ForestGreen
New member
THERE WILL BE THINGS I LEFT OUT SO IF YOU HAVE QUESTIONS PLEASE ASK
Before I actually explain the reworked ult, I wanted to explain why I want a rework in the first place instead of just advocating to give it some buffs. I play a lot of Seven and over my time with him I've noticed that he has 3 distinct issues that can potentially all be solved via his 4, consisting of his ult being weak, his general reliance on late game strength, and his lack of build variety.
There was a lot more I could say about all three of those points but I just wanted to get my general ideas out of the way, and I didn't want to make it even longer. And so with further ado, here's the rework:
Visual Representation:
Before you go screeching in the replies (assuming this post even gets any), I would first like to explain my reasoning behind this.
- This concept can certainly be tweaked (I battled with a few ideas that I will talk about later), but I wanted to treat this more as a brain"storm" experiment.
- The general idea that I was going for was to give Seven a survivability ability that would also make it so that he could have an option to build his kit differently than he usually does. At least in that regard, I think I succeeded.
How this build works:
- You effectively have 2 different ways to play Seven with this build, you either keep running your opponents down as standard Seven, or you can now go hard support.
- Everyone in your radius effectively has bullet evasion, yes this is very strong.
- As you may have noticed, something weird is going on at the top, the radius has negative spirit scaling, no this is not a typo. My idea behind this was that as you build spirit, this would make it so that you are reducing the radius, thus playing in a more selfish manner, but you could instead forgo some of your offensive power that will primarily come from spirit and lean more into a support role with rescue beam, healing nova, and items of that like.
- Honestly, I'm not sure if negative spirit scaling would really work for Seven, but when I thought of it I liked it so much that I included in this. In all honesty, this kind of scaling would be best baked into a new character's kit, but here we are.
- The reason I added more movement speed to the ult despite Seven already having so much is because of how much of a useful tool it is, esspecially when running people down like a freight train and trying to get to your allies as a support.
- I did consider swapping out the movement speed bonus with movement slow reduction (like from enduring speed), but I figured I liked this better since it would also potentially allow Seven to get out of dodge quicker in certain situations.
- I did not envision this ult zapping all kinds of projectiles including abilities like gray talon's arrow and items such as decay since giving everyone in your radius bullet evasion is already insane enough.
- I believe I should clarify what exactly the third perk would do. At base level the radius has a negative spirit scaling of -0.05, meaning that at a spirit level of 200 the radius would be a total of 0, the ult would only affect you. With the third perk's improved spirit scaling, that -0.05 would instead turn into something like -0.03, meaning you would have a base radius of 4 instead of 0.
- The healing amplification on the third perk is what I am most unsure about in this ability, I figured I could have added a leach effect, healing duplication, something to do with healing based off of bullets zapped, etc. but the perfect answer alluded me for the brief period I spent thinking about it; so I went with the simple filler option in the end, healing amp.
- The main issue that I had with this ult rework is that a support option on Seven would be something coming out of left field, but I figured it could go so well with a sustain focused ability that's also an ultimate and be really fun. If I were to strip the ability of its support option however, I would have most likely given it spirit resist in a perk instead of healing amp as well as taken away the radius.
If you have read this far, thank you, I genuinely appreciate it. Again, if you have any questions, please ask and I will be happy to answer. Reread this and take a shot every single time you see ult or Seven
Before I actually explain the reworked ult, I wanted to explain why I want a rework in the first place instead of just advocating to give it some buffs. I play a lot of Seven and over my time with him I've noticed that he has 3 distinct issues that can potentially all be solved via his 4, consisting of his ult being weak, his general reliance on late game strength, and his lack of build variety.
Ult: There is A LOT to say about Seven's ult, but to put it simply for the past 2 months or so the ability has been terrible (unless you're a smurf noob stomper), the only real use it has had is for farming, sometimes pit, and early game melee baits. It would not be an exaggeration to say that he had the worst ult in the game, from the 3k power spike up till the endgame. Thankfully the patch on 10/24/24 improved its spread rate by 80% as well as its radius by +5m, which certainly made the ability more usable. That being said, this buff did not fix the main issue at hand, you are a sitting duck while ulting which makes it really easy for people to abuse you with abilities/items and shoot you while peaking around cover. This results in Seven's 4 not being used in fights as an area denial but rather as a burst "area push back" if even that, which in the end makes the ability not have that much impact, especially for an ultimate. There are fixes possible to help his 4, but, and this is entirely subjective, half of Seven's entire thing is becoming an f1 car and although his ult is imo the coolest in the game, standing like a doll in midair is not hype.
Late Game Strength: Seven is much stronger the longer the game goes on, this shouldn't be a surprise to anyone; this primarily stems from his insane ability to flash farm and his synergy with more costly items. However, while Seven is strong in the late-game he is fairly weak in the early and mid games, specifically between the 3k powerspike to ~25k (give or take). I believe this bad presence early on is mostly due to his ult not being up to snuff and not having much impact. Overall, this lack of presence early on and almost obsessive focus on his late game leads to Seven being played very one dimensionally to where he simply does the same thing over and over every game, and although I personally enjoy it, I don't believe it's what's best for the character.
Lack of Varying Builds: Pretty much every single Seven build is the same. There's slight variations, but they all stem from the same general build principle, you build his spirit until you can hold w. You're going melee Seven? trolling, going support Seven? trolling, rushing double stun? mid (rip my beloved). Pretty much every single build is the same and again, although I personally like how Seven builds his kit, I still believe he should have the option to go a different route like literally every single other character in the game, yes including Haze (kinda).
Late Game Strength: Seven is much stronger the longer the game goes on, this shouldn't be a surprise to anyone; this primarily stems from his insane ability to flash farm and his synergy with more costly items. However, while Seven is strong in the late-game he is fairly weak in the early and mid games, specifically between the 3k powerspike to ~25k (give or take). I believe this bad presence early on is mostly due to his ult not being up to snuff and not having much impact. Overall, this lack of presence early on and almost obsessive focus on his late game leads to Seven being played very one dimensionally to where he simply does the same thing over and over every game, and although I personally enjoy it, I don't believe it's what's best for the character.
Lack of Varying Builds: Pretty much every single Seven build is the same. There's slight variations, but they all stem from the same general build principle, you build his spirit until you can hold w. You're going melee Seven? trolling, going support Seven? trolling, rushing double stun? mid (rip my beloved). Pretty much every single build is the same and again, although I personally like how Seven builds his kit, I still believe he should have the option to go a different route like literally every single other character in the game, yes including Haze (kinda).
There was a lot more I could say about all three of those points but I just wanted to get my general ideas out of the way, and I didn't want to make it even longer. And so with further ado, here's the rework:
Visual Representation:
Before you go screeching in the replies (assuming this post even gets any), I would first like to explain my reasoning behind this.
- This concept can certainly be tweaked (I battled with a few ideas that I will talk about later), but I wanted to treat this more as a brain"storm" experiment.
- The general idea that I was going for was to give Seven a survivability ability that would also make it so that he could have an option to build his kit differently than he usually does. At least in that regard, I think I succeeded.
How this build works:
- You effectively have 2 different ways to play Seven with this build, you either keep running your opponents down as standard Seven, or you can now go hard support.
- Everyone in your radius effectively has bullet evasion, yes this is very strong.
- As you may have noticed, something weird is going on at the top, the radius has negative spirit scaling, no this is not a typo. My idea behind this was that as you build spirit, this would make it so that you are reducing the radius, thus playing in a more selfish manner, but you could instead forgo some of your offensive power that will primarily come from spirit and lean more into a support role with rescue beam, healing nova, and items of that like.
- Honestly, I'm not sure if negative spirit scaling would really work for Seven, but when I thought of it I liked it so much that I included in this. In all honesty, this kind of scaling would be best baked into a new character's kit, but here we are.
- The reason I added more movement speed to the ult despite Seven already having so much is because of how much of a useful tool it is, esspecially when running people down like a freight train and trying to get to your allies as a support.
- I did consider swapping out the movement speed bonus with movement slow reduction (like from enduring speed), but I figured I liked this better since it would also potentially allow Seven to get out of dodge quicker in certain situations.
- I did not envision this ult zapping all kinds of projectiles including abilities like gray talon's arrow and items such as decay since giving everyone in your radius bullet evasion is already insane enough.
- I believe I should clarify what exactly the third perk would do. At base level the radius has a negative spirit scaling of -0.05, meaning that at a spirit level of 200 the radius would be a total of 0, the ult would only affect you. With the third perk's improved spirit scaling, that -0.05 would instead turn into something like -0.03, meaning you would have a base radius of 4 instead of 0.
- The healing amplification on the third perk is what I am most unsure about in this ability, I figured I could have added a leach effect, healing duplication, something to do with healing based off of bullets zapped, etc. but the perfect answer alluded me for the brief period I spent thinking about it; so I went with the simple filler option in the end, healing amp.
- The main issue that I had with this ult rework is that a support option on Seven would be something coming out of left field, but I figured it could go so well with a sustain focused ability that's also an ultimate and be really fun. If I were to strip the ability of its support option however, I would have most likely given it spirit resist in a perk instead of healing amp as well as taken away the radius.
If you have read this far, thank you, I genuinely appreciate it. Again, if you have any questions, please ask and I will be happy to answer. Reread this and take a shot every single time you see ult or Seven
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