Thanks devs for bringing this back! I played old chromie alot but stopped playing new one after op blessing of bronze nerf. I think new w talents capture the essence of old chromie even if it isn’t the same. Any thoughts from old chromie players?
well. narha still not plays her,
means something is wrong
He found Samuro who is op?
haha ya, samuro is op if with aba,
had the displeasure to xperience one in sl
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MEAT
FRESH SPACE-TIME CONTINUUM MALFUNCTION
This is a complete sentence.
No.
Or rather, that is not why Narha stopped playing Chromie.
It could be Chromie would now be okay with them, but they found another hero they love to play. Although I doubt it (the part about Chromie being okay now).
The last rework did it, I don’t recall the exact wording that was used. I’m sure they probably wrote a few lengthy posts or topics about it.
It’s still not a burst build. And old Chromie was a very heavy glass cannon, meaning if you got hit by W you were screwed. That thing was a nuclear missile in late game.
That old Dragons Breath wasn’t even easy to hit. It required a lot of mental games to get those hits right with that small hitbox. Miss by an inch, do zero damage, get a long cooldown, cost your team the fight.
She’s a sustained/poke damage dealer now, which is okay, but she isn’t a burst mage now, and old Chromie mains who loved that burst playstyle probably still don’t like the new one.
My problem is the allied time trap nonsense. It really vexes me. My Chromie style is to be aggressive with Time Traps but allied Time Trapping is royally messing with me. Allies pays absolutely no attention to time traps either, which is annoying as well.
It really annoys me when I try to trap enemies and allies get caught in either the time trap I was focusing on where there were enemies or they get caught in an older one. And it’s so annoying because I feel obliged to apologize for it.
Yeah sure, the intent is to let Chromie have an unusual way of helping herself or allies dodge enemy abilities. But there are so many problems with that; first, the ally has to stand on top of the time trap when something is coming for them.
Secondly, even if you help an ally avoid something with a trap, it still puts them in a trap that allows someone else to throw something on them that will be even harder to dodge now, if they have something ready, and it gives the enemy team 2 seconds to reposition/chase, where it might’ve been a better alternative to simply let them eat the spell.
Thirdly, it requires the Chromie to be MUCH MORE capable and have a much better overall awareness to make use of this than anything else. Which is not something one should expect from your average or even above average Chromies, which makes it even less likely that allies will try to depend on your time traps.
The time traps can also just end up getting taken out by themselves.
Furthermore the allied time trapping makes it much more difficult to use it as a defense mechanic against enemy melees, particularly the sticky ones like Zeratul or Illidan, because you just end up trapping yourself, thus doing nothing but delaying your death.
I’ve seen a number of other Chromies over the course of time since then. And it’s extremely rare that people use their traps defensively AT ALL. I’ve even watched Chromies let themselves get killed by Pyroblast when they could’ve used their Time Trap against it.
A lot of Chromies don’t even use it offensively. I see an enemy hero standing on top of a trap, and I’m just waiting for her to pop it, but they don’t…
To a lot of Chromies, it’s like she only has a Q and W ability.
It just doesn’t feel fair or fun to me. To me, it’d be like if Nazeebo’s Zombie Wall could not be cancelled at all, so if you catch your ally, you can’t cancel it, so you screw over your teammates. People would be much more careful and scared of using Zombie Wall if it was like that, yeah?
Or if Junkrat’s Concussion mines worked on allies. That could be a thing on the same logic with Chromie’s Time Traps; You COULD use it to save your allies or to throw an ally into the fray Garrosh Style. But more likely than not, you’ll get your allies killed or save the enemy instead.
Or what if Stitches’ hook was baseline Helping Hand?
I had other problems that I didn’t like, like removing Time Trap resets. To me, that was akin to removing Blink from Zeratul or something.
To others it might’ve just been a level 2 talent they didn’t care for, but for me it was apart of her fundamental identity.
But even without it so can I manage and enjoy Chromie. But every time I play her, the allied time trapping is what makes me not want to play her at all.
I was an absolutely MONSTER on Chromie. I was level 490 with her when the rework hit. I had mastered every aspect there was to Chromie. I could do 6-7 Temporal Loop double combo traps every game while other people would be hysterically happy if they managed to pull it off once.
And you think I threw all of that away because of Samuro?
Jeez.
Thanks for speaking on my behalf, Planar!
And
Yes I did.
Pretty lengthy, yeah.
The old W didn’t do that much damage. It did do quite some since it had a pretty long CD of 12 seconds, but her main source of damage was her sandblasts. Especially when they infinity-scaled.
She does have some burst when she uses Temporal Loop now due to it’s self-nano aspect, especially when upgraded at level 18, since that results in 700% CDR for 6 seconds.
That is pretty hard to make use of, though.
Most people don’t make use of it at all and just plays as if it’s the old Loop and only throw a spell on the Loop.
same. even back when everyone was picking muh sands build, I loved W build much more. it’s sooo fun. Q build people are just uncreative.
and I agree that the worst part about the new chromie is what they did to the time traps. trapping allies is just dumb, I’m sorry. bring back the auto-triggering enemy-only traps please
I’d be fine with current time traps that doesn’t trap allies. It is fun to trap multiple enemies occasionally, afterall.
And I doubt that Blizzard will bring back auto traps, anywho. Not unless they change something fundamental about them, like making visible (and invulnerable?) like Junkrat’s traps.
was auto triggering really so OP
you’re so right that many chromies act like they don’t have an E ability these days because it’s such a dumb ability now with so many potential drawbacks. and the “brain power” investment they require to use well is really high.
Not necessarily, but there wasn’t much skill involved. And it would catch even something moving at insane speeds like a Swift Striking Genji and the likes.
It’s more the fact that it was invisible + auto trap that would make it… well, not OP, but annoying.
Biggest problem there was with the old Time Trap build was the synergy between ALL of the time trap talents that just became madness when you had the level 18. They could’ve just nerfed it in some ways instead of destroying the build entirely.
I prefer vision and faster timetraps
timewalker’s pursuit? only the lamest of chromies pick that. you might wanna delete your post.
Yeah that was ridiculous. Setting up little forts of traps with Andorhal Anomaly at 18 so there was no way a diver or stealth could ever sneak up on your team. Set up 1 on every path to the objective, and they just couldn’t flank you.
And as all 3 charges recharged simultaneously, you could just set up 3 more traps right away once the current ones expired.
It was fun, but I guess a bit busted.
This was really the biggest problem that could’ve been easily solved. It would’ve still been a worthy talent even if it didn’t recharge all trap charges at the same time.
Okay I dont know you but I already know that I should mute you
ok lil miss timewalker
I pick it too. 0.75 seconds reduction in time trap arming speed is pretty big if you’re good with time traps or like using them aggressively.
And an instant global range scouting skill + 15% spellpower right away isnt bad either.
You can do some hilarious consecutive time trapping on people with the reduction, too.