#Krampus opinions
1 messages · Page 1 of 1 (latest)
Krampus is a cool concept for abilities requiring great use of the abilities for combos but there are major things bad about it
E - slowly becoming the speed of 15 souls makes it easy to land your e but most people would use it for running. The poison gas doesn't deal that much damage unless fully charged
Q - pretty good but it would be cool if the sack could absorb multiple players and projectiles than being a combo extender
I'd say Krampus in it's current state needs no changes due to how easy it can be obtained, the fact that the E can be used to either run away or charge at the enemy with a high AOE present barrage is pretty nice imo, Q in my opinion also needs no changes considering that it's already a good damage dealer and E compliments that which is pretty good
Low CDs, generous hitboxes for both E and Q (you can just punch the person into the E if you miss since most of the time it's only a narrow difference), and overall a good damage dealing ability for what it is
(Forgot to mention, E slows by a lot too if landed)
An ability doesn't need damage to be good, Krampus E slows down the opponent and allows for an easier Q
Even if you don't land Q (which is almost impossible if you're actually near the opponent) the slowness still helps
It would be nice if the E dealt some damage but overall it’s a great ability
I'd say it's fun to use and decently strong
The combos are awesome and the pull feels great
Just the Q is EXTREMELY janky as most of the time your enemies will be pushed away from the ground slam
So make it cancellable and increase the hitbox
Oh yeah the E is too slow, so half it's max wind up and increase its scaling
make an R ability
which kidnaps the enemy in the sack
and releases them after 3 seconds
that would make krampus more fun!!

Preach
Yea, 80% of the time you won't land a groundslam unless the opponent is poisoned
i thought it only worked if they were poisoned
q only grabs people if they're poisoned
u literally did the opposite in ur video
i found that out after
very op
my opinion on krampus it's a pretty decent and fun ability I have been using it for a while I even got a gp to leave the game because of its slowing down ability I still think it should get reworked like add a new ability because it's easy to kill a krampus user really can't be useful for certain scenarios I can think of
like aborbing projectiles for its q ability
i like the idea of krampus but its too weak and doesn't have many interesting gameplay strategies at the moment
i'd like to see it get a buff and get more ways to actually fight people in interesting ways
more tech you could say
another thing is that both of krampus's moves, despite being AOE moves, akin to that of beserker or overcharge, are very easy to dodge
now im not saying this is a bad thing, but sometimes people just hit you as they get sucked towards you with Q and not only dont get grabbed if they are under the effect but dodge your swing and slam completely
Your also so vulnurable while winding up E (and its boring because it takes a while) for minimal gain because hitting wound up presents wont give much more benefit than hitting unwound ones
(not to mention how easy it can be to avoid the presents sometimes)
i want players to fear krampus as that music box winds up, frantically trying to prevent or escape them, not just be mildly annoyed as the krampus runs around them like a fly waiting for their presents to fire
Krampus has potential, but as of now i find it as useful as freeze in ultimate mode
they should make the e do poison dmg
and maybe make the krampus m1 do 15dmg and not 10
very fun to use, but heavily underpowered
the bug that makes you unable to punch people if hit out of E knocks it down quite a bit as well
Q also has some jank to it
the E is cool but does basically no dmg and the Q can only carry 1 person and i had times when people wouldn't go in the bag even though they were touching it, at least that's what it felt like
the Q ability can actually grab multiple people 👀
what
thats nice but it seems really hard to do
it is so its not really helpful at all 😭
It only puts them in the bag if they are poisoned by the E move
....
lol
buff krampus ||nerf soap||
There should be other present types (like a blinding one and a coal land mine) with like a 10% chance of spawning so winding up feels worth it.
Krampus is fun and def unique but imo it could do a bit more damage
Krampus is extremely fun to use, but too underpowered to do much damage to anyone without dying 2 times over.
E: Very good for running and pecking off damage, plus the slow is good for a short duration.
Q: Not the greatest ability to have I cannot lie. It somehow dishes a hit without the slam fully sending, making the opponent dodge the attack, and the slam's damage itself does only a bit more than an actual punch, but with a way longer windup.
Overall: It is a fun ability but lacks any power to be used as a proper combat ability. I say this ability is going to be more annoying as an ankle biter than as a threat.
It's like Mystic. Could have been strong, but lacked any power to be used what-so-ever.
How good is Krampus in terms of strength?
78
128
3
Underpowered
How fun is it to use Krampus?
80
126
2
It's okay, just not my go-to ability
Its hard to use on mobile
ability very interesting and funny, but its really hard to use it on mobile, if they rework E ability that was be great
it's easier to use on mobile than on pc
on pc, you have to hold your finger there
on mobile, you can just swipe to hold
and then a second tap to release
Oh, I didn't know about this, ty
One thing I can't get over, is how hard it is to actually get someone into the bag for the Q ability, it only works like 1/5 times. Everything else is good, there could be more to it tho.
apparently they have to have the effect on them when u use Q
My main problem is the name of the badge itself. It made me think it had something to do with crafters obtainment, but it was just some wait and see hour for a tiny chance of getting the thing