**Mastery Loadouts**
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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It doesn't have to be among the top of the class, but it has to be a usable champion, if you keep the buff like that, it won't even be usable.
Increase Taunt from 1% to 2%.
Webbing suppression debuff from 10% to 15% or 20%.
Webbing decelarate debuff from 35% to 50%.
The Special 2, which was supposed to be the damage source, is weak, just take a little damage while the opponent is stunned, the limber proficiency will halve the stun, replace it with burst damage with a taunt debuff or passive fury per taunt debuff.
And add armor break on heavy attack.
Not a decelerate that requires 3 sp1s when spidergwen has that ability on her heavy.
All the more puzzling that they've gone with Taunt, which isn't really an ability beginners are going to get that much out of.
Why remove the reliable Armour Break, which was one of the only good things about him?
Also: I don't know what Debilitate is there for, given that his personal Decelerate/Suppression debuffs don't actually have defined durations; and Taunt is extended by his Sig. So yeah, something like Petrify would be far better.
It isn't completely terrible if the numbers were adjusted, as they can't possibly be intended:
- Taunt reduces the opponents Attack by 1%?
- Sig-related Taunt duration and Potency increases by less than 0.1%?
- Suppression of 10%? Even stacked three times, that's not particularly effective
The positives:If he's Awakened, Sig 1, then with five stacks of webbing the opponent can't Evade or go Unstoppable, unless they're immune to AAR. That's a little useful.
Being able to Taunt a lot can help you control the match. But it would be far more useful (to a skilled player) to Taunt by dodging/Evading, rather than by attacking.
There is a tiny window (3s) during the post-SP2 Stun where your damage might go up a bit. However it'll be useless against any opponent who is immune to stun, or won't let you throw specials, etc. Damage-wise it seems very unlikely to be as good as his old Armour break.
The excuse for how this buff currently sits is as poor as the buff itself.
Thankfully this is still the BETA period, and hopefully they take all of this feedback and make some positive changes to give some good damage. As a new player I only wanted a champ that could do great damage, that's the main focus.
So says, The Watcher
New players aren't using 1, 2, or 3 stars after even a month of gameplay. By the time new players start getting their legs and actually invest time into the game, they'll have access to the Nimrods and Hercs and Galans of the game. Making a champ buff overly irrelevant on the excuse that "new players need time to adjust" isn't a fair point. The game has just evolved too far ahead of that.
Spidey doesn't deserve to be the "kid's meal" of champ design, but he certainly doesn't need a Magneto or Kingpin-level overhaul. If he's about as relevant as the new Hulkbuster or Gamora or even Ant-Man, then that's just fine.
The one thing that leapt out to me too was the number of Debuffs he places, and with the low damage output means he's largely a no go for versus content (Battlegrounds etc) unless the meta is favourable.
The emphasis of webs and taunt is great, and in keeping with the character. For me the kit feels like it's in the right direction, but only halfway there.
Please remember that this is still in Beta. This means that Spider-Man will likely experience changes and there could still be bugs.
We've already identified one that we're working to fix that should change some of his numbers (don't know exactly which ones yet).
Sure, most of that is down to heavy spam, but his damage is at least reliable and consistent – and not "you have this short period after sp2, IF you Stun the opponent with it"
The sig ability can do something else. Keep the evade on it. Maybe give a %chance to refresh taunt off criticals scaling with sig ability (up to maybe 35% cause he crits a decent amount)
As for a change in damage numbers.
The non stacking armor break on criticals like he has now should be kept (doesn't hurt to keep it there + a little utility there). Instead of having a 5 seconds Burst window on sp2 stun, he could possibly decrease opponent physical resistance (like in the beta) but as debuffs (or even better, passives) per taunt on the opponent for x seconds (maybe 15 tops). His sp3 should probably do something other than just the 5 stacks of webbing. Maybe stun, or if y'all want spidey to be kinda spicy, instead inflict a root in the corner that while active, keeps webbing paused.
Spidey like this with the despair mastery should be pretty good. AI manipulation, good/decent damage, some utility, root (sp3), stun (sp2), decent evade chance, potential heal reversal.
To keep it simple for beginners, keep 1 star spidey as he is rn ( just like Colossus).
This spiderman classic buff has a decent amount of potential. It is already pretty decent BASE design. Add some decent numbers, tweak some things, add a little "PHAM!" and "POW!" and maybe a little bit of love . . .he can finally be the Amazing spider-man.
I’ve found Taunt to be conspicuously unreliable and still wonder whether some champs have a lower “Tauntable” base rate when defending—and yes, they usually are precisely the ones you’d like for Taunt to affect.
Two of my 9 features were OG Spidey yesterday, putting mine at L60 I think. It isn’t devastating if Spidey’s update is disappointing, but it continues to bother me that many OG champs have very little use in game.
Dr. Zola
Get the number right at least.
He'll be out of their decks within first 1-2 weeks, specially considering that new players get only 3 champion slots
Also he desperately needs his awakening ability to be of any use.....newer players find it hard to awaken champs
And newer players don't have to deal with unstoppable for a long time, which might reduce the usefulness of his deccelerate debuffs
They also don't have to worry about defender Sp3s for a long time, which reduces the usefulness of Taunt
In fact Taunt in hands of newer players might be counter productive since they should be learning how to bait specials instead of relying on taunt like mechanics
Also newer players probably aren't great at keeping defenders in the corner, which is a prerequisite of Spidey's kit
iMO unless they plan to give him some really substantial updates, they should just leave him as he currently is bcoz either ways his position & reputation in the game won't change even after this buff
He'll just go from a Good 2015 champion to a Mediocre 2016 champion
In the Spider-Man scenario, I'd prefer that their taunted attack drop to almost nothing so if my unreliable evade fails, I don't die, what with him being a soap bubble and all.
Now, if OG Webhead had a super-duper amazing Taunt, maybe we gain some utility. But if it’s like the rest I’m not sure it’s anything other than a little spit and polish on the old guy.
Dr. Zola
My thoughts about Taunts would be:
1 - If we want playing Spidey to feel like playing Spidey, he should gain or refresh Taunts by Evading or dodging attacks, rather than by hitting people.
2 - If we want the Taunts to achieve anything, they either need to be stronger, or stack better
Why not switch the Taunt to being activated by Dodge/Evade, and have them expire one at a time? That way a skilled player could stack them to whatever number game balance allows?
As for utility, I feel like this would allow him to have access to petrify of spectre to help account for any healing since, as others have pointed out, he’ll be fuelling willpower in AW & BG. I feel this could be implemented in 1 of 2 ways:
1) Keep the suppression as web debuffs, then make each taunt decrease regen rate (and possibly ability power rate) by X amount.
2) Swap the suppression web debuffs for petrify or spectre debuffs, then have each taunt decrease combat power rate by X amount.
I feel like these changes could easily make him a useful and usable champ, no need for the values to be tuned to make him OP, just fun and viable for content.