But his whole kit revolves around spreading goop. Wouldn't removing that take away his leader identity?lllLimitzlll wrote:If it helps his leader is what breaks the game the most with his infusion hammer being able to paint more then infusion wake lvl3 for free and can be done over and over for free. Not including leader powers. You can surround a base twice with him. Then invigorating frenzy increases speed allowing him to paint even more.TheLoomx wrote:That statement is both hyperbolic and honestly incorrect. Carnage even stated that every leader is within +-4% of 50% average win rate. Meaning he is winning at most 54% of games.lllLimitzlll wrote:But for now he is unbeatable if played correctly.Viper Skills wrote:I'm ready for scouts to be relevant and for voridus to be brought in line. But here's an unpopular opinion:
Voridus isn't THAT bad. The main issue is his invincibility early game. Deny nodes and supply caches with mines, destroy infantry mobs/backline snipers with grenadier drop, and take late game with low cooldowns maelstrom.
I believe all of these can be fixed without touching the efficiency of his goo.
I'm not on their data team but I suspect that their stats are showing voridus is overwhelming in the early game but is struggling closing out games if they don't end fast enough. Just a guess.
My suggestion has always been to rework mines in that it you destroy them before they arm it goes off for reduced damage but the special effect does not. Cryo mines, stasis mines, victory mines, etc. Half or so damage and losing the special effect. That way players are rewarded for their counterplay and quick reactions. Similar to anticipating and dodging, say, archer missiles.
Also, the sheer amount of time the gel sticks around after the mine goes off is unacceptable. Gel durations need a hard looking at. Again, I do not propose a change in damage, slow, or debuff. At least not yet.
Brute grenadier drop:
This one is tricky. It drops one unit that insofar as damage goes is quite pathetic. But it is useful for instsntly spreading gel at a targeted location. Open to balance suggestions with this one.
All in all, Voridus has no nukes and 1 notable unit drop mid-late game. Everything around this leader depends on gel usage. Invigorating frenzy, cataclysm, etc ALL rely on spreading gel in places you want it.
Voridus is the damage over time leader. Got it. Damage over time abilities leave tons of room for counterplay with mobility and game knowledge.
Once (if) scouts become viable that in of itself Will kneecap voridus a lot.
Long story short, he's probably one of the most fun leaders to play. I would hate to see him become useless.
You will counter by saying "but I mentioned if played correctly". That is totally subjective. There are multiple ways to play every leader and while voridus is quite strong in his openers he isn't unbeatable.
It isn't healthy for the game to say "this leader is strong in the right hands, nerf it into oblivion". That doesn't actually improve the game as much as it does shift the balance further askew.
Personally, I've beaten voridus's played by competent players this patch. Is it difficult? Sure. But it's not unbeatable.
I agree it spreads quite a lot.
However, the reduction of goo damage to bases last patch allows engineers or nightengales to outheal the damage from goo.
Now, like Carnage has mentioned, the durations on goo time are being reduced which is definitely needed.
How would you prefer to balance his leader though? I'm actually curious, not trying to be an -Yoink- lol. Reduce how long his goo trails?