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Devil of Hell's Kitchen Overhaul: Thoughts?
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One interesting thing I noticed was, "When struck, X combo meter is lost."
Which makes me wonder he won't lose his full combo.
So much for the OVERHAUL
There are some outstanding points with DD Flix that I would like to see Kabam address still:
Stats based on a 6-star Rank 3 champion
1) Regeneration: You want to keep it at 40%? Sure. But at least remove the part where Poison affects Regeneration Rate. It’s a mess for suicide users (which I’m not) and this currently makes him much less effective against Science champs that inflict Poison like iBom and and Abom. Remember he is a Skill champ with class advantage. For both reasons mentioned this has been a little bit concerning.
2) Heavy Attacks: increase the Critical Damage Rating from 440 to 800+, and the duration from 14 seconds to 25 seconds. I think this stacks already, but with the current duration and damage it doesn’t have much significance in the rotation.
3) Special 1 Attacks: increase the Critical Rating from 716 to 1000+, and the duration from 15 seconds to 25 seconds. Currently there is no benefit or bonus from using this Attack other than managing the combo meter.
By increasing the duration of the Crit Damage and Crit Rating bonuses from the Heavy and Special 1 Attack, it will all fit together nicely when building up to a Special 2 Attack. Giving him a very satisfying rotation. The boost in numbers as given above is welcome too.
If I may also add a fourth point: it would be nice if DD Flix had a synergy that increases the chance of inflicting damage from Righteous Wrath. But I would bump this up to 50 or 60% anyway, even if it is too generous.
@Kabam Miike is there any possibility of you taking this feedback to the team?
I have a highly ranked 6* with a high sig and I can tell you he has a ton of uses…..buuuuuuut
The regen rate. It’s awful. This is what I’ll say about that -
Just put it at 100% (or normal).
That’ll fix him. Don’t even need to do anything else. Fix the regen rate and he’ll be good and people will rank and use him. His damage isn’t ridiculous, and it won’t break the game.
iBom has 100%regen from poison. Diablo. The data is in and it’s a reasonable request.
@Kabam Miike please consider opening discussion on this.
Our Daredevil deserves better
I also took my DD Flix to R3 sig 90 (should I add more sigs to him?), and this is what I’ve found below:
The regen rate is quite low. I don’t find it that bad, but I don’t understand why Kabam have allowed Poison to affect the rate. Poison is mainly a Science characteristic, so I’m not sure why they’ve handicapped him in this way. It should be removed on priority, and then I believe he will find more compatibility with suicides users and have an easier time against Science champs.
Modifying the rate to 70% is welcome too.
The damage doesn’t bother me as much as the duration of the bonuses from the Heavy and SP1. Setting the duration of the Crit Rating and Crit Damage rating to 25 seconds will help everything come nicely together when building up towards an SP2.
The concept of the overhaul is excellent. I genuinely love it. But some of the numbers need tuning. And I’m not talking about damage, just duration.
Of course, increasing the Crit Damage and Crit Rating values are welcome too. I believe I’ve added numbers up there which are more suitable for a Rank 3 6-star champion. The ones in his kit currently remind me of the numbers you would give to a Rank 4 5-star champion. But I’m okay with it. The duration is much more important for his rotation.
On top of that nodes like Aspect of Nightmares destroys him. Lose X percentage of health over Y seconds and then get it all back? Nope. You only get 40% back. The regen rate at 100% will fix all of the issues. He won’t regen enough from the rage to fix crappy skill play.
At sig 200 he has a Namor-like ability. A little different but that helps him a ton vs the Electro’s Etc.
Honestly, he’s a beloved character. I don’t understand the issue.
Back to topic: you’re right. I didn’t see the problematic interaction with such nodes and didn’t factor in damaging debuffs. They should set it to normal or at least bump it up to 70%? Anyway they need to look into this on priority.
May I ask you, could you explain his sig to me in more detail? Where have you found it useful, etc?
In Stick’s Apprentice you get a 100% chance to avoid damage while striking into an opponent - that includes degeneration.
So vs Electro, thorns, Korg, etc, you won’t take any damage when you hit them (as long as you’re in Stick’s Apprentice). In Murdock boy you will take all the damage still. 15 hit combo meter is the cutoff metric.
The other answer is to only set the regen at 40% for the rage debuffs. 100% for everything else.
Agree with your bit about the Regen, I am looking forward to seeing it modified. Fingers crossed.
Also, I am still adamant about the duration of Crit Rating and Crit Damage bit. I just did some testing and however you play him he still takes the same amount of duration / number of hits to take the opponent down. He needs a Torch-like tune up to take him to the next level. More uptime on bit where he does perform well, and less downtime on the bit where he needs to get everything together.
Honestly I haven’t used him in a while. Only Event Questing. I believe I dusted him off for 7.3 but don’t remember for what lane. I’ll go look.
The regen rate. It’s excruciating. He’ll lose 25% of his health just from 1 fight if you’re running suicides - and that’s not getting hit at all.
Corvus vs bleeds? Shocks? iBom with poison? Diablo poison? Magneto and Omega with the bleeds?
Come on @Kabam Miike
Please take it to developers.
I think this could make it much easier to balance certain things in the game and make it so that you don't either allow people to heal like crazy nonstop or not heal at all.
@FluffyPigMonster @Hieitaku ?
Would it be too much? He would remind me of Hercules in this case. Except Hercules doesn’t inflict bleed so it might be too much.
What if it was 120% for basic attacks and 60% for special attacks?
It all goes back to the regen. If I’m going to spam specials with suicides, I can at least have a champ that doesn’t get punished unnecessarily for having them on.
And the of SP1. The precision should be paused or should proc on the last hit, with an increase duration as mentioned above.
There is no point having the duration be 14 seconds, when half of it is lost to a low-hitting SP1.
You just lose time to get to the SP2.
Kabam do something!
Other than getting the hit count up past 15?