I miss Paladins so much. That last Zhin play is what i love the most in this game, the player planned to do that, he crafted his build before the match starts, a build with the intention to do that amazing play.
I'm a veteran of this game and it's impossible not to be upset with the developers of this game... they abandon us in many seasons, they make unfortunate efforts, they don't innovate, it's still the same game as it was in 2016, come a new company and buy paladins, if that happens, we will be talking about a success
The fact that some plays are from TDM and Onslaught/KotH speaks tons about the state of the game. So sad to see it withering away after playing for almost 5 years
It is because doing a good play with Evie is not too hard to be honest. A decent Evie player can make easily a quadra or penta kills but, for example, zhin's top 1 play is not something you usually see in a match or top play.
Was a gold player holding W and pumping endless clips into a tank when there are squishier targets around and space could have been made by pressuring backwards. Luckily for him, the opposition was a silver with max knockback build that couldn't aim. All in all an entertaining clip, yes, but definitely not a top play.
Could you guys do a rework on koga? *1st talent is put into base kit, headshots damage are reduced from 50% to 25% * Nerf the energy gain from getting killing blows with skewer and make it elimination not killing blow (gain 10% energy for killing enemies using skwerer at lvl 1) and maybe even nerf the heals from hellkite claws (by half but remove the cooldown) and skewer from the cards * buff the MS increase when using agility from 4% percent to 7% At lvl 1 * his card that let's him gen ammo with agility. Make it like bucks ammo gen card when you heal or like his dash ammo gen card so I don't need to wait for my reload animation during a 1v1 * increase his damage to match his energy gen. Currently it's 38 damage pershot but needs 80 for 1 energy. Make it 40 pershot. Why? Late game, koga's energy gain (aka his cooldowns essentially, it's longer and not shorter like every other champions) takes a longer time to gain because hi elo players are smart and take heaven with veteran. Not to mention there are so many Champions who has damage reduction in their loadout or abilities * using agility when the primary is smg, reduces koga's bullet spread by 25% but using agility when the primary is hellkite claws, increases the speed of the slash projectile by 35%. This should be in his base kit. Not talents. * bring dash ammo heal dash koga back. It was a fun playstyle. Increase his heal and ammo gen card when he dash *increase his shadow step (dash) to 50 unit per dash. The dash doesn't go damage and he needs to be dealing damage to get those dashes so I don't get why it can't be 50 unit per dash * Remove the huge skewer animation that is blocking the player's screen. Fps game but the animation is literally covering my screen. That's one of the reason why skewer doesn't feel great to use - 1st talent rework. No more claws. Instead stance switch Now gives koga 10% damage reduction, increases his damage by 10%, increase his attack speed by 10% and reduce the ammo spread by 25% for 4 seconds and uses 2/3 of a bar of energy, this ability does not stack. It refreshes everytime it is used. Make the 1st talent smg focus and he can still shoot, dash, use agility and ult while using the new ability. Let koga in his 1st talent be able to dash downwards and backwards. The reduction in ammo spread will stack from agility and the new ability which gives koga 50% ammo reduction of both abilities are used as the same time - 2nd talent would be the same. This talent is a hybrid of smg and claws plus ult benefits. Decrease the ult damage IF needed. Decrease the ult charge rate IF that is too strong as well. The damage of adrenalin junky would stay the same as it is now. If it's too weak then increase the damage like I mentioned before and like I will mention again later. - 3rd talent. No more smg, hellkite claws and dragon stance doesn't use energy anymore but has reduced damage of hellkite claws, increase skewer range (make the range the same as his hellkite claws) and also regens energy like his smg with the same value. For example, if koga currently gens 50 energy in 5 seconds using smg then this talent using only claws will also regen 50 energy in 5 seconds. Also, skewer Now uses half of 1 bar of energy but the heavily lower the damage of skewer and you can still be damaged during skewer animation like zhin's wirl (If it's strong then skewer needs 1 bar of energy and keep the lowered damage). Nerf the claws damage from claw stance primary hellkite claws and secondary skewer (lmb, rmb). His stance switch will now give him a deflect or disperse (not a reflect like zhin). Give him CC cleanse and have the deflect cover his whole body. Similar to zhin's reflect, koga's New deflect or disperse, Deflect or disperse incoming damage once per energy bar. He will be in his deflect or disperse stance for 4 seconds. Spamming it resets the time, it does not extend it. Enemies firing at this ability will have their abilities or primary disappear and not reflect toward them like zhin's reflect. Once the deflect or disperse has been hit by an ability or primary. The ability immediately ends (if this is too strong then make it use 1.5 bars of energy, if it's too weak then make it use half a bar of energy). Koga can use every other abilities during his deflect or disperse ability just like the one I mention in his new 1st talent. This is his claw focus talent. Hellkite claws. Please make these changes I just want koga to feel good on PC and have cool but different play style that is viable for each talent. So please implement these changes. I am asking for some koga reworks and buffs because koga is the only champions that gets his cooldown increase as the game goes on. That's not the worst part, he may have 3 energy bars but in reality. Those 3 are actually just 1 so imagine 1 resource bar [actually 3 but not really, especially if you play koga] is used for 5 abilities. 5 of them are Agility, dash, skewer, hellkite and in dragon stance. 5 abilities using 1 resources that doesn't get better in late game using chronos but gets worse because enemies will buy heaven not to mention nimble or lethally just to make his bad ult worse. Essentially increasing his cooldowns. Last cheery on top is, apparently koga has a bug that consumes a lot more of his energy just by being in dragon stance than intended. Most of his cards are also about healing which heavily falls off and are useless late game now. He has zero DR in his cards and please fix his bugs. He may be playable or even decent in rank but he is downright terrible in casuals, same like moji and skye in mid to high elo. At low elo, everyone is op So please make all of these changes before the game dies. I love koga but I can't help but feel his kit and his numbers are bad If anyone thinks these changes are bs. Let me remind you lex MS spam exist, talus/tib q exist, zhin wirl spam exist and Caspian MS card from just hitting his primary exist.
I know this isn't the right place to write this review, but maybe you'll end up listening to one of the few fans Paladins has. I really like paladins, but the direction it is taking saddens me, it seems that the evil mojo simply ignores all the problems it has in the game, imbalance in champions, bad updates (since they do not correct bugs, they just add a battle to pass with practically avatars and sprays). Please give back the soul of Paladins, if to fix Paladins another engine is needed (I believe they still use unreal 3 engine), new developers, new ideas, try to rescue these things! Pls
Fix your elo process is worst ranking system . With hidden elo designed to bring the wrong accounts down . Very one-sided victory 85% of your matches are losses