#Hit

1 messages · Page 6 of 1

safe pasture
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The blind useless, unless you catch them in the middle of nowhere

cloud sedge
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Allies dont matter if you stacked ur passive, if you proc ur passive near their tower then ur not getting them anyways,

safe pasture
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Which in return, let them escape back to the towers vision.

cloud sedge
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I doubt thats how it works

safe pasture
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It does sadly

cloud sedge
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cause if it did hits ult would be useless on boss

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And hits ult on boss is the best ult for a tech

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Or 2nd best cause of kid buu now

safe pasture
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Is useless on Boss, unless you hit all enemies

cloud sedge
safe pasture
cloud sedge
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Its very far from useless

safe pasture
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Oh, is not useless. But it's also very situational. If you want the blind effect apply. You need to blind all enemies to lower their vision completely.

cloud sedge
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But i hope you also realise how problematic it is to have a character that is literally invis 24/7 the moment the character reaches level 8, which is 2nd boss most of the time

safe pasture
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That I can understand. But nerfing one of his KEY components without buffing something else, will make stealth much much harder for Hit. What they should have done as well, is lowering enemies vision when hit by Hits passive

cloud sedge
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he shouldnt have received any other buffs

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In fact im surprised thats the only nerf they gave hit

safe pasture
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Hit is easy to counter with a bunch of aoe

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And considering all characters in the game who has BIG aoe

cloud sedge
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Yeah and hit was still very much viable in a meta that counters him from top to bottom

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There is definitely alot of issues to be found with this

safe pasture
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Hit was only good, because there was players who knew how to use him.

cloud sedge
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Hit doesnt require skill

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or didnt before patch notes

safe pasture
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He does, you have no idea how many bad hit players I ran into

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And that was in A rank lobbies

cloud sedge
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The only skill u need as hit is positioning

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which was free with S3

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therefore it took all skill needed

safe pasture
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Is not only that, you need to time it

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Do it too early or too late and you get caught by aoe or stuns

cloud sedge
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Then ur positioning was off to begin with

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which again

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is free with S3

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or was before patch notes

safe pasture
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It wasn't, did you see the crazy aoe with kid buu or vegito spirit sword?

cloud sedge
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That is still off position

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why are u close to those characters

safe pasture
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I wasn't. Vegito used the dash on npc to get to me with spirit sword or he used his s3 to lock on a ki blast which to this day. I don't understand how he can still have lock on when I vanish

cloud sedge
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My friend is a hit main on tech, he did perfectly fine in an AOE slop meta and he's a snowball hit player

safe pasture
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Same here

cloud sedge
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Most of the AOE slop counter is very much outplayable

safe pasture
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Of course, one other factor is coward DPS players with me

cloud sedge
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But outside of SV there is no excuse

safe pasture
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Kid buu body part extend both his scream and stun grab

cloud sedge
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his s3 has like 10 second cooldown

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Ur fighting kid buu post S3

safe pasture
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You forget one thing. His had a crazy range on his s1

cloud sedge
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But how are u getting hit by it

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u can most likely predict where the kid buu player wants to set his S1

safe pasture
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Called random BS. He start throwing body parts anywhere I try to escape. Plus, his dps is normal nearby to catch me as well.

Then we have my DPS that refuse to engage kid buu or constantly back farm. It was a coin flip on my dps allie

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However, it went much better when I had a friend with me in the match

cloud sedge
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just go farm

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Hits farm is horrendous

cloud sedge
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Especially on hit, you shouldnt be wasting time with farming

safe pasture
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Can't let the enemy take the Kai constantly

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So I hide in bushes, waiting to snipe the kai

slow fractal
cloud sedge
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Thats ur job as a tech

safe pasture
# slow fractal then snipe kai with beam?

That's what I do. But kid buu always throw body parts in bush as well when facing hit. And it doesn't help my DPS focus more on the npc at back instead of stealing kai

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Most DPS random I play with seem to not pay attention to the map

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Is even worse when they expect me to defend tower when boss arrive

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Now, this has been a lovely conversation. But I need to get back to work. If you want responds for me, it will have to wait.

reef dagger
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What i'm hoping for is that s1 and era gives the enemy enough movement down to be able to dash out of range to deliver an s2 and that should give you enough time to get away with s3 CD reduced. Cuz era on fod shortens cooldown

reef dagger
reef dagger
cloud sedge
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let them get better at the game

reef dagger
cloud sedge
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Like what

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Ofc hit deserves a nerf when he's literally overtuned

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no matter the "skill" ceiling a character has

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Godku literally got buffed because bad players couldnt use him, they called him underwhelming and bad when he wasnt. Now look at godku, hes the best dps and people are crying for a nerf

reef dagger
cloud sedge
reef dagger
cloud sedge
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Hit was one of them

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So was daima

reef dagger
# cloud sedge Exact same thing applies to hit, therefore his nerfs were more than justified

The argument being made about hit was that if you're going to remove such a crucial ability like s3 cooldown starting as soon as the ability starts then you need to counter buff him in some way to keep him balanced. Because what seems to be happening is that they're just nerfing him until he stops being broken but now they're nerfing him into the ground to be unplayable except for the few really good players

reef dagger
cloud sedge
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Hit is not bad

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If hit "mains" are now bad on hit after those nerfs, they were probably Hitting it on gekishin high at best

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There is no need to counter buff that character what so ever

reef dagger
# cloud sedge cause if it did hits ult would be useless on boss

The ult blinds whoever is caught in the radius so does proccing fear of death on anyone. But if even one person including zen'oh still has vision then everyone on the team is able to use their shared vision to see everything going on. I've seen other people's pov and when i s3 away i appeared translucent and even though i had fear of death procced on them they could still see me and track me down

reef dagger
cloud sedge
reef dagger
cloud sedge
reef dagger
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Tho i think hit will remain strong if the cloud divine draws are in play and make him weak when it isn't, which if that's what the devs want for characters then i guess they're doing a good job

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Of like making each character be situational. To not make the meta so repetitive

cloud sedge
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Is super unhealthy game design

languid prism
# safe pasture Hit is easy to counter with a bunch of aoe

In general as well
I never had a problem playing against a Hit
Funny Enough I had a problem with characters like Krillin blinding me all the time, fat fuxk buu constantly healing, 1st For Frieza having fighter jet speeds, never hit, if you get out of the invis and focus him down he's dead that's it

languid prism
# cloud sedge Its just a matter of being invis 24/7 the moment u reach lvl 8

I agree with you this being the problem yes, but Hit always had two things imo
Singling People Out, mainly low health characters
and Going for tower
In team fights he can't really do much since he doesn't buff characters and the only debuff he applies is FoD which outside of the extra dmg you would do (which is kinda useless in a team fight since you can't go in) and the smaller vision (which again like other people said is just countered by zeno/allies vision) he doesn't contribute much, so to even it out you would probably go for tower, that way you can either take the tower or make one of the opps focus you down instead, that way you turn the 4v3 to a normal 3v3

they basically took out that last part with this, which I don't mind, but give him something else in the other departments to even it out

Right now he just feels High risk low/normal reward

fading plover
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So if you remove it and give nothing in return you essentially destroyed how the character is meant to be played.

calm needle
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Hit mains, what do you think of the nerf?

reef dagger
cloud sedge
rugged elk
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I feel the dmg of the skill 1 so low compared to the prime of hit

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Idk if Is because I changed cards

maiden ore
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Hit s1 boost did 1/4 of my health as Bardock

orchid owl
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Anyone having any success with this character post-nerf? It's impossible for me to get value in lane or in team fights now.

reef dagger
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Like you def gotta play more careful, and I wasn’t able to get used to the new combos but i was still able to deal insane amounts of damage, especially with s1. It felt like they buffed the damage on it

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Only thing I remembered struggling with was securing kills cuz I couldn’t rely on s1 s2 and vanish away to safety anymore

orchid owl
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I really wanna know how you're going about his core gameplan

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Because not being able to use S1 while invisible is really messing with me. I can't do damage, or get a pick, or even take a 1v1 anymore with this character. Is using ERA instead of S1 really the play now? It feels too risky and whenever I try to engage with it I usually get hit out of invisibility before I can even engage

slow fractal
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era?

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also you can use deathblow while invisible that never changed nothing about his gameplay has really changed you just can't flee from fights/ratting towers for free

reef dagger
slow fractal
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oh i call it warp attack but anyway you can end stealth with warp attack after skill 1 then vanish step outside the circle to then use the skill 2

reef dagger
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Which do you still run backstab? Cuz I was debating whether to swap to a second vanish step to utilize the combo more

reef dagger
slow fractal
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Skill 1 already gives shorten cooldown even during stealth cooldown it just doesn't start going down until your out of it

orchid owl
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The problem with using S1 mid-invis is that it isn't allowing your S3 to charge up mid-invis

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What I'm concerned about is this exactly. What's the real point of using S1 mid-invis anymore since it isn't proccing the cooldown reduction, with or without backstab.

I've mained Hit since S0. I know that was his bread and butter. Invis > S1 > ERA or S2. But now that S1 doesn't proc cooldown reduction, I'm trying to understand how best to engage in 1v1s or team fights

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I've worked with Invis > ERA > Vanish > S1 or S2 but it's not that consistent. At least not like his original bread and butter. And this only really works in 1v1s. I feel he's even more useless in team fights because now there's no point to use S1 mid-invis at all. An enemy can still use their teammates' FOV.

So yeah, that's where I'm struggling. I just want to know what people do as their bread and butter now that using S1 mid-invis isn't worth it anymore.

orchid owl
# reef dagger Also, I think what the other guy meant was that it’s better to save s1 for after...

This. The move's original purpose was to use it while in S3, but now this original purpose can only be fulfilled while hidden in clouds or bushes. It's awkward to use with his kit alone now.

They kinda broke Hit by changing his S3 in this way. I could concede that perma-invis was broken and shouldn't have been a thing. But it was. And for better or worse that was all Hit was designed around, so changing that without fully grasping what it would do to his gameplan suggests to me the balancing team doesn't have the same team members who first conceived of his kit, or at least don't understand how to change his S3 in a way that doesn't fundamentally break him. Sort of how the Ult Gohan nerfs messed with him, but I'd argue not to the extent Hit's nerf has.

somber tinsel
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now they have totally destroyed Hit

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they even nerfed Backstab now

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immo, I don't feel like playing Hit anymore

rugged elk
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Double dash Is stronger

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I think

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Since the change of the CD of s3

rustic dock
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In the case where I can’t be invisible during a team fight what do I do cause I get wiped out really quick if I try to engage

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Also so much aoe

orchid owl
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You have to play him more aggressively now and pull attention away more intentionally. I tend to play outside of their vision circle and fish for S1 hits on a specific target I want to take out. I usually position behind or to the side and behind the enemy team if possible.

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Also, despite it being virtually useless now, I still tend to use S1 while invisible to try and pull attention towards where I might be. YMMV though, there's no real point to doing that, especially in a team fight where they share vision.

rustic dock
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I already do play him more aggressively, I always make my main objective to take out people, however I do keep forgetting about not being good at team fights. I just wish though that hit still did good damage outside of invisible cause I tend to lose 1v1s if I’m not getting enchanted hits

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I also run snowball since I like the extra damage (been told though it’s not a good one for him)

slow fractal
orchid owl
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Can you elaborate on this more? What use does it have while under the effects of S3 if the cooldown for S3 isn't being reduced? Other than proccing FOD on an isolated target out of sight of their lane partner/teammates, I don't see what use it has.

S3's cooldown isn't being reduced at all for me, so unless I'm missing something please correct me. If you mean while under a bush or clouds, then yeah it would reduce it, but not in S3, which was the ideal use case.

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I'm not referring to using S1 while you're out of their field of view btw, I am specifically talking about while in S3.