Special Attack Concept: 1)Defender activating special forces the defender to move as far back as they can go (8 Meters away from attacker) 2)Second hit of special can be dexed normally but players will ideally want to stay the 8 meters away from the defender 3)Third hit of special will be targeted towards the back of the 8 meter distance. Dashing back will cause a dex to fail and the player will get hit. Dashing in, however, and closing the 8 meter distance will allow the player to avoid the Special hit 4)Fourth hit of special will be targeted near the Defender forcing Attackers to dash back out. This hit can be dexed normally. The result of this is that the attacker is now within 3-4 meters and can easily punish the defender. Design Intention and Notes 1)I just think it is a neat idea to "dex" a special in an unconventional way 2)It can be used to teach players that you can dash in to close the distance between the player champ and the defender during some specials. Sometimes it is more beneficial to dash in during a special so that after the special is over the defender could be punished when they otherwise couldn't be by only dashing back. Examples include Void SP1 and Onslaught SP1. 3)Characters like Kitty Pryde and Morbius already have similar mechanics where they can avoid specials by phasing or causing attacks to miss by dashing forward. So the concept of dashing forward during specials is not impossible or too confusing for players to learn. 4)I don't necessarily believe this would be a difficult mechanic for players to learn so it's not a 5/5 defender level difficulty 5)Obviously since dashing in is a longer animation than dexing back the animations would need to be long enough to accommodate players being able to dex back once more after dashin in. But again, the concept already exists with Onslaught and Void SP1s 6)Players could always just block the second hit of the special but then they wouldn't be able to reliably punish the special as dexing the 3rd hit would have them be at the full 8 meters back so there is benefit to learning how to do it.
I think as time goes on she will age better much like many of the buffs this year have. Being a prime counter so some of the prime cosmic threats we have while handling many outside the class is a very valuable trait. My one thing i wish was added was just a clarification on which of her abilities are affected by ability accuracy because her bloodthirst, power gain, soul abilities and fury are activating regardless, not just her neutralize
Are you sure? Bloodthirst is just a kit variable, and those very often aren't subject to AAR, so I don't think that requires extra clarity, but everything else you just described is very much subject to AAR
@Daddylonglegs93 it might just be bugged but I'm having her fury activate at times even with Wiccan's Neutralize being up which might just be bugged. Her power gain is weird because I can have all 5 stacks of concussion from Shake and Bake and sometimes I get the power gain and sometimes I don't
I am loving this update to Purgatory! She is so much more practical to use now. I tested her in realm of legends and she produced some nutty results. Is the special 3 supposed to deal a separate burst of 4% health as direct damage or just deal 4% with the special itself?