GypsyManeCarlos Posted October 1 Share Posted October 1 Why nerf something on 1 specific frame when there are other frames doing thee exact same thing, Ie slam wukong nerfed yet voruna is doing the same exact thing just without Iframes and I get you can roll outta the slam animation but atp your just killing the playabilty of said frame when it comes to tht specific playstyle which is just redundant bc there is another frame in the game tht is doing the exact same thing without a draw back of having to wait for heavy slam animation to be done in order to cast the ability tht gives her invisibility. Imo the slam nerf wasn't needed and wukong was targeted bc said build has been getting to much recognition. 1 Link to comment Share on other sites More sharing options...
LittleLeoniePrime Posted October 1 Share Posted October 1 honestly all they're doing is killing the fluidity of the build... they added 1 step to slamkong and that is you have to roll now... 1 Link to comment Share on other sites More sharing options...
Pakaku Posted October 1 Share Posted October 1 22 minutes ago, GypsyManeCarlos said: yet voruna is doing the same exact thing just without Iframes Alright, show me where all of the Vorunas doing the exact same setup are 19 Link to comment Share on other sites More sharing options...
Circle_of_Psi Posted October 1 Share Posted October 1 Cuz it was way to OP and it was effecting players gameplay, perhas read the dev workshop to understand why 12 Link to comment Share on other sites More sharing options...
quxier Posted October 1 Share Posted October 1 37 minutes ago, Pakaku said: 59 minutes ago, GypsyManeCarlos said: yet voruna is doing the same exact thing just without Iframes Alright, show me where all of the Vorunas doing the exact same setup are Same here. I'm hella confused. All is voruna doing is hitting with slash in AoE. She isn't immortal (like wukong), she cannot use melee (well, comfortably, she can, but that will be 99.9% removed as well; and that melee is reduced to stuff like normal attack or normal slams - aka no heavy slams; it's far from perfect, it's "usable" for very few weapons/arcanes, I've made topic about it somewhere). And I don't understand slamkong idea. Like you get immortality + damage? That's it? 3 Link to comment Share on other sites More sharing options...
Raarsi Posted October 1 Share Posted October 1 Wasn't there some talk about it being unintended and that it was actually a bug fix? Either way, there are still other ways to play him, so could still be worse. Link to comment Share on other sites More sharing options...
Quest Posted October 1 Share Posted October 1 Can we get a video of Voruna doing the same thing 6 Link to comment Share on other sites More sharing options...
Oreades Posted October 1 Share Posted October 1 53 minutes ago, Pakaku said: Alright, show me where all of the Vorunas doing the exact same setup are True Vorunas are all too busy feeling the surge of the 5 Lemon Tau shards coursing through their veins to do whatever they're suggesting. 1 Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted October 1 Share Posted October 1 Funny how every single ‘why nerf this’ follows a direct explanation of why they nerfed it. 10 Link to comment Share on other sites More sharing options...
Nekomian Posted October 1 Share Posted October 1 2 hours ago, GypsyManeCarlos said: voruna is doing the same exact thing just without Iframes and I get you can roll outta the slam animation but atp your just killing the playabilty of said frame when it comes to tht specific playstyle which is just redundant bc there is another frame in the game tht is doing the exact same thing without a draw back of having to wait for heavy slam animation to be done in order to cast the ability tht gives her invisibility Invisibility is not invincibility, and you can't spam it quite as fast. Keep in mind - you can still use your existing build for this, you just can't spam slams from the animation cancel anymore. Given the build I just saw is reaching the integer damage cap limit, I'd say that's valid to prevent it from doing that much damage every single second. Waiting an extra 2s to use cloud walker (which gives you invuln and movement as well) seems perfectly reasonable to prevent it from being excessively disruptive / spammy, especially in squads. 3 Link to comment Share on other sites More sharing options...
Quest Posted October 1 Share Posted October 1 I don't think Voruna is doing the same thing and this guy should send a video of it happening to prove it Link to comment Share on other sites More sharing options...
Tiltskillet Posted October 1 Share Posted October 1 Why nerf Slamkong when ... [ runs RNG app ] CLEM CLONE SPECTER ... can do the exact same thing? :P 5 Link to comment Share on other sites More sharing options...
TheGuyver Posted October 1 Share Posted October 1 I'd love to see a video of voruna turning into a teleporting death monkey that's nearly invulnerable while obliterating every single thing in sight. I highly doubt OP is even gonna reply with video though. 6 Link to comment Share on other sites More sharing options...
Quest Posted October 1 Share Posted October 1 10 minutes ago, TheGuyver said: I'd love to see a video of voruna turning into a teleporting death monkey that's nearly invulnerable while obliterating every single thing in sight. I highly doubt OP is even gonna reply with video though. "teleporting death monkey" is kind of making me want them to not nerf it lol 1 Link to comment Share on other sites More sharing options...
Numerounius Posted October 1 Share Posted October 1 Reading the dev workshop it was because it was too disruptive. I can see this given the speed of cloud walker combined with the AOE of a slam attack which isn't shared with much other stuff. But it is only disruptive if it was on my team thus influencing others, which is another point mentioned about when something warrants a nerf, which I didn't see enough of. By nerfing it via removing the cloud walker animation cancel aspect is removing a core gameplay feature that is shared with numerous other mechanics. It doesn't sit right to do a targeted change like this, remember the kuva hek x scattered Justice incident? I would've preferred a more global change or a alternative approach that looks at all mechanics fairly. 3 Link to comment Share on other sites More sharing options...
TheGuyver Posted October 1 Share Posted October 1 2 minutes ago, Quest said: "teleporting death monkey" is kind of making me want them to not nerf it lol teleporting death monkey sounds pretty dope tbh 1 Link to comment Share on other sites More sharing options...
PrideB4TheFall Posted October 1 Share Posted October 1 Because Wukong. 6 Link to comment Share on other sites More sharing options...
ReddyDisco Posted October 1 Share Posted October 1 I have yet to see voruna do what slamkong does, OP mad he can't macro spam with wukong anymore. get over it 5 Link to comment Share on other sites More sharing options...
LittleLeoniePrime Posted October 1 Share Posted October 1 (edited) 9 minutes ago, PrideB4TheFall said: Because Wukong. literally lol. they made celestial stomp no longer affect CC immune enemies while Speeva can speed up enemies with OG now lmao and that was in the same post... favouratism much xD (to clarify - as a nova main I'm all for nova buffs lol) Edited October 1 by LittleLeoniePrime 1 Link to comment Share on other sites More sharing options...
(PSN)Magician_NG Posted October 1 Share Posted October 1 Kind of a bummer. But if something is too efficient you can count on DE to pull back on it eventually. I'm looking at you Mesmer Skin. 2 Link to comment Share on other sites More sharing options...
--Leyenda-yight6 Posted October 1 Share Posted October 1 hace 1 minuto, LittleLeoniePrime dijo: literally lol. they made celestial stomp no longer affect CC immune enemies while Speeva can speed up enemies with OG now lmao and that was in the same post... favouratism much xD It's because speedva is considered a buff for the enemy. 1 Link to comment Share on other sites More sharing options...
LittleLeoniePrime Posted October 1 Share Posted October 1 Just now, --Leyenda-yight6 said: It's because speedva is considered a buff for the enemy. which I find inconsistent. if they should be Crowd Control Immuine then speeding them up should also be considered a form of Crowd Control 2 Link to comment Share on other sites More sharing options...
Quest Posted October 1 Share Posted October 1 Speeding up enemies isn't crowd control 4 Link to comment Share on other sites More sharing options...
Corvid Posted October 1 Share Posted October 1 2 minutes ago, LittleLeoniePrime said: which I find inconsistent. if they should be Crowd Control Immuine then speeding them up should also be considered a form of Crowd Control Except crowd control typically means effects that hamper the enemy to make them more manageable. Speeding them up makes them harder to hit, which is the exact opposite. 4 Link to comment Share on other sites More sharing options...
LittleLeoniePrime Posted October 1 Share Posted October 1 Just now, Quest said: Speeding up enemies isn't crowd control Just now, Corvid said: Except crowd control typically means effects that hamper the enemy to make them more manageable. Speeding them up makes them harder to hit, which is the exact opposite. it still controlls the crowd -> to be faster 3 Link to comment Share on other sites More sharing options...
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