Revamped High Ground : My thoughts after War 1 of S29
pseudosane
Member, Guardian Guardian › Posts: 3,990 Guardian
My alliance bounces between Tier 2 and Tier 3 for P3 rewards usually.
We started season 29 in Tier3, and faced high ground in our first war, High Ground (2)
Above is the description. And below are the champions that are affected.
Champion Pool:
MODOK, Airwalker, Nova, Ironman (Infinity War), Magneto, Professor X, Doctor Strange, Sorcerer Supreme, Storm (Pyramid X), Guardian, Ebony Maw, Wasp, Human Torch, Magneto (House of X), Silver Surfer, Symbiote Supreme, Red Goblin, Green Goblin, Captain Marvel, Rogue, Vulture, Blackbolt, Storm, Phoenix, Yellowjacket.
From the first glance you can see the pool includes
1) champions that are hard to parry
2) Champions with multi hit difficult to dodge specials
3) champs with a bunch of evade/ miss/ autoblock mechanics.
The new changes also penalize champs that directly countered high ground by either 1) bursting down champs 2) bypassed miss and benefitted from energy attacks 3) specialized in non contact control of the fight.
These include doom, sentinel, g99, cable, HT, domino synergy, guardian (to a degree)who are fairly popular war attackers.
The new high ground also ramped up the speed of these charges and the amount of damage done by each charge, forcing summoners to keep these charges down.
Where we fight, defenders are mainly r3, and we also have a fair number of r3.
The problem comes in when paired with various nodes that limit attacks, or shut down a lot of basic attack/specials and lowers the tempo of the fight, making it close to impossible to control these charges, and necessitating a lot of block damage due to the mechanics of the fight.
Direct counters to energy damage include guardian, YJ, Sorc, WM and bishop. These may or may not be viable depending on the nodes.
Every high ground fight ive engaged in, with close to perfect play in intercepts, limiting blocked hits , fights have ended with 5-7 charges on the opponent, which causes a minimum of 5k-7k damage per blocked hit+ the damage of the blocked it itself. case in point, i fought an r3 imiw on stunning reflection with magneto, and played very well taking only 2 blocked hits until he got to 7-8% health,,, where he threw a ranodm combo ender 92 hits) and killed me instantly on block.
I enjoy skill based mechanics, but this unavoidable damage sort of mechanics feel like siphon, on steroids. Atleast the attacker tactics (albeit after a season or two of complaining) kind of helped siphon attackers, this does not have that at all.
A revamp to high ground was not required, and we can expect to see more complaints as the season drags on.
We will try to stay in t2, because untouchables is FAAAAR easier to handle.
We ended up winning our war, our high ground defenders got the bulk of the kills, highlighting how tough the tactic can be.
This overtuned unavoidable damage back tactic definitely needs rebalancing.
We started season 29 in Tier3, and faced high ground in our first war, High Ground (2)
Above is the description. And below are the champions that are affected.
Champion Pool:
MODOK, Airwalker, Nova, Ironman (Infinity War), Magneto, Professor X, Doctor Strange, Sorcerer Supreme, Storm (Pyramid X), Guardian, Ebony Maw, Wasp, Human Torch, Magneto (House of X), Silver Surfer, Symbiote Supreme, Red Goblin, Green Goblin, Captain Marvel, Rogue, Vulture, Blackbolt, Storm, Phoenix, Yellowjacket.
From the first glance you can see the pool includes
1) champions that are hard to parry
2) Champions with multi hit difficult to dodge specials
3) champs with a bunch of evade/ miss/ autoblock mechanics.
The new changes also penalize champs that directly countered high ground by either 1) bursting down champs 2) bypassed miss and benefitted from energy attacks 3) specialized in non contact control of the fight.
These include doom, sentinel, g99, cable, HT, domino synergy, guardian (to a degree)who are fairly popular war attackers.
The new high ground also ramped up the speed of these charges and the amount of damage done by each charge, forcing summoners to keep these charges down.
Where we fight, defenders are mainly r3, and we also have a fair number of r3.
The problem comes in when paired with various nodes that limit attacks, or shut down a lot of basic attack/specials and lowers the tempo of the fight, making it close to impossible to control these charges, and necessitating a lot of block damage due to the mechanics of the fight.
Direct counters to energy damage include guardian, YJ, Sorc, WM and bishop. These may or may not be viable depending on the nodes.
Every high ground fight ive engaged in, with close to perfect play in intercepts, limiting blocked hits , fights have ended with 5-7 charges on the opponent, which causes a minimum of 5k-7k damage per blocked hit+ the damage of the blocked it itself. case in point, i fought an r3 imiw on stunning reflection with magneto, and played very well taking only 2 blocked hits until he got to 7-8% health,,, where he threw a ranodm combo ender 92 hits) and killed me instantly on block.
I enjoy skill based mechanics, but this unavoidable damage sort of mechanics feel like siphon, on steroids. Atleast the attacker tactics (albeit after a season or two of complaining) kind of helped siphon attackers, this does not have that at all.
A revamp to high ground was not required, and we can expect to see more complaints as the season drags on.
We will try to stay in t2, because untouchables is FAAAAR easier to handle.
We ended up winning our war, our high ground defenders got the bulk of the kills, highlighting how tough the tactic can be.
This overtuned unavoidable damage back tactic definitely needs rebalancing.
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Comments
Can't say I expected anything different though. People told them it wasn't a good change and yet here we are.
I had a 100 hit combo on silver surfer and he still had 8 charges. One block hit took 30% off.
Really doesn't make any sense.
Nice way to force item usage.
I can feel how much terrible this change is
Seems like they are forcing players intentionally to use items and doing changes which isn't adding anything valuable.
War needs to be revamped