This "mother crystal guide my blade" spam is utterly comical

Same issue as Kael’s phoenix on release. It had such a stupidly low cd (40s) that combined with the duration people used it just to capture merc camps.

Both ults are fine but not at a 40 something second cd.

2 Likes

Ragnaros

2 Likes

Remember when this argument was used for Mephisto? You know, the guy who’s ult auto-targets your entire team with global range? The ult’s damage hasn’t been touched since his release. He’s all but dropped off the face of the forums too, so its clear it wasn’t a problem. Its almost like people need to come up with actual arguments, or better yet, get good.

1 Like

That’s Li-Mings passive… no one ever complains about that and she doesn’t even need to land the kill

This,…

The damage might not have been changed, but his ult is on a 120 second CD where they added the change that if interrupted during the 2.5 second cast time, you lose the entire cooldown, rather than just the usual 10 seconds.

1 Like

I saw final strike then i looked at go for the throat and i laughed.
Sure one is point and click but that 25% damage and 40 sec cd was quite the joke.

Because Li Ming’s damage is balanced around her trait, so if she isn’t getting resets, she isn’t much of a threat. The same cannot be said for Qhira. Personally, I feel her ability damage is tuned fairly well, now that the bug with the bleed stacks has been addressed, so giving her resets at 20 puts it a bit over the top. Resetting her ultimate with kills makes sense, and falls in line with many level 20 upgrades. Resetting her entire kit is a bit much.

2 Likes

Ye I agree.
Damage is fine, how often can you use it is not. Its still a nuke you can use every bigger engage.

HB also has a delay before impact which does the same job as having travel time. At its max range its significantly faster at hitting, but you are the least likely to snipe someone at that distance. Most attacks are still within a screen away, and at that distance, HB barely has any significant advantage.

The indication of FS’s hit region would however help a lot at allowing people to dodge it. Sure, at very close range its unlikely, but at medium range any hero with a dash should generaly still be able to get away.

Also, for HB the potential can be large, but its risk of not hitting is significantly larger. I would say that on average most shots hit between 1 and 3 people. And at these values, the 25s reduction compared to the 40 seconds baseline does show a significant disadvantage.

Hitting 4+ multiple times is rare enough that they are considered worthy for a WTF moments. I think that already states why its unreasonable to consider that as valid for a balance argument. Its just not reliable enough for it.

Even the part that you say about ranged or melee doesnt realy make a diffirence here. Fenix has a 100s cooldown regardless of hitting anyone. And butcher has to get close to be able to hit enemies using furnace blast (of which the delay before impact is also significantly higher), while having a 60s cooldown.
Imagine if alarak’s counter strike would always activate, it would suddenly allow him to snipe a lot of enemies. And thats 30s cooldown ability. But because it requires being damaged, you will rarely snipe anyone with it. And thats a melee hero.
And lets also look at lunara, which is somewhat the only valid argument of protecting this ultimate. She has a 40 sec cooldown to get both her Leaping Strike charges, and can even split them into 2 parts. The damage values are also very similar. But there is a significant diffirence: she has to jump in and risk getting countered. Its generaly a bad ulti to snipe someone behind his defense line. Thornwood Vine at least doesnt force you to jump in, but its range is significantly less.

I can understand that if the cooldown becomes too long that people are going to be less trigger happy about it (and this might be a design choise), but if thats the case, at least make it easier to dodge it and/or reduce the damage to a less ‘ultimate’ like state.
Its not bad that certain ultis can snipe behind walls, especialy if the cooldowns are long on these. But if genji gets his dash damage reduced this much for the exact same reason, then why is such ulti allowed at such short cooldown?

2 Likes

You mean the 1 sec cast time both Heroics share in common?

Yes, it surely is less than the delay of FS because of its travel time, but for FS (if you dont see qhira), you still have a similar gap to dodge. Except you also would have to see the direction it goes making it even harder to dodge.
Travel time doesnt always mean its easier to dodge, it all depends on the speed it moves and the distance away you are standing.

3 Likes

More like: be in TF, get clipped with Final Strikes survive then bleed out seconds from the FATAL WOUNDS talent.

Not really sure why this lvl 1 talent isn’t brought up in every Qhira thread. Fatal Wounds is the issue in most of these cases.

its really not that big a deal. i mean its a good talent but its not ‘OP’ game breaking good. actually i have dropped playing with it.

The quest for fatal wounds is also a joke. Every game that quest is finished in less than 3 minutes. May as well just make it a base skill with that design.

3 Likes

I completely disagree, I would put money if you ran a damage parser Fatal Wounds would account for a ridiculous amount of her damage.

Few sites I just checked have the talent at and 84-90% pick rate.

I don’t think Final Strike should be so powerful given that Qhira’s base kit is infinitely more powerful than Falstad’s.

Really, the only things he has over her are utility and his Z; he’s nowhere near as powerful in a teamfight, especially given that he’ll likely take Mighty Gust.

1 Like

i looked at the numbers for you.

default: 24dmg * 5 stacks * 4 seconds = 480dmg
fatal wounds: 24dmg * 5 stacks * 6 seconds = 720dmg

where this matters most is combined with Final Strike. if you dot someone up it takes off a chunk of their hp. especially if they are a squishy. then Final Strike can follow up.


now if you wanted to nerf that you can go about it different ways.

for instance changing the base from 11.5 to 10. then changing the scaling from 4% to 3% per level. i mean the DoT is still going to be big… but maybe that is the nerf you are looking for.

or you can change the duration portion on Fatal Wounds from an increase of 2 seconds down to 1 second. probably the easiest number change possible honestly.

to put changes like that into numbers it would do this:

(scaling/base changes)
default: 18dmg * 5 stacks * 4 seconds = 360dmg
fatal wounds: 18dmg * 5 stacks * 6 seconds = 540dmg

(duration changes)
default: 24dmg * 5 stacks * 4 seconds = 480dmg
fatal wounds: 24dmg * 5 stacks * 5 seconds = 600dmg


imo, the duration change is the best way to go with it if a nerfed to fatal wounds is going to happen.

note:all numbers and calculations are based on Level 20 hero

Level 20 resets are winmore, a lot of heroes have them and I don’t think it matters much that she does. The reason it has a timer is because she’s expected to kill people with bleed + w that get low enough from the ult if they aren’t killed by it (which is likely.)