Why is Suzu 15 sec but Immo is 25?

I’d argue when the two are on a team, it keeps it a better game when two very powerful cooldowns don’t share a very short timer.

That being said, how is this calculated? Because immo’s radius and it can say up longer?

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By the amount of profit the hero brings to the corpa.

Kiriko skin sells a ton while Bap skins don’t. Therefore Immortality Field is longer and Suzu is shorter.

Simple corpa mathematics.

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How is nade’s cd 12 seconds and grip’s 19

So many support cds are weird when compared tbh :sob:

ETA that said I don’t know if I think Suzu and IF’s difference is that nonsensical.

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Probably.

That, and it has its own healthbar. Suzu is also a cleanse, which needs to be on a shorter cooldown given the debuff, anti-healing, stuns, etc. Bap also just generally does more healing and can do more damage than Kiriko pretty easily. Giving him shorter CD on his immortality field would make him even more busted lol

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Immo has a longer duration, a wider radius, you have to target and kill it, and it can be set down around a corner where it’s safe. Immo is basically an ultimate on a 25s cooldown.

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Ohhh tbh I actually kinda forgot about the LOS benefit. Yeah, that does make it make sense. 10 sec is still wild, but yeah… when the team’s in a Grav/Dragon, a LOS immo field will save everyone; a suzu will stop 1 sec of damage. Makes a little more sense then.

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Because different characters have different balancing levers.

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Id wager it’s because you can put immortality around a corner to stay peaked and get kills with it.

It is more versatile than suzu, and more forgiving with timing against burst ults.

Imo both abilities need reworks/nerfs. If that means other abilities they were made for to counter also need nerfs, then yes let’s do that too.

The game needs more risk and less brainless abilities imo.

Suzu has been nerfed so many times it’s kind of a meme at this point.

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Not meme enough, it needs no invincibility at all

Not numbers, i mean reworks in how the ability operates.

Such as no intangibilty.
Or only intangibility on the player suzu directly hits, making intangibility a skill shot that affects only one player, and never the Kiriko. Perhaps also cleanse radius reduction. Then cd can get buffed and cleanse could heal more hp or something, and speed up the projectile speed of it so it can more reliably be thrown from distance.

As for immort, I’d probably make it a health share between the drone and each player within it. Players take no damage while inside the lamp, but now shooting the players lowers lamp health and kills it. Not intangible, so can still suffer cc. Just damage is sent to the lamp. This adds counterplay to the silly immortal corner peaking mechanic.

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They nerfed 1sec suzu ages and ages ago. It only does 0.65 invul time now. The exchange was that it can heal more now.

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how are people still complaining about suzu when it’s been nerfed to last a fraction of a second

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Because the community decided that nade is okay on a short cd, so they had to make cleanse cd comparable.

It wouldn’t make sense to pull up a lamp every 15 secs would it?

A better question is why immortalities exist at all.

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Technically Ana’s nade is on a 9 second cooldown.

Also, it’s more plausable that Suzu gets stuffed, either by an enemy ability (barrier, DM effect) or by your Mercy/Lucio doing a reverse “get down Mr. President!” and jumping in the path of a Suzu intended to cleanse the tank of both Earthshatter and antihealing. Ask me how I know. :unamused:

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Lamps immortality lasts waaaaaay longer. Suzu literally lasts 0.5 seconds. If anything suzu needs a shorter cd and lamp needs longer.

Suzu is literally weak as heck without the target being positioned well so they can retreat to cover after being saved by it.

The myth that suzu is op comes from the higher ranks, it’s not op at all where majority plays. Powerful yes. Broken? Hell no.

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Both cool downs should be 30s or more