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Thread: Kinessa's oppressor mines need a rework

  1. #11
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    When it could stack slow, yes op.
    When it had super slow, yes op.
    But it was never that bad at %30.
    They removed the slow of the mines after they made a talent that amped the slow effect by %20.
    Making them into a %50 slow mines that may effect up to 5 targets a great span apart, yeah wtf. That is like the power of an ult, with 2 charges.
    The whole issue with the oppressor mines is that it was janky asf walking around a corner and getting tapped with a harsh slow.
    Make the slow application a gradual scaling effect over time, and that solves that issue.
    Or the value of the slow to be ever so slight such as %15, that may only scale to %30.

    Cause Kinessa does not need a heap of control, just a little bit, enough to synergise with scope to provide enough control with line of sight alone.

  2. #12
    Beta Player Baronet AxureFangz's Avatar
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    They should revert the card that gave you extra mines, then give the mines back their slow on base kit, then make an talent to replace the Headshot bonus one, where ur mines can aaffect multiple people and affected enemies receive 20% more dmg, but slow is removed.
    Now she’ll have some zoning and her mines won’t be taken easily. Also the sound when a mine connects to a person should be louder a sound that actually grabs the attention of the player, or make the damage numbers bigger, or make a flashing icon on the GUI, like bk notify the player that a person is there. The CD of mines can be increased though to balance it out.
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  3. #13
    Beta Player Baronet driggydrug's Avatar
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    Quote Originally Posted by Shadowpuppy View Post
    Making it wasy for a champ to head shot yoh for 2000 damage was just not fun for the entire roster.
    Old kinessa mines applied bonus damage only on carbine rifle, not sniper mode.
    Headshots will still deal 1800 damage.

    Another thing that should be changed is eagle eye, it's useless right now. What about replacing it with suppression?

  4. #14
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    Quote Originally Posted by driggydrug View Post
    Old kinessa mines applied bonus damage only on carbine rifle, not sniper mode.
    Headshots will still deal 1800 damage.

    Another thing that should be changed is eagle eye, it's useless right now. What about replacing it with suppression?
    Removing eagle over steady aim is a big mistake. Eagle eye crit dmg affects carbine as well and non fully-charged headshot dmg. Steady aim has a timer on how long the dmg buff will take to wear off + it can wear off simply by using carbine or hitting a shot thats not fully charged. Steady aim isnt good in high elos, eagle eye is better there. You will hardly get the dmg buff when the enemy team can pressure u enough making u hitting shots less than 1200 dmg or if u need to use the carbine when getting flanked etc. In high elos steady aim is only viable if there are 2 dmg dealers in your team. But if u are the only dmg dealer then u will hardly ever get the dmg buff cuz u will have to worry about getting flanked and u dont rlly need the buff to kill champs below 1000 health so u can just finish him with the amount of charge needed which isnt fully charged so that resets ur dmg buff.

  5. #15
    Member Baronet
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    to me the latent on kinessa mines will best if the enemy got hit by the mines the dmg multiply if the mines keep on generating dmg and it can only hit 2 enemy's only. beside kinessa can generate mines way faster so this is much better talent sure it can be killled in just 1 hit but adding a card that immune dmg on mines lvl 1 1s at max lvl5 5s

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