Ivy Seven combo

Presses 4 twice and wins the game. People here know that knockdown has a 3 second delay and in 3 seconds they are all almost dead right?
I think 'wins the game' is an exaggeration.

You're right, Knockdown has a 3 second delay. But Haze sleep dagger will cancel Seven/Ivy's portion and works at range. Wraith waiting on a nearby rooftop and ult'ing cancels both. Bebop just tracks them with his ult and takes them out of the sky. Kelvin ult saves your whole team. Seven's second ability is basically Knockdown (assuming there can be a Seven on both teams? Not sure). Knockdown isn't the only answer, but it is an extra answer.

Seven's ult is on a 180s cooldown.

Sure, it might wipe your team a couple times, but I think if your whole team loses the entire game to this combo alone and none of the 5 other people you are playing with can adapt their playstyle to avoid/stop this.... I feel bold enough to call it a "skill issue".
 
It's not an exaggeration to say this is OP. At lv. 6 a Sven/Ivy combo can dominate any teamfight, and unless you have a few characters ready to interrupt it, there are no answers. No one is going to have knockdown at lv. 6. That leaves lash's ult, (150 sec cd), Haze's sleep dagger, or Wraith's ult (120 cd?). 3 counters and two of them are ults. Maybe bebop's hook if you can land it on them mid air, unlikely because ivy is fast and can outrange bebop's hook.

Being able to dominate teamfights early means your team will have a massive soul adv heading into midgame, and it's very easy to snowball from there. There are no other ult combos in the game that can do such a thing. This is clearly the best ult combo in the game and so it is OP.

I don't think this is so OP it ruins the game, however, I think a mild nerf would do. Just reduce's Ivy's movespeed when picking up another ult'ing hero, for example, would give players a chance to react. Another option is to make it so Ivy cannot carrying ulting heros, or heros cannot ult while being carried.
 
It's not an exaggeration to say this is OP. At lv. 6 a Sven/Ivy combo can dominate any teamfight, and unless you have a few characters ready to interrupt it, there are no answers. No one is going to have knockdown at lv. 6. That leaves lash's ult, (150 sec cd), Haze's sleep dagger, or Wraith's ult (120 cd?). 3 counters and two of them are ults. Maybe bebop's hook if you can land it on them mid air, unlikely because ivy is fast and can outrange bebop's hook.

Being able to dominate teamfights early means your team will have a massive soul adv heading into midgame, and it's very easy to snowball from there. There are no other ult combos in the game that can do such a thing. This is clearly the best ult combo in the game and so it is OP.

I don't think this is so OP it ruins the game, however, I think a mild nerf would do. Just reduce's Ivy's movespeed when picking up another ult'ing hero, for example, would give players a chance to react. Another option is to make it so Ivy cannot carrying ulting heros, or heros cannot ult while being carried.
I agree that it's VERY strong. I don't know about OP, but very strong early game, absolutely. I like your idea of reducing Ivy's ult move speed while carrying another hero.
 
People will learn to play around it, it honestly isn't that strong. I think some people are attaching how strong it is to a farmed up Seven flying around. If the Seven isn't ahead, especially early, and you try this he will just be gunned down. If it makes you feel better I think Ivys ult will just be nerfed in general because it is pretty insane.
 
if you're going to look at this and immediately label it as broken you also need to acknowledge everything else happening, that seven is WAY ahead in farm and going mostly spirit, the entire enemy team is already low and are all grouped up as there is not a single person with full HP, and its early in the game where ANY combo of ults is going to look really strong. if your argument is that "no one is going to have knockdown that early" why not LOL, itemization is about countering the opponents just buy knockdown earlier, throw it at them, and then duck into a building. of have haze sleep. or have bebop hook. or bebop ult.
 
I think 'wins the game' is an exaggeration.

You're right, Knockdown has a 3 second delay. But Haze sleep dagger will cancel Seven/Ivy's portion and works at range. Wraith waiting on a nearby rooftop and ult'ing cancels both. Bebop just tracks them with his ult and takes them out of the sky. Kelvin ult saves your whole team. Seven's second ability is basically Knockdown (assuming there can be a Seven on both teams? Not sure). Knockdown isn't the only answer, but it is an extra answer.

Seven's ult is on a 180s cooldown.

Sure, it might wipe your team a couple times, but I think if your whole team loses the entire game to this combo alone and none of the 5 other people you are playing with can adapt their playstyle to avoid/stop this.... I feel bold enough to call it a "skill issue".
I mean... I'm not sure how interactions work right now, but If I'm not mistaken, haze sleeps doesn't stop abbilities being cast so if you target ivy and misses into seven I believe this doe snothing to the combo as he will still be casting his ult.

Beebop as a counter is really a bad take. He needs to be really far and depending on the ivy and if the plays builded for movespeed, goodluck aiming for an ivy.

Seven CD can be improved using items... and Idk how a seven would cast a stun into himself? So yeah...

I can win because I can adapt myself, but building just to counter this shit every single time I see an seven plus Ivy is just BORING.

Again, I DO LIKE THE INTERACTION BETWEEN THOSE SKILLS, but it's too strong and can happen really early in the game.

Btw this ability can be used with haze also, and I seem some comps using it with seven and haze in the same game.

Maybe the solution to me would be having more interactions like this. But the way it is right now it's so out of place for the game.
 
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