[PTS] Feedback on Squig Armour damage effect

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Omegus
Posts: 1530

[PTS] Feedback on Squig Armour damage effect

Post#1 » Sun Aug 18, 2024 7:02 pm

Squig Herder
- Squig Armor - Now deals (150 + 0.86xDB + 1.5xWDPS) physical damage to all targets within 20 ft upon entering the Squig armor. AP cost reduced from 55 to 35.
This change now breaks a defensive option of RSH which was to detaunt the enemy (usually happens first) and then jump into Squig Armor for more protection, as now the damage on Squig Armor will break the detaunt. I am unsure what the purpose of adding a damage pulse to Squig Armour - was it for the purpose of breaking pre-existing detaunts or something else?

It seems like some of the changes happening to Squig Armour are to prevent RSH (but not RSW) from using it as a defensive tool and as an escape tool. This seems to be slightly more of an issue since the ability system rework as prior to that when Squig Armor was used, Squig Leap and Kaboom immediately went on a 5s cooldown to prevent these types of abuses.

If Squig Armor + instant mobility is an issue, could the 5s instant CD for those two abilities be reintroduced rather than making Squig Armor harder to use?
Zomega
Gone as of autumn 2024.

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