The bullet mechanic was my biggest concern from the start. Original Recipe Hood had his specialties but was usable as a general use champion. This Hood actively worsens unless you are in a buff heavy matchup that lets you continuously reload.
He’ll be an absolute banger in those matchups, don’t get me wrong. But I feel his use is limited to like one fight in a quest unless it’s a buff heavy lane or you are running a synergy that should be on his base kit. If it were on his base kit, I think he’d actually be very very solid.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Nope you are talking abou the fate seal which is still accessible through sp2. Hex is just a passive I guess which you can detonate with a heavy for damage, nothing else.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Nope you are talking abou the fate seal which is still accessible through sp2. Hex is just a passive I guess which you can detonate with a heavy for damage, nothing else.
This is what was described in the previous version of Hood regarding the sp2: "Hexes the opponent, reducing Ability Accuracy by 65% and Fate Sealing them for 6.50 seconds."
Perhaps you are right, but the wording above implies that AAR is from the Hex, not FS.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Nope you are talking abou the fate seal which is still accessible through sp2. Hex is just a passive I guess which you can detonate with a heavy for damage, nothing else.
This is what was described in the previous version of Hood regarding the sp2: "Hexes the opponent, reducing Ability Accuracy by 65% and Fate Sealing them for 6.50 seconds."
Perhaps you are right, but the wording above implies that AAR is from the Hex, not FS.
Yea it's confusing but hex is just the name given to this new passive. Check out some gameplay of him with his old buff. It just functions as a passive and the fate seal is responsible for nullifying all buffs and reducing aar.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Nope you are talking abou the fate seal which is still accessible through sp2. Hex is just a passive I guess which you can detonate with a heavy for damage, nothing else.
This is what was described in the previous version of Hood regarding the sp2: "Hexes the opponent, reducing Ability Accuracy by 65% and Fate Sealing them for 6.50 seconds."
Perhaps you are right, but the wording above implies that AAR is from the Hex, not FS.
Yea it's confusing but hex is just the name given to this new passive. Check out some gameplay of him with his old buff. It just functions as a passive and the fate seal is responsible for nullifying all buffs and reducing aar.
Cool thank you for the explanation. I had quit for about 3-4 years and only came back a few months ago while Hood was "broken" and I don't think anyone else has hex so wasn't sure what it did exactly. If that's the case then I guess his main utility is one of the easiest access to nullify and potential burst damage.
It just blows my mind that they needed 5-6 months to release effectively the same buff...
They wouldn’t have done all of the work and then decided and have finished month in, this is likely a result of months of going back and forward on different kits and different testing until they decided on this
Idk why ppl keep compare his bullet mechanic with pre buff diablo, while Hood could gain his bullet back to back not only though miss but also nullify buff, i thought ppl use pre-buff hood for his good buff control ? Now he could use that to fill bullet in those match up. The only thing i don't like is the time reduction of stagger.
I’m fairly certain the idea behind the time reduction of stagger is to increase the frequency of the heal and damage burst that comes from it expiring, since they reaasaallly don’t want for it to happen when reapplied
It took 6 months to release the exact same buff with the fate seal added back and a sp3 fury (with them keeping the terrible bullet mechanic they got rid of on buffed diablo).
These guys are actual villans
This argument doesn’t make any sense. Kabam makes a buff to Hood that they think is good, but there’s backlash from the community. They listen, and revert the buff. However, they’ve still been working on buffs, and given their work cadence, they can’t just take more time to rebuff Hood because they are already working on more buffs to different champions (and Hood needed a lot of bug fixes too). So they insert Hood back into the buff cadence, and we’re getting his new buff now. Kabam aren’t villains, they’re just regular working people with limited time, just like the rest of us.
Idk why ppl keep compare his bullet mechanic with pre buff diablo, while Hood could gain his bullet back to back not only though miss but also nullify buff, i thought ppl use pre-buff hood for his good buff control ? Now he could use that to fill bullet in those match up. The only thing i don't like is the time reduction of stagger.
The main issue it the Persistent Bullet Mechanic is not needed at all, it adds nothing but make him actively worse in Quest Paths that don't have many Champions with Buffs on them... You could keep his current set and Bullet System, remove the Persistent Charge Line, and his Abilities would all be the same except for the fact they can't Needlessly Run Out anymore.
I'm of two minds. I feel for avid fans of OG Hood like @Cat_Murdock. (Now I understand your "frustrated" comment in Vega's live stream today). On the other hand, it looks like we are getting exactly what I expected. A toned down version of the new buff with the return of the ability the community demanded. I didn't use the old Hood often. I feel like I might use this new Hood more, but can't say until I play him.
I know that you can evade a lot of these Sp Attacks, but it's better if they could miss. I would even call it a nerf. (Also I know that you can miss 2 hits, but the majority of those Sp Attacks are 3+ hits)
Technically, it is only a nerf for attacks with four or more hits.
Hood's original (and current) invisibility has a 90% chance to (cause a hit to) miss. The update increases that to 120% with this chance dropping by 20% per miss. Under ordinary circumstances we should count any chance above 100% as just 100%, because there's no benefit for a higher than 100% chance to miss (assuming no debuffs that would alter that chance). So the first projectile has a 100% chance to miss, and the second one has a 100% chance to miss. The third has 80% chance, but original Hood would have been causing misses at a 90% rate throughout those three hits. The average chance to miss for OG Hood would be 90%, but the average miss chance for updated Hood would be 93%. About 10% of all projectiles fired at OG Hood that are part of a three hit burst will land, and about 7% of all projectiles fired at Hood3.0 would land. Hood3.0 would still be at least quantitatively better.
It isn't until you get to four projectile attacks that Hood3.0's miss ability drops below OG Hood: the average miss chance drops to 85% (compared to OG Hood's always average 90%).
An alternate way to look at it is to look at the probability of missing all the projectiles in a multi-projectile burst. For all values less than or equal to three, the updated Hood provides better odds: the odds of missing all three projectiles in a three projectile burst is 80% for Hood3.0 and 72.9% for OG Hood. For four projectile bursts it is 48% for Hood3.0 and 65.6% for OG Hood and OG Hood overtakes Hood3.0.
This presumes no action taken on the part of the player. Many special attacks have components that are easy to evade and other components that are hard to evade. Any special attack in which the player can reduce the amount of projectiles that "need" to miss to three or less will end up with better odds with Hood3.0 than OG Hood. Hood3.0's miss is not guaranteed to be worse with four or higher projectile attacks. It is just guaranteed to be better for any attack with three or fewer.
I know that you can evade a lot of these Sp Attacks, but it's better if they could miss. I would even call it a nerf. (Also I know that you can miss 2 hits, but the majority of those Sp Attacks are 3+ hits)
Technically, it is only a nerf for attacks with four or more hits.
Hood's original (and current) invisibility has a 90% chance to (cause a hit to) miss. The update increases that to 120% with this chance dropping by 20% per miss. Under ordinary circumstances we should count any chance above 100% as just 100%, because there's no benefit for a higher than 100% chance to miss (assuming no debuffs that would alter that chance). So the first projectile has a 100% chance to miss, and the second one has a 100% chance to miss. The third has 80% chance, but original Hood would have been causing misses at a 90% rate throughout those three hits. The average chance to miss for OG Hood would be 90%, but the average miss chance for updated Hood would be 93%. About 10% of all projectiles fired at OG Hood that are part of a three hit burst will land, and about 7% of all projectiles fired at Hood3.0 would land. Hood3.0 would still be at least quantitatively better.
It isn't until you get to four projectile attacks that Hood3.0's miss ability drops below OG Hood: the average miss chance drops to 85% (compared to OG Hood's always average 90%).
An alternate way to look at it is to look at the probability of missing all the projectiles in a multi-projectile burst. For all values less than or equal to three, the updated Hood provides better odds: the odds of missing all three projectiles in a three projectile burst is 80% for Hood3.0 and 72.9% for OG Hood. For four projectile bursts it is 48% for Hood3.0 and 65.6% for OG Hood and OG Hood overtakes Hood3.0.
This presumes no action taken on the part of the player. Many special attacks have components that are easy to evade and other components that are hard to evade. Any special attack in which the player can reduce the amount of projectiles that "need" to miss to three or less will end up with better odds with Hood3.0 than OG Hood. Hood3.0's miss is not guaranteed to be worse with four or higher projectile attacks. It is just guaranteed to be better for any attack with three or fewer.
I know that you can evade a lot of these Sp Attacks, but it's better if they could miss. I would even call it a nerf. (Also I know that you can miss 2 hits, but the majority of those Sp Attacks are 3+ hits)
Technically, it is only a nerf for attacks with four or more hits.
Hood's original (and current) invisibility has a 90% chance to (cause a hit to) miss. The update increases that to 120% with this chance dropping by 20% per miss. Under ordinary circumstances we should count any chance above 100% as just 100%, because there's no benefit for a higher than 100% chance to miss (assuming no debuffs that would alter that chance). So the first projectile has a 100% chance to miss, and the second one has a 100% chance to miss. The third has 80% chance, but original Hood would have been causing misses at a 90% rate throughout those three hits. The average chance to miss for OG Hood would be 90%, but the average miss chance for updated Hood would be 93%. About 10% of all projectiles fired at OG Hood that are part of a three hit burst will land, and about 7% of all projectiles fired at Hood3.0 would land. Hood3.0 would still be at least quantitatively better.
It isn't until you get to four projectile attacks that Hood3.0's miss ability drops below OG Hood: the average miss chance drops to 85% (compared to OG Hood's always average 90%).
An alternate way to look at it is to look at the probability of missing all the projectiles in a multi-projectile burst. For all values less than or equal to three, the updated Hood provides better odds: the odds of missing all three projectiles in a three projectile burst is 80% for Hood3.0 and 72.9% for OG Hood. For four projectile bursts it is 48% for Hood3.0 and 65.6% for OG Hood and OG Hood overtakes Hood3.0.
This presumes no action taken on the part of the player. Many special attacks have components that are easy to evade and other components that are hard to evade. Any special attack in which the player can reduce the amount of projectiles that "need" to miss to three or less will end up with better odds with Hood3.0 than OG Hood. Hood3.0's miss is not guaranteed to be worse with four or higher projectile attacks. It is just guaranteed to be better for any attack with three or fewer.
Nice breakdown as always but I am not gonna comment on this just yet. I would like to do my own small 'research' and reading in probabilities before I am gonna write something. (Generally I am not quite sure that the 93% chance for Hood3.0 to is right. I understand how you got this number, but I believe there is another 'formula' for this)
There isn't, but when it doubt the rule for probability is return to first principles. The first principle of probability is the Fundamental Counting Principle. It basically says to calculate the odds of anything happening, you count all possibilities and compare to the ones you're interested in. If you want to know what are the odds of rolling an even number with a six-sided die, you count all possibilities (there are six) and all the ones you're interested (there are three: two, four, six) and those are your odds: three out of six, or 50%.
Let's put one hundred OG Hoods up against a wall, followed by one hundred Hood3.0s, and shoot them with three round bursts each. And then let's count the bullet holes.
First up: OG Hood. Hood is supposed to cause 90% of all those bullets to miss. This is very straight forward. This means on average, 10% of the bullets will hit. We fired three hundred bullets, thirty of then landed. Overall, OG Hood's miss mechanic protected our gang of Hoods from 270 bullets.
Next up: Hood 3.0. Hood 3.0 will cause the first bullet from every burst to miss guaranteed (120% chance). The second bullet is also going to always miss (100%). That's 200 bullets guaranteed to miss. And then out of all one hundred third bullets, 80 will miss, and 20 will hit (on average). So on average 20 bullets will strike Hood 3.0, and 280 will miss.
OG Hood took 30 bullets to the face. Hood 3.0 took 20 hits. OG Hood was therefore struck by 30 out of 300 or 10%. Hood 3.0 was struck by 20 out of 300 or 6.67% of the bullets.
Something else to consider. There are only two possibilities for Hood 3.0. Either three miss or two miss. There are no other possibilities for a three hit burst attack. So about 80% of the Hood3.0s will walk away with no hits. 20% will walk away with one hit. That's not true for OG Hood. With OG Hood there are four possibilities: hit zero times, hit once, hit twice, and hit with all three bullets.
The odds of getting hit by zero bullets is 72.9%. The odds of getting hit by exactly one bullet is 24.3%. The odds of being hit by two bullets is 2.7%. And the odds of being hit by three bullets, or pulling 6* Doom if you're British, is 0.1%. The worst case scenario for OG Hood is much worse than the worst case scenario for Hood3.0. It is unlikely, but it is there.
Doing some slightly more complex calculations, if you are shot by a three round burst attack, the odds of being better off (by any amount) if you're Hood3.0 than if you're OG Hood are about 22.24%. There's an 80% chance you take zero hits. If that happens there's a 72.9% chance you'll do just as well as OG Hood (his odds of also taking zero hits) and a 27.1% chance you'll do better (because that's the odds OG Hood takes at least one hit). There's zero chance of doing worse, because you were not hit. There's a 20% chance you take one hit. If that happens there's a 72.9% chance of doing worse (the odds of OG Hood getting hit zero times), a 24.3% chance of doing the same, and a 2.8% chance of doing better. Add these up and you get a 14.58% chance of Hood3.0 ending up worse off, a 63.18% chance of doing exactly the same, and a 22.24% chance of ending up better off.
It just blows my mind that they needed 5-6 months to release effectively the same buff...
They wouldn’t have done all of the work and then decided and have finished month in, this is likely a result of months of going back and forward on different kits and different testing until they decided on this
I'm not saying it had to be done in a month, but to take 5-6 months AND to lose another buff slot only to receive basically the same buff is wild. Maybe I'm just a cynic, but I highly doubt anything in this game goes through multiple months of rigorous testing. I really think it's just a case of them being lazy. Hope I'm dead wrong but they have a history of releasing content or certain champ mechanics/interactions that would not pass even a cursory testing phase.
Can someone explain what hex does exactly? I think previously, it also had 65% AAR? I'm assuming that this is the case in this new version of Hood? If so, this sounds like it could be very powerful because these hexes can stack simply from mediums (as well as from the sp2): "100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
Comments
He’ll be an absolute banger in those matchups, don’t get me wrong. But I feel his use is limited to like one fight in a quest unless it’s a buff heavy lane or you are running a synergy that should be on his base kit. If it were on his base kit, I think he’d actually be very very solid.
"100% chance to Fire a Bullet and inflict a stacking Hex, lasting 12 seconds. Each Hex deals a burst of 1150.5 Energy Damage when it Expires and is Refreshed when a new Hex is gained."
And if you don't really need AAR, then you can opt for high damage with a heavy.
I know hex was always part of his kit, but iirc, you couldn't access it till the sp2. But having this accessible simply from his mediums makes him very powerful, esp. in AW, imo.
Also, he is now stun immune during invisibility (rather than cooldown), so he can be useful in path 9 against encroaching stun, window of opp, etc.
"Hexes the opponent, reducing Ability Accuracy by 65% and Fate Sealing them for 6.50 seconds."
Perhaps you are right, but the wording above implies that AAR is from the Hex, not FS.
The only thing i don't like is the time reduction of stagger.
You could keep his current set and Bullet System, remove the Persistent Charge Line, and his Abilities would all be the same except for the fact they can't Needlessly Run Out anymore.
I feel for avid fans of OG Hood like @Cat_Murdock. (Now I understand your "frustrated" comment in Vega's live stream today).
On the other hand, it looks like we are getting exactly what I expected. A toned down version of the new buff with the return of the ability the community demanded.
I didn't use the old Hood often. I feel like I might use this new Hood more, but can't say until I play him.
Hood's original (and current) invisibility has a 90% chance to (cause a hit to) miss. The update increases that to 120% with this chance dropping by 20% per miss. Under ordinary circumstances we should count any chance above 100% as just 100%, because there's no benefit for a higher than 100% chance to miss (assuming no debuffs that would alter that chance). So the first projectile has a 100% chance to miss, and the second one has a 100% chance to miss. The third has 80% chance, but original Hood would have been causing misses at a 90% rate throughout those three hits. The average chance to miss for OG Hood would be 90%, but the average miss chance for updated Hood would be 93%. About 10% of all projectiles fired at OG Hood that are part of a three hit burst will land, and about 7% of all projectiles fired at Hood3.0 would land. Hood3.0 would still be at least quantitatively better.
It isn't until you get to four projectile attacks that Hood3.0's miss ability drops below OG Hood: the average miss chance drops to 85% (compared to OG Hood's always average 90%).
An alternate way to look at it is to look at the probability of missing all the projectiles in a multi-projectile burst. For all values less than or equal to three, the updated Hood provides better odds: the odds of missing all three projectiles in a three projectile burst is 80% for Hood3.0 and 72.9% for OG Hood. For four projectile bursts it is 48% for Hood3.0 and 65.6% for OG Hood and OG Hood overtakes Hood3.0.
This presumes no action taken on the part of the player. Many special attacks have components that are easy to evade and other components that are hard to evade. Any special attack in which the player can reduce the amount of projectiles that "need" to miss to three or less will end up with better odds with Hood3.0 than OG Hood. Hood3.0's miss is not guaranteed to be worse with four or higher projectile attacks. It is just guaranteed to be better for any attack with three or fewer.
Let's put one hundred OG Hoods up against a wall, followed by one hundred Hood3.0s, and shoot them with three round bursts each. And then let's count the bullet holes.
First up: OG Hood. Hood is supposed to cause 90% of all those bullets to miss. This is very straight forward. This means on average, 10% of the bullets will hit. We fired three hundred bullets, thirty of then landed. Overall, OG Hood's miss mechanic protected our gang of Hoods from 270 bullets.
Next up: Hood 3.0. Hood 3.0 will cause the first bullet from every burst to miss guaranteed (120% chance). The second bullet is also going to always miss (100%). That's 200 bullets guaranteed to miss. And then out of all one hundred third bullets, 80 will miss, and 20 will hit (on average). So on average 20 bullets will strike Hood 3.0, and 280 will miss.
OG Hood took 30 bullets to the face. Hood 3.0 took 20 hits. OG Hood was therefore struck by 30 out of 300 or 10%. Hood 3.0 was struck by 20 out of 300 or 6.67% of the bullets.
Something else to consider. There are only two possibilities for Hood 3.0. Either three miss or two miss. There are no other possibilities for a three hit burst attack. So about 80% of the Hood3.0s will walk away with no hits. 20% will walk away with one hit. That's not true for OG Hood. With OG Hood there are four possibilities: hit zero times, hit once, hit twice, and hit with all three bullets.
The odds of getting hit by zero bullets is 72.9%. The odds of getting hit by exactly one bullet is 24.3%. The odds of being hit by two bullets is 2.7%. And the odds of being hit by three bullets, or pulling 6* Doom if you're British, is 0.1%. The worst case scenario for OG Hood is much worse than the worst case scenario for Hood3.0. It is unlikely, but it is there.
Doing some slightly more complex calculations, if you are shot by a three round burst attack, the odds of being better off (by any amount) if you're Hood3.0 than if you're OG Hood are about 22.24%. There's an 80% chance you take zero hits. If that happens there's a 72.9% chance you'll do just as well as OG Hood (his odds of also taking zero hits) and a 27.1% chance you'll do better (because that's the odds OG Hood takes at least one hit). There's zero chance of doing worse, because you were not hit. There's a 20% chance you take one hit. If that happens there's a 72.9% chance of doing worse (the odds of OG Hood getting hit zero times), a 24.3% chance of doing the same, and a 2.8% chance of doing better. Add these up and you get a 14.58% chance of Hood3.0 ending up worse off, a 63.18% chance of doing exactly the same, and a 22.24% chance of ending up better off.