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Thread: A few thoughts on Inara

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    Member Recruit Trenchfox's Avatar
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    A few thoughts on Inara

    Hey everyone,

    I picked up Paladins again fairly recently and I'm really enjoying it. I've had no luck getting my girlfriend to come over from Overwatch with me, but maybe one day.

    One of the things I really like about this game is the combat strength of healers and the durability of tanks. Playing these roles feels rewarding.

    I've been playing a lot of Inara in casual and I boast a decent winrate: http://paladins.guru/profile/pc/trenchfox

    I really like using her to zone, and man can I bully off a point but I have some feedback with the design of her kit that might help her go from a closeted decent pick to a clear choice as a viable tanking option.

    1) Her damage drop off range is too restrictive given what it takes to land your attacks at a distance:

    Personally I don't see the need for damage drop off with her as she fires a stream of projectiles that must be led and perfectly tracked at a distance. Given her movement speed is lowered while firing and given she is already fairly slow, I think landing these ranged shots should be rewarded with full damage. That might not be consistent with Hi-Rez's design philosophy with the character but at the very least I'd like to see the range at which her attacks do full damage increase significantly. Skillful tracking should be rewarded proportionately.

    2) Her ult is great fun to use, but given the amount of cc immunity abilities, and the telegraph time it could be a little more ultimate:

    I'll start by saying I don't mind that there is some delay between her ult being announced and it being thrown. This usually feels fair given the stun radius and it requires team work and positioning to pull off effectively.

    I generally use her ult out of desperation because getting into the perfect position to initiate is difficult due to her relative immobility. I usually plant my wall underneath me to launch myself airborne and then throw my spear so I have a better vantage point for hitting enemies that are desperately scurrying away. This has a number of drawbacks in that my wall must be immediately canceled to prevent it from blocking my allies from following up on my ultimate and it makes me use my wall in a way that does little to zone or prevent damage. Perhaps part of her ult should be that she is launched skyward upon its activation. Maybe as an animation a stone pillar could spontaneously erupt under her for this purpose and destruct after throwing the spear.

    The other consideration is that it would be nice, but maybe not necessary if she was healed for a flat amount upon activating her ult. As I said, I usually throw her ults in desperation, and this means that I often get my voiceline off but not my ult. A little burst of healing would help her complete her ult more reliably and be a nice way to augment her staying power a few times a game. I would like this a lot.

    3) This is just a quality of life type thing but it would be nice if she was able to summon warder's field a moderate distance away from herself:

    I think the best way to visualize this is to think of Ling's illusions with the 40% range increase card. Right now she just drops it at her location. It would be much more effective as a bullying tool if it could be placed a ways out from her. Nothing too dramatic, but just so if an enemy is several feet in front of me I can place it behind them. Currently I tend to walk past them and plant it to ensure they are in the radius for as long as possible or forced to use their escape ability. Being able to plant it out a short distance would make her much more imposing. I can usually wall them forward if they are backpedaling and plant it at my feet, but because of her long cool-downs it usually leaves you vulnerable as the fight progresses.

    Thanks everyone! I hope this feedback is useful!

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    Member Baronet Blueobelisk's Avatar
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    Her damage is fine.
    Her ultimate could use a boost maybe give Inara damage immunity during it. Or make the stun last longer.
    I like the way Warder's Field works now.
    Looking for skilled friends to carry me. Add me on Steam (Blueobelisk) and/or in-game (Blueobelisk) so we can play a bit together. [North America, PC]

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    Member Recruit Trenchfox's Avatar
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    I didn't say anything was wrong with her damage. I said her effective range should be increased. Instead of "Damage is fine" it might be more useful to discussion to say why you believe that is.

    Damage immunity during her ult would be nice.

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    Member Duke IvJo's Avatar
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    So would it be for Jenos's ult, and Zhin's and a whole bunch of others.
    IvJo
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    Member Baronet Blueobelisk's Avatar
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    Quote Originally Posted by Trenchfox View Post
    Instead of "Damage is fine" it might be more useful to discussion to say why you believe that is.
    Inara's projectiles fire at a very high speed, and she has five separate hits, so it's easy for her to apply Cauterize. Combine that with her other skills taking basically no time to cast and her having a high survivability standing still, and and a quick reload time, her damage shouldn't be any higher at all. She also shouldn't be able to attack people far away, her whole point is to attack what's near her.

    Quote Originally Posted by IvJo View Post
    So would it be for Jenos's ult, and Zhin's and a whole bunch of others.
    Not really. Inara's ult has a huge cast time for a very unsatisfying payoff. BK does the same thing with a way lower cast time and on a 10 second (or whatever) cooldown.

    Jenos's ult does 2400 damage. Through walls. Without having to hit the floor or aim at anyone specifically. He has no reason to be immune to anything.

    Zhin's ultimate is just as risky as Drogoz. Timing is key for that, but the payoff is a stun on someone (basically) + high damage that probably kills that person. As opposed to Inara doing some retarded stun.
    Looking for skilled friends to carry me. Add me on Steam (Blueobelisk) and/or in-game (Blueobelisk) so we can play a bit together. [North America, PC]

    News flash: Front Line and Support are the easiest roles to play. Running onto the objective and throwing a shield up doesn't take skill. Neither does auto aim healing.

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    Member Sovereign Prince Peinzius's Avatar
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    I wouldn't mind less harsh damage falloff, because she really can't move around at all so range would help her slightly.

    I personally think her ultimate is great, provided the enemies don't buy resilience. I don't see the need for a buff.

    Being able to apply warders field from further away also sounds like a great change, it's not really useful without the legendary.
    "Let me get a nut on your feet at least"

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    Member Knight
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    With the change to Torvalds weapon having very long range and no falloff and no speed penalty while fireing, I think Inara needs a fix to her damage. Get rid of the speed penalty or add it to Torvald to make it fair.

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