Chromie is Back to being Unkillable Again

Blizzard I won’t lie, it was such a breath of fresh air when Chromie was out of the meta, but now that she’s back in though I dread wanting to play anymore.

Long range artillery mage with numerous ways to escape. Slowing sands she can place at any time she wants which slows a massive area instantly and can be canceled on demand, multiple invisible time traps which give her free setups into death, 5second IceBlock to avoid CC and damage on top of the new Medallion which makes locking her down now impossible when she gets caught and somehow she’s now balanced?

Now I’m sure some people will just say Ban her yet then some other obnoxious hero ultimately gets through.

I’m sorry I just can’t do this anymore.
We’re back in hell.

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So gladiator’s medallion breaks chromie to the max? How exaggerated…

A selfmade hell based on your own problems.

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Chromie nowadays is just a shadow of her true power with 8k+ damage from Q+W with 3 traps that allow you to spam your Q+W more than 3 times in a row to annihilate EVERYTHING.

This heroic is so overpowered , it doesn’t even cost her mana to maintain like her original release

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Except it does cost 3 mana per second.

/facepalm

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Chromie doesn’t feel this effect at all because she doesn’t have mana tension, compare it to Arthas E for example

What the… chromie doesn’t have mana tension? Are you absolutely mad?

Is this one of those “Ooops, I was wrong, so I’ll double down and just say that it doesn’t matter anyway, so me being wrong before doesn’t seem as dumb!” situations?

Slowing sands probably has less mana tension that Loop since you blast away spells like crazy during Loop. But she still uses a lot of mana and has 1 talents for mana sustain or regain. The level 1 quest upgrade to W.

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OK, WOW… I have to strongly disagree. Slowing Sands, for starters, has never been the meta pick; you take Temporal Loop to be assured of landing a killing blow. Her entire game plan is based around setup, so if she’s catching you, you likely face-checked the WRONG bush, or were so out of position that you deserve everything coming to you.

And of ALL the heroes in this game, Chromie is affected the WORST by the Gladiator’s Medallion for the simple reason that you have 5 seconds to react to her grabbing you with Temporal Loop… That’s enough time to roll your face across the keyboard 3-4 times, so even if you play in the dark and cant see / don’t know your own keybinds, you ARE going to be able to escape from what SHOULD otherwise be a sever punishment.

If anything, this patch has brought GIGANTIC nerfs to Chromie. Again, no one’s meta is affected so badly by this anomaly as Chromie.

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Try Chromie. Try Slowing Sands. Try placing it anywhere you see fit. You’ll see what Mana tension feels like. Not having Mana regeneration at all while blasting spells will eat at your bar more than you believe.

I wouldn’t really say so. But that may be because I tend to keep relatively high SS uptime when I pick it and feel it weighing on my Mana bar. At least Temporal Loop kinda self-regulates with its cooldown. Whereas with slowing sands, it’s up to the player. It can be lighter or slowly eat at they Mana bar to the point they have to hearthstone frequently.

3 seconds IIRC. But there already are so many ways to avoid or mitigate Loop Medallion isn’t even mandatory. Just like Chromie has another defensive in her arsenal which… is more of a last resort than anything. I don’t feel like Chromie is really affected by Medallion. You either win and lose at the same time, depending on each particular game Medallion could have worked either against or with your Chromie. Which I guess is good.

dear diary,

i died to chromie again. this is clearly not a skill issue of mine.

signed, tears. ;-;

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Yea, but the trick is to bait those out, and THEN Loop. You make Tracer recall, and then Loop her, you make Valeria pop cloak and THEN Loop her, you force Kerrigan to talent into chrysalis and after she uses it THEN you Loop her, etc etc… You punish misplays like that with Loop, but now that they have the Medallion, they have access to instant forgiveness for their mistakes.

And you can’t tell me that you haven’t felt the difference… My KDA on Chromie has dropped an entire point between this season and last as a result of the changes. And for the first time, I’ve had to take Stuck in a Loop at 20, instead of Piercing Sands, JUST to be assured that I can preform my basic function.

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Every 5 minutes, Loop’s cooldown is 50 seconds. And even so holding Medallion just for a loop is often not a good idea. The ult is not as much of an instant death by blow-up sentence as it was before, unless you’re playing a relatively immobile hero or the loop is followed upon. The anomaly is still new and people don’t quite know what to do with the shiny new button yet, but you’d be surprised at how many people fall for a Loop in lane that they will obviously not die from and pop their Medallion on it. I loop people in front of their towers as I rotate and they cleanse it as if it was some kind of pavlovian reflex. 5-minutes cooldown gone. One use out of the three/five possible in the game wasted. Depending on your comp there might be much more deadly CC the enemy team should get they Medallion ready for. A followed-up Loop is, obviously. But after that one save it’s “you better have your defensives or your teammates ready for the next 4-5 Loops”. And it’s back to where it was before, well almost because I’m assuming you’re targeting the same person and all but even if you alternate between two you should still get a fair numbers of loops in, especially if your team as other CC the enemies want to avoid. If I see someone pop their cleanse on a teammate’s CC it’s much more likely they will be looped in the next teamfight.

I have felt it. I have missed Loops because Medallions have been used on them. I have missed Loops where my whole team was set up for the kill. It does feel bad and I’ve cursed at the anomaly more than once. But I’ve denied kills with it too. I definitely have those 1-3 kills less on my board because of it. But there are games where I have one less death thanks to it. Yet again I can’t count on Temporal Loop to feed me kills, and since Slowing Sands was buffed I find myself picking it more and more. So… In the end, even if it’s, yes, a small nerf to my KDA in the end, I… don’t know, it still feels fair to me.

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Because Chromie is all about just casting one combo one time and then the fight is over.

Instead, a Chromie is constantly firing off spells, preferably, and placing time traps everywhere.

All of your nonsense just shows you have no clue about Chromie and her mana tension.

You can stop going so crazy just because I pointed out you were wrong when you said that Slowing Sands no longer costs mana.

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3 mana per second is nothing , Arthas frozen tempest is a real mana tension , and at 18 she can upgrade it in which it doesn’t cost mana at all

“Am I a joke to you?” - Tassadar

Chromie is surely annoying, but depends on the comp every hero can be “annoying as hell”, so I don’t see your problems real. Feels more like a salt thread.

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Are you daft? You literally said

Which is what I’m arguing against. Chromie uses a lot of mana. And 3 mana per second can really add to that. It might not be a lot on it’s own, obviously.

And I wasn’t talking originally about how much “3 mana per second” is. I simply corrected you when you literally said “Slowing sands costs no mana”

Except they removed that part… …

Can you just get out of this thread? You seem utterly clueless on Chromie.

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Which she doesn’t man , her Q & E cost 20 mana , her W cost 65 , how many back line mages have low costs like these ?

Ok fine no problems you are right about that part , it’s so trivial so I metaphorically say it doesn’t cost any.

Sorry I forgot about that

Lol, mana regen not existing while cast time or being as 1 mana per second is as mana intension as it gets.

Wh- what?? No Mana tension?? I mean if you just use her slowing sands for the entire match of course you’ll never feel the Mana tension. But you know, there is this thing called basic abilities?

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Li Ming:
Q: 20
W: 40
E: 30

She has amazing mana talents at 1, though. And a level 4 talent that refunds the mana from W if it hits.

Kael’thas on the other hand has expensive mana costs, being

Q: 70
W: 50
E: 90.

But he can obviously use trait to throw a free W and has mana talents on both 1 and 4. One of those level 4 talents reduces the mana cost of E by 70, down to 20.
Mana addict in lategame can make it impossible to go OOM.

Orphea:
Q: 35
W: 60
E: 50.

But Q returns all the mana if she hits.

To begin with, whatever the hell the mana costs are, it matters not. It’s like saying that a hero that has 3 spells that all cost only 10 mana would never go OOM. Yeah, it’d take a couple of spells to run out of mana. But this hero is probably designed to use those spells constaaaantly.

Yeah but he thinks that a Chromie only uses her basic abilities once per fight or something.

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