Kith's Zul'jin Review + Rework

How mature… :slight_smile:

Karabears after reading your comments it seems like you are nothing but negativity, always against the grain and a toxic player to the community.
your comments often do not offer any substance, just bashing and further flaming, and I wish you would refrain from posting if you have nothing to offer to a discussion.

So since I believe your suggestions are not for the better of the game and provided arguments against them, you got angry and personal about it and tried to do a witchhunt? Cool, bro!

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Your “fix” is literally a Nerf.

What bug???

The ability is literally working as intended. So yeah, it’s working as it should.

Buzzsaw, the upgrade that gives it this two-shot when at near zero HP and correctly predicting enemy movement skillshot… Is the weakest level 20 talent by winrate when selecting all weeks on hotslogs and looking at Masters and Masters+Diamond in all gamemodes that have enough data to show.

So I guess his other 20 choices are even more strong–so we should Nerf the weakest one?

After sleeping on it a bit, I’ve decided to make some changes based on the feedback I’ve gotten. I’ve pinged you two because you’ve both been very active in the thread.

Regeneration

  • Mana cost increased to 80 rather than decreased to 70.
  • Added the following:

Just a nice little Quality of Life change that allows you to press the “undo” button on health cuts if you feel the need. Expensive, though.

Quests

  • You Want Axe? damage per hit from 0.2 to 0.25.
  • Flick o’ da Wrist damage bonus per hit from 0.25% to 0.3%.

I was originally going to be doing a boost to the Rework’s Basic Attack damage, but in retrospect, that would make Mage’jin better at Basic Attacking than I would like. Instead, the Basic Attack Quest and the General Performance Quest get a bump in power. This, along with the increased Attack Speed value from Berserker increasing the comparative stack rate, should make the two perform a bit better.

Voodoo Shuffle

  • Made into an Extra Button again
  • Cooldown set to 45 Seconds

I thought about it and condensing Amani Rage and Berserker into the same ability more or less accomplished Extra Button reduction. I still believe in making it more extreme, though - the Rework’s Voodoo Shuffle will grant Unstoppable for 0.5 seconds, but on an extensive cooldown.

Well, it is kind of redundant. What else would they pay you with! :stuck_out_tongue:

I’ll always find some reason to make your plan/words not be okay. Well, not really. But I’ll pretend it is a high priority for me!

Interesting.

I’m not sure if I hate it but or love it.
As obviously it makes you safer, but you are giving up a lot… If you’re going an AA build. So there is an issue there, but as with the ability text, I’m not sure how exactly I feel–or rather what direction I feel–about it.

Nice idea to hit on l!

Interesting. Typically better than current, although weaker in some cases…

Finding it interesting is close enough for me.

That’s what my original goal for Voodoo Shuffle was: stronger in a big way (obviously, giving Unstoppable is better than shrugging off Roots and Slows), but also weaker in another big way (tied to Berserker, no longer provides Regeneration benefits). I just traded “tied to Berserker” with “has a fat cooldown”.

no, zuljin is fine dont touch him

Why do you think he’s fine?

Why not?

Fair enough, don’t have much more to say about rework concept of Zul’jin. Most everything would be exact balancing numbers—which are obviously subject to change.

It would be interesting to see this implementation of Zul’jin—if only because I pretty much only play Mage-Zul’jin, and well… this makes it more of a thing!

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