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Thread: Medusa's anti-heal

  1. #1
    Member Worshipper Alphadios's Avatar
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    Medusa's anti-heal

    Tell me: How useful do you find Medusa's anti-heal?

    First of all she has to use her only escape to inflict it, and second, she can only use it on a single enemy. That's not a great deal to me.

    What i propose ? Just move her healing reduction from her 3 to her 2.

    Simple right ? And even more logic this way. They say in the description that she wounds the enemy so he can't heal. But wouldn't the acid do a better job this way ? I mean we already have Apophis who does pretty much the same thing with his acid.

    I'll say this would make Medusa a better anti-healer.

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    Member Worshipper VlentisFlyheightis's Avatar
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    i agree. it would make more sense for her 3 to apply a bleed if used offensively. Her primary popularity though is in joust, where her anti heal is more likely to meet a Herc or Chang'e, whom you'll likely 1 3 basic basic basic.

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    Senior Member Chosen RockerBaby's Avatar
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    I build brawlers on Medusa sometimes that should answer the question.
    Rocking the boat

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    Junior Member Senior Cupidhead Spesstaco's Avatar
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    Due to the lack of good movement speed items no one really uses her in competitive league......hirez seems to like forgetting about gods no one uses however so i dont think she will be buffed. May just have to wait for some items to come out that will go great with her skills and passive

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    Junior Member Senior Cupidhead RhodosGuard's Avatar
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    I think it has always been HiRez's intention to motivate using dashes offensively.
    But most people are, reasonably, scared to do so.

    I remember a patch where they increased Nox's Dash Damage MP scaling by 30% just so people would stop using it as just an escape.
    Worked wonders, ey?

    And I honestly get why.
    Both sides actually. I get why people dont want to waste their escapes for damage or engaging or chasing purposes. Most of them pretty much assure that you escape fights unscathed and the only option for an enemy to keep up is them:
    firstly having a tool like that themselves, and then to also use it to keep up, or to, secondly have long range capacities.

    And that's why I understand them trying to bind good offensive tools to dashes. It's to stop everyone using them as easy ways out when they have actually been outplayed or outperformed, just because the enemy doesnt have a tool like that in their own kit.

    But I dont think that the community would ever get around to this.
    That's why I think it's useless. Not because it actually is, but because most players would never utilize it the way they should, because they'd rather have it to be able to safely survive anything thrown at them.

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