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Edited by DevAqua at 2018-8-23 02:58 PM
It's Never Ending... The Natalia Rework Threads. (Personal Mood and Opinions on Natalia's Rework)
Just to inform you, this is not a Rant on the Rework so rest assured you won't be getting another "All Caps, Large Fonts and Bold Letters" Thread with a Complain Category.
So, First thing's First.
Natalia's rework was expected in the Original Servers a week before it was implemented, and since then, it has been gaining attention over to her seemingly "nerfed" skills and effects.
I reviewed the Patch Notes, obviously.
First of all, Her Skin Model is the most famed one on this rework. She looked better with both Bright Claw and Glass Blade Skins although I finder her "running" pretty off since she's wearing heels if you take a closer look- however, it's all fine and positive remarks.
Second, her 1st Skill (Claw Dash) Distance got smaller which means that the range becomes wider in effect.
I think this is fine, other than the fact that it's harder to escape now but then it means that it's much easier to hit a moving target in sight.
Well, can't see anything to do about that, it's both positive and negative in a way.
Then we have her Ultimate which can now be cancelled by her 1st Skill (Claw Dash) which is definitely an upside to it.
Would've like it when you can directly cancel (like the first announcement of the rework) it but this also works.
At least you can stop scratching the air.
Well, those 2 were definitely neutral in a way and very much a rework with less complaints.
The most controversial topic however is her passive.
About the Passive (I'm copying it) :
- Passive: [Assassin Instinct] - Attack from behind to deal high amount of damage. If Natalia hides in bush and stopped receiving or dealing damage for a period time, she becomes invisible. Natalia shows up when she leaves the bush for a period of time or deal damage. Natalia move faster when she's invisible. In her next basic attack, she will flicker to the back of enemy to deal high amount of damage and silent the enemy. Whether in the bush or not, enemy will be alerted when Natalia approaches in the invisible form.
so, to explain this
In the old Natalia's Passive it is also stated that 100% Critical Damage can be done when a target is hit directly on the back which is pretty hard to achieve at her old version.
In the new Rework, you flicker directly behind the target to ensure a Critical Damage at first hit.
I find this both in ups and downs- (pros and cons)
This means that even for minions, you go directly at the back of it which puts you in a tight spot.
People have been complaining with her for "Team Fights" but I found it more fitting for an Assassin Role to go Solo which is basically why this rework has been done to begin with and with this, I'm ensured to give a nice burst. I found it nice and that people have to eventually adapt to this and it's Positive and Negative effects. This also means that you can use this to go directly behind a jungle mob or enemy minion at a distance. however, more precautions should be observed now that you can't just touch your enemy with ghostly hands for a second and hide back at a bush.
The Silence was the second most ranted topic, it was apparently reduced to 1s. However, I have not checked her new Skill Information if there were any changes but I'm pretty sure it was just a bug and it was supposedly still 2s. Got to wait for that.
Smaller 2nd Skill Fog? Another one that is ranted about, It seemed smaller now that the smokes are precisely encircled but I feel like it's the same, it's just less obvious.. I suppose? I don't really know, it's still effective nevertheless.
Larger Alert Range and Alert Signals Even in Bushes. It might be harder to play Hide n' Seek with this hero now that you can tell when she's near, but this also means that the enemy will take more precaution and that you can alert them at safe distance potentionally scaring them off or having them use their skills in thin air, this may also mean that you are less stealthy now and it'll be a bit more risky to strike at them.
I've observed the old Natalia to have a small alert range and that it's easy to get poked by a skill- Encountered players who throws in skills once they see the exclamation mark and it sometimes gets me. Well, with larger alert range, it'll be easier to follow where she went but less easier to catch her by chance
The key here is timing, precision and planning. Assassins such as Selena are required to await before they strike, becoming more fitting of an "Assassin" which aren't really meant to go Frontline. Their key aspects are wiping out enemy Mages and Marksmen which are mostly the Damage Dealers.
People have complained about Selena and her skills, even with the nerf a few weeks ago (got a buff on stun again which is pretty nice) because people aren't really meant to play her as a Frontliner which is a common mistake, the best she can do when in Team Fights is to act as a "Mage" and throw in Stuns and AoE and potentially killing a retreating guy with the 1st Skill (works most of the time for me)
But going back to Natalia, she definitely became more of an Assassin than a lurking Fighter, it might be both "Nerf and Buff" but a rework is a rework, balancing the hero to fit how she needs to fit.
Also.. take the fact that her damage was never nerfed so I'd always tell you to shut up about not having the ability to kill a marksman in early game. You obviously farm and build before attempting to do something stupid. (and since you're still immune to basics, it should be nearly impossible to die in early game with a marksman who haven't got his/her build yet, otherwise, it's just plain dumb other than having another enemy along with the marksman which is also dumb if you even attempt to charge in on that instance even if the 2nd Skill supposedly got smaller.)
And... that's all for this "mood" thread I hope you have a nice day.
Gotta wait for future updates on this "controversy" while eagerly waiting for Lunox. |