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Thread: Machine gun gods and why you shouldn't ask for mobility on them

  1. #31
    Senior Member Honoured MadManToTheMax's Avatar
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    Quote Originally Posted by SirKeksalot View Post
    Raiju makes it feel like Raijin's doing a lot more damage than he actually is.
    It's mostly just Raiju doing damage. When both Soul Reaver and Raiju proc at the same time, he can definitely near one-shot someone.
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  2. #32
    Senior Member Prestigious zecleria's Avatar
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    is it just me or among utility mages janus doesnt really hit that hard? i mean as nuwa which is another utility mage i can burst people down much faster and easier. maybe just me.
    You may think all gods have huge amounts of courage, but only xbalanque has the balls to use them as weapons.

    0.3 instead of 30% again.
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  3. #33
    Senior Member Honoured MadManToTheMax's Avatar
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    Quote Originally Posted by zecleria View Post
    is it just me or among utility mages janus doesnt really hit that hard? i mean as nuwa which is another utility mage i can burst people down much faster and easier. maybe just me.
    It depends. His unstable vortex has decent scaling, but Janus can get a crap ton of extra scaling out of his passive and his threshold. He can hit very hard late game, especially if you get hit by both vortexes.
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    Senior Member Prestigious zecleria's Avatar
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    true, but it just doesnt feel like he needs to put in more work for similar damage, tho he has mobility so i guess its fair.
    You may think all gods have huge amounts of courage, but only xbalanque has the balls to use them as weapons.

    0.3 instead of 30% again.
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    I don't think the problem is that they have no mobility, it's that some other gods have too much mobility. But shit, Artemis would be fine if your team was making sure you were okay, if your ADC can't get the fuck out, you should be making sure you can get her out instead, so she can do late-game hypercarry things.
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    Senior Member Prestigious EpicWinnar's Avatar
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    Quote Originally Posted by LuxInterior View Post
    You know those guys. The machine guns. Heavy hitters that can only get somewhere on foot. They always appear at the bottom of tier lists - which are the epitome of theorycrafting and talking out the ass, but that's for another thread.

    Artemis, Anubis, AMC and Ah Puch, correct me if I've forgotten someone.

    Well, there's a reason why they're like that. The lack of mobility is the price they pay for unparalleled damage (Ah Puch has a shitty, overnerfed ultimate, but that doesn't change his basic design idea). Artemis gets free crits, the strongest attack speed steroid and a way to hold people in place to tear them new ones. AMC has a constant steroid, paired with heavy hitting abilities, Anubis is the Tzar Bomba, able to wipe out even tanks with his combo. Ah Puch does the same to squishies without needing his (again, shitty) ultimate and on a ridiculously short cooldown.

    So realize that if they gave those guys mobility, their damage would need to be nerfed, at the risk of no other gods being played. If they did that, the machine gun guys would be turned into... bland, generic gods, as their kit is all geared to damage.

    "They can't be played at high skill levels", I hear some of you saying.

    Oh, is it? I thought high skill meant not getting yourself into trouble, having map awareness, warding, buying the right actives, avoid chasing people into the unknown, playing with the team and being saved by them if needed. Machine guns require very smart play and can only be played by the smartest past level 30. There's nothing wrong with that.


    TL/DR: high risk, high reward is good design.
    Bolding this section for my point. Yes, they require a higher skill cap than most to be effective, but it gets to the point to where objectively (At least in Anubis' and Ah Puch's case) that it requires rather a mistake on the other teams part, rather than skill on yours to determine whether or not you're successful. And THAT, in my opinion is TERRIBLE design.
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    Senior Member Chosen KFire's Avatar
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    Quote Originally Posted by EpicWinnar View Post
    Bolding this section for my point. Yes, they require a higher skill cap than most to be effective, but it gets to the point to where objectively (At least in Anubis' and Ah Puch's case) that it requires rather a mistake on the other teams part, rather than skill on yours to determine whether or not you're successful. And THAT, in my opinion is TERRIBLE design.
    It does not requires a mistake of the enemy team to stay back and deal tons of damage unless you expect that getting into anubis/puch range is a mistake.

    Getting into Artemis range on the other hand is a mistake because she will make you a pin cushion.

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    Senior Member Prestigious EpicWinnar's Avatar
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    Quote Originally Posted by KFire View Post
    It does not requires a mistake of the enemy team to stay back and deal tons of damage unless you expect that getting into anubis/puch range is a mistake.

    Getting into Artemis range on the other hand is a mistake because she will make you a pin cushion.
    Except Anubis' damage outside of your opponent literally being dead at the keyboard is difficult at best to confirm, outside of 2-3 ticks worth of damage, nearly impossible with appropriate actives. With Artemis you LITERALLY need a working mouse and 2 key in order to be effective.
    Last edited by EpicWinnar; 03-30-2016 at 07:33 AM.
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