Augur has already been toned down. And has only 3 upgrades at the moment. He's damn squishy ... What change would you want for it?
I would like something like no reflexes, no jolt and leap 3 instead of opportunistic for pseudo 7 speed. So it would be: amphibious slam bounce dissipate water vortex leap 3 Another option is eliminating dissipate for -2/-3 damage also.
Thats a bit much ... Jolt should go, it makes no sense, but the rest? Meh ... Maybe a bit less damage, too, but I kinda like his skillset. If he was to lose reflexes he should also lose some noraz.
He's a ranged pseudo 16 damage 7 speed with 3 sources of knockback, a dot, 35% less damage from melee and an aoe attack for 72 nora. He is absurdly cheap as is. He could lose jolt and reflexes and still be pretty damn good.
a single trap unit can cover the map with traps, it's only logical that they need to fade away after some time.
Maybe not fade away but after 8/10 turns they are revealed? how would that sound to you? Or maybe when the deployer is killed something happen to its traps.. Just a plain "fade away" seems too much to me..
Traps are basically incounterable, keep that in mind, they aren't like relics that you can detect and destroy, they are there, and you know they are there and you have to eat them anyways because only a couple runes can counter them.
How about.. traps only trigger if a champ with "trapper" ability is within 5 spaces? That way if you kill the trapper you disable the traps. And if you want to enable them again you need to deploy a trapper and be in the trap zone.
Best post of the entire thread. Give traps a duration. Covering the entire map with traps that last entire game is op. Either that or start spreading around the eat trap ability on a bunch of other champs that already have detection. Eat trap ability needs to be more effective as well either increase the duration for damage bonus or lower the ap cost by 1.
We really don't need anymore ranks of abilities we have enough pointless abilities with ranks as it is.
The Poison Trap should last 1 turn when the cloud triggers and cd of the ability raised to 3. Seems fair and easy to change.
I honestly just think that poison clouds should not be triggered by slam, rather than just changing the AoE size of them.
I think that would be pretty impossible to code. Stuff just triggers as soon as an enemy is on top of the trap.
slam + traps is a valid strategy. as is stacking different traps in one square for super traps. stacking multiple instances of poison cloud (or lots of 1 type of trap) is the real issue. most other forms of buffs/debuffs dont stack so idenitcal traps shouldnt be able to be placed on 1 square. a secondary minor issue is the lack of validly runnable trap eater units (none of which have detection if i recall correctly bassically requiring 2 champs to do 1 job). removing the ability to stack the poison clouds and identicle traps as well as providing a runnable counter to the traps would be the proper first step to resolving abuses to this strategy. if this doesnt resolve issues then as a secondary step after the first adjustment settles is that a duration could be placed on traps. as a side note to trap eater, without giving them detection to make them uber meta, just give them detection:traps built into the trap eater ability. that way they could detect traps to better fill their role without detecting the random other stealthed shenanigans going on. this would allow some give and take on stategic positioning without breaking either playstyle.
In response to something that is largely benign, you are all in support of introducing more new features and abilities. I don't understand this game sometimes.
I use it myself, but Poison cloud + Slam is quite the FS crutch atm. I wish it were taken down a bit and other areas buffed instead.