#Who thought giving Kallari a lock-on ability was a good idea?

18 messages · Page 1 of 1 (latest)

meager elk
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Kallari is the epitome of a character made for skilled players, with her high skill ceiling and everything. Why would you give her a lock-on dash when there's so many things you could've done. So much wasted potential here..

You want to move away from lock-on abilities, yet you give one to the character with the highest skill ceiling in the game?

I really don't get it. What is the purpose here?

clear zodiac
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This feedback isnt valid you havent played or played against this new version of kallari. They have tested it and gotten feedback on it (The validity of the feedback is unknown as not a part of it) but they do collect feedback on stuff before they release it. Give it a shot and see how it feels before you write feedback like this cause mathmatical feedback is really the only feedback you can give before having access to test it yourself.

Also lock on is not unhealthy and does not take away skill from heroes. Morigesh has lockon but has a lot of inherit skill espression with her movement and positioning due to her low range. Also at some point Lock on CC will exist as it will be needed. Lock on CC will be weaker then skill shot cc and be primarily setup for picks but it will help deal with mobility creep which is already becoming and issue and will likely get worse.

TL:DR try stuff before you get mad at the devs and lock on is healthy for the game if done right so there is no reason to complain about it

hard oxide
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smokie said in chat that it wasn't lock-on.

clear zodiac
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its probably better as a lock on because doesnt that mean kallari can't use it as an escape and only and an engage

hard oxide
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ye probably

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lets just delete assasins tho. =]

random pecan
hard oxide
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yes

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oh god, was he wrong?

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ah fuck

random pecan
marble ibex
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It's a lock on because we don't want her to have another free escape but as we mentioned, part of moving the S1 to 1.5 is so we can get your feedback and iron things out so I'd encourage you to go in with an open mind and give it a go for yourself. We're always willing to change things back or iterate if needed

meager elk
marble ibex
astral sand
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im so happy they changed kallari the old pred design of her was horrible tbh

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and still she have skill ceiling with 2 daggers to aim and ult

turbid field
# astral sand im so happy they changed kallari the old pred design of her was horrible tbh

The part that never convinced me about Pred Kallari was her E, that was just a button with free damage and nothing more, you pressed the button and it applied it effect, it was an active ability that worked like a passive ability as is something that was always going to happen, except in the case of using it with a dagger, so its a really good move to move it to the passive

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The only problem that I see is that maybe the are overbloating her kit like they do with the majority of the heroes. There is a moment that the more things you put in a hero, instead of making it more skilled or harder to play, you make it easier and simpler, as the more things to have to use you have, the easier will be to do your plays