They should make ignition either give 100% accuracy or increased firerate for the duration, or remove the instant spin up and give both of the buffs mentioned
Make ignition titan fall 2 legion sniper shot, or best make ignition consume half the ammo store it and next shot is a shotgun shot that deals damage based on how much ammo was consume new talent ignition has a second charge
Thanks for pointing how Raum have one less ability, its so dumb that they make the weapon act like that when it doesn't even have a great dps vs his equals.
The thumbnail says that raum has high damage. Unless you are literrally in the face of the enemy, half of your bullets will miss, while torvalds weapon is much more accurate
Nullify is the biggest benefit of Torvald honestly. It ruins the fun for so many annoying characters. I’m a 53 Torv and don’t even play him anymore unless I get my ass kicked too many games in a row. Then I take Torv out for a spin and always win.
Honestly paladins has an epidemic of annoying characters mostly in the flank class most of them have an easy 4 button press sequence to nuke almost anything in half a second
A few suggestions for changes i would consider to raum: Primary can go one of 2 ways: either increase the effective range of the minigun to make the dropoff not so much painful for anything past close range, or add a somewhat significant increase in damage, but also increase the falloff, meaning raum is rewarded much more for getting in close, but is not as effective at range Ignition: just have it do SOMETHING basekit. make raum shoot faster! apply a burning DoT! just SOMETHING. juggernaut: I like the idea of enforcer being basekit and lasting for the whole duration. just do something like they did with Mauga in Overwatch. soul harvest: it's fine where it is, sucks that it gets countered hard but raum kinda needs that to be nigh invinicible Ult: perfectly fine. no notes I also like the inclusion of the passive for less ult charge given to enemies, I think that's a good idea. I think a good passive would be some amount of damage reduction as your movement speed slows down while firing? not enough to be broken but enough to mitigate the gigantic target you place on yourself as you slow down. I definitely wanna see my boy raum get some love, can't wait to see if anyone else has suggestions!
@@assassinshadow2800 i don't think it makes too much sense, since it's a shockwave coming out from the ground, but having it extend like half of a victor's height upwards from the ground would be nice (not sure what the height is currently)
@@lukaszboczar2441 Such a thing will never happen but my god if it did i would buy it in a heartbeat, i dont even play raum that much, cuz idk how to play him very well, but by god i would learn to play him if they managed to get the rights to put marauder raum (or i guess maRAUMder heh) in the game
List of ideas assuming they don't do non cauterize affected souls 1. Turn ignition (Alt fire) into a soul blast so simliar that deals damage and gives soul armor for each target hit Similar to Caspian how more stack equals more potecy do the same for raum. More souls= more damage more/soul armor gained 2. Give soul armor like 10% damage reduction seeing as its just buildable health some armor features could be nice 3. Remove speed penalty unless Raum is fully charged up 4. Soul Armor doesn't proc credits or reduce it 5. Maybe Enforcer in base kit and instead Add full immunity for duration Increase damage and reduce cooldown coodown Or a second charge. 6. Reduce spread either at full charge up or maybe when moving forward (Note just realizes as im writing this Andrew is mentioning this 😅)
I think he needs DR even after he used his juggernaut movement ability with his first talent like 40% dr or 50 for 2 or 3 sec after using juggernaut so even if he gets crippled or stunned he's going to have 40% DR that's going to give him more survivability and the 1.2 crowd control immunity should be in his base kit it is going to be so good for his other talent especially subservient And honestly ignition needs a rework
As Andrew has mentioned before, dr is pretty prevalent and I do agree that seeing smaller numbers feels bad, so I think all you need to do is just buff the shield card he already has on his run, or maybe have it proc again if the run ends early
As you said, Andrew, Ignition is not an ability, so the correct thing would be to buff Ignition. Therefore, my proposal is: "Ignition will now reduce bullet spread and remove self-slow for 2 seconds, and fully spin your weapon up. But It will no longer grant infinite ammunition." The Tormented Fissure card gives 125 bullets when using Ignition, so if you want infinite ammunition, you can use this card. In fact, Raum spends 20 bullets per second, so with this card at level 2, it's enough if you want it to feel like Raum is now. Also, I don't think it's healthy to buff his damage, as you said, he does little damage from afar, so Ignition will be what gives him that characteristic he lacks, only for 2 seconds to avoid making him overpowered, but you can use it rght at the moment you need it.
Things I would personally want for Raum. (Probably not all of this, but it encourages different play styles and makes him more viable) Soul fragments would gradually move towards Raum so even if he doesn’t click soul harvest he might catch a few extra souls. Soul Fragments should generate after each bullet and not every 5 bullets? Maybe ignition could give 100% accuracy with no recoil for that 3 seconds? (Maybe extend this to 5 seconds?) Enforcer 1.5s Crowd Control Earth Splitter +75% Ultimate Charge Subservience 2% Healing (again) (Might add more ideas) More ideas below: 50 damage instead of 40? (Spitballing ideas because you said extra damage) This would give him more dps than Ruckus/Torvald You might be to add a damage buff during that 3 seconds of ignition. Go from 40 damage to 80 damage for 3 seconds? I really don’t know. I’m doing the same thing and just throwing ideas out hoping it sticks. Maybe Sinister Allies could go from 150 scaling to 200? This would mean 150-300-450-600-750 Is now 200-400-600-800-1000 Maybe this could be added to his Desperation card too? Maybe reduce the desperation cooldown? Lower the cooldowns for any of his abilities? Increase the Ultimate Stun from 1.2seconds to 1.5seconds? Maybe his base HP could be 5000 instead of 4500?
good analysis and ideas. I do agree about Raum generating less ult charge being a potential buff they could lean into, but I do think they need to buff the crowd control immunity. I don't particularly agree about more damage. I'd rather they look into Raum's bullet spread at medium range and long range and see if they can tweak it a little bit, but still with a hefty spread at long distances. My main fix suggestion is definitely also make the current Enforcer immunity be on base kit, and then for me personally, they could add one or two things. Either up the actual duration of CC immunity to something less pathetic like 4.2s instead of 1.2, or make it scale as a percentage of how long the run will be. I know Raum has a card that makes him run for longer so the latter may be a worse idea since even just 10% might be oppressive with the level 5 Distance card, but the fact is that right now Khan or Torv can simply wait until Raum moves one unit and then still shuts him down anyways. 4.2 seconds would mean 3 seconds of ACTUAL running. It would allow Raum to HIT two people at close range or reposition into actual walls instead, and that's all he really needs. that would make it easier for him to actually cleanse and avoid fire.
I wish war-torn plains would just increase his speed while using his gatling gun, or reduce the speed penalty.... I would rather have it that it increase his speed so that at rank3 the card nulify the gatling gun slow and afterward in increase the speed movement... I dunno what are the value but if his movement speed is reduced by 20% than the card would increase his movement by 7/14/21/28/35%... so that at rank 3 you got +1% movement speed and at rank 5 you gain 15% movement speed while using gatling gun... that would make that card viable...
I rather think that it's the ult generation that has to be rework to not be dependent on health damage... but on hit without any difference if it's headshot or not... thus making it even for hitscan vs projectiles... so ya low fire rate champs would had less ult charge generation.... and raum would get high ult charge generation so that earthsplitter talent could be reworked to actually change ignition so that while ignition is on... enemyes hit on raum don't generate ult charge as raum is gaining those charge instead....
I'm a tf2 addict so, Raum is a Brass Beast using Heavy vs Torvald who is a Dragons Fury using Pyro with an aimbot ability. Yeah it's no contest. Raum is incapable of doing anything while Torvald beats people into submission.
I have three ideas on how to replace Ignition, but first, since it is getting removed, massively increase how fast the gun spins up, but also just in general, make it so that if Raum begins spinning up/shooting, don't slow him down until he hits the ground, like Heavy from tf2 The first idea to replace Ignition I have would be a mini Khan grab but give it longer wind-up, make it melee, you can only hold a player for 2s, the throw is much shorter and you can only pick up non-frontline enemies. Additionally, CC resistance will reduce the time you can hold someone. Probably need to give this a long cooldown due to the high potential power this can have. The second idea is a original idea and not stolen from DRG, but while shooting, Raum's minigun would generate Heat, and while at or above 50% would increase his damage the more heat he has above 50%, but going above 100% would set your ammo to 0, basically forcing you to reload. And to replace Ignition would be like a fireball/shotgun/fireblast or something, dealing damage depending on your heat and resetting your heat. The third would be a simple left hook punch, similar to Andro, but one thing to make it a bit more unique could be to again use the Heat mechanic, but using the punch would send out a wave of fire and draining some heat. Perhaps the wave would not do any direct damage and only apply a DoT. Now that I am writing this, maybe the DoT depends on how much Heat was used and the new ability has a few Debuff cards that only apply while the enemy is affected by the DoT. I do also like the idea that dealing damage to Raum would not generate as much Ult charge, and to add to that, maybe with the second talent Earthsplitter (+60% ult charge rate) would be so that some of the negated ult charge you gain instead. Some other ideas I have would be: Another card change to War-Torn Plains to instead increase the potency of Soul Fragments but reduce the range of which they can be picked up. Yeah it would make it riskier because you need to be even closer to get the fragments, but would reward you when you use your Q because then you get more Soul Armor anyway if you manage to cleanse Caut and if you have left fragments on the ground. A massive change to Infernal Reload to instead increase your movement speed by up to around 30% upon/while reloading, but have it on a long card cooldown, maybe 20s. Third idea would be to have Triumphant Ascension (Heal 100 HP per level when using Soul Harvest) to double or triple it's effectiveness while out-of-combat During Juggernaut, pressing alt fire would cause you to run even faster but you can no longer turn at all, perhaps even be able to pin like Reinheart
I mean... possible, Andrew acknowledges that Torv might need another tiny bit of a nerf. But still, Raum is pretty bad compared to other tanks. I know he's not meant to ever be played as a main tank but even then, Khan and Torv still wins in most cases and has actual use cases that make them shine.
Yeah shall eigher get rid of the delay before firing, or maybe give a 2.2 cc immunity with juggernaut talent... But the exception is on controller, even more if you are a cod player at base, then even skynny targets get headjobed (PAUSE)
What if we: Nerfed gatling damage by 50%, making it 20 damage, then give the minigun a passive where it deal 1% of targets max health as direct damage which ingores shields? This should increase his damage squishies by 2, but increases his damage against tanks quiet substantially. Then as a second buff, make the secondary ability, which the spin up, remove all slows for the duration which would include his self slow. As a finishing touch, make the soul harvest buff his primary fire, dealing +2% damage to shields per soul collected and enforcer ccc immunity base kit. This will effectively make his a shield buster and a highly cc resilient fighter and shield fighters wont just complrtely deny his souls cause now he deals damage to targets through shields!
Hard Take: I always felt like Raums Ult shouldve been his Ability 2 for an aoe hit that can stun for a short stun so he had more burst dmg. And the dash shouldve been his ult (Stun, Root Immune! But not slow immune) which requires you to charge dash someone into a wall to deal 250 when hit with dash and 2200 dmg when dash against a wall which also drops more skulls.
I was a ruam main. He just feels terrible to play. So many flaws in his kit. What’s most disappointing is that they can take 2 years of pretty much non stop updates of buffs, nerfs, reworks, and more buffs to Vll but can’t take some time fix a poorly functional character like Raum. I’ve submitted multiple forums to fix the character, but it doesn’t look like they have any intention of fixing the character.
so raum is hands down my fav champ and i would like to know, what if they changed his spool up and made his charge cc immune after 1sec? (kinda like geb 1 in smite) basically if they made him a REAL juggernaut, things like making his dmg ramp up vs shields (imagine a inferno tower from coc) lower the base cd of charge per champ hit, kills reduce all cds (like thanatos in smite), things like that just throwing out ideas. like my boi should be a champ that you cant afford to ignore and is a threat till he decides to leave or dies, i cant see a reason to slow him so much when he shoots if the gun is a MEGA threat.
Counterargument: I can stand still in the face of all 5 enemies and as far as I keep shooting I am fine, no cauterize doesn't work when all my deck goes around damage reduction and souls giving 7trillion of health instead of 100 (Yes I am a raum main yes I love body-tanking instead of barrier-tanking)
I havent played paladins for a while, or wasn't even interested in it for that matter so some newer stuff like the passive cauterize is alien to me but I think raum is defenitely better on how it feels to play him imo. Big gun, lots of bullets, you can fucking crash into the enemy team, have insane lifesteal (again, i dont know how cauterize works now) so there's that.
you could give him even higher maximum firerate. this gives him more damage, more souls, and makes his rightclick to be more relevant aside from the damage reduction. having bigger maximum firerate makes instant rampup valuable, and unlimited ammo matters more when you chew trough it faster
man if we take lore in consideration for how the characters should work Tiberius should be able to stop his sword in middle air like he does in his announcement trailer and during the weapon inspection, Lilith should have a completely different movement speed (one much cooler btw), etc...
i play thorvald with double hoard first round and usually get tripple hoard by the end ofmthe first round which has sometimes cost my team the first round but makes thorvald very op with tripple armor plating tripple guardian and tripple chronos
To counter the reload issue with Raum, I just maxed out the ammo generation for Ignition and reduced cooldown a bit. By the time Ignition’s infinite ammo ends it’s only 4 seconds til use again.
As a Raum main, more CC immunity would be amazing. Maybe make it to where if he ults he retains the CC immunity for a breif period. The msin thing that has gotten me killed is being stunned in some way. Taking away his ability to generate souls really hurts him and can ruin all his sustain.
Torvald is just so stupid because he glues onto you and does huge damage while doing that. Give him a bit of a slow while he shoots. I think this would feel much better than nerfing his damage, shield, or his crowd control.
I think it's kind of important to keep the minigun's spread. His mobility is a core part of his gameplay, and I think Raum should be encouraged to get in people's faces for high damage. I think buffs should give him a) More access to movement, either reducing the self slow or something so that one CC ability doesn't trigger a 14 second long cooldown (Juggernaut Cooldown reduction card on Ignition?) b) Higher damage output ONCE he's in your face, maybe Ignition instead of shooting no bullets for that little windup it has, he shoots twice as fast during it but with worse spread c) Better sustain off his soul armor. I'm not sure about giving it full anti-heal immunity, but maybe Soul Harvest can make him cauterize-immune for a few seconds. For sure make it so it generates less ult charge for the enemy team
I don’t agree with the last one well the cauterized immunity anyways maybe like a Damage immunity because cauterized is there to prevent the champions from getting excessive healing from atleast one healer(Because people play 2 or more healer matches now) Plus it’ll cause more people to play willow or someone
@@Mymysenpaii this is why Evil Mojo wanted to give "ignores cauterize" on the ability Soul Harvest itself. that way it won't make Healers way more effective on Raum than on other champs, Raum will still get the same treatment on the front of healers, he just gets actual self sustain from his own ability.
... I just wonder... Why does no one use the bullets recharge card of Raum to have infinite ammo? (At level 4 if you don't use Chronos which you should use, 3 is enough, 2 is useful but not infinite) Also just use tank cards to be on point. This will guarantee you an enemy in your face and will increase the utility of your ult since you'll tend to use it in the point. I believe this puts him a tier above
This isn’t to say raum is ALWAYS worse than torvald. Pairing raum with a tank like barik or ash, who have deployable shields, can let the 2 of them have a lot of sustain on point.
Ideas for individual Raum buffs -soul armour isn’t Cauterize anymore -a talent that makes it so he gets damage reduction for a moment after picking up soul shards -ignition gives him bonus attack speed and zero spread, but no infinite ammo
Maybe soul harvest could clench cauterize? Seems like a decent way to address the issue and quite easy to implement. Or maybe make the minigun spin up ability an actual ability somehow. Plenty of things you could do since you know when the ability is used there definitely is an enemy in front of Raum. For example, it could increase his movement speed for a few seconds similar to Torvald's "movement ability" but then its incentivised to use offensively as the gun is also spun up. This could let Raum get closer to whoever he's shooting to compensate for the fact he shoots marshmallows at anything other than close range.. Or spin up could decrease spread or increase damage for a few seconds.
change his souls armor to be armor like inara wall, downside it would be affected by bulldozer, upside no caut. would also solve the credit and ult gen issues
man, last time i played this game, torvald's main attack was the short-range tube thing and people thought he was the worst champion in the game I'm both nostalgic and melancholic about this game and the faces i remember
because one has only health and the other has shield... just that make all lot of difference if raum has a passive that make him ignore cauterize... then he would be a force to reckon...
what if the souls he gather gives him shield? it would also make him weak to wreacker , it also kinda makes sense to have a "shield of souls"(not as much as using them to gain health but idk)
Ive had an idea to give us more point tank options and it would be to give ruckus and torvald talent buffs that make their overshields behave like deployable shields so that they can get out of caut long enough to survive on point
As a Raum lover I do think buffing to maybe make him generate more souls would be a good buff as well as more fire rate too for even more soul generation