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I knew it turbocharged that zipline once they were defeated but didn't know about the soul income cut.
There's these little things that emphasize doing objectives/defending objectives that doesn't become abundantly clear. I would prefer there was a unique base guardian instead of just the two but got good reason to not let them drop without a fight.
So from watching top player videos and my own experience, the stealth worst and stealth best items in the game:
Best
Melee Lifesteal- Almost never see anyone besides Abrams get this, but it's possibly THE best laning sustain item. Even if you only do a light melee against a minion every 7 seconds, it's still massively healing you for more than Extra Regen. Doesn't require you to duck out of lane like Healing Rites. Is easier to consistently pull off than Restorative Shot. Even a light melee against an enemy hero then dashing away usually puts you hugely ahead of the trade.
Spirit Strike- Much like the above, you'll be surprised how far ahead this puts you in the laning sustain trades. Even a light melee does the full effect.
Headshot Booster- Best poke for the cost.
Mystic Shot- If you're still playing the poke game in the laning stage, getting this the instant you have the souls is massive.
Reactive Barrier- If you're having any kind of trouble against even one hard CC ability.
Veil Walker- There are some builds that go shields. This item is mandatory if you do. Shields fall off later on though when resists become superior.
Inhibitor- Might be THE most underused best item in the game right now. -35% total damage to anyone you're hitting is huge.
Decay + Slowing Hex- The best ganking items for the cost in the game.
Toxic Bullets + Healbane- Someone HAS to get these when you're against an out of control Abrams, but nobody usually does.
Curse- When you're getting melted by one out of control enemy carry. Way too few people get this.
Silence- When you can't afford Curse yet but need it NOW.
Worst
Boundless Spirit- A total trap. Just look at what you get over Improved Spirit for an extra 6200. There are SO many other more beneficial options for that price. Possibly in a long game where you get so many souls that you run out of slots for top tier items, then it might be worth it.
Lucky Shot- Meant to be the Daedalus from DotA or Infinity Edge from LoL, i.e. the best pure auto attack damage option. But it really just sucks. Like Boundless Spirit, so many other more effective options for the cost. Only possibly worth it once you're already maxing out your slots with top tier items.
Extra Regen- Every other laning regen option is better.
Tesla Bullets- Seems like the perfect farming item at first glance. There's just better options. Can possibly get some use if you're stacking spirit damage effect items, but still probably better alternatives.
Debuff Remover- Can't be used during the worst CC: stun, sleep, or curse. Is completely wasted if the CC is continuously applied. Doesn't offer much improvement over Debuff Reducer. If you're having trouble against one shot, big CC abilities like Haze's sleep or Warden's capture, Reactive Barrier is much, much better at three thousand souls cheaper.
I do have to wonder which auto attack heroes can do well building spirit instead of weapon. Seven or Wraith possibly and could give benefits to tesla bullets since they also scale with your spirit. Otherwise I do agree that tesla bullets are a trap versus ricochet especially if you have any dots applied on hit which most folks do at that point in the game. I don't think tesla can even be scaled high enough to take advantage of improved burst otherwise it could have a niche.
Quite a few high MMR games I watched would just go into full gun build glass cannons and just be melting enemies. I really need to get use to kinetic dash cause the extra mobility and buffs is huge.
As for active items, at least at lower levels of play, people are a bit leery about needing to press another button for active items. I don't blame them as it can be awkward to execute of those that need additional targeting. Most builds don't even have active items as an important factor of a hero's kit except Decay to help build/maintain Shiv's rage meter. They also might be too focused on their build and not aware of everything in the item shop, I'm certainly guilty of that.
Debuff remover I will only disagree on because of some of the dots you might face: bebop's bombs, shiv's knives, pocket's ult. I think only Viscous' cube is the only ability to truly cleanse an individual, so lacking that factor you might just be resigning yourself to an unfortunate death. Bebop's bombs are the most avoidable with other well timed abilities or ethereal shift but it's not a bad pick for
Headshot Booster needs to change. Or all the other shot items need to work like HB. If Restorative Shot is off cooldown, your next shot uses it, hit or miss. HB doesn't go on cd until you hit a head, meaning it's never wasted. HB is just flat out better because of this.
Laning phase is looooooong over by the time you can start affording Debuff Remover.
Even then, you're so much better off going with other options. Reactive Barrier is better at 1/4th the cost. Add in Debuff Reducer and you're still half the cost of Remover.
Shiv knife? Pocket ult? Better off with resists and lifesteal to survive.
Or just save for the extra 2000 and get the massively better Unstoppable.
I mean I'd hope a tier 4 item would be better than a tier 3, and while reactive barrier is decent, it falls off earlier especially with a 200 spirit shield vs the 400 bullet shield.
Both of those items have a time and a place and those 2000 souls might be better spent elsewhere and using up two vitality slots can be costly early game. But I'm guessing we won't be convincing each other so I'll leave it at that.
Headshot Booster needs to change. Or all the other shot items need to work like HB. If Restorative Shot is off cooldown, your next shot uses it, hit or miss. HB doesn't go on cd until you hit a head, meaning it's never wasted. HB is just flat out better because of this.
It does have falloff damage so they can't just easy poke you across the lane but yes it is odd that it doesn't auto trigger like restorative. Or make it trigger on minions. Would make it so you have to monitor the booster more to better take advantage of it.
Another little tip that most people seem unaware of: the Sinner's Sacrifice machines
Those vending machines you punch for souls. 5 heavy melees punches (don't bother with light) worth of time gets you a crazy 300-400 souls. They look like little circles with a dot in the middle (look up a map icon guide). The thing most people seem to miss is there are two locations on each side. One of them is in a building with a jungle camp, with TWO vending machines on the 2nd floor up the climbing pole.
I have yet to see anyone else clear these. One of the jungle camp creeps is also there on the 2nd floor, so the whole camp won't respawn until that one is killed. You end up getting around 700-900 souls for the time it takes you to do 10 heavy punches, and anyone can do it regardless of character, farm, or build. It's a huge soul source that everyone is ignoring.
(side peeve: you split off to do a jungle camp, and a I'M HELPING!!! teammate runs in to shoot the creeps with you. Dude, I'm specifically doing the jungle because all the lanes are being soaked and I'm getting a 5th source of income. In fact, YOU left your lane to come suck up half my jungle farm. Go away!)
I get so lost if I try to travel through the subway. I should spend some time in private bot matches running around. It's not a terribly complex map, but a live match isn't the best time to explore it.
Declaring best/worse seems pretty tough when there is so much nuance to each hero and match. Tesla and Lucky, for example, feel pretty dang strong on Wraith.
I get so lost if I try to travel through the subway. I should spend some time in private bot matches running around. It's not a terribly complex map, but a live match isn't the best time to explore it.
*me going down to the subway to do a gank*
*gets lost*
Declaring best/worse seems pretty tough when there is so much nuance to each hero and match. Tesla and Lucky, for example, feel pretty dang strong on Wraith.
Every item can feel useful when you have it. But there are way better alternatives.
For mid tier farming, Active/Quicksilver reload are way better than Tesla. Same for PvP with mid game fights when it's usually just 1 or 2 enemy heroes.
For late damage, Vampiric Burst and Crippling Headshot will get much better results than Lucky Shot. Especially on a spray n' pray gun like Wraith's, you don't even have to be accurate for Crippling Headshot as long as just one bullet is a headshot every 4 seconds. Try it out on the practice dummy. Crippling Headshot outdoes Lucky for weapon dps. And that's not even considering that Crippling Headshot also increases the bullet and spirit damage of your entire team on the target. The argument could be made that Lucky is more a multiplicative item to get after other big damage items (bonus final damage after all other modifiers), but at point you're still better off getting stuff like Leech, Inhibitor, or Curse.
There is nuance, and it's been deep dived by astronomically better players than I.
One thing I wish I could get the hang of, all the fast movement tricks I constantly see in the pro videos. Dudes seem like they're sliding 70% of the time, and somehow seem to speed up and never lose it while doing it. Something about timing with dashes but I'm like a flopping fish whenever I try it.
I believe when you are movement speed is 10 or greater you can slide without issue. A dash will easily get you there so learning to slide after almost any dash seems a must.
The good/bad thing about the items is there is a lot of items that can give you incremental movement speed even outside of sprint boots/enduring speed. Also some heroes like Seven and Grey Talon get movement speed scaling with spirit.
I can't say how they're doing it all the time, part of why I have a hard time with kinetic dash is giving up two stamina pips even though it's worth it and is better than just dash slide.
The only time that sliding seems to make me go faster or preserve speed is going down stairs. The videos have these guys seemingly preserve the entire speed of the dash across flat ground for almost 2 full seconds, like they're going across a frictionless Slip n' Slide. I have no idea how they do it.
If Kinetic Dash is off cooldown, the next dash jump only takes 1 stamina.
Mid-game gank combo for Haze is cloak, Active Reload before uncloaking, Kinetic Dash, light them up a little, Sleep Dagger with Quicksilver Reload attached, continue lighting them up. You can throw Bullet Resist Shredder in there; even if you don't have the Dagger up, your passive upgrade does spirit damage every 20 stacks.
If you can consistently do a dash jump, you can do the slip and slide. The dash jump gives you the speed, you crouch on landing to get into the slide and it will go for quite a bit. Once you have that down, practice jumping out of the crouch and sliding again. Dash jump slide jump slide. 2 stamina bars will take you where ever you want to go. Even better with kinetic dash, 1 bar will basically call you an uber.
Which I know some sort of nerfs are coming or people will get much better at playing around him. If nothing else, shouldn't be able to endless cancel his 4 causing him to get infinite air time.
Also had to turn off double tap to self cast, most of my bombs were going on myself.
It's not 10 for the speed as I've seen with lower but yeah a lot is doing the dash jump into a slide. There are some times like just off the zipline that preserves your velocity plus makes you air resistance immune for a little bit.
Fun fact: Shiv's alt-fire knocks him back at a speed of 500 u/s, which is higher than the 376 u/s required to slide. With +14% fire rate (or Fleetfoot's +25% slide distance) Shiv can slide infinitely... but only backwards or sideways.
Well this is embarrassing. I didn't even know alt-fire was a thing. It's not in the keybinds, and I just assumed that right mouse just zoomed in for everyone. Only hero with an alt-fire that I ever play is Shiv, and I never bothered to right mouse with him since no need to zoom in on a shotgun.
I was wondering what those mini-grenades were whenever I laned against Yamato, and how Viscous always managed to pressure me back in lane.
Sliding destroys crates and gold statues. Much faster than stopping to shoot or melee them.
So when it comes to firing while moving, there's two scenarios here.
If you haven't got a sprinting speed, you're walking. Firing while walking reduces move speed to 70%.
If you do have a sprinting speed (Lady Geist, Lash, & Bebop by default), firing makes you stop sprinting until one second has passed. (To sprint on other characters, buy an item with Sprint Speed - Sprint Boots, for example.)
If you buy Fleetfoot, or play Ivy, then firing no longer turns off sprinting and drive-by shooting only costs you the ammo.
(Or, yes, you can get 10m/s movement speed through whatever method and just slide into stuff. Dash-sliding also works, although mind your stamina.)
Declaring best/worse seems pretty tough when there is so much nuance to each hero and match. Tesla and Lucky, for example, feel pretty dang strong on Wraith.
Every item can feel useful when you have it. But there are way better alternatives.
For mid tier farming, Active/Quicksilver reload are way better than Tesla. Same for PvP with mid game fights when it's usually just 1 or 2 enemy heroes.
For late damage, Vampiric Burst and Crippling Headshot will get much better results than Lucky Shot. Especially on a spray n' pray gun like Wraith's, you don't even have to be accurate for Crippling Headshot as long as just one bullet is a headshot every 4 seconds. Try it out on the practice dummy. Crippling Headshot outdoes Lucky for weapon dps. And that's not even considering that Crippling Headshot also increases the bullet and spirit damage of your entire team on the target. The argument could be made that Lucky is more a multiplicative item to get after other big damage items (bonus final damage after all other modifiers), but at point you're still better off getting stuff like Leech, Inhibitor, or Curse.
There is nuance, and it's been deep dived by astronomically better players than I.
Ok I tried the build in this video and it is much stronger than I expected. It was only one match so far but it's pretty impressive. I can see the point in not using lucky shot. There may still be a place for Tesla especially if there is a lot of team fighting happening.
Like, Tesla Bullets is a big power spike when you get it and heroes that might otherwise have to shoot down individual troopers/lack big aoe clears can certainly benefit from it. An argument could be made for picking them up earlier and then selling them for ricochet when you have 4700 souls (loss of 1500 souls but still). It's funny because the economy is like super tight at the start yet only a fool wouldn't buy some $500 items, but despite the plenty down the line we get real miserly.
I'm sure smarter heads prevail, but I think selling and upgrading should be a decently viable path in a given circumstance.
The spirit splash damage is fairly insignificant. The mid game it's not going to get much use when gank fights aren't that big with only2 heroes. Late game the damage is brushed off.
I can only imagine it maybe if you're building a mostly spirit character and loading them up with spirit damage debuffs, then you throw on Tesla after all that. My plan in games where I'm behind everyone and can't really keep up with my damage against all the farm enemies, I'll give up killing them and just go support build with buffs (been trying to use Heroic Aura) and debuffs.
Tesla bullets are definitely more for pushing lanes/clearing jungles faster but yes I too am thinking the on spirit debuffs is a niche for it since that's the one thing it does over richochet. The spirit damage on tesla also does scale with spirit but yeah not in an overly meaningful way.
Greater minds than mine will theorycraft it but it does have things that separate it. But its price point I don't want it too powerful and IIRC it has already been nerfed repeatedly. I hesitate to put it in the next tier because then yeah it is even more directly competing with ricochet, but finding it's niche can be neat.
I too usually grab the disabler active items to help support my team if I'm falling behind/seeing others aren't doing it.
Does Tesla interact with Ricochet in any interesting ways? Does each bounced bullet also have a chance to proc Tesla? I could see it ramping up in that scenario, but I've been unimpressed with Tesla on its own. With Toxic Bullets, I feel more powerful right away and adding Ricochet makes it amazing. Tesla Bullets are hardly noticeable on their own.
Does Tesla interact with Ricochet in any interesting ways? Does each bounced bullet also have a chance to proc Tesla? I could see it ramping up in that scenario, but I've been unimpressed with Tesla on its own. With Toxic Bullets, I feel more powerful right away and adding Ricochet makes it amazing. Tesla Bullets are hardly noticeable on their own.
I don't know if they both interact, but I noticed a serious power spike in Wraith when I played her a few times where the build was like "rush Tesla bullets" after tier 1s (which I promptly forgot to do initially). Once I had Tesla I was clearing waves and jungle with no problem. Definitely not an item for everyone but I can see a use. It is a budget Ricochet, but I think it's more for spirit build Wraiths and Sevens versus Haze.
Also as MrBody and I have pointed out, it can trigger the debuffs from spirit infliction items (i.e mystic vulnerability) allowing your abilities to take advantage of it instead of applying it in the first place.
Hmm that may be why Tesla bullets are not as stellar as other options: it's proc based (25%) but always "on" while you're shuffling the internal cooldowns of other items (active and quicksilver).
It would be nice to know the balancing mindset of Yoshi but hey I'll take what communication we can get.
Does Tesla interact with Ricochet in any interesting ways? Does each bounced bullet also have a chance to proc Tesla? I could see it ramping up in that scenario, but I've been unimpressed with Tesla on its own. With Toxic Bullets, I feel more powerful right away and adding Ricochet makes it amazing. Tesla Bullets are hardly noticeable on their own.
I don't know if they both interact, but I noticed a serious power spike in Wraith when I played her a few times where the build was like "rush Tesla bullets" after tier 1s (which I promptly forgot to do initially). Once I had Tesla I was clearing waves and jungle with no problem. Definitely not an item for everyone but I can see a use. It is a budget Ricochet, but I think it's more for spirit build Wraiths and Sevens versus Haze.
Also as MrBody and I have pointed out, it can trigger the debuffs from spirit infliction items (i.e mystic vulnerability) allowing your abilities to take advantage of it instead of applying it in the first place.
Hmm, I play a long range Dynamo build centered around Kinetic Pulse. The range on Pulse scales with spirit and it tops out at like 57 meters in my build. I could trade Toxic Bullets and Ricochet for Tesla and Mystic Vulnerability to see what happens. If nothing else, it's cheaper.
Seems like half his kit doesn't much come into play during the laning phase?
His ult would be supremely useful in other MOBAs, but it's a lot harder to tell what you're getting into here when you can't directly see the situation and have to go on nothing but the minimap and tiny health bars on the top. Am I going to swing that fight? Am I going to feed an already lost trade? You would almost need a voice chat team.
His scarab is bugged where the "No cooldowns" function in sandbox doesn't affect it.
Not a fast of the first kill bonus for each hero. Harder snowballing from first lucky kill.
Base guardian destruction no longer apply half minion souls.
I figured it's big but there's some numbers to back it up.
- Added a Soul Generator (like the one in hero sandbox) in the respawn area. Starts spawning orbs at 3 minutes. Each orb is worth 10 souls when shot. (primary purpose for this is cases when you are very close to an item purchase)
- Rejuv bonus is no longer consumed for dead players, they have it on their next life now
- Troopers no longer give half bounty when base guardians are destroyed for that lane
- Sinner's Sacrifice now grants a permanent golden statue bonus when it is killed
Posts
I knew it turbocharged that zipline once they were defeated but didn't know about the soul income cut.
There's these little things that emphasize doing objectives/defending objectives that doesn't become abundantly clear. I would prefer there was a unique base guardian instead of just the two but got good reason to not let them drop without a fight.
Best
Melee Lifesteal- Almost never see anyone besides Abrams get this, but it's possibly THE best laning sustain item. Even if you only do a light melee against a minion every 7 seconds, it's still massively healing you for more than Extra Regen. Doesn't require you to duck out of lane like Healing Rites. Is easier to consistently pull off than Restorative Shot. Even a light melee against an enemy hero then dashing away usually puts you hugely ahead of the trade.
Spirit Strike- Much like the above, you'll be surprised how far ahead this puts you in the laning sustain trades. Even a light melee does the full effect.
Headshot Booster- Best poke for the cost.
Mystic Shot- If you're still playing the poke game in the laning stage, getting this the instant you have the souls is massive.
Reactive Barrier- If you're having any kind of trouble against even one hard CC ability.
Veil Walker- There are some builds that go shields. This item is mandatory if you do. Shields fall off later on though when resists become superior.
Inhibitor- Might be THE most underused best item in the game right now. -35% total damage to anyone you're hitting is huge.
Decay + Slowing Hex- The best ganking items for the cost in the game.
Toxic Bullets + Healbane- Someone HAS to get these when you're against an out of control Abrams, but nobody usually does.
Curse- When you're getting melted by one out of control enemy carry. Way too few people get this.
Silence- When you can't afford Curse yet but need it NOW.
Worst
Boundless Spirit- A total trap. Just look at what you get over Improved Spirit for an extra 6200. There are SO many other more beneficial options for that price. Possibly in a long game where you get so many souls that you run out of slots for top tier items, then it might be worth it.
Lucky Shot- Meant to be the Daedalus from DotA or Infinity Edge from LoL, i.e. the best pure auto attack damage option. But it really just sucks. Like Boundless Spirit, so many other more effective options for the cost. Only possibly worth it once you're already maxing out your slots with top tier items.
Extra Regen- Every other laning regen option is better.
Tesla Bullets- Seems like the perfect farming item at first glance. There's just better options. Can possibly get some use if you're stacking spirit damage effect items, but still probably better alternatives.
Debuff Remover- Can't be used during the worst CC: stun, sleep, or curse. Is completely wasted if the CC is continuously applied. Doesn't offer much improvement over Debuff Reducer. If you're having trouble against one shot, big CC abilities like Haze's sleep or Warden's capture, Reactive Barrier is much, much better at three thousand souls cheaper.
Quite a few high MMR games I watched would just go into full gun build glass cannons and just be melting enemies. I really need to get use to kinetic dash cause the extra mobility and buffs is huge.
As for active items, at least at lower levels of play, people are a bit leery about needing to press another button for active items. I don't blame them as it can be awkward to execute of those that need additional targeting. Most builds don't even have active items as an important factor of a hero's kit except Decay to help build/maintain Shiv's rage meter. They also might be too focused on their build and not aware of everything in the item shop, I'm certainly guilty of that.
Debuff remover I will only disagree on because of some of the dots you might face: bebop's bombs, shiv's knives, pocket's ult. I think only Viscous' cube is the only ability to truly cleanse an individual, so lacking that factor you might just be resigning yourself to an unfortunate death. Bebop's bombs are the most avoidable with other well timed abilities or ethereal shift but it's not a bad pick for
Even then, you're so much better off going with other options. Reactive Barrier is better at 1/4th the cost. Add in Debuff Reducer and you're still half the cost of Remover.
Shiv knife? Pocket ult? Better off with resists and lifesteal to survive.
Or just save for the extra 2000 and get the massively better Unstoppable.
Both of those items have a time and a place and those 2000 souls might be better spent elsewhere and using up two vitality slots can be costly early game. But I'm guessing we won't be convincing each other so I'll leave it at that.
It does have falloff damage so they can't just easy poke you across the lane but yes it is odd that it doesn't auto trigger like restorative. Or make it trigger on minions. Would make it so you have to monitor the booster more to better take advantage of it.
Those vending machines you punch for souls. 5 heavy melees punches (don't bother with light) worth of time gets you a crazy 300-400 souls. They look like little circles with a dot in the middle (look up a map icon guide). The thing most people seem to miss is there are two locations on each side. One of them is in a building with a jungle camp, with TWO vending machines on the 2nd floor up the climbing pole.
I have yet to see anyone else clear these. One of the jungle camp creeps is also there on the 2nd floor, so the whole camp won't respawn until that one is killed. You end up getting around 700-900 souls for the time it takes you to do 10 heavy punches, and anyone can do it regardless of character, farm, or build. It's a huge soul source that everyone is ignoring.
(side peeve: you split off to do a jungle camp, and a I'M HELPING!!! teammate runs in to shoot the creeps with you. Dude, I'm specifically doing the jungle because all the lanes are being soaked and I'm getting a 5th source of income. In fact, YOU left your lane to come suck up half my jungle farm. Go away!)
My issue doing them is I'm still not all that familiar with the map and get lost. And god help me if I need to descend a rope.
Just drop down the hole without hitting space or dashing. Or climb up it to the roof.
*me going down to the subway to do a gank*
*gets lost*
Welp, guess I live here now.
Every item can feel useful when you have it. But there are way better alternatives.
For mid tier farming, Active/Quicksilver reload are way better than Tesla. Same for PvP with mid game fights when it's usually just 1 or 2 enemy heroes.
For late damage, Vampiric Burst and Crippling Headshot will get much better results than Lucky Shot. Especially on a spray n' pray gun like Wraith's, you don't even have to be accurate for Crippling Headshot as long as just one bullet is a headshot every 4 seconds. Try it out on the practice dummy. Crippling Headshot outdoes Lucky for weapon dps. And that's not even considering that Crippling Headshot also increases the bullet and spirit damage of your entire team on the target. The argument could be made that Lucky is more a multiplicative item to get after other big damage items (bonus final damage after all other modifiers), but at point you're still better off getting stuff like Leech, Inhibitor, or Curse.
There is nuance, and it's been deep dived by astronomically better players than I.
https://www.youtube.com/watch?v=vRgKFgBIgGk
The good/bad thing about the items is there is a lot of items that can give you incremental movement speed even outside of sprint boots/enduring speed. Also some heroes like Seven and Grey Talon get movement speed scaling with spirit.
I can't say how they're doing it all the time, part of why I have a hard time with kinetic dash is giving up two stamina pips even though it's worth it and is better than just dash slide.
If Kinetic Dash is off cooldown, the next dash jump only takes 1 stamina.
Mid-game gank combo for Haze is cloak, Active Reload before uncloaking, Kinetic Dash, light them up a little, Sleep Dagger with Quicksilver Reload attached, continue lighting them up. You can throw Bullet Resist Shredder in there; even if you don't have the Dagger up, your passive upgrade does spirit damage every 20 stacks.
Which I know some sort of nerfs are coming or people will get much better at playing around him. If nothing else, shouldn't be able to endless cancel his 4 causing him to get infinite air time.
Also had to turn off double tap to self cast, most of my bombs were going on myself.
It's not 10 for the speed as I've seen with lower but yeah a lot is doing the dash jump into a slide. There are some times like just off the zipline that preserves your velocity plus makes you air resistance immune for a little bit.
https://youtu.be/NiLOMoaw4RY
Fun fact: Shiv's alt-fire knocks him back at a speed of 500 u/s, which is higher than the 376 u/s required to slide. With +14% fire rate (or Fleetfoot's +25% slide distance) Shiv can slide infinitely... but only backwards or sideways.
I was wondering what those mini-grenades were whenever I laned against Yamato, and how Viscous always managed to pressure me back in lane.
Sliding destroys crates and gold statues. Much faster than stopping to shoot or melee them.
So when it comes to firing while moving, there's two scenarios here.
If you haven't got a sprinting speed, you're walking. Firing while walking reduces move speed to 70%.
If you do have a sprinting speed (Lady Geist, Lash, & Bebop by default), firing makes you stop sprinting until one second has passed. (To sprint on other characters, buy an item with Sprint Speed - Sprint Boots, for example.)
If you buy Fleetfoot, or play Ivy, then firing no longer turns off sprinting and drive-by shooting only costs you the ammo.
(Or, yes, you can get 10m/s movement speed through whatever method and just slide into stuff. Dash-sliding also works, although mind your stamina.)
Ok I tried the build in this video and it is much stronger than I expected. It was only one match so far but it's pretty impressive. I can see the point in not using lucky shot. There may still be a place for Tesla especially if there is a lot of team fighting happening.
I'm sure smarter heads prevail, but I think selling and upgrading should be a decently viable path in a given circumstance.
Speaking of, gonna watch that Wraith video now.
I can only imagine it maybe if you're building a mostly spirit character and loading them up with spirit damage debuffs, then you throw on Tesla after all that. My plan in games where I'm behind everyone and can't really keep up with my damage against all the farm enemies, I'll give up killing them and just go support build with buffs (been trying to use Heroic Aura) and debuffs.
Greater minds than mine will theorycraft it but it does have things that separate it. But its price point I don't want it too powerful and IIRC it has already been nerfed repeatedly. I hesitate to put it in the next tier because then yeah it is even more directly competing with ricochet, but finding it's niche can be neat.
I too usually grab the disabler active items to help support my team if I'm falling behind/seeing others aren't doing it.
I don't know if they both interact, but I noticed a serious power spike in Wraith when I played her a few times where the build was like "rush Tesla bullets" after tier 1s (which I promptly forgot to do initially). Once I had Tesla I was clearing waves and jungle with no problem. Definitely not an item for everyone but I can see a use. It is a budget Ricochet, but I think it's more for spirit build Wraiths and Sevens versus Haze.
Also as MrBody and I have pointed out, it can trigger the debuffs from spirit infliction items (i.e mystic vulnerability) allowing your abilities to take advantage of it instead of applying it in the first place.
It would be nice to know the balancing mindset of Yoshi but hey I'll take what communication we can get.
Hmm, I play a long range Dynamo build centered around Kinetic Pulse. The range on Pulse scales with spirit and it tops out at like 57 meters in my build. I could trade Toxic Bullets and Ricochet for Tesla and Mystic Vulnerability to see what happens. If nothing else, it's cheaper.
The prompt says it's the minus key but it never works.
P
I dunno what/how it got changed to minus but it is lying to you
Including... a new hero:
The option to either immediately ban cheaters.... or vote to turn them into a frog for the remainder of the game (and then ban them)
Private lobbies (with cheats allowed, if you want)
Some changes to how builds are ordered (and also marking old builds as Old)
and a whole bunch of more fiddly bugfixes/balance changes/etc. that others will have to look through.
Seems like half his kit doesn't much come into play during the laning phase?
His ult would be supremely useful in other MOBAs, but it's a lot harder to tell what you're getting into here when you can't directly see the situation and have to go on nothing but the minimap and tiny health bars on the top. Am I going to swing that fight? Am I going to feed an already lost trade? You would almost need a voice chat team.
His scarab is bugged where the "No cooldowns" function in sandbox doesn't affect it.
Not a fast of the first kill bonus for each hero. Harder snowballing from first lucky kill.
Base guardian destruction no longer apply half minion souls.
I figured it's big but there's some numbers to back it up.
Looks like Fire Rate nerfs across the board