Feedback: Call Bell T3 feels worse than the old version

KingTeXx

New member
I want to start by saying that I’m a big fan of today’s change that made Bells deal both AoE and impact damage again. That part feels great and way more rewarding (when do we get the cart wall hit with increased scaling? - only initial impact feels bad)

Also i know this is controversial and players go wild everytime someone has this take, but hear me out:
(for context: I play mainly Doorman. Around 650 Matches, and mainly play in Ascendant

Why the new T3 feels worse
  • Now with with that positive change, the new T3 (+1 charge and emitting slow) feels much worse for Doorman’s kit than the old version.
  • A large part of the damage is now tied back to the impact, which hurts the synergy of stacking Bells after ult for example (also the 6s charge cd moves in a weird spot)
  • In practice, I have to choose between using Bell as a 500+ damage nuke or giving up that damage for a static 45% slow zone.
  • In late-game teamfights, that is usually not a real choice, because the burst is almost always more valuable than the slow.
Why the old T3 fit better
  • Call Bell T3 is usually skilled (close to) last, so it mainly matters in fast, chaotic teamfights where multiple static Bells are not very effective.
  • The old T3 was not perfectly balanced, but it actually fit the kit and rewarded teamfight coordination.
  • If 2+ enemies were stacked in a Cart hit, a single Bell could become dramatically stronger. (easy archivable with Vortex Web
  • It also had real synergy with abilities like Dynamo ult, Billy ult, or Lash ult, because grouped enemies made the effect much more rewarding.
I fully acknowledge that the old T3 wasn’t perfectly balanced. The overlapping AoE damage on stacked enemies could create huge damage spikes and was probably difficult to tune. But I think the better solution would have been to adjust the numbers, add diminishing returns, or cap the overlap, or dont do 100% impact damage AOE, and make it scaleable with Spirit power instead of replacing it with a T3 that feels less synergistic and much less impactful.

If we really want to stay on the AOE support/zoning tool, maybe change it to buff teammates inside the AOE, to create some anchorpoints - But of course no counterplay could be quit tough to balance...

Anyway, everything else feels great, the pierceing gun is probably the best change all in all :P
 
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