The patch notes for 4.18 have been released. Instead of swinging the nerf hammer Hi-Rez has mainly just made some minor adjustments. One issue that is common in balance in pretty much all games is the proverbial see-saw characters seem to get stuck on. Either being far too strong or just completely out of the meta. With this in mind, Hi-Rez’s latest round of adjustments do seem to show a lot of restraint.
The big exception to this is Terra. Terra is getting hit by a big nerf. Removing the root on her Obelisk is a big change. While I like the small adjustments elsewhere, Terra probably needed a big nerf. She has such a bloated kit, with far too much AOE cc contained within it. The problem with her root stemmed from a few major issues.
Firstly, the sheer size of it. The amount of space she could control with the Obelisk was just obscene. The second reason is linked to the space control, that was the ability to place it down then proc it. Being able to have a huge area of the map where essentially an enemy team couldn’t walk was just too strong. It also set up a CC chain which was far too long. The root into the stun was oppressive; if the enemy team was grouping at all there was a good chance of being able to get a multi-person CC chain. It was also a great escape tool as she could drop it in front of her and then use two dashes while anyone near her was rooted.
If Terra was released today with Obelisk in its 4.18 state, it would definitely be considered a great ability. It still works as a heal, still gives Terra a second dash and a 30 percent slow, remaining a very nice form of CC. All her other abilities are great as well, having one of if not the strongest Support ult in the game as well as a ranged AOE stun and the possibility of two dashes. Terra just did way too much and she needed a big nerf. How good her kit is after this nerf proves that.
Skadi is probably the God apart from Terra who was screaming for a big nerf. The Skadi Nerfs aren’t particularly huge. She has been hit in two key areas, being the early snowball and zone control. One of the biggest problems with Skadi is how much she can steam roll opponents early and when you are behind a Skadi life is practically impossible.
The nerf to Kaldr’s damage is mainly at the early ranks only being a 10 percent nerf at rank five. Permafrost has its area reduced slightly, losing four units at max rank. Make no mistake Skadi is still going to be very strong and S tier but maybe these minor nerfs will be enough to let her see some play instead of being an instaban. Overall I’m not sure the nerf really fulfills its purpose as Kaldr is the last thing to be maxed on Skadi. This nerf is clearly aimed at her early power, but her early power doesn’t come from the Kaldr dash damage. I do like the light touch approach even if it will take a couple of patches to get her to a reasonable level.
The Rat buff is interesting as it is rather minor. The problem with Rat especially outside of competitive play is how easy it is for him to just run games. When Rat gets ahead due to his high mobility and semi global he can be everywhere at once and is pretty easy to use. When he is in meta he dominates ranked games and snowballs out of control regularly.
While these buffs seem good, it will be interesting to see how they work out in practice. One of the things about buffing his protection shred on the basis of ‘it will empower his other abilities’ is that it is quite often the last ability he uses. This changes sometimes when he is counter-ganking, but quite often the combo is a dash into a stun to lock them down for the flurry. While this buff will undoubtedly help, I do feel it plays against the God’s synergy, considering his dash is what you want to open with seeing as your abilities reduce its cooldown.
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