The gem being disabled while any non-damaging debuff is applied is kinda harsh. Should've been while under the effects of slow or similar debuffs rather than ALL non-damaging debuffs imo.
Synergies look uninspired.
The trade-off between maintaining unstoppable buffs and entering maximum momentum seems really off. Maximum momentum just sounds like it's really weak compared to maintaining a good amount of unstoppable buffs. When I think "maximum" anything, I think better than normal. Obviously, gotta try it out before I make a final judgement but my initial reaction is this was not fleshed out nearly as much as it could have been.
I think all special attacks should have paused unstoppable buff decay for "x" amount of seconds, increasing with the respective special (ie, SP1 pauses for 3 seconds, SP2 pauses for 6 seconds, and SP3 pauses for 9 seconds).
The sig ability seems really nice. The nullify looks pretty good if you maintain a high stack of unstoppable buffs. The weakness as a debuff and only a 5% damage reduction looks like you can use that in so many situations to get knocked down by some weak hit and get free healing off willpower.
All in all, I'm still pretty excited to try out my Juggy. He seems like he could be fun.
I really thought he'd get some new synergies Oh well.
Timing his Maximum Momentum special attacks is going to be... a thing, though
I am most bummed about the lack of synergies. I am excited to try him though. He could be pretty cool.
Wished his unstoppable was immune to nullify. I'm down for removing them via non-damaging debuffs but I would've preferred abilities like Dr. Strange's nullify ability to be useless against it.
I think the damage will be massive, +2346 atk at 10 charges, +4692k atk in sp2!!, so massive damage increase, I also think he will synergize good with Odin since he will have 10 buffs minimum. (not sure about them expiring all at once for unblockable) although we can't judge it till it's live, since last year's buff were horrible edit: fact check on numbers
at 10 stacks on unstoppable he loses them all for a unblockable attack? so we lose the whole attack bonus for a measly unblockable attack? (sure it could be useful at times but i definitely feel like not, if a opponent was autoblocking then we would have a hard time getting to 10 unstoppable buffs anyway) am i reading this right people?
The idea seems to be to expend those 10 stacks on the sp2, specifically. It will grant a 200% fury buff for 10 seconds, be unblockable, and deal some hefty burst damage. Add onto that the fact that he passively has a 50% damage boost from the Gem of Cyttorak, it looks like his attack value as a 6* r3 for a well used sp2 will be 10,580.5. And again, half that damage will be dealt again as burst damage. And the fury lasts for 10 seconds, not just the duration of the special.
So to quote from KarateMike: uhhhh… that’s pretty decent.
at 10 stacks on unstoppable he loses them all for a unblockable attack? so we lose the whole attack bonus for a measly unblockable attack? (sure it could be useful at times but i definitely feel like not, if a opponent was autoblocking then we would have a hard time getting to 10 unstoppable buffs anyway) am i reading this right people?
The idea seems to be to expend those 10 stacks on the sp2, specifically. It will grant a 200% fury buff for 10 seconds, be unblockable, and deal some hefty burst damage. Add onto that the fact that he passively has a 50% damage boost from the Gem of Cyttorak, it looks like his attack value as a 6* r3 for a well used sp2 will be 10,580.5. And again, half that damage will be dealt again as burst damage. And the fury lasts for 10 seconds, not just the duration of the special.
So to quote from KarateMike: uhhhh… that’s pretty decent.
This math assumes that the 10 unstoppables are consumed when firing the sp2 and before contact. If the 10 unstoppables last through either the first hit or the entire special, that’s an additional 3023 attack value for a 6* r3, plus the 50% burst. Pretty. Decent.
at 10 stacks on unstoppable he loses them all for a unblockable attack? so we lose the whole attack bonus for a measly unblockable attack? (sure it could be useful at times but i definitely feel like not, if a opponent was autoblocking then we would have a hard time getting to 10 unstoppable buffs anyway) am i reading this right people?
The idea seems to be to expend those 10 stacks on the sp2, specifically. It will grant a 200% fury buff for 10 seconds, be unblockable, and deal some hefty burst damage. Add onto that the fact that he passively has a 50% damage boost from the Gem of Cyttorak, it looks like his attack value as a 6* r3 for a well used sp2 will be 10,580.5. And again, half that damage will be dealt again as burst damage. And the fury lasts for 10 seconds, not just the duration of the special.
So to quote from KarateMike: uhhhh… that’s pretty decent.
This math assumes that the 10 unstoppables are consumed when firing the sp2 and before contact. If the 10 unstoppables last through either the first hit or the entire special, that’s an additional 3023 attack value for a 6* r3, plus the 50% burst. Pretty. Decent.
If that's the case.... not bad. I still don't like the idea that Juggy is stopped by meager non damaging buffs. His unstoppable buff should be similar to The Thing (immune to nullify but able to be stopped by slow)
I'm still trying to figure out how to even land a basic combo on the guy if he has stacks of unstoppable removed one at a time and will be difficult to parry.
Also, seems odd that class disadvantage Cosmics actually has an advantage. Lots of them can put armor breaks to deactivate the gem and unstoppable. CGR specifically should have a permanent armor break on since Juggernaut is a villain.
at 10 stacks on unstoppable he loses them all for a unblockable attack? so we lose the whole attack bonus for a measly unblockable attack? (sure it could be useful at times but i definitely feel like not, if a opponent was autoblocking then we would have a hard time getting to 10 unstoppable buffs anyway) am i reading this right people?
The idea seems to be to expend those 10 stacks on the sp2, specifically. It will grant a 200% fury buff for 10 seconds, be unblockable, and deal some hefty burst damage. Add onto that the fact that he passively has a 50% damage boost from the Gem of Cyttorak, it looks like his attack value as a 6* r3 for a well used sp2 will be 10,580.5. And again, half that damage will be dealt again as burst damage. And the fury lasts for 10 seconds, not just the duration of the special.
So to quote from KarateMike: uhhhh… that’s pretty decent.
This math assumes that the 10 unstoppables are consumed when firing the sp2 and before contact. If the 10 unstoppables last through either the first hit or the entire special, that’s an additional 3023 attack value for a 6* r3, plus the 50% burst. Pretty. Decent.
If that's the case.... not bad. I still don't like the idea that Juggy is stopped by meager non damaging buffs. His unstoppable buff should be similar to The Thing (immune to nullify but able to be stopped by slow)
I just reread the part about how Maximum Momentum works. It only consumes your unstoppables if you attack into block. If the enemy isn’t blocking, your unstoppables aren’t consumed. So that brings the total power of the sp2 for a 6* r3 Juggernaut to 13,783.5 + 50% physical burst damage. That is unboosted and not accounting for any synergies or masteries you may be running to boost his attack further.
I'm still trying to figure out how to even land a basic combo on the guy if he has stacks of unstoppable removed one at a time and will be difficult to parry.
hence the quandary ... could be quite the puzzle and it could NOT be quite the puzzle.
I'm still trying to figure out how to even land a basic combo on the guy if he has stacks of unstoppable removed one at a time and will be difficult to parry.
hence the quandary ... could be quite the puzzle and it could NOT be quite the puzzle.
He doesn’t start the fight with any unstoppable, and he only gains it by dashing forward or landing a hit. Parry off the start and you’re good. Also, if you can reparry, you’re good. Also also, each unstoppable only lasts for 1.25 seconds. So if you can just eat a combo into block to bait a heavy, that’ll probably work too
I'm still trying to figure out how to even land a basic combo on the guy if he has stacks of unstoppable removed one at a time and will be difficult to parry.
hence the quandary ... could be quite the puzzle and it could NOT be quite the puzzle.
He doesn’t start the fight with any unstoppable, and he only gains it by dashing forward or landing a hit. Parry off the start and you’re good. Also, if you can reparry, you’re good. Also also, each unstoppable only lasts for 1.25 seconds. So if you can just eat a combo into block to bait a heavy, that’ll probably work too
Doesn't his last synergy with himself cause him to start with 3 unstoppables? Or am I reading that wrong?
I'm still trying to figure out how to even land a basic combo on the guy if he has stacks of unstoppable removed one at a time and will be difficult to parry.
hence the quandary ... could be quite the puzzle and it could NOT be quite the puzzle.
He doesn’t start the fight with any unstoppable, and he only gains it by dashing forward or landing a hit. Parry off the start and you’re good. Also, if you can reparry, you’re good. Also also, each unstoppable only lasts for 1.25 seconds. So if you can just eat a combo into block to bait a heavy, that’ll probably work too
Doesn't his last synergy with himself cause him to start with 3 unstoppables? Or am I reading that wrong?
No, you’re right about that, but except for Arena, there’s nowhere that synergies are active on defenders. That’s probably why it’s a self-synergy and not in his base kit.
Comments
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https://playcontestofchampions.com/news/champion-spotlight-juggernaut/
Hmmm...
People might prefer the unbuffed version
Oh well.
Timing his Maximum Momentum special attacks is going to be... a thing, though
Wanna see some gameplay but it looks like easy to use nasty sp2 and very unstoppable.
Synergies look uninspired.
The trade-off between maintaining unstoppable buffs and entering maximum momentum seems really off. Maximum momentum just sounds like it's really weak compared to maintaining a good amount of unstoppable buffs. When I think "maximum" anything, I think better than normal. Obviously, gotta try it out before I make a final judgement but my initial reaction is this was not fleshed out nearly as much as it could have been.
I think all special attacks should have paused unstoppable buff decay for "x" amount of seconds, increasing with the respective special (ie, SP1 pauses for 3 seconds, SP2 pauses for 6 seconds, and SP3 pauses for 9 seconds).
The sig ability seems really nice. The nullify looks pretty good if you maintain a high stack of unstoppable buffs. The weakness as a debuff and only a 5% damage reduction looks like you can use that in so many situations to get knocked down by some weak hit and get free healing off willpower.
All in all, I'm still pretty excited to try out my Juggy. He seems like he could be fun.
Wished his unstoppable was immune to nullify. I'm down for removing them via non-damaging debuffs but I would've preferred abilities like Dr. Strange's nullify ability to be useless against it.
although we can't judge it till it's live, since last year's buff were horrible
edit: fact check on numbers
So to quote from KarateMike: uhhhh… that’s pretty decent.
Those synergies look like an afterthought, though.