25025035
Literally couldn't do anything, felt as if i was just spectating the game from the 10 minute mark, nothing i did mattered and as soon as i got into a fight i would instant die
My suggestion is not to make Yamato's ult entirely counterable, but to create more interactive moments in the game. Right now, if she gets enough souls, she's already a hypercarry. Adding some form of counterplay during the startup phase of her ult isn't about fully negating her, it's about...
I’m not advocating for an item that fully negates Yamato’s entire kit, but introducing more counterplay during specific windows, like her ult startup, adds layers of strategy. In many MOBAs, heroes have moments of vulnerability without being completely countered by one item. It’s about balancing...
Introducing counterplay doesn’t inherently mean making a hero weaker, it adds layers to both playing as and against that hero. Many balanced heroes have windows of vulnerability without being weak. Yamato's strength can still be preserved while adding tactical opportunities for both sides.
I get that Yamato’s current kit has its weaknesses, but my suggestion isn’t about making her weaker or ruining her role. Allowing debuffs during her startup would add counterplay options without completely disabling her. It's about giving opponents a tactical opportunity, not killing the...
I see your point, and I’m not advocating for a universal counter that shuts down all ultimates, just adding depth. Yamato already has weaknesses like being out-ranged or kited. My suggestion would enhance strategic play, allowing debuffs like Curse during the startup of her ult without fully...
I get that Yamato is meant to be strong late-game carry after getting a lot of souls, but even in MOBAs, there’s always counterplay to late-game threats. For example, in Dota, heroes like Anti-Mage or Spectre can dominate late game, but they still have counters like silences or crowd control to...
Dismissing this as a 'get good' issue doesn't address the actual balance concern. The point isn't to make Yamato unplayable, but to add meaningful counterplay to a high-impact ability, just like with many other heroes. Making her startup vulnerable doesn’t erase her strengths. it just requires...
I get what you're saying, but making Yamato’s startup vulnerable to debuffs doesn’t mean her ult would become useless. Other characters with long startup abilities (like channeling ultimates) also face similar risks, but they still function. It would just force Yamato players to time their ults...
Agreed. Nerfs often target frustrating mechanics, even if the character isn’t 'broken' at the moment. Yamato’s high protections and point-blank damage with a lot of ammo were bound to be problematic long-term. Balancing her now prevents future frustration without making her unplayable.
It seems you misunderstood my suggestion. I never said you should be able to Curse Yamato out of her ult once it's active. My point was that debuffs like Curse could be applied during her ult startup, adding a strategic layer without making her overly weak.
No one said they shouldn't be nerfed, the game is still in beta, everything is subject to change and should change to be a better game when it comes out
I get that Yamato is designed to shine in the late game, and I’m not saying she should be weak. But making her ultimate completely uncounterable removes important gameplay dynamics. Adding counters like disarm or Curse wouldn’t 'delete' her, it would just create more balance, especially in...