Tiberius' Ultimate generation card is one of my favorite in the game, it adds much to his gameplay and honestly could even be a talent(better than predactory instincts btw).
I remember when it just came out and it was giving you 4% ult charge per second instead of 3%, so you got 16% ult charge instead of 12%, and in a long run, it was getting you ultimate way too fast, and you could barrel roll around like crazy every minute or two. It was fun af, but then they gutted the card a bit. I get the reason why, but it's kinda sad. Now it takes more time to get the ult, but it's still very powerful.
oh yeaa ive beeen spending about a week or two trying to make a decent card deck for Yagoroth 😅 Tho tbf im still pretty nooby when it comes to trying to build a champion even with all the guides and gameplays ive been watching
Back when old old Veteran was a thing (faster healing out of combat) and nobody used it, I always liked the idea of making Veteran reduce the time it takes for out of combat timer to expire. As of right now, it takes 5 seconds for the out of combat to activate. Why not make an item that reduces that time? I feel that item would make cards like Slip Away useful.
Terminus's cards are so impactful to his gameplay that they should be his talents. Stuff like stacking charge decks or calamity blast spam decks change up his playstyle so much that I'm surprised they haven't became talents.
17:39 to be honest on some maps like fish market out of combat card can be valuable on skye, if playing against strix/nessa, so you can run through the map being undetected(Q gives info +- where are you). But yeah, very very situational. Only several maps and against 2 champs. if combine it with hidden length and nimble, you can cross really huge distance very quick
Waiting for Evil Mojo to fix Skye's Victory Rush, Dissipate and Ninja cards not working after Victory Rush procs once. I reported this bug 300 times and it's still in the game. So if you're a Skye player, go report this bug.
Skye has a card called cloak it increases the duration of "hidden" by 1 second per point invested up to 5 seconds, its a pretty bad card since you don't really need the extra 5 seconds most of the time, it would be better if it was 2 seconds per level, the bigger problem is its only real use case, that being pairing it with preperation, isn't possible, the talent explictly stops that synergy from working, which is the dumbest shit ever, that needs to go.
This is all great. I take SO much of your advice. But unfortunately most of the time I get in a team of inexperienced (I'm being nice) people that play terribly or go afk or we have a terrible comp. The only way for your guide/analysis videos to work is on a competent team. So where can I find a good community of players that are interested in improving and aren't toxic? Thanks for all you do Andrew!
I feel like cards have fallen off a lot as the game has gone on. When I compare building for Andro Evie or Buck to a newer champ like Vora it's insane how Vora's cards seem to barely make a difference while the older champions' cards dictate your entire playstyle.
6:28 they did this at the same time they removed Sky's on kill talent and when kill to heal became elimination not kill dependent to reduce the penalty from having a kill stolen
All of Saatis dead ringer cards are completely useless even if you run the dead ringer talent you never run those cards with the exception of hide and even then it’s still provides nothing
Willo has a movement out of combat card.. I ran it for a while and it does help... but it's in such a niche area that it helps, that I don't want to commit loudout points to it. The main way it helps is getting back to the fight after being dismounted. Or maybe on a map like Ice Mines once you've lost your horse. I don't know if I would want to see out-of-combat go to all the time, or the cards be removed and tweaked to something else. As in the case of willo, might be fun to have a blast radius card over a movement speed... or maybe a reduced wind up on her flutter.
9:26 I don't play Saati, but Hide Lv5 should be 2.5s. She supposed to be a stealth character, at least make her stealthy with a build. 9:40 "Cards to the Max" is fun, and also shows what cards needs to be buffed or nerfed, or even be fixed! Viv has card "Lightweight Alloy" which at Lv7 brings iron sight 105% faster, which if you try it, it's so glitchy that it's better not to have this card in this game mode LOL. 16:34 ..which is less than Tyra's built-in lifesteal of 15% xD 17:34 "Slip Away" = double it and it might be actually worth it! "Tactical Reload" Lv5 = your weapon don't consume ammo for 2.5 after elimination! "Twilight Armor" = Gain 50 MaxHP per level. 18:55 "Lie in Wait" Lv5 = Gain 100 HP every 1s while standing still, OR, gain 25% DR while standing still.
I 100% agree with the Saati problem, I love playing Saati so much, but because her cards do literally almost nothing the majority of the time she can feel so boring, her fall off range also feels horrible to be honest, if they made a fall off reduction card Saati would be more viable on certain maps and highgrounds, but she just in general needs a card rework, sometimes I even think mid building "What do I even change here? X does nothing, Y is way too situational", and it feels horrible. I could even understand if it was like a 20% fall off deduction, or make deadringer be more impactful, but that's just what I wish they would do, but on the brightside, we have customization unlike Paladins 1.6
I legitimately believe that the rest of her kit is mid purely because of blast back, knocking someone in the air means that they can't do shit unless they have a movement ability but if it's on CD then you're as good as dead.
the problem with caspian stack ending card is the stack mechanics... I said a year ago that the buff mechanics of caspian should be reversed... starting full stack and loosing 1 stack with each missed shot of love/war... and 1 stack with each use of love/war (so 2 for misses and 1 for hit) because back then caspian was too strong once buffed and too weak without... then those stack loosing thing would had been better... cards could had be made to reduce the time it take to gain back stack, reduce the delay, or with %chance of gainning stack on eliminations or hit etc that would had made caspian more bursty by default, like a "fencer duelist rogue" should be... and depending on the build could be build mobility, sustain range damage, more bursty short range flank.. etc...
I think for newer champions it's really a case of powercreep and bloatcreep... except when you combine cards, talents, and the champion itself? Not really. A lot of the random passives or additional effects on champions aren't significantly more bloated than a good loadout and talent combination on a lot of open beta champions. If Caspian was designed in Open Beta era? The Love and War stacking passives would instead be a bunch of cards or a talent that he could pick. Rogue's Tempo having faster projectile speed at higher stacks? That could've been a card. It's really a matter of base kit vs. talents vs. cards all adding up to one champion's power budget like, Saati? I think she's going to be hard to balance because of her lack of cooldowns so cards cannot be too impactful else that one ability will be spammed too much... of course, unless they realize that they too can add internal cooldowns for the cards to prevent this issue so I hope they just realize that. I'd even say Lex is a modern victim of this (in terms of talents) in that Discovery and Heroism both used to be super impactful talents with insane effects (30% bonus damage on Retribution targets AND 15s cooldown reduction on Retribution? Of course 90% DR + CC immunity is going to compete with that talent and even be considered trash tier for 5 years in comparison) but by putting the buffs in his base kit and making the talents weaker... I feel like Heroism and Discovery are both lacking impact now. He might as well be default Lex except with slightly more damage, default Lex but you die half a second later, and Death Hastens which lowers your DPS but makes you more consistent. I'm not even a Lex main but goddamn one of the most boring flanks, IMO, now has one of the most boring talent selections... like Zhin. But also, let's be fair, at least half the cards in this game are filler cards. My comments are just for a few champions but majority of them are just because they're not balanced well. It's one thing to have 90% of cards on a champion to be unimpactful because that's the power budget issue that can't be solved by just buffing cards. If a champion only has 4 good cards and 12 horrible ones? That's just a matter of being unbalanced. And it's not like cards can't be buffed because "oh they're balanced as filler but not at level 5" because they can already make cards scale less if they wanted to; Nando's knockback card is {800|200} so it's fine as a filler but not overwhelming at level 5 and yet it's still an option if you want to go from budget Ash Bash to basically an Ash Bash. Yeah, no, I agree, cards can be so much better. Caspian can have % CD decreases on Deadly Momentum if Everywhere at Once is taken into account, for example.
Damba has many super good cards, but he also has couple bad ones that are not worth to pick over any of the good ones. People usually have very similar builds with the couple really strong cards, but the levels on the cards are just different depending on what the player likes most.
there are some cards that I don't even use because they just don't fit my play style, like this reworked khan card that I never used and I didn't know about rework until one of my friends told me.
An issue you forgot to mention is some cards look good on paper, but their execution is awful. An example would be A Brief Respite and Flurry, they have good scaling; however, *they only affect one charge instead of both*, no reason to use them over Everywhere at Once. Or back when Measured Cadence had Rogue's Tempo card effects, Shady Dealings is a bad card and was the ONLY card that did not work with the talent. Another example of bad cards are the ones that you need in order to fix a bad ability. For example Ruckus, you can't play any talent without Fuel Reserves due to his base dashes being horrendously bad; and even if you are using the card, your choices are very limited. Cant use rocket cards unless you use Rocket Barrage; all but one shield cards have terrible scaling, therefore no reason to use them with Flux Generator. Aerial Assault is the only usable talent because its cards have at least 1 mandatory and 3 usable. People play Aerial Assault with Fuel Reserves 5 because it fixes the terrible base movement ability. I'd be down on having an entire update dedicate to card changes. Like 50 card changes in one update, that would be enough for people to try other builds and experiment more. More experimentation = more feedback Best part of this update is Shield Raum can exist only because of buffed Guardian. If items can improve card effects, then I dont see a reason why they cant do changes for cards since most of them only need 1 number change and they become instantly better
Apart from the scaling, I always thought the amount of ranks each card took was redundant. It always ends with 5,5,3 build or 5 4,4 or 4,4,4 which clearly makes only 2-3 cards of a deck of 5 mean anything. You always end up just adding speed/amo or hp level 1 cards at the end for a somewhat passive effect, rather than it having a proper change in character feel. I would like to see all 5 cards have a role in a deck. I think better scaling and a 3rank level system will do the game better. rank1 being the same as current cards level2/3 ( 2.5level ), rank2 being like current level 3/4 and rank 3 being current level5 card. This will also make some cards more viable and easier to balance, since changing current scaling as you suggest can make cards viable, but like I know them, only at level 5 or even broken at high levels yet useless otherwise. To some it up: Rank 1 card should add some change or feeling to your playstyle Rank 2 card should stabilize that playstyle Rank 3 card should commit you to that playstyle * This doesn't change the max out cards a much since Rank3 and Current Level5 would be the same, but this change will make rank 1 and rank 2 cards viable. Example, current starting at 10 then 20/30/40/50% movement speed after dash at current system and my system rank starting at 20% then 35%/50% changes your playstyle entirely even at low levels. This means that even though both systems maxed out ends at 50% it makes the card viable towards your playstyle for existing in the deck, rather than sitting in the final 2 slots of the deck doing nothing. Keep in mind that this does mean reducing the 15 point system to something more fitting
I dissagree on that nessa card... use it in my build on level 2 so it doesnt consume much of my points, but when is enemy flank lame or enemy team doesnt have a flank at all, i can land (+-) 2 more fully charget shots before i have to reload. which is nice. In combination with open season its even better.))
I think they should rework Raum's primary weapon so that it would start off very inaccurate and become more and more precise the longer you keep shooting, that would inmediatly make his ignite ability x10 times more interesting and useful, not to mention that at least three of his cards would inmediatly became actually useful and feel less of a filler
I love Betty's cards. They make her playstyles vary drastically. You can make her bounce arcross the map. You can make her spammy in both grenades. And you can make her drop nukes on the point with aoe increases. If only her real nuke of her talents wasnt as buggy as id like 😔
Hey, I have a stupid off topic question because I just started playing Paladins 2 days ago. If anyone in comments has the answer let me know. What health restore items work on Lilith's blood health and what ones do not? What's best to buy when nobody is healing you and your about to die always and there's a flanker you have to solo kill?
They all do. Bloodhealth is just the portion of your health that you can cast abilities with. Anti-heal affects any normal health gain, but I believe the bloodhealth gain from hexing an enemy specifically isn't affected but I don't play her enough to remember. Going out of combat fills bloodhealth also.
Tô keep with the terminus simping that you probably already noticed. He does have good cards but the problem is that he's the one I feel the most the card point cap. Basically he's too depended on every card. Also if you want to at least chase other champions you need to hoard his calamity blast to get a decent move speed (to hit only 550 damage per swing every 1.1 second. it feels like every other tank except has more damage than him). At this point they should just rework him completely. One good skill on a completely useless kit doesn't make the champion balanced.
The biggest issue is deadly momentum is far too powerful. It snowballs far too much, and 98% of players wouldnt be able to handle it. Hell, 80% of players, against a mediocre caspian, already cant deal with him. I cannot tell you how many times ive seen a lvl 0 caspian just absolutely wreck everyone. This next bit is a serious critique, and i would like your response in this andrew: far too many of your takes on whay champion or card loadout is good or bad is based on high elo game play. How many of your viewers are diamond, plat, or gm? Maybe 1 in 500 or 1 in 1000? I watch nearly every video you put out, and i agree with a lot of what you have to say, but you rarely seem to try seeing things from the majority of your viewers' perspective. I'd like to see you ask your viewers in a poll what their rank is, if they have one, and potentially put out videos on how best to climb to the next rank. Thats what i struggle with.
Saati is one of the strongest champions despite having a mostly bad deck. Her talents are so incredible that it carries her into the S tier of damages imo
The problem is that making 16 cards that are interesting and worth of being used, to every champion and have it be balanced can be a nightmare. Some champions could have 20 cards, some could have 12, do you know what I mean? It is easier to come up with card ideas that work in practice for some champions than others, and I guess that is what we see with those random cards that are just there to fill space and make it to 16.
Dude, the Raum card "War-Torn Plains" has to be the worst card in the game. 5 points gets you a total of 20% reduced time to spin up his gun. When you're going to press ignition anyways to immediately spin it up every fight. But seriously, 20%???? that's it??? Of that useless stat? It could make it instant spin up for 5 cards and I wouldn't even take it.
Personnally I hate the extra health cards on most damage champion... I think those should be removed, on tanks it make sense. also I think that all blasters damage should be changed to be considered as ability damage.... by default... that would change the items meta... that would make that Ash(default), Betty, BK, Dredge, Drogoz, Evie, Imani(pyre ball), Pip, Willow; I would add "stream" weapons like Grohk, Fernando and Yagorath; and a special for Kasumi voodoo doll attack that I would make it also by default "ability" damage. Ash's talent slug shot would make her AA back as basic attack damage) Azaan "eternal" talent could make his basic attack a Blaster aswell.
i feel like a bunch has to do with game devs not caring nowadays. like the sbmm topic. like i play with a friend and we absolutely carry ever or almost every match but we lose like 5-10 games in a row because we win 1-2 matches and the game just throws us against basically 4-5 stack of grandmasters and pairs us with people that practically have no common knowledge of the game. i love the game but when i am losing like 75-80% of my matches it get frustrating and makes the game less fun to play. i love but im not sure how to actually have playable matches without running a 5 stack of my own. i grinded ranked a lot this season because of the soul fact i actually got good teammates that know how to play the game but magically the second i hit diamond 3 i have people on my team that should be in plat or gold and im going against people that should already be master or grandmaster. maybe its me i dont know. still love the game even thought it feels like its falling off hard
The main point you didn't mention is that they make strong champions by themselves, so cards should be bad to balance it. Take buck/ando and saati into conparison. They both w/o cards are nothing, while saati can be still kinda strong, even if you have no loadout
I feel that on Saati lol all I did was max the ammo cards and then just run around shooting people with the gun, barely ever touching the abilities. So many people expect you to just shoot your coin all day that they have no clue how to fight you when you just run and gun.
Grand Design should just allow corvus to be healed for 50/.../250% of the mark of fate target's liferip... that card wouldn't grant liferip.... and would require the other players to GET liferip for it to work. so then Shadow Tribunal could instead grant 10/../50% Extra liferip on mark of fate's target(s) removing the soft and hard cap of liferip (dim. return) and allowing to go above 100% liferip... so those 2 card would allow some different gameplay still relying on special comp to work pretty well...
You can make a loadoutless Dredge by putting 5,5 and 3 points in the 3 cards that have no effect with Hurl. Then run the 10% movement speed on portal and 1 extra ammo card at 1 cause those are fuckin useless lmao
Answering your "why not buff liferip cards, because liferip item was buffed" buffed liferip on item is ok because you don't start with it maxed, and once you can max it, its value is compensated by cauterize. But starting with strong liferip cards in the deck could be too powerfull in earlygame. So, seems like not fine idea to me Also liferip cards are getting progressively worse with match prigression due to core game mechanics, better choose DR.
Betty lamaba Gotta bounce Here is the build fir movement Fire from above levl 4 Queens entance levl 4 Styalish destruction levl 5 From betty with love levl 1 Bounceing betty levl 1
IMO Caspian asynergies cards make sense, because if they can be synergiesd then evil mojo have to nerf them so it would be another Saati cards situation.
or nerf champion so much that they would be dependent on those overtuned cards. Balancing was never case when putting 5 instead of 10 will solve the problem.
most azaan cards are lame because azaan base kit is too strong... the Ire buff of damage redux AND damage buff should be adjusted... many possible alternative... make that it's either one of those... and a talent/card would add the other one or nerf both default value and make talents/cards to buff thsoe back... then allowing to make more potent card with damage redux and durations actually viable... cause azaan is already powerful by default... that's why the talents are so lame... maybe give him that "persistence" talent remove the diminushing return of liferip AND allow all liferip self-healing you get to also heal allies within 25 units aswell... that would make a change aswell... I understand that the idea of Azaan is to have long CD and be a default tough guy... but talents are pretty bland and so are the cards... so like nerfing the default Ire buffs by 50%...then Eternal (keep same effect) but also turn his basic attack into a blaster doing ability damage. Persistant (keep same effect) but also remove the damage redux gained from Ire and buff Ire's damage bonus. Tempering (keep same effect) but also remove the damage bonus gained from Ire and buff Ire's damage redux.
I'm starting to feel that diminishing returns is just killing a lot of interesting possible loadouts and making it so monotonous, rather than actually balancing the game. Just reduce diminishing returns effect or straight up delete it.
Imani probably but Octavia I don't think so. She's from the fps squad along with Victor, Tyra strix, kinessa and Vivian. They are not made to be complex, they are made to attract fps players to the game.
@@no.notfromRDRand they will still be like that, it is a card change, not a base kit change, if a person wants the main playstyle, let it be, if a different fun playstyle, let it be
The next patch should be just cards.
That's an amazing idea
Talents too
yes some of them NEED rework asap
Tiberius' Ultimate generation card is one of my favorite in the game, it adds much to his gameplay and honestly could even be a talent(better than predactory instincts btw).
I remember when it just came out and it was giving you 4% ult charge per second instead of 3%, so you got 16% ult charge instead of 12%, and in a long run, it was getting you ultimate way too fast, and you could barrel roll around like crazy every minute or two. It was fun af, but then they gutted the card a bit. I get the reason why, but it's kinda sad. Now it takes more time to get the ult, but it's still very powerful.
yeah I'm using it in my main build so it becomes kinda 4th ability with longer cooldown
“This much in 20002024” -AndrewChicken😂😂
16:54
I hate most of Yahorath's cards.
Only like 3 of them even affect travel form despite it being extremely important.
oh yeaa ive beeen spending about a week or two trying to make a decent card deck for Yagoroth 😅 Tho tbf im still pretty nooby when it comes to trying to build a champion even with all the guides and gameplays ive been watching
Back when old old Veteran was a thing (faster healing out of combat) and nobody used it, I always liked the idea of making Veteran reduce the time it takes for out of combat timer to expire. As of right now, it takes 5 seconds for the out of combat to activate. Why not make an item that reduces that time? I feel that item would make cards like Slip Away useful.
Terminus's cards are so impactful to his gameplay that they should be his talents. Stuff like stacking charge decks or calamity blast spam decks change up his playstyle so much that I'm surprised they haven't became talents.
17:39 to be honest on some maps like fish market out of combat card can be valuable on skye, if playing against strix/nessa, so you can run through the map being undetected(Q gives info +- where are you). But yeah, very very situational. Only several maps and against 2 champs. if combine it with hidden length and nimble, you can cross really huge distance very quick
Waiting for Evil Mojo to fix Skye's Victory Rush, Dissipate and Ninja cards not working after Victory Rush procs once. I reported this bug 300 times and it's still in the game. So if you're a Skye player, go report this bug.
Paladins Season 8: The Rework Update
(Actually 🤓☝🏼, it would be really good, we don't need more champions, just stronger cards and impactful talents)
I fully agree, I haven't really cared about a new champion being added since Corvus was a thing, and so much of this game feels old and outdated
Skye has a card called cloak it increases the duration of "hidden" by 1 second per point invested up to 5 seconds, its a pretty bad card since you don't really need the extra 5 seconds most of the time, it would be better if it was 2 seconds per level, the bigger problem is its only real use case, that being pairing it with preperation, isn't possible, the talent explictly stops that synergy from working, which is the dumbest shit ever, that needs to go.
This is all great. I take SO much of your advice. But unfortunately most of the time I get in a team of inexperienced (I'm being nice) people that play terribly or go afk or we have a terrible comp. The only way for your guide/analysis videos to work is on a competent team. So where can I find a good community of players that are interested in improving and aren't toxic? Thanks for all you do Andrew!
I feel like cards have fallen off a lot as the game has gone on. When I compare building for Andro Evie or Buck to a newer champ like Vora it's insane how Vora's cards seem to barely make a difference while the older champions' cards dictate your entire playstyle.
6:28 they did this at the same time they removed Sky's on kill talent and when kill to heal became elimination not kill dependent to reduce the penalty from having a kill stolen
I came from the future just to say that Mr. Paladins attacks again.
All of Saatis dead ringer cards are completely useless even if you run the dead ringer talent you never run those cards with the exception of hide and even then it’s still provides nothing
Willo has a movement out of combat card.. I ran it for a while and it does help... but it's in such a niche area that it helps, that I don't want to commit loudout points to it. The main way it helps is getting back to the fight after being dismounted. Or maybe on a map like Ice Mines once you've lost your horse. I don't know if I would want to see out-of-combat go to all the time, or the cards be removed and tweaked to something else. As in the case of willo, might be fun to have a blast radius card over a movement speed... or maybe a reduced wind up on her flutter.
9:26 I don't play Saati, but Hide Lv5 should be 2.5s. She supposed to be a stealth character, at least make her stealthy with a build.
9:40 "Cards to the Max" is fun, and also shows what cards needs to be buffed or nerfed, or even be fixed! Viv has card "Lightweight Alloy" which at Lv7 brings iron sight 105% faster, which if you try it, it's so glitchy that it's better not to have this card in this game mode LOL.
16:34 ..which is less than Tyra's built-in lifesteal of 15% xD
17:34 "Slip Away" = double it and it might be actually worth it! "Tactical Reload" Lv5 = your weapon don't consume ammo for 2.5 after elimination! "Twilight Armor" = Gain 50 MaxHP per level.
18:55 "Lie in Wait" Lv5 = Gain 100 HP every 1s while standing still, OR, gain 25% DR while standing still.
I 100% agree with the Saati problem, I love playing Saati so much, but because her cards do literally almost nothing the majority of the time she can feel so boring, her fall off range also feels horrible to be honest, if they made a fall off reduction card Saati would be more viable on certain maps and highgrounds, but she just in general needs a card rework, sometimes I even think mid building "What do I even change here? X does nothing, Y is way too situational", and it feels horrible. I could even understand if it was like a 20% fall off deduction, or make deadringer be more impactful, but that's just what I wish they would do, but on the brightside, we have customization unlike Paladins 1.6
I legitimately believe that the rest of her kit is mid purely because of blast back, knocking someone in the air means that they can't do shit unless they have a movement ability but if it's on CD then you're as good as dead.
the problem with caspian stack ending card is the stack mechanics...
I said a year ago that the buff mechanics of caspian should be reversed... starting full stack and loosing 1 stack with each missed shot of love/war... and 1 stack with each use of love/war
(so 2 for misses and 1 for hit)
because back then caspian was too strong once buffed and too weak without...
then those stack loosing thing would had been better...
cards could had be made to reduce the time it take to gain back stack, reduce the delay, or with %chance of gainning stack on eliminations or hit etc
that would had made caspian more bursty by default, like a "fencer duelist rogue" should be... and depending on the build could be build mobility, sustain range damage, more bursty short range flank.. etc...
I think for newer champions it's really a case of powercreep and bloatcreep... except when you combine cards, talents, and the champion itself? Not really. A lot of the random passives or additional effects on champions aren't significantly more bloated than a good loadout and talent combination on a lot of open beta champions. If Caspian was designed in Open Beta era? The Love and War stacking passives would instead be a bunch of cards or a talent that he could pick. Rogue's Tempo having faster projectile speed at higher stacks? That could've been a card. It's really a matter of base kit vs. talents vs. cards all adding up to one champion's power budget like, Saati? I think she's going to be hard to balance because of her lack of cooldowns so cards cannot be too impactful else that one ability will be spammed too much... of course, unless they realize that they too can add internal cooldowns for the cards to prevent this issue so I hope they just realize that.
I'd even say Lex is a modern victim of this (in terms of talents) in that Discovery and Heroism both used to be super impactful talents with insane effects (30% bonus damage on Retribution targets AND 15s cooldown reduction on Retribution? Of course 90% DR + CC immunity is going to compete with that talent and even be considered trash tier for 5 years in comparison) but by putting the buffs in his base kit and making the talents weaker... I feel like Heroism and Discovery are both lacking impact now. He might as well be default Lex except with slightly more damage, default Lex but you die half a second later, and Death Hastens which lowers your DPS but makes you more consistent. I'm not even a Lex main but goddamn one of the most boring flanks, IMO, now has one of the most boring talent selections... like Zhin.
But also, let's be fair, at least half the cards in this game are filler cards. My comments are just for a few champions but majority of them are just because they're not balanced well. It's one thing to have 90% of cards on a champion to be unimpactful because that's the power budget issue that can't be solved by just buffing cards. If a champion only has 4 good cards and 12 horrible ones? That's just a matter of being unbalanced. And it's not like cards can't be buffed because "oh they're balanced as filler but not at level 5" because they can already make cards scale less if they wanted to; Nando's knockback card is {800|200} so it's fine as a filler but not overwhelming at level 5 and yet it's still an option if you want to go from budget Ash Bash to basically an Ash Bash. Yeah, no, I agree, cards can be so much better. Caspian can have % CD decreases on Deadly Momentum if Everywhere at Once is taken into account, for example.
Damba has many super good cards, but he also has couple bad ones that are not worth to pick over any of the good ones. People usually have very similar builds with the couple really strong cards, but the levels on the cards are just different depending on what the player likes most.
there are some cards that I don't even use because they just don't fit my play style, like this reworked khan card that I never used and I didn't know about rework until one of my friends told me.
An issue you forgot to mention is some cards look good on paper, but their execution is awful. An example would be A Brief Respite and Flurry, they have good scaling; however, *they only affect one charge instead of both*, no reason to use them over Everywhere at Once. Or back when Measured Cadence had Rogue's Tempo card effects, Shady Dealings is a bad card and was the ONLY card that did not work with the talent.
Another example of bad cards are the ones that you need in order to fix a bad ability. For example Ruckus, you can't play any talent without Fuel Reserves due to his base dashes being horrendously bad; and even if you are using the card, your choices are very limited. Cant use rocket cards unless you use Rocket Barrage; all but one shield cards have terrible scaling, therefore no reason to use them with Flux Generator. Aerial Assault is the only usable talent because its cards have at least 1 mandatory and 3 usable. People play Aerial Assault with Fuel Reserves 5 because it fixes the terrible base movement ability.
I'd be down on having an entire update dedicate to card changes. Like 50 card changes in one update, that would be enough for people to try other builds and experiment more. More experimentation = more feedback
Best part of this update is Shield Raum can exist only because of buffed Guardian. If items can improve card effects, then I dont see a reason why they cant do changes for cards since most of them only need 1 number change and they become instantly better
Apart from the scaling, I always thought the amount of ranks each card took was redundant. It always ends with 5,5,3 build or 5 4,4 or 4,4,4 which clearly makes only 2-3 cards of a deck of 5 mean anything. You always end up just adding speed/amo or hp level 1 cards at the end for a somewhat passive effect, rather than it having a proper change in character feel. I would like to see all 5 cards have a role in a deck.
I think better scaling and a 3rank level system will do the game better. rank1 being the same as current cards level2/3 ( 2.5level ), rank2 being like current level 3/4 and rank 3 being current level5 card. This will also make some cards more viable and easier to balance, since changing current scaling as you suggest can make cards viable, but like I know them, only at level 5 or even broken at high levels yet useless otherwise.
To some it up:
Rank 1 card should add some change or feeling to your playstyle
Rank 2 card should stabilize that playstyle
Rank 3 card should commit you to that playstyle
* This doesn't change the max out cards a much since Rank3 and Current Level5 would be the same, but this change will make rank 1 and rank 2 cards viable. Example, current starting at 10 then 20/30/40/50% movement speed after dash at current system and my system rank starting at 20% then 35%/50% changes your playstyle entirely even at low levels. This means that even though both systems maxed out ends at 50% it makes the card viable towards your playstyle for existing in the deck, rather than sitting in the final 2 slots of the deck doing nothing.
Keep in mind that this does mean reducing the 15 point system to something more fitting
I dissagree on that nessa card... use it in my build on level 2 so it doesnt consume much of my points, but when is enemy flank lame or enemy team doesnt have a flank at all, i can land (+-) 2 more fully charget shots before i have to reload. which is nice. In combination with open season its even better.))
Cards and talent adjustments would be fun.
I would like to mention that Terminus also have good cards that synergies with his talents
I think they should rework Raum's primary weapon so that it would start off very inaccurate and become more and more precise the longer you keep shooting, that would inmediatly make his ignite ability x10 times more interesting and useful, not to mention that at least three of his cards would inmediatly became actually useful and feel less of a filler
I love Betty's cards. They make her playstyles vary drastically. You can make her bounce arcross the map. You can make her spammy in both grenades. And you can make her drop nukes on the point with aoe increases.
If only her real nuke of her talents wasnt as buggy as id like 😔
Hey, I have a stupid off topic question because I just started playing Paladins 2 days ago. If anyone in comments has the answer let me know. What health restore items work on Lilith's blood health and what ones do not? What's best to buy when nobody is healing you and your about to die always and there's a flanker you have to solo kill?
They all do. Bloodhealth is just the portion of your health that you can cast abilities with. Anti-heal affects any normal health gain, but I believe the bloodhealth gain from hexing an enemy specifically isn't affected but I don't play her enough to remember. Going out of combat fills bloodhealth also.
Do you believe that 5-5-3-1-1 is a really good card ratio? I noticed that being used for all but one of Buck's builds
How was Pip not brought up in this video? 🤔
Tô keep with the terminus simping that you probably already noticed. He does have good cards but the problem is that he's the one I feel the most the card point cap.
Basically he's too depended on every card. Also if you want to at least chase other champions you need to hoard his calamity blast to get a decent move speed (to hit only 550 damage per swing every 1.1 second. it feels like every other tank except has more damage than him).
At this point they should just rework him completely. One good skill on a completely useless kit doesn't make the champion balanced.
The biggest issue is deadly momentum is far too powerful. It snowballs far too much, and 98% of players wouldnt be able to handle it. Hell, 80% of players, against a mediocre caspian, already cant deal with him.
I cannot tell you how many times ive seen a lvl 0 caspian just absolutely wreck everyone.
This next bit is a serious critique, and i would like your response in this andrew: far too many of your takes on whay champion or card loadout is good or bad is based on high elo game play. How many of your viewers are diamond, plat, or gm? Maybe 1 in 500 or 1 in 1000? I watch nearly every video you put out, and i agree with a lot of what you have to say, but you rarely seem to try seeing things from the majority of your viewers' perspective.
I'd like to see you ask your viewers in a poll what their rank is, if they have one, and potentially put out videos on how best to climb to the next rank. Thats what i struggle with.
Saati is one of the strongest champions despite having a mostly bad deck. Her talents are so incredible that it carries her into the S tier of damages imo
The problem is that making 16 cards that are interesting and worth of being used, to every champion and have it be balanced can be a nightmare. Some champions could have 20 cards, some could have 12, do you know what I mean? It is easier to come up with card ideas that work in practice for some champions than others, and I guess that is what we see with those random cards that are just there to fill space and make it to 16.
Dude, the Raum card "War-Torn Plains" has to be the worst card in the game. 5 points gets you a total of 20% reduced time to spin up his gun. When you're going to press ignition anyways to immediately spin it up every fight. But seriously, 20%???? that's it??? Of that useless stat? It could make it instant spin up for 5 cards and I wouldn't even take it.
Personnally I hate the extra health cards on most damage champion... I think those should be removed, on tanks it make sense.
also I think that all blasters damage should be changed to be considered as ability damage.... by default... that would change the items meta...
that would make that Ash(default), Betty, BK, Dredge, Drogoz, Evie, Imani(pyre ball), Pip, Willow; I would add "stream" weapons like Grohk, Fernando and Yagorath;
and a special for Kasumi voodoo doll attack that I would make it also by default "ability" damage.
Ash's talent slug shot would make her AA back as basic attack damage)
Azaan "eternal" talent could make his basic attack a Blaster aswell.
i feel like a bunch has to do with game devs not caring nowadays. like the sbmm topic. like i play with a friend and we absolutely carry ever or almost every match but we lose like 5-10 games in a row because we win 1-2 matches and the game just throws us against basically 4-5 stack of grandmasters and pairs us with people that practically have no common knowledge of the game. i love the game but when i am losing like 75-80% of my matches it get frustrating and makes the game less fun to play. i love but im not sure how to actually have playable matches without running a 5 stack of my own. i grinded ranked a lot this season because of the soul fact i actually got good teammates that know how to play the game but magically the second i hit diamond 3 i have people on my team that should be in plat or gold and im going against people that should already be master or grandmaster. maybe its me i dont know. still love the game even thought it feels like its falling off hard
The main point you didn't mention is that they make strong champions by themselves, so cards should be bad to balance it. Take buck/ando and saati into conparison. They both w/o cards are nothing, while saati can be still kinda strong, even if you have no loadout
I feel that on Saati lol all I did was max the ammo cards and then just run around shooting people with the gun, barely ever touching the abilities. So many people expect you to just shoot your coin all day that they have no clue how to fight you when you just run and gun.
Evil mojo gotta hire this guy already
Grand Design should just allow corvus to be healed for 50/.../250% of the mark of fate target's liferip... that card wouldn't grant liferip.... and would require the other players to GET liferip for it to work.
so then Shadow Tribunal could instead grant 10/../50% Extra liferip on mark of fate's target(s) removing the soft and hard cap of liferip (dim. return) and allowing to go above 100% liferip...
so those 2 card would allow some different gameplay still relying on special comp to work pretty well...
Line in waiting should be a card for strix...
They really need a patch that just focuses on card buffs and reworks
Great video
I miss old quick shot on andro... :(
Drogoz follow the scent easily worst. Literally makes the game harder for you
You can make a loadoutless Dredge by putting 5,5 and 3 points in the 3 cards that have no effect with Hurl. Then run the 10% movement speed on portal and 1 extra ammo card at 1 cause those are fuckin useless lmao
Answering your "why not buff liferip cards, because liferip item was buffed"
buffed liferip on item is ok because you don't start with it maxed, and once you can max it, its value is compensated by cauterize. But starting with strong liferip cards in the deck could be too powerfull in earlygame. So, seems like not fine idea to me
Also liferip cards are getting progressively worse with match prigression due to core game mechanics, better choose DR.
eyy he did it!
Betty lamaba
Gotta bounce
Here is the build fir movement
Fire from above levl 4
Queens entance levl 4
Styalish destruction levl 5
From betty with love levl 1
Bounceing betty levl 1
IMO Caspian asynergies cards make sense, because if they can be synergiesd then evil mojo have to nerf them so it would be another Saati cards situation.
or nerf champion so much that they would be dependent on those overtuned cards. Balancing was never case when putting 5 instead of 10 will solve the problem.
Slip away is an amazing card
13:47 - 14:24 i have had enough. its called balance. You are gas lighting in this video tbh
Nah he spitting facts
i just want i new champion already
most azaan cards are lame because azaan base kit is too strong... the Ire buff of damage redux AND damage buff should be adjusted...
many possible alternative... make that it's either one of those... and a talent/card would add the other one
or nerf both default value and make talents/cards to buff thsoe back... then allowing to make more potent card with damage redux and durations actually viable...
cause azaan is already powerful by default... that's why the talents are so lame...
maybe give him that "persistence" talent remove the diminushing return of liferip AND allow all liferip self-healing you get to also heal allies within 25 units aswell...
that would make a change aswell...
I understand that the idea of Azaan is to have long CD and be a default tough guy...
but talents are pretty bland and so are the cards...
so like nerfing the default Ire buffs by 50%...then
Eternal (keep same effect) but also turn his basic attack into a blaster doing ability damage.
Persistant (keep same effect) but also remove the damage redux gained from Ire and buff Ire's damage bonus.
Tempering (keep same effect) but also remove the damage bonus gained from Ire and buff Ire's damage redux.
Calling Androxus card designs balanced is crazy.
Hope Evil Mojo sees this video and cares
vora with card speedboost and life rip on 2 sec cringe
I'm starting to feel that diminishing returns is just killing a lot of interesting possible loadouts and making it so monotonous, rather than actually balancing the game. Just reduce diminishing returns effect or straight up delete it.
I love drogoz
20002024 😂
Showing your buck builds in all these videos is just causing more cancer in pubs.
They’re literally all public 😭
BUCK WILD BABY
Please buff Octavia and Imani cards :(
Imani probably but Octavia I don't think so.
She's from the fps squad along with Victor, Tyra strix, kinessa and Vivian. They are not made to be complex, they are made to attract fps players to the game.
@@no.notfromRDRand they will still be like that, it is a card change, not a base kit change, if a person wants the main playstyle, let it be, if a different fun playstyle, let it be
First