Not to his dmg, but his needs some kind of nerf to his escapes. It is insanely easy for him to just consistently bail on any fight and be back in a few seconds later.
Damn near impossible to kill when he can consistently split into invis every single time you think you might be able to lock him down he just swaps to a clone and goes another way. Which wouldn’t be a problem except it’s all on short cds that start the moment his uses any of said abilities instead of when they end.
That’s called “literally doing nothing”. If all he’s doing is running away all the time, it’s pretty easy to out pressure him in lane or a teamfight. You don’t have to kill him to make progress on the map. He’s very hard to kill by design, but he also isn’t doing much if that’s all he’s doing.
This is also true for Sylvanas, Maiev, and Tyrael, don’t chase where they’re going, chase where they’re going to go. If they can use a highly-telegraphed mobility spell, you need to keep a mobility spell of your own handy to chase when they swap.
Don’t have a mobility spell? Tough, your hero can’t chase Samuro. So bring a friend to gank him instead, or just don’t waste time bothering.
Considering he has to use Mirror Image, Image Transmission, AND Wind Walk to get away when most assassins just need one ability, that’s the trade-off.
To be fair. All three of these heroes have to commit once they decide to escape somewhere (Except if Tyrael picks “Sowrd of justice” lvl 13).
And they only have on option as to the location. Samuro picks which clone’s location he wants to be at, the others can only activate the location they picked or not. (And they don’t have cloaking with passive move speed as an additional option)
It would take 4 heroes to cover all possible escape options for Samuro (And if doesn’t work if one or more has no ability to reveal him)
Not strictly. All the time as those heroes, I throw my teleport in one direction and run in another. If they chase me, I teleport. If they chase the teleporter, I keep running. That lets them run in two directions at once, just like Samuro can.
Well, this can work on the feeble minded
But if you throw your haunting wave towards my fort at low health. I know you’re not going to teleport into my fort, or into my team. I just go towards whichever spot is safer. I did mention earlier that you only have two options. (Going where you threw your escape, or not) But once you made your choice, you can’t go anywhere else.
As I said, I can’t cover all of samuro’s options, and after 13, he can just teleport through a wall after escaping, and I can’t follow him.
Though this doesn’t mean I want every hero to have these options.
I’d agree that he needs a nerf, but I don’t know if his escapes are necessarily the problem. The recent buff was probably an overcompensation for his hearth exploit. 3% health/sec probably was too much. The fact that his level 1 way of the wind, which is most picked and most successful talent grants 4% insta heal, and just one second of the new wind walk already gives 3% for a possibility for 10 seconds every 15 seconds is pretty powerful as a sustain ability. Running out of battle is one thing, as you’re not doing damage, but jumping back in with little downtime actually does affect your damage.
His wind walk talents in particular also seem to be a little overtuned comparatively to talents on the tier.
I mean assuming the statistics on heroes profile are correct I would be inclined to agree that samuro could probably use a nerf as he is sitting seemingly consistantly at the second highest winrate spot. I’m not sure how anyone would go about nerfing samuro as i am by no means a competitive samuro player but I don’t think a nerf would be particularly bad for the game.
Is there a way to specifically filter his % with Abathur on the team so we can compare it to overall? The most frustrating thing about them is not that they’re able to chase down in stealth when some opponents have unreliable or no tools at all to reveal Samuro, so by the time he is done chasing he is probably back at full health and can continue fighting a new player, where previously he would be at danger of dying to stray aoe.
Also everyone is overlooking the near permanent 25% speed boost and how much it helps with bodyblocking. Without looking at a tooltip, how many of you would correctly remember that Way of the Wind grants another movement speed bonus once it expires or stealth breaks? You probably thought it only activates on initial activation.
Everything about him feels ridiculously overtuned.
No, you throw it a different safe direction, preferably over a wall. If you’re in top lane, you throw your teleport towards the jungle and run towards your own fort. Your body is running to the safest location because they’re more likely to follow you specifically, and your teleport is going to the trickiest location so that you have extra options to create distance.
His talents are ok if not underwhelming for some of them, the base buff just made his only build more useful to be utilized because the passive % actually scales better to the late game.
Nerf his base self sustain from the buff and he should be ok again.
Confidently incorrect.