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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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Devil of Hell's Kitchen Overhaul: Thoughts?
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The kit is there but there are some missing pieces To bring it all together. Mainly:
1) Proper Regen
2) Value from the SP1 (precision duration and value)
3) Value from the heavy (cruelty duration)
That’s all I want to discuss.
To be able to have open discussions about something so controversial and frankly consistently unplayable (specifically referring to the 40% regen rate) is a reasonable request.
Kabam has been doing well with the transparency, so I’m confident we can discuss this.
~ MIchael Scott
iHulk > pause Rage during specials
Odin > remove penalizing effects of no Odinsleep
Now I know that some things didn’t go our way with some champs like Nova and Guillotine, but the least we can do is try. Try and hope for the best.
Also, thanks for your good words mate.
I know it’s Sunday, so we have to keep this discussion open and expose what’s wrong with him and keep presenting solutions (which are all reasonable).
Let’s do it again @Rookiie !
A hat-trick is on the cards.
I agree that RW can be kept up consistently with skillful gameplay, but that's what the game should be about: rewarding skillful gameplay.
Rewarding skillful gameplay is always welcomed.
The Regen Rate is the biggest issue. It affects DDHK so disproportionately to Kingpin who has an easy way to deal with Debuffs/Suicides. In the last few months I've only used DDHK when I needed a miss counter and sometimes I've gone with a safer option. Sometimes that's actually been Kingpin.
Increasing the Base Regeneration Rate to 50% or 60% have only minimal impact. It would be appreciated, sure, but not enough to fix the issue.
Here's some ideas:
1) Base Regeneration Rate is increased from the normal 40% to X (40% to whatever%), depending on Signature Level. This could be added to the Sig Ability - not perfect but one idea to control progression.
2) Whilst in Stick's Apprentice mode, Base Regeneration Rate is increased by X%.
3) Increase Base Regeneration Rate to 50%, then double the amount of Regeneration received from damaging Debuffs.
Like I said, there's so much which could be done. With a positive, supportive and calm approach let's see if we can get DDHK uplifted to where he deserves to be.
Let me ask the question first:
Why was the regen rate originally set at 40%?
Because he couldn’t regenerate while having a rage from Willpower?
That entire argument is just removed by how awful the guy responds to debuffs (this without liquid courage and double edge).
Diablo, iBom, Magneto, and Corvus all regen from 1 debuff they’re resistant to.
So I ask again - why was it set to 40%?
Making the regen rate 100% normal - like other champs would not break him and work well. As @Chobbly mentioned Kingpin has a way to deal with damaging debuffs. DDHK does not.
Can anyone elaborate how the regen rate being normal and not 40% would break him?
DDHK can’t be played with liquid courage or double edge, and his damage isn’t close to Guillotine’s.
Stinky regeneration rate and no remarkable damage. At least buffed Guilly can somewhat regenerate with a normal regeneration rate and has damage that is reasonable.
Again - it comes down to the regen rate.
That's one of my issues. The other one is the damage. At r1 he's not too impressive and he seems to be one of those champs that benefits a lot from being at a higher rank. I was watching Kam's stream where he tried to get to 3 furies and even at r3 it's alright. They also need increased duration, or at least a way to refresh. Make them so that every time you enter Stick's Apprentice, they are refreshed, or maybe make it so they are paused on intercepts. The latter would keep the theme of skillful play and reward it even more. As others have said, the insta bleeds need a higher chance to trigger. Something like 50% wouldn't be too bad. Finally, increase the bonus from the crit buff on the sp1 and make it so that it only starts to expire once the special is over.
DD is one of my favorite heroes and I really want to like him. Maybe I'll r2 him soon and do some more testing, but atm there's not a lot that can justify investing those resources in him.
I think that was Seatin’s main gripe too. All of this skillful game but without much reward.
Managing the combo meter puts a lot of mental load on the player and if they tuned up the RW percentage and fixed the duration of Cruelty and Precision it will prove to be a lot more satisfying / less stressful to maintain.
And then we will get the brawler we deserve.
I want to see if they would help finish fights faster.
Just to add my voice to the requests, could you please let us know or find out if there's is any chance of a small update to Daredevil (Hell's Kitchen)? The champion was released almost a year ago and it was said that the team would monitor and wait for more data.
The Regeneration Rate penalty is the biggest thing hurting the character and we hope that you and Kabam could consider making some changes to the kit to improve Daredevil's low Base Regeneration Rate. The character is widely regarded to be useless with Suicide Masteries enabled and arguably suffers excessively from DoT effects more than any other champion in the game.
We appreciate that any change would likely be limited in terms of complexity and just be a 'quick fix'. We know that there's a lot going on, especially at this time of year, but thanks for reading.
As others have said, beef up the chance for the RW insta bleeds to trigger to say, 50% and maybe change it from basic attacks to all attacks, give us a reason to want to use the extra power to activate it over the sp2. Obviously set the regen rate to normal, they tried it out and it's a massive fail, just accept its a mistake and correct it.
The sp1 crit boost needs much longer duration or again, no reason to ever use it. I'd rather see the heavy cruelty get a longer duration between the two though, I'd still be more likely to use the sp2 or if the suggested changes were implemented the sp3 so a boost to the cruelty duration would be my next most wanted change.
The sig ability to ignore passive damage and the miss counter is some solid utility to give him a place in the game, he just needs some tweaks to really come into his own. The regen rate fix is a must, absolutely shouldn't go ignored even if everything else does. If kabam were open to more I'd put the sp3 buff next in terms of importance (imo) followed by the heavy cruelty duration.