Shiv: Bloodletting is now affected by healing modifiers
this means anti-heal like healbane works against bloodletting now right?
228
u/tyvsaur
Vyper remains the epitome of balance
203
u/TheTaffyMan
Feel a little crazy seeing Abrams buffs
199
u/MTG_RelevantCard
McGinnis becoming more turret oriented and less ult-oriented
This is, stylistically at least, a direction I’m down with.
190
u/Glebobas-Barabas
I hope this doesn't turn into a DOTA situation where every single character has a health bar of a reasonably sized elephant by minute 20
173
u/Skippy-the-meme-Lord
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSS!!! GREENS ARE PERCENT AGAIN!!! HYPER TANK HERE I COME!!!!
163
u/Luvatris
Celeste buff is diabolical
Falloff nerf is not that huge for these buffs
161
u/Physical-Scratch-856
breaking news: victor's kneecaps completely obliterated in 4k 240fps
160
u/mizeraklid
doorman range is nerfed, its joever
156
u/DarkWolfPL
That Silver buff
155
u/slimsly
Oh mo, that’s gonna krill him
133
u/ExcelIsSuck
GRAVES BUFFS YIPPPPEE. That wall buff is so cool... and as an fyi to all graves mains the ghouls summoned by the wall get the buffs of the tier 4 upgrades, so gravestone wall max build?
125
u/BT--7275
Abrams cant be B tier for more than two weeks I guess. Also, Celeste buff?!
100
u/ARClegend_18
My ability range stacking builds noooooo
96
u/BahBaloon
It also bugged mid boss that can't be damaged..
91
u/Doot-and-Fury
Mina's glide animation now has red haze coming out of her umbrella
86
u/Raknarg
Bro they desperately want us to play melee apollo holy.
With duration extender and max riposte you can reliably hit 2 heavy melees now by the way.
83
u/UllrCtrl
They treat Celeste and Silver like make a wish kids lol
83
u/The-Weather-Report
Valve needs to sit down and have a good, hard think about what they want Mirage to do. The only thing they're sure about Mirage right now is that they still want him to be really bad except for the 10 to 15 minute mark of a game where he's okay against incompetent players and bad against competent players. Djinn's Mark scaling being reduced along with doing no gun damage means he's not a duelist. However, his boon scaling for HP is just average, so he's not really a tank either. Valve, after all this time, still don't know if they want him to be a duelist or a tank, and have settled on him doing neither. His time to kill was already the longest in the game when things went well. He'll still be an okay "on-hit" guy, but if the ceiling is that low, I think he could realistically hit sub-40% WR once data comes in. Very usual of Valve to experiment with every option except the very obvious one.
81
u/The-Invalid-One
Ballistic + Expansion nerfs, plus punch nerfed
wonder how the goo man will be this patch
68
u/CarelessCourier
Ivy: Air Drop cooldown increased from 65s to 85s
Ivy: Air Drop cooldown is reduced by 25% when used on allies
Fucking catch me picking you up and dropping you immediately after just to get that sweet sweet cooldown reduction
49
u/CoolVibranium
adding lifesteal effectiveness as a stat just to nerf vic is diabolical
49
u/PAIN_PLUS_SUFFERING
Now instead of being functionally useless in teamfights for 30 minutes, Victor can instead be useless the whole game. Thank you Yoshi
49
u/Drag0n122
No Venator changes? Interesting
47
u/chuck-me-papa
damn that calico 2 scaling
42
u/The-Invalid-One
Dynamo: Quantum Entanglement T3 now also replenishes 1 charge for charged abilities (half effect on allies)
does this just mean it halves the cd?
41
u/firememble
The Seraphim Wings change for brawl is fucking crazy. If you don't roll a gun carry on your team and they have a gun carry with this you instantly lose and there is nothing you can do about it. Even with a gun carry to shoot them in the air 60% is just stupid and you can pretty much stay in the air forever now. Genuinely who thought this item needed buffs.
39
u/Rodruby
Abrams buff, Celeste buff 😭
Victor seemed to be hit hard, no 1v6 diving and surviving, on one hand it's fair, on other hand - what does he do now?
Nerf Mo ult, reasonable
Percent health means squishies still squishy and tanks are tankier, we'll see how it changes meta
33
u/RheasGarden
<image>
FINALLY LONG DISTANCE BITES!
32
u/PastPalpitationCry
Wow they just killed Victor with that lifesteal change.
31
u/moonjelliess
mid boss bugged gyulp
29
u/avayevvnon
What do you mean they gave mcg's gun and turrets compensation buffs for her ult scaling lmao
26
u/TParadox90
GRAVES BUFFS TY YOSHI
25
u/sirms
they buffed the legendaries lmao hell yes
20
u/CoralWarrior
Kinetic Pulse is longer and thicker 👀
15
u/dankeykanng
Dialing back some of the cooldowns is a much needed change
12
u/red--dead
This is a pretty light nerf to mcginnis ultimate right? Depends really on how hard the ability range item nerfs are moreso I guess
11
u/Accursed_flame1
A little confused by the stomp changes for Dynamo, if the goal of the previous big patch was to backload the ability for T3, they did it just fine. T0-2 stomp currently feels pretty awful to use in lane, so even less damage on its tiny range just, strikes me as odd. Its fine, I'm just surprised Yoshi feels the prior changes werent far enough.
9
u/Doot-and-Fury
The Fall And Rise of Shiv's Mobility
8
u/OxGeNiD
Can anyone explain to me how shivs bloodletting was nerfed like im mentally challenged because i actually might be
7
u/Winter0808
can confirm after a game, mcginnis ult build is still broken
Making me rethinking how i play McGinnis. The big things i used getting changed (medical specter scaling completely reworked). With lvl3 extra charges +t3 wall you can get 9 turrets down pretty quickly. Even if the turrets lost their slowing. Its intresting changes overall
8
u/MelodicFacade
As a support player, I'm not a big fan lol. I wouldn't say it's a complete nerf, but it feels like turrets are more reliablein dealing damage, but get blown up super fast now. So in order to get her full effectiveness, you have to be fairly tactical with placement
Healing scaling with spirit is nice, but it doesn't give attack speed anymore. Since the range doesn't scale with healing, it feels like it's more about placing it on a turret or placing it on top of yourself and standing your ground, to get that spirit resist. I also think the wall changes are super nice, but 8 seconds isn't that long
I don't think it's overall that bad for her to be played so differently, but I personally enjoyed the support build of going heroic aura, throwing your medical spectre in the middle of the fight, and then having this massive radius to help stand your ground as a team. I would also usually get escalating exposure and healing tempo, and the turrets would rack up damage, while I healed 70k by the end of the game
I think I need someone else to play her and find a strat that makes her good with these tools, because on paper it doesn't sound too bad. The only thing I really hate is that they reduced the health of the turrets 40%, and all they get is spirit resist from medicinal spectre? I feel like a wraith, ivy, or infernus is just as much as a problem. Sure, a geist bomb or ivy kudzu bomb would melt them, but idk if wasting medicinal spectre is worth wasting on a charged spell
7
u/Umikaloo
I really liked gun build McGinnis, so I'm sad they nerfed her primary fire. Turret spam is a fun gimmick, but it isn't as interactive, so I expect it will get boring quick.
I really enjoy using barrage, I'll have to test how the changes feel. In my experience enemies rarely abuse the minimum range, but I don't play at high levels.
5
u/Tsumei
I have played Mcginnis as a turret focused support, an ult focused hero with unstoppable and runspeed, a gun tank, a gun healer and a gun split pusher.
All of these playstyles were in different patches because valve are like cycling between making turrets viable and not viable every six months, and then the ult was too good so they nerfed the interactions that had into the ground and instead gave them to haze. (It was pretty good though, you could ignore movement limiting effects, so you ignored the ults own effect and ran at 15-20 m/s while ulting)
I don't really love that she comes back to turrets being important as her main mechanic, mostly because noone in deadlock ever plays positions, they all just jump between walls and use their 7 stamina to avoid you. That was also always the issue with her using healing items; they are amazing if your team play around objectives, but when they all literally fly off into the sunset it doesnt matter that you have a big heal and a killbox.
Overall this feels like some really strong nerfs to a character who was already at one of her weakest points. That said though, the turrets might be absolutely busted beyond belief, but we know that just means they nerf her into obscurity next patch cycle and get confused what their goal was with her again.
Spectral wall losing its stamina penalty to people hit is also like a pretty gigamassive nerf that I don't think non-players of the ginnis would appreciate. It is literally your one way to try to force an engagement. The wall itself is sorta irrelevant in comparison to the damage boost and stamina penalty.
4
u/Omnipotenca
Overall, I view the new changes as a net loss due to three major nerfs:
Spectral Wall is no longer reliable for stopping enemy advances now that it is a breakable object.
Spectral Wall can no longer stun, meaning it cannot stop enemy urn carriers and interrupt their actions in general.
Heavy Barrage + Mystic Slow is no longer an easy kill in early lanes since its base duration is cut in half. T2 is required for it, and that means giving up on the other T1 abilities.
Though there are some good changes to her:
Medicinal Specter T1 granting +40% Spirit Resist is quite handy, as smart opponents used their AOE abilities to counter the healing field in the past.
Medicinal Specter's healing was only meaningful in early lanes and after getting T3 Max Health bonus. Now that regen amount scales with Spirit Power, the output curve should be smoother.
Mini Turret gaining 50% longer base duration is a nice change, since its previous 24s was simply too short, demanding T3 rush and at least Duration Extender if you were going for a Turret build.
Spectral Wall T3 spawning additional Mini Turrets is an interesting change. Previously, the second ability to master for a Turret build had usually been Medicinal Specter due to T1 rate-of-fire bonus and Healing Tempo buff. They changed it so that you now have a different option to consider.
Spectral Wall, applying slow to enemies it passes through, is a welcome buff. It is now easier to trap the enemies who attempt to flee.
I understand why the wall had to change, since it never felt good for the receiving end to get walled off and stunned at the same time. Nevertheless, it feels like I lost a strong tool that used to dictate the teamfight (especially with Echo Shard imbued on wall). It is still good for kill-catching, but as I climb through the ranks, it will be less effective as the enemy team will dismantle her wall to save their teammates.
Her other abilities... are okay, but will always suffer from being a stationary deployable, and never be as impactful as pre-nerf Spectral Wall.
2
u/ManicPixieFuckUp
I'm kind of bummed. My favorite thing to do in the game was drop a bunch of turrets and medicinal specter on a walker or shrine and melt it before anyone had a chance to react. I don't totally know if I'm gonna play her much now. In theory you could do it with healing temp but then, you know, you gotta buy healing tempo instead of mobility options.
But then again, they made her model look really bad and I got over that, so, I dunno.
2
u/Zerginfestor
feels like a damage reduction overall, most people in higher ELOs just burst the turrets before they can do anything, even in late game. Feels like they want you to play like a TF2 engineer gunslinger, throwing out turrets without a care to apply more DPS, instead of an actual nest to apply as support for your allies to fall back to. Biggest drawback is they still don't allow you to drop turrets as fast as you can click the button, so there's always a delay in setting up a higher damage potential to finally challenge folks that attempt to dive you. Also not a fan of the heal change, but it's fine, it's just me needing to adapt. Turrets were beforehand already easy to burst so reducing their HP by 40% is just ridiculous, forces a more spread-out nature and even then, if the enemy is there, they pop the turrets insanely quickly.
2
u/El_Gran_Osito
As a turret spammer I love it, wall refresh wall is fun.
1
u/NoContribution4441
imho she's way more fun to play now and way more annoying to play against. had a game with 75k souls, 95k damage (turrets+ult, ascendant 1) edit: echo shard on wall goes crazy
1
u/Present_Dimension619
Horrified at the medicinal specter nerfs. Turret life - very sad. Glad to be able to get more turrets down, but kinda dumb if they just get insta-killed anyway.
So do the stacks disappear once you use your ult, or does it stay like Mina's ult with her bats?
1
u/confidentlyfish
ПОНОС
1
u/Usual-Lynx2362
Honestly I think the roster could really use veteran/WW1/Government characters other than Haze and potentially Warden, whatever they do with him. Also could use more off-supports like Doorman. I think it'd be neat, like Ana from Overwatch able to boost allies and enemies with precision shots. Also remove Graves