Jump to content
  • Sign Up

Flashbang - Anet, please address this trait properly.


CutesySylveon.8290

Recommended Posts

It's infuriating having to deal with being blinded nonstop at all times against a Holo because they dodged. This trait makes fighting Holo as a Warrior the biggest exercise in frustration I've had in a long time.

 

I think pretty much everyone agrees at this point that this trait is massively overtuned, that bloating an already strong trait like Explosive Entrance with extremely powerful defensive utility is just too much, especially considering there's no ICD and the requirements to have access to it are...dodging. Can we finally get some actual balance to this trait, not more fake adjustments like blind duration reduction?

Link to comment
Share on other sites

I see many ways to change it.

 

Such as putting a timer on Explosive Entrance like 2 seconds before the effect runs out so people can't stretch it as long as they want while playing defensively, because that's the biggest issue I have with it.

 

People are running away yet able to jump back in with 8k damage easily with often a daze and the blind because the effect never runs out and when they are back up that's because they messed up in the first place and you the attacker is likely to be full HP too, should the reward not be this high from one simple trait.

 

I don't recall any traits carrying something this hard, even the old Endure Pain and Balanced Stance passive triggers weren't as good as that yet they have 300 seconds cooldowns now. (While I agree that immunity to death by power is strong, maybe should the cooldowns have been increase from 90 to 120, not 300.)

 

Seems like a fair change if they want to keep damage as well because it'll be "limited" while still blockable and evadable.

 

Explosions is a very offensive traitline and with the way this one gets used very often, it's not fitting and too versatile with the lack of any investment into the final result.

 

Forcing a riposte from the user to benefit from the trait rather than let them indefinitely have one way to mess your offense up while being offensive as well is the broken aspect of it.

 

Think of it like the old way EE trait worked, it was a small bomb on a timer, so really should the bonus attack also be on a timer so it's not always a 100% perfect results from what happens to be a straight upgrade from the old with extra bonuses (Blind, Daze).

Link to comment
Share on other sites

> @"CutesySylveon.8290" said:

> This trait makes fighting Holo as a Warrior the biggest exercise in frustration I've had in a long time.

 

There is an incredible disconnect I've noticed between those that main war and mains of all other classes. Warrior is unique in that every attack or offensive skill used (With the exception of "Fear Me!") has a telegraph and can't really be cheesed. No stealth, no ports, no skill-stacking, etc. It's a 1 to 1 kind of play style. Consequently, it is incredibly easy to completely shut down a warrior with blinds because all their bursts are so telegraphed and predictable. This is why build diversity for the warrior is always lower than other classes too. In a perfect world the warrior can see the enemy coming and can plan his engagement or retreat accordingly, allowing for most reasonable warrior builds would be usable, even as high as plat. Unfortunately we live in a world where other classes with can stealth, port, or otherwise cheese their way into taking advantage of this type of playstyle.

EDIT: One of the cheesy things that makes blindness not a problem for other classes is that they have symbols and wells and such that pulse damage while the character uses other abilities (Skill stacking). Just thought I'd clarify that.

Link to comment
Share on other sites

> @"Dantheman.3589" said:

> Only thing I care about is the damage on nades and ee, just slightly tune it down and it’ll be barable. At least that’s my opinion as a plat3+ and regular competitor for daily ats, mostly as a side noder/duelist though I can play pmuch any role at plat3 lvl

 

Thing is Nades are likely to be far less of an issue if Holo can't stack might so easily, and while I hate how braindead they are to use, dealing with the persistent blinds from Flashbang is a much bigger problem in my opinion because of how much utility it offers, the ease of access, and effectively unlimited uses of it.

 

I can make a conscious decision to try to face off against the grenades if I feel I can get benefit from it like landing my key CC skills or bursts, but instead I just get blinded and miss. Rinse and repeat when my next attempt is dodged. This isnt even factoring in the Daze because I dared to be at high health.

 

All of this being passive just makes it that much worse.

Link to comment
Share on other sites

> @"Noah Salazar.5430" said:

> as holo/scraper main, pls put 10cd on flashbang trait

 

I would like it to last 0,5s-0,75s personally. I dislike ICD's that way waiting out the blind is an option, heck even dodging follow up attack would make it go away so 0,75s could be really healthy, as of right now 2s is just too long honestly

Link to comment
Share on other sites

> @"CutesySylveon.8290" said:

> > @"Dantheman.3589" said:

> > Only thing I care about is the damage on nades and ee, just slightly tune it down and it’ll be barable. At least that’s my opinion as a plat3+ and regular competitor for daily ats, mostly as a side noder/duelist though I can play pmuch any role at plat3 lvl

>

> Thing is Nades are likely to be far less of an issue if Holo can't stack might so easily, and while I hate how braindead they are to use, dealing with the persistent blinds from Flashbang is a much bigger problem in my opinion because of how much utility it offers, the ease of access, and effectively unlimited uses of it.

>

> I can make a conscious decision to try to face off against the grenades if I feel I can get benefit from it like landing my key CC skills or bursts, but instead I just get blinded and miss. Rinse and repeat when my next attempt is dodged. This isnt even factoring in the Daze because I dared to be at high health.

>

> All of this being passive just makes it that much worse.

 

Yeah I could see that if your a roamer or some team fighter, maybe just increase cd for that, but part of my point is as a 1v1er it doesn’t seem like much of an issue at least to the point where you lose 1v1s

Link to comment
Share on other sites

> @"Dantheman.3589" said:

> > @"CutesySylveon.8290" said:

> > > @"Dantheman.3589" said:

> > > Only thing I care about is the damage on nades and ee, just slightly tune it down and it’ll be barable. At least that’s my opinion as a plat3+ and regular competitor for daily ats, mostly as a side noder/duelist though I can play pmuch any role at plat3 lvl

> >

> > Thing is Nades are likely to be far less of an issue if Holo can't stack might so easily, and while I hate how braindead they are to use, dealing with the persistent blinds from Flashbang is a much bigger problem in my opinion because of how much utility it offers, the ease of access, and effectively unlimited uses of it.

> >

> > I can make a conscious decision to try to face off against the grenades if I feel I can get benefit from it like landing my key CC skills or bursts, but instead I just get blinded and miss. Rinse and repeat when my next attempt is dodged. This isnt even factoring in the Daze because I dared to be at high health.

> >

> > All of this being passive just makes it that much worse.

>

> Yeah I could see that if your a roamer or some team fighter, maybe just increase cd for that, but part of my point is as a 1v1er it doesn’t seem like much of an issue at least to the point where you lose 1v1s

 

1v1 is a single aspect to consider, and you already listed two other situations in which it could be seen as a problem and they're much more important in my opinion. sPvP isn't balanced around dueling.

 

Thing is, it's just as much of a problem in 1v1 as anything else because there's no limit to its uses, both against the Holo by themselves or in a team since EE, and therefore Flashbang, is an AoE. So if you're fighting them 1v1, you're getting blinded, and in a teamfight you're still getting blinded but more often since the Holo hitting your teammates could proc it. No matter the situation, it needs some changes.

Link to comment
Share on other sites

If all they nerf is flashbang you wont notice a shift in meta bc Big Boomer is just as good. Its a little less dominant in 1v1s vs warriors for sure, but in pretty much every non 1v1 situation its better, even.

 

Explosive entrance damage (hits harder than Pulm LUL), might generation (pretty much exclusively wrt ECSU; nerfing HGH would be stupid), Flashbang, and crate should all be looked at. Nade damage maybe, but that should definitely come after the passive damage + modifiers are looked at.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...