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Re: Chaos Doom Bolts cooldown

Posted: Thu 08 Oct, 2015 6:34 pm
by Laplace's Demon
Nurland wrote:I don't really see a huge issue with doombolts. Sorc is not exactly a strong hero early on apart from doombolts. They are pretty much the only thing he has going for him early on. He is not fast, average melee dps, low hp. Doombolts is the only way to get some real mileage from Sorc early on imo. Doombolts are possible to dodge. Well placed doombolts are hard to dodge but as mentioned previously you can dodge doombolts partially or retreat out of them before getting hit by all of the bolts.

Also investing on Sorc makes him less likely to spend his energy on doombolts since his abilities are quite energy intensive. So he generally has to keep munching Tics to keep his energy bar high enough to keep using his abilities.

I would argue Doombolts are not the strongest aspect of Sorceror. His worship, globals and sigil are the most insane stuff he has. Even taking into account that Doombolts is a starting ability.


I am reviving this subject with a recent game casted by indrid. Here's the url: https://www.youtube.com/watch?v=KQhw636KALM

As you can see, the doombolt ability is very strong in early engagements, capable of reducing tacs below half health in a very short span of time. If damage is not nerfed, surely such a strong ability should have longer cool down?

Re: Chaos Doom Bolts cooldown

Posted: Thu 08 Oct, 2015 9:37 pm
by hastaga
At least put a timestamp to the link please.

Here, i fixed it;

https://www.youtube.com/watch?v=KQhw636KALM&t=95

Notice the damage difference between the 2 volleys of doombolt?
The first one did much less dmg because it only partially hits
The second one did way more dmg because the guy just left his tac marine there and using the wrong cover.

Also, apparently the SM player just left his tac alone out there alone w/o support from any other of his units. If that's not the expected outcome of a bad play combined with the element of 1 squad against Chaos Sorc's entire army, then idk what is.

Edited because my laze with grammar makes my own eyes bleed.
Edit 2: On a side note, can we please already have 101 energy for Sorc's level one? I really hate casting only 3 doom bolts when I have a full energy pool at level 1. I deserve to be able to punish my opponents heavily by waiting to save up energy and exploiting their mistakes. It doesn't make sense that they are saved by bug for no reason.

Re: Chaos Doom Bolts cooldown

Posted: Thu 08 Oct, 2015 10:23 pm
by egewithin
I liked the tactic that Dandalus used there. He is a very experianced and good Chaos player.

Doombolts hurts you if all of them hits. It is easy to dodge. Just like nukes. You can dodge it if you want.

Re: Chaos Doom Bolts cooldown

Posted: Fri 09 Oct, 2015 4:48 pm
by Laplace's Demon
firatwithin wrote:I liked the tactic that Dandalus used there. He is a very experianced and good Chaos player.

Doombolts hurts you if all of them hits. It is easy to dodge. Just like nukes. You can dodge it if you want.



Not true. Like indrid himself said in the video, they can be very hard to dodge. Especially if they are coming from short range. Long range like that are easier, but short range.... no chance.

Re: Chaos Doom Bolts cooldown

Posted: Fri 09 Oct, 2015 4:52 pm
by Laplace's Demon
hastaga wrote:Notice the damage difference between the 2 volleys of doombolt?
The first one did much less dmg because it only partially hits
The second one did way more dmg because the guy just left his tac marine there and using the wrong cover.

Also, apparently the SM player just left his tac alone out there alone w/o support from any other of his units. If that's not the expected outcome of a bad play combined with the element of 1 squad against Chaos Sorc's entire army, then idk what is.


But this is my point, it wasn't the sorcerers entire army, it was the sorce consuming tics and doing that damage by himself with one, spammable ability. I'm not asking for a damage nerf, I'm asking for increased cooldown, at minimum.

Re: Chaos Doom Bolts cooldown

Posted: Fri 09 Oct, 2015 6:43 pm
by hastaga
Laplace's Demon wrote:
hastaga wrote:Notice the damage difference between the 2 volleys of doombolt?
The first one did much less dmg because it only partially hits
The second one did way more dmg because the guy just left his tac marine there and using the wrong cover.

Also, apparently the SM player just left his tac alone out there alone w/o support from any other of his units. If that's not the expected outcome of a bad play combined with the element of 1 squad against Chaos Sorc's entire army, then idk what is.


But this is my point, it wasn't the sorcerers entire army, it was the sorce consuming tics and doing that damage by himself with one, spammable ability. I'm not asking for a damage nerf, I'm asking for increased cooldown, at minimum.



... sigh. Look

If he was getting smacked around by say, a FC or a CL for 10+ seconds, do you think his squad'd still be standing? The guy let his tac marine stood there for at least 10 seconds because that's how long sorc's doombolt take to charge
without micro whatsoever.

Also. It really was 1 squad against 3 there. His tacs weren't even shooting at the sorc/tics. W/o the tics for consume and the covering from his army, sorc would not be able to fire 12 doombolts or safely fire doombolts twice. A tied up sorc in early conflict would not have the opportunity to fire 2 volleys of doombolt leisurely. Firstly coz of his hp, secondly coz of the aiming. This is also why doombolt is not a problem to most people who pay attention.