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Thread: Makoa must be nerfed. his hook needs a longer cooldown or some other nerf.

  1. #21
    Beta Player Knight Hexedian's Avatar
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    Why not make Makoa move a few steps forward when he hooks? It fixes the instakill exploits and leaves the opponent slightly less exposed.

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    Banned Archduke CandySuxxx's Avatar
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    Im starting to believe that he will actually never get nerfed.

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    Beta Player Prince Rauyne's Avatar
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    Quote Originally Posted by CandySuxxx View Post
    Im starting to believe that he will actually never get nerfed.
    Good. He doesn't need any.
    Rauyne's Champion Concept Thread

    Rauyne's Champion Concept Request

    #NerfDamage
    #IncreaseTTK

    #HelpYourSupports

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    Banned Archduke CandySuxxx's Avatar
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    More like the game needs a makoa nerf.

  5. #25
    Beta Player Marquess MistPeeps's Avatar
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    Oh! Theres another Farm thread, time to shitpost.
    Im an Evie main thats all

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    Beta Player Viscount Thales3002's Avatar
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    The issue with Makoa, as someone said (not sure if in this thread), is that he can punish you really hard for committing a single "mistake" (like not being 5 kilometers away from him), but he rarely gets punished himself, even if he commits several mistakes. The reason for this is obviously the hook, that is basically the only non-ult hitkill ability in the game.

    My suggestions to fix it:

    1 - Make the hitbox less glitchy, so you cannot get magically hooked behind walls

    2 - Rework his Pluck legendary, instead of dealing 80% extra damage on hook shot, he deals 15% of target's max HP extra damage, so it's a little bit harder to him basically flank and OHKO anyone that isn't a tank (he would also deal more damage to other tanks, since it would be % damage)

    3 - Hook is countered by Resilience, after all, it's a CC effect. In this case, Resilience would set up a maximum range you can be moved through, so if Makoa hooks you from a long distance and you have Resilience, you would stop being moved midway, instead of right at Makoa's face. With 3 tiers of Resilience, you would almost not be displaced at all.

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    Beta Player Esquire Cydragames's Avatar
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    Muting a player will now also mute their VGS. <--- this was in the patch notes
    I disapprove of what you say, but I will defend to the death your right to say it.
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    Beta Player Prince IvJo's Avatar
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    Maybe nerf his Pluck damage so it doesn't deal 1170 damage? Because he can just kill Evie with 2 shots (With Pluck). Also 3 shot any other Flank exept Buck.

    Quote Originally Posted by Cydragames View Post
    Muting a player will now also mute their VGS. <--- this was in the patch notes
    So? What does that have to do with this Thread?
    Hi

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    Beta Player Viscount ArChie24's Avatar
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    Quote Originally Posted by Thales3002 View Post
    3 - Hook is countered by Resilience, after all, it's a CC effect. In this case, Resilience would set up a maximum range you can be moved through, so if Makoa hooks you from a long distance and you have Resilience, you would stop being moved midway, instead of right at Makoa's face. With 3 tiers of Resilience, you would almost not be displaced at all.
    if 3 tiers of resilience make you would not be displaced at all, just remove hook from makoa then. its make no freaking use whatsoever.

  10. #30
    Beta Player Knight
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    Quote Originally Posted by SnakeNox View Post
    Makoa is the opposite of a lot of Champions. Skye makes a mistake, she is dead. Tyra positions bad, she is dead.
    Makoa on the other hand. He can make mistakes. He miss a hook? He has a shield and a Dash tool. And lots of health. He will survive. But the enemy? If the enemy makes a single mistake VS a Makoa, THEY are dead. He adds risk to the enemy team, while being very safe himself.
    This.
    Ash's Shoulder Bash ability is an example of how some Front Lines abilities should be, due to the long cooldown and distance traveled, you should use it wisely, if you miss the attack or use it improperly you will suffer from several consequences since Ash has low agility, can't attack from long range and the ability has 15 seconds of cooldown, with cards you can just reduce it to 11, still a long cooldown.
    Makoa has two ways to reach an enemy from long distance (or force the enemy to reach him), hooking the enemy or using the spin shell, if he fails using one, he has another one. Using the rare card Ebb and Flow and raising it to level 3~4 (Upon reaching 40% health, the shell spin cooldown is reduced to 75~100%) gives him one more chance to use his dash and escape from bad situations, this should not happen. So different from Ash, Makoa can make several mistakes, the consequences he'll suffer from it aren't a big deal.

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