#Hit
1 messages · Page 6 of 1
Allies dont matter if you stacked ur passive, if you proc ur passive near their tower then ur not getting them anyways,
It does matter, the blinded enemy can get vision from their allies vision
Which in return, let them escape back to the towers vision.
I doubt thats how it works
It does sadly
cause if it did hits ult would be useless on boss
And hits ult on boss is the best ult for a tech
Or 2nd best cause of kid buu now
Is useless on Boss, unless you hit all enemies
Still not useless cause ur still applying energy defense down to boss.
Yes, but we are talking about its blinding effect right now. Not the energy Def debuff
Im talking about his ult in general
Its very far from useless
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.
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
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
he shouldnt have received any other buffs
In fact im surprised thats the only nerf they gave hit
Hit is easy to counter with a bunch of aoe
And considering all characters in the game who has BIG aoe
Yeah and hit was still very much viable in a meta that counters him from top to bottom
There is definitely alot of issues to be found with this
Hit was only good, because there was players who knew how to use him.
He does, you have no idea how many bad hit players I ran into
And that was in A rank lobbies
The only skill u need as hit is positioning
which was free with S3
therefore it took all skill needed
Is not only that, you need to time it
Do it too early or too late and you get caught by aoe or stuns
Then ur positioning was off to begin with
which again
is free with S3
or was before patch notes
It wasn't, did you see the crazy aoe with kid buu or vegito spirit sword?
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
My friend is a hit main on tech, he did perfectly fine in an AOE slop meta and he's a snowball hit player
Same here
Most of the AOE slop counter is very much outplayable
Of course, one other factor is coward DPS players with me
SV is the only character where i can semi understand it
But outside of SV there is no excuse
Kid buu body part extend both his scream and stun grab
Why are u close to him
his s3 has like 10 second cooldown
Ur fighting kid buu post S3
You forget one thing. His had a crazy range on his s1
But how are u getting hit by it
u can most likely predict where the kid buu player wants to set his S1
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
However, it went much better when I had a friend with me in the match
But if you see kid buu being close a dps post S3, why would u waste time trying to snipe him
just go farm
Hits farm is horrendous
Is during the kai
Especially on hit, you shouldnt be wasting time with farming
Can't let the enemy take the Kai constantly
So I hide in bushes, waiting to snipe the kai
then snipe kai with beam?
yeah hit can do that but u also have to help ur dps get out of situations
Thats ur job as a tech
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
Most DPS random I play with seem to not pay attention to the map
Is even worse when they expect me to defend tower when boss arrive
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.
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
Dude hit can't do everything, have some damn empathy and think about the player playing the character
A majority of all hit players aren't at S rank they don't have this positioning ability
So why help them
let them get better at the game
no
hit is toxic lol
Your friend is probably a really good hit, he does not represent everyone, the majority. He is probably one of the minority. To base your opinion on saying the changes are deserved because a minority of hit players that was able to abuse hit is ridiculous. Hit isn't played only by people that are really good, they are played by everybody else across all skill levels
Thats like saying daima didnt deserve a nerf cause only good people used him
Like what
Ofc hit deserves a nerf when he's literally overtuned
no matter the "skill" ceiling a character has
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
You're right, daima did deserve a nerf because he was too broken. Most people don't play him because they don't really understand how to play him and so he got buffed thinking the hero was bad. But the end result of buffing daima cuz of that train of thought was that he was over buffed and was in need of some nerfs
Exact same thing applies to hit, therefore his nerfs were more than justified
Exactly this, people will always complain. You can't ever satisfy everyone. But that's the point of balancing. You can't cater to just one person saying this guy needs a nerf. You have to look at the game as a whole. Is he busted in lower ranks but not used in upper ranks. What is the ideal situation for characters? Should they always be playable among all ranks?
They have to nerf very problematic characters even if they do nothing in lower rank.
Hit was one of them
So was daima
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
Of course you do, but you don't accomplish that by nerfing characters to the ground. You need to have the good and the bad
Hit is not bad
If hit "mains" are now bad on hit after those nerfs, they were probably Hitting it on gekishin high at best
There is no need to counter buff that character what so ever
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
That we'll have to see. I haven't been able to play him properly yet to find a general consensus
slowness, energy defense down for free is still insanely strong
Yes but for a character whose entire theme is to limit the enemy player's vision. It feels kind of redundant to take this away. I wouldn't mind if there was some other kind of tradeoff like taking away energy defense down entirely
That energy defense down shouldve never been added to begin with
I mean, this wouldn't have mattered much if the meta didn't revolve entirely around energy AoE. But it did so it's def an issue. But it might honestly be hit's saving grace if these nerfs really mess him up bad
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
Of like making each character be situational. To not make the meta so repetitive
Its just a matter of being invis 24/7 the moment u reach lvl 8
Is super unhealthy game design
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
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
It's unhealthy but his entire kit revolves about him being invis as much as posible.
So if you remove it and give nothing in return you essentially destroyed how the character is meant to be played.
Hit mains, what do you think of the nerf?
How’s your friend doing on hit after these changes? I haven’t been able to play at all since the day of the changes
Hes been fine with him, ofc not as broken as he used to be but hes more than playable
I feel the dmg of the skill 1 so low compared to the prime of hit
Idk if Is because I changed cards
Hit s1 boost did 1/4 of my health as Bardock
Anyone having any success with this character post-nerf? It's impossible for me to get value in lane or in team fights now.
I’ve only been able to play for a day and that was at the start of the season but I thought was still pretty cracked
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
Only thing I remembered struggling with was securing kills cuz I couldn’t rely on s1 s2 and vanish away to safety anymore
I really wanna know how you're going about his core gameplan
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
era?
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
Enhanced rush attack, it’s just short for rush attack while in stealth
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
That’s what I was doing too
Which do you still run backstab? Cuz I was debating whether to swap to a second vanish step to utilize the combo more
Also, I think what the other guy meant was that it’s better to save s1 for after stealth cooldown has started so you can shorten the cooldown, thus making it feel awkward to be unable to use it during stealth because the most value you can get out of it is after s3 is on cooldown
Skill 1 already gives shorten cooldown even during stealth cooldown it just doesn't start going down until your out of it
The problem with using S1 mid-invis is that it isn't allowing your S3 to charge up mid-invis
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
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.
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.
now they have totally destroyed Hit
they even nerfed Backstab now
immo, I don't feel like playing Hit anymore
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
Also so much aoe
Honestly there's not much you can do. Proccing FOD while they're around their teammates doesn't do much because they share vision, but you can try to pick away at whoever is most split off from the rest.
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.
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.
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
I also run snowball since I like the extra damage (been told though it’s not a good one for him)
using S1 while invisible actually is even MORE valueable because it still gives cooldown reduction it just doesn't keep going down until your out of stealth
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.
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.