So,, my normal team lost 80% of its damage and trunda (who was only acting as a dps no resets in the team) is now my worst dps from all. My Hard and brutal teams lost 60% and they are a traditional team and a teox lizard team. So far, only 4 people in my clan has even posted numbers and half of them can't get anything anymore and it is oh, so fun having 4 invincible heads. It's not a fun run anymore (and all of my teams made turn limit, so if they were trying to get me devoured, they failed)
Anyone that made the turn limit counter lost 33% damage automatically from the 1500-1000. For me I lost an extra about 12-15% damage. 1b - 655m on NM with 1 team, 853m-458m on another nm team, so far I did 1 brutal run and its damage went from 520m down to 327m. It sucks not seeing the big numbers, but the people I'm competing with also have taken the loss. I tested a team yesterday, Hard hydra Mithrala, Maud, Warchief, Uugo, Dark Athel, and Thea the Tomb angel. They made 900 turns for 108m damage, and yes I get the damage sucks, I didn't keep the key, only to prove that even without a massive collection, i could still get reasonable damage and a reasonable run by just knowing what I'm doing. I think Plarium does need to look at the feedback, and re-tweak it a bit. First off. They have really put a hole in Single target damage dealers. champions like Varl, Ninja, Michinaki. They are taking a bigger hit, because you have increased your chances of constantly bringing single heads back. My Varl and Rathalos managed to just delete a full neck's health bar in a single hit. So to fix this. Plarium should consider, at the point you have 2 Serpent's will buffs on play, any new head to join the fight cannot come back with the buff. Second I would evaluate wrath's ability to gain stacks when immune to damage, even HP burn which isn't doing a hit just procing off another head its giving him extra stacks when immune. So lets calm that down. Next How masteries now interact with the heads. So previously killing a head will not proc masteries for adding speed for how many kills with whirlwind of death, will not increase damage for how many kills off kill streak. Ok before fine, but what we had before, Single out, massive hydra talent, 8% damage increase to targets below 40% hp. Previously the neck was considered at 0 and you got the bonus, now you can't get the bonus till you pass that 40%. Champions that have something built in their kit, where a skill does 1 thing above % and something else below a certain %. Take Gizmak the Terrible's A1 in alt form, last week against an exposed neck it always AOEs. now he won't due the target needing to be below 50% hp. These are my issues I feel like needing to be addressed. Enemy max hp champions (except Gnut/Septimus) got a massive boost to their viability again, that's great. Especially Marius. Decrease speed to me is still massively important, but its going to require thought. So if you're not whiling to manual, then don't bring decrease speed, and just know, that you're gonna do much lower damage than someone that brings it and controls their fight.
There is nothing you are or any can say make anyone feel ok about it. You all with a big stout roster of champions can compete. Feels like you are patting us on the head like a dog. The struggle for us is now astronomical. Talking to us like it's all good man just stop it your foot is going in your mouth.
Bro calm down. These hydra changes affected everyone. What's important it's how you approach these changes and make it better. Change the teams that gave you a lot of dmg, experiment with champs you have and their abilities. There is always something out there. If your team isnt good enough for Hydra, then just don't do it! Stop crying over spilled milk. The changes have already been made. You can't do anything about it. Stop with your incessant complaints and grow up.
its been 2 days since the changes. This stuff is effecting everyone, we are all working on teams, different set ups. There is stuff that would be better, like a max of 2 heads with serpent's will possible at a time. But there is no reason to be acting like this.
So,, my normal team lost 80% of its damage and trunda (who was only acting as a dps no resets in the team) is now my worst dps from all. My Hard and brutal teams lost 60% and they are a traditional team and a teox lizard team. So far, only 4 people in my clan has even posted numbers and half of them can't get anything anymore and it is oh, so fun having 4 invincible heads. It's not a fun run anymore (and all of my teams made turn limit, so if they were trying to get me devoured, they failed)
Anyone that made the turn limit counter lost 33% damage automatically from the 1500-1000. For me I lost an extra about 12-15% damage. 1b - 655m on NM with 1 team, 853m-458m on another nm team, so far I did 1 brutal run and its damage went from 520m down to 327m. It sucks not seeing the big numbers, but the people I'm competing with also have taken the loss. I tested a team yesterday, Hard hydra Mithrala, Maud, Warchief, Uugo, Dark Athel, and Thea the Tomb angel. They made 900 turns for 108m damage, and yes I get the damage sucks, I didn't keep the key, only to prove that even without a massive collection, i could still get reasonable damage and a reasonable run by just knowing what I'm doing. I think Plarium does need to look at the feedback, and re-tweak it a bit. First off. They have really put a hole in Single target damage dealers. champions like Varl, Ninja, Michinaki. They are taking a bigger hit, because you have increased your chances of constantly bringing single heads back. My Varl and Rathalos managed to just delete a full neck's health bar in a single hit. So to fix this. Plarium should consider, at the point you have 2 Serpent's will buffs on play, any new head to join the fight cannot come back with the buff. Second I would evaluate wrath's ability to gain stacks when immune to damage, even HP burn which isn't doing a hit just procing off another head its giving him extra stacks when immune. So lets calm that down. Next How masteries now interact with the heads. So previously killing a head will not proc masteries for adding speed for how many kills with whirlwind of death, will not increase damage for how many kills off kill streak. Ok before fine, but what we had before, Single out, massive hydra talent, 8% damage increase to targets below 40% hp. Previously the neck was considered at 0 and you got the bonus, now you can't get the bonus till you pass that 40%. Champions that have something built in their kit, where a skill does 1 thing above % and something else below a certain %. Take Gizmak the Terrible's A1 in alt form, last week against an exposed neck it always AOEs. now he won't due the target needing to be below 50% hp. These are my issues I feel like needing to be addressed. Enemy max hp champions (except Gnut/Septimus) got a massive boost to their viability again, that's great. Especially Marius. Decrease speed to me is still massively important, but its going to require thought. So if you're not whiling to manual, then don't bring decrease speed, and just know, that you're gonna do much lower damage than someone that brings it and controls their fight.
There is nothing you are or any can say make anyone feel ok about it. You all with a big stout roster of champions can compete. Feels like you are patting us on the head like a dog. The struggle for us is now astronomical. Talking to us like it's all good man just stop it your foot is going in your mouth.
Bro calm down. These hydra changes affected everyone. What's important it's how you approach these changes and make it better. Change the teams that gave you a lot of dmg, experiment with champs you have and their abilities. There is always something out there. If your team isnt good enough for Hydra, then just don't do it! Stop crying over spilled milk. The changes have already been made. You can't do anything about it. Stop with your incessant complaints and grow up.
It's a game lad. Grow up
@@owenbass1178 exactly.
its been 2 days since the changes. This stuff is effecting everyone, we are all working on teams, different set ups. There is stuff that would be better, like a max of 2 heads with serpent's will possible at a time. But there is no reason to be acting like this.