Is this a buff? I mean, itās pretty cool vs titans but sad to see his very unique cleanse / dispel (preemptively) idea go away and makes him, to meā¦ a lot less versatile.
Weird. So slash attack and special skill damage drops to zero from the afflicted hero for 3 turns. What about if their special skill has some DoT component? Does that also become zero?
Also, does it still count as an ailment? Let me craft an example to be as clear as possible. Malosi fires his special skill and hits Victor. Victor then fires his special skill and hits Malosi. Malosi gets 0 initial damage. Does Malosi now have NO DoT ailment? Or (and I feel this is more likely) is it that Malsoi has an ailment, receiving 0 damage over five turns. This probably doesnāt matter a ton, but there are two cases where I can see it being relevant:
- For a hero like Snow White, who counts up the ailments and buffs sheās removing to determine her damage percentage.
- If Victor fires and hits Malosi again four turns later (thus after the effects from Malosiās special have worn off), the DoT should now increase by 300 meaning 300 over 5 turns (rather than being 225 over 5 as it would be hitting a hero without the Victorās ailment).
It wonāt effect dot, I can pretty much guarantee that. Itās a straight forward attack down like any other.
Good. My Boss Wolf likes this lol, maybe so does anyone who owns the Marble Grim family.
I thought they planned to create a counter for recent heroes that produce multiple detrimental buffs.
Really donāt mind that though, but for me, preventing the target from either cleansing or buffing is sufficient, both was quite too much especially when it happens to the tank.
I have a feeling this is opposite to Back Knightās special. Maybe all damage caused by the target is reduced to 1. We havenāt seen anything with ā0ā value.
No, itās not a damage reduction. Itās an attack drop.
Just like Zeline or Scarlettās. But at -100% reduced. It only affects the total attack, the total damage has much more variables that have been documented here: Damage Calculation (and thereās probably more variables that weāre not even aware of)
I tested it on an 8* titan, their slash attacks normally deal 400ish to my heroes. Under Malosiās attack drop though, their strikes deal 200ish damage instead.
The total change in direction for his special attack felt pretty odd to me. I left feedback on that.
But I do believe this is a buff, he wonāt block status effects now but he makes any damage hit close to a goose-egg.
100% reduction implies 0 resulting final atk start, but o doubt this is the case. Does this act more like a lot of mmoās where 100% written decrease is really ~50% decrease in actuality?
Correct, that is not the case. Itās written as -100% attack drop, not as a -100% damage reduction (the game is very specific too when itās a reduction ā i.e. see G. Gazelle, upcoming S3 hero Sif)
Yes, it actually is like that in E&P.
Can you ask for him to be nerfed back to his original state please?
I canāt help but feel like this is still not quite up to snuff, though itās definitely better than it was (unless they wanted to try the original at VFast). Alice and King are still better, but live in the same basic lane. His damage reduction is a nice bit of utility but killing the enemy should still be Plan A. If maintaining some of that utility just in case you cannot finish them off is a priority, better to distribute damage vs utility more like them than Malosi.
I am not sure whether this is intended as buff or nerfā¦
The change feels underwhelming in beta. Sure he reduces the damage an enemy can do, but now he really is just a one hit, not that strong punch like in game.
He doesnāt feel threatening and at 370% he isnāt quite a sniper, nor a decent flank. Iām finding it hard to see why I should choose him in comparison to any other damage dealing 5*.
Yup, make him a hit 3 with drakeish damage and a 2 turn duration
I did relay my confusion regarding the change in direction with his special. They really did a full 180 here ā before it was a unique concept, a hero that block status effects from enemy skills. But now he is totally different from that ā he now basically disables one target from doing much physical harm with a skill, but they can still cast their status effectsā¦
Part of me is actually wondering if they made a mistake, and meant to release him back in Beta with both a -100% attack drop and a status block effectā¦ will just have to wait and see.
I hope, because change just feels terrible.
Tell them to leave his speed and meager damage alone but make him dispel target + nearby and cleanse all. Then they can have all the monies.
Iām only half-kidding. I genuinely think thatād be great design and not OP. It provides all of the utility yellow needs in one place, but since it is all part of the same special unless the stars align perfectly itāll force tough timing decisions. Do I fire it now for the cleanse, or wait two turns until the opponent buff goes off so I can dispel it? Do I use it now to finish the opponent off, but then risk facing their status effects with no cleanse? He would be the primary utility of Sesh and Zim rolled into one, but none of their secondary effects, and more of a jack-of-all-trades situation.
Soā¦ SG just neutered another one? Malosi was much better before in his original incarnation. Please SG, just put him back.
Before it was bad, now it is worseā¦
Nerfing bad hero