Nexus Blitz - Informed Feedback

Håppy··1 votes·1,201 views
Yi Blitz Penta

So after playing quite a few Nexus Blitz games, I can give feedback about a bunch of problems that I've noticed. The lack of positives is NOT me saying the game mode is bad - After all, I did play numerous times. It's great fun.

Battle Royale: Why is it possible for the circle to close in under one team's tower? Like, anywhere, from as early as the first few minutes? That's heavily unbalanced. While true that Battle Royale games can have the circle close in anywhere on the accessible map, they also don't have team-based towers that deal high amounts of damage.

Blessings of Blitzcrank: The pull can go through minions, leaving you almost entirely defenseless if you're immobile (especially since it has the famous blitzcrank hitbox with a magnet on the end of its fist).

Snowball Fight: After a very frustrating game against a trio of Riot employees, we discovered that Heimerdinger can just set up three turrets and his team becomes invulnerable to snowballs unless you force a fight, and it's always on their terms because they have the heimer turrets ready. A neat strategy, but with very little counterplay unless you're ahead. An even or behind fight is just impossible.

Loot Teemo: %HP shouldn't work on him, period. If he's going to be given that much HP, then attacks that do %HP like Vayne should have a hard cap on how much additional damage they deal, I've watched a 5-stack Cho'Gath take it down by actual thousands with each individual hit on his E.

King of the Hill: The true tick damage you take while standing in the circle is another one of those "who's winning" problems. It comes with a lot of scenarios, but the biggest concern is that if a team has a more dominant 5v5, they don't need to worry about the HP tick, they can just sit there and their sheer presence forces you away from it. But if it comes up after winning a fight, then the team that's low and didn't get a chance to back will just get wiped by whichever members on the enemy team are left (they might anyways, but this just ensures it).

Push the Cart: The radius the train shows for its explosion is actually shorter than the indicator, leading a lot of teams to just pull back just before it hits the objective, causing it to stall and even ruining whatever setup the winning team had to ensure it got pushed.

Nexus Blitz (Walking Nexus): That they have a bunch of AOE abilities, possible Blitzcrank blessing and all that is so cool. But I think that they should follow different paths or only occasionally run in to each other, because the whole Nunu ult (which does no damage but just slows everything) doesn't give your team much of an advantage when the other nexus does it at the same time, leaving you both slowed and nothing really changed either way. Additionally, since it doesn't do damage, it has a very insignificant presence in the fights. Again, %HP shouldn't work on these. They don't work on the real Nexus. Cho'Gath and Vayne shouldn't be able to blast these apart instantly.

There's also problems with a few items, but truth be told I've just been abusing Yi because he's outrageously fun in this mode. Even when you're losing, the amount of shit you can do on him is just so ridiculous I can't get enough. Spear of Shojin gives him "tankiness" (not really), Zephyr gives him tenacity, Frozen Mallet gives him stickiness as well as more hp to synergize with Spear, and of course Ruined King and Bloodrazer combo. Stack a Lethal Tempo on him and you can absolutely shred through fights.

Thank you for this game mode, Riot, I adore it so much. This is the fast-paced action-packed stuff. I hate to make this post political, but could you wind Summoners Rift back a bit now?

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Håppy1 votes

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