved slower, but moved farther. And players want the latter more.
(Again: this is in the sustainability scenario where we're talking about healing as a sustainability utility: in the burst survivability scenario things are different)
But to reiterate, yeah, I am not a fan of the buff at all. Guilly could take down WS in 50 hits and I'd still not use her very often. Utility is more important to me than damage, and she is very sorely lacking
Is New Gully's healing more consistent? Yeah, absolutely.
Has it the possibility to reach max potential faster than Old Gully's? Probably, assuming her damage is good enough.
But will it allow her to heal up from more serious wounds? No, probably not. Especially not if they are inflicted at the end of the fight, or vs. a low-health opponent.
I agree that it's a complex question that doesn't have a definite right and wrong answer, especially since Old Gully's healing was so unpredictable. Consistent healing can be a good thing for when you take consistent damage (like block damage) but is less useful for when you need to heal up inconsistent damage (such as a sudden SP straight to the face). It's a bit like an apples and oranges scenario.
I'm not familiar enough with Old Gully to say with any certainty how this will affect her, especially since there are scenarios where each way of healing can outperform the other. But at the end of the day, New Gully's healing has a hard cap that wasn't there before and I think that's what grind people's gears.
Looks exactly like school projects I had and which I only started to work on the day before the deadline. Made a bigger effort to show I did something than the real work itself.
I might do a little testing later and see if Guilly works now against healing abilities heal X% more nodes.
“One time I procrastinated so much on my school project that my mom thought it was trash and threw it out”
Ok, so I’ve done a bit of testing on this Ultron in 6.1.3.
I used Void as a baseline, with two petrifies he shuts down healing with a flat 100%. I have despair, so each debuff adds on 10% each. So if I have 2 petrifies on the opponent, he will have -120% healing
So you’re saying that recovery nodes mean that 150% healing cannot be reversed by anything under 150% reversal right?
Ultron usually ticks for 362 health. So you see I have 2 petrifies on ultron, which means -120% regeneration on his 150% regeneration rate. Which means that it can’t be a sum of:
150% of regeneration - 120% of regeneration = 30% original regeneration
Because Ultron isn’t still healing. He is taking 15 per tick, because I have despair which reversed an extra 20%. I think if I took despair off then he would take no ticks.
So this means that I don’t think it’s a matter of recovery increasing regen so reversal is less potent.
I’ve been doing a lot of testing with trying to work out how much health is lost during the reversal, but since the heal reversal ticks so fast, it’s extremely hard to get an accurate calculation. If I could do that, I could pretty easily work out what level of reduction Guilly has, and also how the formula for reversing healing works exactly. For example, if I knew 150% reduction reversed X health, and 200% reduction reversed Y health, it could be possible to work out.
What I have done, however, is tested a few different levels of reversal with void. I figure that, since we know how much reversal void does at any given time, if I note down what reversal level it is, and what the damage per tick is, I can figure out which reversal corresponds to Guillotine.
So I fought the ultron with void a few times, and screen recorded them. I then grabbed the tick of damage, and the percentage of reversal and threw it into this table
I couldn’t get 210 and 220% reversal, but the pattern was pretty clear, each 10% of reversal potency added on 7-8 damage. So 80 and 87 fitted the pattern of the rest of them.
I then looked at what damage per tick ultron took when Guilly used her sp2 on him. If the ticks were 44, then she would have a 160% reversal potency, meaning due to despair, her base reversal was 150% plus 10% for it being a debuff.
Here you can see she ticks for 80. So that means here reversal is the same as Void at 210 reversal. Subtracting the 10% from despair means Guilly has a 200% heal reversal at the moment.
This means that her buff doesn’t change the potency of her heal reversal, she already has 200% reversal. And as shown before, recovery nodes don’t decrease the effectiveness of heal reversal, or ultron would still heal with -120% reversal, compared to his healing of 150%. I think it's safe to say there's been no nerf to her heal reversal, just a description update.
I hope that clears it up, and let me know if I’ve missed anything.
Special 2: Coup De Massue
Guillotine’s ancestral sword consumes 2 Souls to place a phantasm on the opponent, reversing all active Healing effects for 10 seconds.
This effect reverses any Healing effects on the opponent. If the opponent is healing 10 health per second, they will instead take 10 damage per second. This can be extremely powerful against foes with predictable healing effects such as Deadpool, Ultron or Iron Man.
P.S. it’s regen rate modifier so when they have increased regen rate potency it is less effective.
If recovery nodes arent an issue, then what is?
It’s just a description change, and since the most common health modifier node we see is recovery, it won’t be an issue post buff
The lady has no utility or to put it nicely not enough to make his buff useful. I will push for her buff to done again just like Hood.
I'm fine with ONE buff next month if we don't get this bad Guillotine that's worse for me who prefers how she is now compared to this "buff"?
Especially when it was a VOTED champ buff. Just like the VOTED champ released was Hercules and no one said bad things about him like they are about Guillotine and the fact we are stating this is The Hood all over again after it was promised it wouldn't happen again like this... Yet here we are.
Personally I think bs every time a buff turns out disappointing and the argument for it is: not every champion can be OP...
All we need is for a champ to do one or two things very well so that we 1. Have use for that champ in content. 2. Enjoy playing that champ.
None of the great buffs have broken the game so far. But they make us happy to have that champion and use them when we need to.
Circling back, if the big plan is to make us buff our useless champs ourselves by means of Relics, depending on how these Relics will be aqcuired... I don't see a future in it - and sadly much less for the longevity of the game. I'm speculating on how this will go but I know for sure I'm not gonna spend resources (even less so real cash) so that I can take Juggenaut to a quest and he won't suck.