[Suggestion]Nerf all slows effectiveness 50%

Its freaking ridiculous how much slow owns this game atm, the way slow stacks they may as well be permastuns, And the only way to counter it is to buy a warpstone. So reduce the effect of all slows in game making them only slow for half their current values, Wyrmskin going from 25% to 12.5%, Regulus Maim going to 5% 7.5% and 10% et.c

Also implement a minimum movementspeed so you atleast can move a bit.

 

And start selling slow reducing items in the general shop, atm the only way to get it is one unique favor item.

2,492 views 10 replies
Reply #1 Top

yah all slows need to be reduced quite a bit

there is a minimum movement speed - just 2.0 is really low ;)

Reply #2 Top

Why not just not make them stack as much?  Change the formula for adding them.  Order them most effective to least effective on the stack, and make additional slows only work half as much or something.

Maim is too powerful though yeah, with it being passive.  But I don't think oak's or qot's slow needs to be nerf that much, especially considering they don't have a stun.

 

I agree that maim is too good for slowing, but oak and qot's is pretty difficult to land, and like I said they don't have a stun.

 

<Sevenix> there need to be anti slow items in general shop

Reply #3 Top

Maybe maim should get stronger with each cumulative shot you land. So it has a low base value and you have to hit someone several times to reacht its maximum strenght.

So you can at least run away when Regulus hit you only once or twice.

Reply #4 Top

2nd that proposel

Reply #5 Top

 

I'm quite sure that is how it works already, its stacks each time. Which is part why it's so silly atm

5 shots at 10% movement reduction each for example turns out as

0.90^5= 0.59 = 59% speed reduction right there.

Reply #6 Top

I don't think it stacks per spell, Sev. Not sure if that's what you meant? 

Wyrmskin Gloves Slow, if it procs before the last one evaporated, will replace the previous.  Where we run into abuse is that each effect will stack with a different spell that does the same thing.  So Reg's Snare will stack with UB's Diseased claws will stack with Wyrmskin Gloves.  I don't think two players with Wyrmskin can stack that effect, but it doesn't really matter, because it will endlessly replace before the timer runs out. 

I was thinking in this thread that the best solution would be to get back under the hood and rewire spells so that they have no effect while similar spells are in place.  Take out replacement and you've ended stunlocking, shield-chaining, and slow-chaining and introduced some micro

Reply #7 Top

No sevenix Maim doesnt stack with itself, but you usually get Wyrmskin debuff soon or later when you are in a fight with Reg.

What I want that it something like that:

Level 1

I 2.5  II 5.0 III 7.5 IV 10

Level 2

I 3.25 II 7.5 III 10 IV 15

Level 3

I 5 II 10 III 15 IV 20

Should probably be even less, or more hits you need to reach maximum. But just that you get the idea what I am talking about.

 

Reply #8 Top

TLO - would the proc be on each hit or just each hit that the effect triggers on?  I.E. full Snare after four hits or full Snare on % of hits x 4?

Reply #10 Top

Make them not stack like was suggested on another thread, or cap  the stack at a certain maximum %