Spirit Bombs are still bugged btw so it triggers through walls but the effects are LoS. Idk if it’s a good idea but I feel like they could make you cleanse status effects like a Talus TP, I also said in a previous comment that Kasumi should be able to TP to any trap, triggered or not, as long as you hold down the button while looking at it. Also your body immune to CC since you can just get yoinked out of it (I’m talking about body in soul btw, not the trap tp)
Body you did not just steal my ideas and just straight up edit your comment to make them yours 💀 Well I guess as long as it reaches the dev i'm not really caring
@@NoxHelios ??? What Bruh Nah man. It’s something many people have been saying, Andrew even said it before. I mean I’m sorry that you thought I’d “steal the comment,” all I usually do is just comment my opinion on something, spitball ideas I have, you know basic comment stuff I edit a lot cause I feel like adding more stuff without needing to add more comments (it’s “cleaner”) and I check others comments to see their opinions but I would comment on them instead of stealing it Hopefully the Devs do listen to us, they’ve been doing real good so far but they can still do more you know
I feel like this is Kasumi’s only real “flank” talent Engage with the traps, and use Body and Soul to escape. She doesn’t really have the movement tools to play like a flank with her other talents imo.
Or can also be a bait/throw talent once enemies know how to play around them....on top of being destructible the explosion range is too small to fear anybody and using this method one can bait any kasumi into a bad position and kill them. That's why base trap design was almost always useless
@@diegomastro5681 That would only render them useless if not tping to them as theres no way to know if they ahead of the trigger radius unless tping asap once you hear the trigger and putting behind corners might be good against noob unaware players but note that it gets triggered even behind walls and also don't fear them...so in a nutshell her trap ability has only become worse with only usage for increasing stacks and the talent that fears them still doesn't work well despite the reaction time needed to tp and trigger
i suggest to make the spirit traps deal at least 600 dmg to feel impactful or give it the fear back it feels so useless to use in game. god damn decrease the coldowns on her movement ability what flank has one movement ability with 14s coldown?? And make it so you can go vertically just like a willo ult that would make it fit for a "flank" or make it so you can place spirit traps and if you look at it you and press the ability again to teleport to it with out the need of an enemy to trigger it that would make kasumi more of a strategy flank than a rush down burst flank which seems fitting for a ghost character. I like the idea of heals depending on how much stack you have. Increase the damage of savage tear like it used cause she needs one ability to that at least deals high burst quickly or make her primary slightly faster. Lastly fix her primary fire bugs and why she still reveal herself after applying curse stacks? That's countering the fact she is flank now... How am i supposed to sneak on people or have any gameplan if im revealing myself do some of the above and she will be fine... P. S im a kazumi main i played her both when she was "good" and when she was "literally unplayable".
kasumi was never unplayable, she is just situational and also people don't know how to play her. 600 damage from her traps would be way too broken and removing her identity and lowering her skill gap to be boring. its very strange that her shift cooldown is staying the same at a whopping 14 seconds, going into the flank role. if they really want to make that shift they need to change that.
People are mad that their fav character was nerfed to hell. So of course they’re going to be mad 🙄 I’m pretty mad too tbh and I’d be acting the same way
This is it tho right? This is the announced rework... It just didn't do the one thing players asked for which was to alter the Yokai Doll so that it plays in the same ball court as the other champs. What can I say at this point, it's good to see an effort made but...
Why not just make it just like talus ult when two lures are triggered so u can choose which one? Should be fast tho or they would simply get out of range
It would look better if they work better on the animation of the traps when she throws them away because it feels like the trap falls down but not really lol
Trap Radius card is such a scam. It changes the distance by 1u per level, which in shooting range you can see how little and useless it really is. Recommend running the Trap CD card. The cooldown of 5s allows Kasumi to replace used traps fluidly, and gives you the opportunity to teleport to triggered trap before it disappears. Funnily enough, this card only works with this talent, it doesn't do anything for base kit trap, which I guess is an oversight on devs part.
it seriously isnt but okay lol. that small increment of aoe is a huge deal when you realize how quickly people respond to stepping on your traps. that card is completely necessary to hitting traps ever. i was hitting 0 traps but got that card in my deck at level 4 and instantly hitting every trap/every other trap. completely necessary to have in your deck if you want any success with her. pretty sure deadly prey is broken because it literally provides 0 value to kasumi if she is running spirit bombs even though weirdly enough that card is in it's default deck.
13:48 was cope but 12:21 was undoubtedly noregs and is a consistent problem with her champion. when kasumi makes contact with an enemy, it does that exact animation and if it really was a miss you would see the lockout animation.
@AndrewChicken Kasumi needs a ton of changes before she is ever going to be viable, imma write these out since you seem to have the ability to give direct feedback to the developers, I hope you and evil mojo take the time to read it, I know its long but this character is so severely flawed in design that this wall of text is needed to explain what is wrong / how to fix it. * 1 The miss lockout needs to go, it is the cause of her weapon feeling so terrible to use, it combined with a few other mechanics she has is also the primary reason for why she has so many bugs. No other character in the game gets punished for missing so hard and it just doesn't make sense. She is a slow extremely close range character with no real mobility ability that has very low single target damage that slowly ramps up to mid level single target damage. There is no reason ever, that anyone should be stopped from using their primary weapon, period, its just unfun poorly designed gameplay that enables an error rich envirorment to exist. * 2 She needs more range, desperately so, she has no real way to escape anyone because body and soul still allows you to kill her during its use, compare this to pretty much every other mobility ability in the game and it becomes readily apparent why this combo of extremely low range and non-existant mobility is a terrible fate to be stuck with for a character. It is infuriating to see someone hovering near the skybox and to be unable to do literally anything about it or to be on the other side of a points highground unable to shoot back at people clearly killing you because they can. Her range needs to go to around 150 meters at least, it is so bad. * 3 The line of sight check that determines whether or not kasumi can hit someone or not needs to be based off of kasumi's pov and it needs to be much more generous then it currently is, probably up to 95% of a body being obstructed should be the cutoff point where kasumi can't attack anymore. Currently the los check is from the attacked players pov, when you combine this with latency between you, the other player and the server, along side janky map hitboxes / abundant map geometry. It becauses extremely easy to jiggle peak a kasumi around a wall or a set of stairs or really anything that even slightly obstructs you from her vision from your prespective and make it so she can't even attack, and make it so she is forced into a miss cool-down for trying. This is simply put unacceptable when compared to how this interaction works for literally every other character in the game, if you can see the enemies model you should be able to hit them, period. This single check is the main cause in combination with the miss lockout for nearly all of kasumi's bugs and makes playing her a fucking chore, fix this for the love of god please. * 4 Allow kasumi to target invisible / intangible people out to 60 meters, this one is pretty simple not allowing her to target people that are invisible / intangible is horrible. If I see a skye go invisble in front of me on literally every other character, I can predict her movement and shoot in the direction I think she is going and more often then not I can kill that skye. With kasumi I can't and will instead be punished with a miss lockout animation. This interaction makes fighting people who have invisibility abilities / intangibility abilities. Outright impossible for kasumi, if a sky sits in her smoke screen and shoots you, then stops, then shoots you again, you literally cannot target her because of this restriction. If a strix you "flank" decides to go invisible on you after you start stabbing him, he gets to line up a headshot while invisble and you cannot do anything as he kills you because he is still invisible at the time. This same thing applies to all instances of invisibility / intangibility, this needs to change, this turns literally every single matchup verus these things into an auto loss in any 1v1 duel period. * 5 The curse stack system as a whole needs to be reworked, stacks should not be taken from one person to be given to another, instead each stack should last 15 seconds by default per target and renew if hit again within this timeframe. That way you aren't constantly punished for hitting other people / killing your targets. This change will enable you to slowly build up more stacks on multiple people similar to how seris can and mean that your damage doesn't immeditely drop to basically 0 the second you kill your target / they die. * 6 Savage tear needs a los check from the prespective of the person its being used on, dying to it behind cover is never a fun thing and because latency will always be a thing having it be tied to kasumi's pov isn't the healthiest. That said the savage tear itself should just be 1000 as it is currently on live at max stacks but at all times, they should also either get rid of the heal or make it immune to cautarize, as it stands its completely neligible unless you have 5 stacks on the target and you aren't already under fire, situations few and far between with the normal usecase of the move. * 7 Of body and soul needs to lose the " of body " part and just give her damage immunity for the duration of the ability, in addition It would be a good inclusion if while in this form she could move like an ulting grock, that way she can access highground / be less predictable with her pathing while invisible / intangible. That way she could actually use this ability to enable her to be a flank, instead of a getho damage flank hybrid. * 8 The haunted grounds talent should just be how her traps work normally, in addition there are a few changes I would make, first off the explosion of the dolls shouldn't have a hitbox and should instead go through all map terrian, that way its useable on uneven map surfaces such as stairs. Additionally there is a "bug" on the live client with her second talent to where if you hold the ranged placement down and then attack someone with your primary attack without letting go of the placement button the doll will be "auto placed" near the enemy you just stabbed. This should be incorperated into the base ability so she can more easily use these dolls to duel people. Also make it so the when a doll explodes you teleport to the doll currently active and closest to where you are looking, to prevent unwanted teleports. * 9 This one is more of a general set of changes and less talliored to specfic things but, her cards across the board need to be looked at as most of them are really, really bad. And this last bit is an idea I had to replace the current mostly useless third talent she currently has. I think ill call it Yakioki Tailisman, what it would do is remove the fear / slow / curse stacks and instead give you the ability to place up to 4 dolls remotely and teleport freely teleport to any of these dolls in exhange for consuming the doll upon teleporting and losing 600 health ( if you would die from this loss of life you will instead live with 1 hp ) on a 3 second doll placement / teleport cooldown. That way you could use your dolls purely for mobility and take risky engages by placing a doll behind enemies lines at the cost of health. These are allot of changes and I would be happy if like 1/4th of them got implimented honestly. But this is everything I can think of from playing this character and what I would do to make them actually enjoyable to play / viable picks. I know this was a massive wall of text, and if you took the time to read this, thank you, seriously, doubly so if you passed it along to evil mojo, kasumi to me is a great concept with amazing visual / audio aesthetics, she is just so poorly designed in her current state and thats such a shame, hopefully they rework her into a proper character this time.
1) i argue that the miss lockout should stay and all of those weaknesses you described are all intentional and should still be in play. you see, i think her having auto aim isn't bad, and people who complain about it don't understand WHY she has auto aim. the hefty cost for missing is reasonable, and she definitely has hugely outrageous single target damage. think about it this way, given she has a miss lockout it incentivizes most of her value from hitting fears, rather than running around holding left click on people. by design it guarantees value if you hit good traps on enemy teams, since you can't miss and you will inevitably get 5 stacks of curse on anyone who you successfully fear given you have the right deck, which makes missing almost impossible. it punishes players who rely on getting kills by relying too much on only their weapon and encourages the player to utilize all of her kit.. i think it's almost perfect design but it really needs tweaking. the lockout being reduced i think is good tho. the real problem is when people understand how kasumi's aim works and they try to cheese corners. even so i think that just increases her skill ceiling and isn't necessarily something that breaks her ability to duel. 2) while i agree her range needs a pretty significant buff, since she gets smoked by a lot of champions due to this very reason, i think her damage then should stay the same as it is now and shouldn't be buffed. once again i don't think it's fun to have her character rely solely on her left click and right click to win duels, but she should have defense against characters like drogoz. however i think her escape is perfectly fine and fits her champion model. 3) i understand the frustration of dealing with people who cheese corners but this is, once again, why i believe it's just another intended obstacle that prevents people who play kasumi from relying too hard on her left and right click. it's very easily countered by just placing a trap where they are, nothing less and nothing more. i think people who cheese corners can be outplayed regardless given they want to actually duel you. it's once again something that just increases her skill ceiling, not really a problem with her champion. tbh i feel i've had minimal problems dealing with actually hitting people cheesing corners and i've dealt with more bugs in other aspects with her character, namely the noregs. 4) once again i think this is just another thing that prevents kasumi players from relying too heavily on their weapon and i think instead there should be changes to her trap. if someone gets feared i think they should exit invisibility and have their invisibilities go back on cooldown. i think thats a pretty fair middle ground because i imagine it would annoying as hell to be targetted by someone when you are rightfully supposed to be invisible, but still creating the opportunity to counter it with a fear. also, illum exists if it's really that big a problem. 5) i actually like this idea, and think it helps a lot and creates a little more defense for kasumi. the way kasumi plays when played her best is basically being a silent killer. if someone walks on one of your traps, especially being a damage character currently, that person will get killed in about 2 seconds max without being able to respond. same honestly goes for tanks honestly, she can delete them 2 seconds flat at the very start of a point if your team responds to your fear. however she can get punished very severely in that amount of time and the added DR and ability to continue stacking is a good idea. 6) lol im very biased when it comes to this one because i honestly love hitting savage tears on flanks who thought they were in the clear, especially talus. but if it got changed because of how annoying it was i would understand. i think removing the cauterize aspect would really be helpful too. 7) that is a bit too broken in my opinion. full damage immunity alone is a huge hit and prevents characters like lian from being able to outplay them with ult among just being unnecessary due to the fact that the DR she gets from her escape ability alone is more than enough and adding the flying bit to her escape would overload her kit. if she does make the switch to flank though, i feel like i could see it working, i just feel it might be too much in practice. 8) the way haunted grounds treats traps is exactly why her character is such a dumpster fire right now, and is the unending battle to why evil mojo can't get her character right, and in my opinion, if done right, kasumi wouldn't need any other changes whatsoever. the trigger time of the traps is awful WITH spirit bombs, but paired with haunted grounds, gives the enemy who just stepped on the trap ample time to get away from the aoe. there isn't even a reveal to people who stepped on your trap. once you TP to the trap, you are fully committing to what's going to happen, and once players understand how her traps work, will prove a detriment to kasumi, given her lower damage numbers against literally every other damage and flank. i love how the traps are now. spirit bombs is perfect as it allows the trap to proc sooner and you don't have to risk your positioning to use it, cuz we all know how much of an old grandma kasumi is. it additionally gives kasumi the ability to place and use more traps. also i think the "bug" you are talking about shouldn't exist, it just makes outplaying her almost impossible without resil and reduces her skill level to something completely nonrewarding, and i can also see myself accidentally using my trap without wanting to with a mechanic like that. however, i think her trap going through terrain is massively needed. 9) obviously you know my stance on traps if you read up to here so i don't like that talent idea. simply because it just deletes the one interesting aspect of her character that doesn't generate her to become a left click holding aim bot champ. but i would say there are definitely some cards that are genuinely useless, especially deadly prey, but yeah. in my opinion, i REALLY thought evil mojo were on the right track with how they were designing Kasumi, and my controversial opinion is that kasumi isn't per say bad (talking about damage kasumi), it's just a combination of people not knowing how to play her as well as her being very difficult to play, AND being situational. a champ that combines her core ability in her kit along with her weapon to get kills is perfect. some satisfying and fun trap play to kill high value targets makes her a complete joy to play. its really how she plays into flanks that is the real issue, which is why i predict her winrate will go down further since even with her damage buff she will still have less damage than flanks. you can't realistically trap a flank, which is why the changes i would make to her character would be more anti-flank than anything. i think that when kasumi pops her escape ability, nearby enemies should also be feared, or should at least drop a trap to where she was just standing. sadly i really don't think anyone sees kasumi the way i do which is why i feel the future on her character is quite bleak. i think kasumi is actually designed amazingly way as she is now (speaking before she is a flank) and once again i just think she is incredibly hard to play, situational, and i haven't seen any players who actually knew how to get the most value from her champ (which is more than you might think) besides one master rank kasumi who had explained to me that spirit bombs is her only useful talent. so obviously im quite biased, i don't like the new changes and once again they are making kasumi another glorified aimbot champ, and because the traps got messed up so hard people probably won't even bother to learn how to use them.
@@virginboy3d78 I agree with mostly everything you said here, hopefully she gets tweaked a little in the coming updates to end up being less situational. Still a really fun trap playstyle however! I love the short ghost lady
i think was kreepers who defended the auto aim of kasumi saying it was actually a cone hitbox and i font know what else he dsaid, i wonder who a conversation between you and kreepers would go (my bet is a pistol sduel)
its good, my queen kasumi is honestly just misunderstood and it's a controversial topic. i personally believe that: auto-aim means kasumi should inevitably perform less damage, and having less damage from her weapon than anyone you want to duel segues perfectly into making her champ perform at her best when utilizing her fear traps, which also segues perfectly into her having auto aim to successfully execute targets who have gotten psyched by one of her traps. in a perfect world, kasumi isn't at all an aim champion and more of a 3d chess champ that seeks to outplay by catching the enemy team slipping from mis-positioning and bamboozling flanks.
@virginboy3d78 she's worse as a dmg character. They made certain dmg characters as flanks and certain flank characters as dmg characters. Kasumi flanking feels alot better than being a dmg.
Ngl, a lot of this video is spent in death spectating, it’s a bit boring to watch. I’ve started to notice this when VII is on the opposing team. Point of the content is definitely there and I’m satisfied for the information shared either way.
I cant undestand this character, No matter how many buffs they give him, no matter how many reworks they do, I can't understand him, the yokai trap seems like a very inconsistent ability to me, I would prefer it to explode and cause fear in his base kit
Just watching reminds me I think ultimates with stuns shouldn't be countered as hard as they are by resilience. Ults should have a minimum affect regardless of resilience levels imo
VII still unbalanced and unhealthy for the game, he should still get reworked to have slow projectiles instead of Hit-Scan, keep the movement tho, mostly
They are not going to rework a weapon switching character. If they didnt rework kasumi weapon they are definitely not going to change his weapons and abilities. Also give Vii a break. They nerfed his most fun playstyle and you still want more nerfs?
You have a major skill issue if you are having trouble dealing with VII in current patch. VII is literally a mid-tier flank that gets outclassed by a lot of other champions.
You actually CAN choose to which Ying's illusion teleport!
They can easily do the same for Kasumi's traps.
I was gonna say this. The implementation suggested by Andrew is exactly how Ying's illusions work
Spirit Bombs are still bugged btw so it triggers through walls but the effects are LoS. Idk if it’s a good idea but I feel like they could make you cleanse status effects like a Talus TP, I also said in a previous comment that Kasumi should be able to TP to any trap, triggered or not, as long as you hold down the button while looking at it. Also your body immune to CC since you can just get yoinked out of it (I’m talking about body in soul btw, not the trap tp)
thats been there since the start it even triggers from different floors
@@fem-yan Ik which is why I’m confused why they didn’t fix it for like a year
they neglect my waifu there is so many undocumented glitches and very specific ones that i myself have found@@mikehawk1856
Body you did not just steal my ideas and just straight up edit your comment to make them yours 💀
Well I guess as long as it reaches the dev i'm not really caring
@@NoxHelios ??? What Bruh
Nah man. It’s something many people have been saying, Andrew even said it before. I mean I’m sorry that you thought I’d “steal the comment,” all I usually do is just comment my opinion on something, spitball ideas I have, you know basic comment stuff
I edit a lot cause I feel like adding more stuff without needing to add more comments (it’s “cleaner”) and I check others comments to see their opinions but I would comment on them instead of stealing it
Hopefully the Devs do listen to us, they’ve been doing real good so far but they can still do more you know
I feel like this is Kasumi’s only real “flank” talent
Engage with the traps, and use Body and Soul to escape. She doesn’t really have the movement tools to play like a flank with her other talents imo.
Or can also be a bait/throw talent once enemies know how to play around them....on top of being destructible the explosion range is too small to fear anybody and using this method one can bait any kasumi into a bad position and kill them. That's why base trap design was almost always useless
@@rkrb3112you dont have to tp to every trap, plus you can kinda place them around corners where enemies will be alone
@@diegomastro5681 That would only render them useless if not tping to them as theres no way to know if they ahead of the trigger radius unless tping asap once you hear the trigger and putting behind corners might be good against noob unaware players but note that it gets triggered even behind walls and also don't fear them...so in a nutshell her trap ability has only become worse with only usage for increasing stacks and the talent that fears them still doesn't work well despite the reaction time needed to tp and trigger
@@rkrb3112 oh i thought it was like spirit bombs, fear on trigger and you have the option to tp.
If it's like you're saying then it sucks lol
I said this before and ill say it again. Thank you for scene shotting the builds in all your videos.
When Ying ults she can teleport to any ally that she is looking at
By god I love the reputation XSTBE has its hilarious
i suggest to make the spirit traps deal at least 600 dmg to feel impactful or give it the fear back it feels so useless to use in game.
god damn decrease the coldowns on her movement ability what flank has one movement ability with 14s coldown?? And make it so you can go vertically just like a willo ult that would make it fit for a "flank" or make it so you can place spirit traps and if you look at it you and press the ability again to teleport to it with out the need of an enemy to trigger it that would make kasumi more of a strategy flank than a rush down burst flank which seems fitting for a ghost character.
I like the idea of heals depending on how much stack you have.
Increase the damage of savage tear like it used cause she needs one ability to that at least deals high burst quickly or make her primary slightly faster.
Lastly fix her primary fire bugs and why she still reveal herself after applying curse stacks? That's countering the fact she is flank now... How am i supposed to sneak on people or have any gameplan if im revealing myself do some of the above and she will be fine...
P. S im a kazumi main i played her both when she was "good" and when she was "literally unplayable".
kasumi was never unplayable, she is just situational and also people don't know how to play her.
600 damage from her traps would be way too broken and removing her identity and lowering her skill gap to be boring. its very strange that her shift cooldown is staying the same at a whopping 14 seconds, going into the flank role. if they really want to make that shift they need to change that.
Damn that betty loves to dive in and die
Ying can do what you asking of in Kasumi looking at the trap you want to teleport
Sometimes if they stand on top of the trap it wont fear, its a buggy mess...yes the bombs are legit buggier than Imani.
My biggest question is will it move Kasumi up to tier 2 or tier 1 of carry potential tier list.
Man Weiro and Questionator seem so unsympathetic. With weiro always emoting and both just abusing VII like that. So toxic i feel
For real they were funny at the start now they are ruining andrews streams and videos
People are mad that their fav character was nerfed to hell. So of course they’re going to be mad 🙄 I’m pretty mad too tbh and I’d be acting the same way
i think kasumi with corvus could go hard
I LOVE KASUMI
me too shes hot
great vid
This is it tho right? This is the announced rework... It just didn't do the one thing players asked for which was to alter the Yokai Doll so that it plays in the same ball court as the other champs. What can I say at this point, it's good to see an effort made but...
Why not just make it just like talus ult when two lures are triggered so u can choose which one? Should be fast tho or they would simply get out of range
It would look better if they work better on the animation of the traps when she throws them away because it feels like the trap falls down but not really lol
Yea im so confused
You should try Saati ult spam, is BROKEN as f*ck with coin rework talent
Trap Radius card is such a scam. It changes the distance by 1u per level, which in shooting range you can see how little and useless it really is.
Recommend running the Trap CD card. The cooldown of 5s allows Kasumi to replace used traps fluidly, and gives you the opportunity to teleport to triggered trap before it disappears.
Funnily enough, this card only works with this talent, it doesn't do anything for base kit trap, which I guess is an oversight on devs part.
it seriously isnt but okay lol. that small increment of aoe is a huge deal when you realize how quickly people respond to stepping on your traps. that card is completely necessary to hitting traps ever. i was hitting 0 traps but got that card in my deck at level 4 and instantly hitting every trap/every other trap. completely necessary to have in your deck if you want any success with her. pretty sure deadly prey is broken because it literally provides 0 value to kasumi if she is running spirit bombs even though weirdly enough that card is in it's default deck.
12:21 i think thats cope you seemed to have missed those from what i see
edit: also at 13:48
13:48 was cope but 12:21 was undoubtedly noregs and is a consistent problem with her champion. when kasumi makes contact with an enemy, it does that exact animation and if it really was a miss you would see the lockout animation.
@@virginboy3d78 I didn't notice the animation but his aim at least was off koa when it missed
@AndrewChicken Kasumi needs a ton of changes before she is ever going to be viable, imma write these out since you seem to have the ability to give direct feedback to the developers, I hope you and evil mojo take the time to read it, I know its long but this character is so severely flawed in design that this wall of text is needed to explain what is wrong / how to fix it.
* 1 The miss lockout needs to go, it is the cause of her weapon feeling so terrible to use, it combined with a few other mechanics she has is also the primary reason for why she has so many bugs. No other character in the game gets punished for missing so hard and it just doesn't make sense. She is a slow extremely close range character with no real mobility ability that has very low single target damage that slowly ramps up to mid level single target damage. There is no reason ever, that anyone should be stopped from using their primary weapon, period, its just unfun poorly designed gameplay that enables an error rich envirorment to exist.
* 2 She needs more range, desperately so, she has no real way to escape anyone because body and soul still allows you to kill her during its use, compare this to pretty much every other mobility ability in the game and it becomes readily apparent why this combo of extremely low range and non-existant mobility is a terrible fate to be stuck with for a character. It is infuriating to see someone hovering near the skybox and to be unable to do literally anything about it or to be on the other side of a points highground unable to shoot back at people clearly killing you because they can. Her range needs to go to around 150 meters at least, it is so bad.
* 3 The line of sight check that determines whether or not kasumi can hit someone or not needs to be based off of kasumi's pov and it needs to be much more generous then it currently is, probably up to 95% of a body being obstructed should be the cutoff point where kasumi can't attack anymore. Currently the los check is from the attacked players pov, when you combine this with latency between you, the other player and the server, along side janky map hitboxes / abundant map geometry. It becauses extremely easy to jiggle peak a kasumi around a wall or a set of stairs or really anything that even slightly obstructs you from her vision from your prespective and make it so she can't even attack, and make it so she is forced into a miss cool-down for trying. This is simply put unacceptable when compared to how this interaction works for literally every other character in the game, if you can see the enemies model you should be able to hit them, period. This single check is the main cause in combination with the miss lockout for nearly all of kasumi's bugs and makes playing her a fucking chore, fix this for the love of god please.
* 4 Allow kasumi to target invisible / intangible people out to 60 meters, this one is pretty simple not allowing her to target people that are invisible / intangible is horrible. If I see a skye go invisble in front of me on literally every other character, I can predict her movement and shoot in the direction I think she is going and more often then not I can kill that skye. With kasumi I can't and will instead be punished with a miss lockout animation. This interaction makes fighting people who have invisibility abilities / intangibility abilities. Outright impossible for kasumi, if a sky sits in her smoke screen and shoots you, then stops, then shoots you again, you literally cannot target her because of this restriction. If a strix you "flank" decides to go invisible on you after you start stabbing him, he gets to line up a headshot while invisble and you cannot do anything as he kills you because he is still invisible at the time. This same thing applies to all instances of invisibility / intangibility, this needs to change, this turns literally every single matchup verus these things into an auto loss in any 1v1 duel period.
* 5 The curse stack system as a whole needs to be reworked, stacks should not be taken from one person to be given to another, instead each stack should last 15 seconds by default per target and renew if hit again within this timeframe. That way you aren't constantly punished for hitting other people / killing your targets. This change will enable you to slowly build up more stacks on multiple people similar to how seris can and mean that your damage doesn't immeditely drop to basically 0 the second you kill your target / they die.
* 6 Savage tear needs a los check from the prespective of the person its being used on, dying to it behind cover is never a fun thing and because latency will always be a thing having it be tied to kasumi's pov isn't the healthiest. That said the savage tear itself should just be 1000 as it is currently on live at max stacks but at all times, they should also either get rid of the heal or make it immune to cautarize, as it stands its completely neligible unless you have 5 stacks on the target and you aren't already under fire, situations few and far between with the normal usecase of the move.
* 7 Of body and soul needs to lose the " of body " part and just give her damage immunity for the duration of the ability, in addition It would be a good inclusion if while in this form she could move like an ulting grock, that way she can access highground / be less predictable with her pathing while invisible / intangible. That way she could actually use this ability to enable her to be a flank, instead of a getho damage flank hybrid.
* 8 The haunted grounds talent should just be how her traps work normally, in addition there are a few changes I would make, first off the explosion of the dolls shouldn't have a hitbox and should instead go through all map terrian, that way its useable on uneven map surfaces such as stairs. Additionally there is a "bug" on the live client with her second talent to where if you hold the ranged placement down and then attack someone with your primary attack without letting go of the placement button the doll will be "auto placed" near the enemy you just stabbed. This should be incorperated into the base ability so she can more easily use these dolls to duel people. Also make it so the when a doll explodes you teleport to the doll currently active and closest to where you are looking, to prevent unwanted teleports.
* 9 This one is more of a general set of changes and less talliored to specfic things but, her cards across the board need to be looked at as most of them are really, really bad. And this last bit is an idea I had to replace the current mostly useless third talent she currently has. I think ill call it Yakioki Tailisman, what it would do is remove the fear / slow / curse stacks and instead give you the ability to place up to 4 dolls remotely and teleport freely teleport to any of these dolls in exhange for consuming the doll upon teleporting and losing 600 health ( if you would die from this loss of life you will instead live with 1 hp ) on a 3 second doll placement / teleport cooldown. That way you could use your dolls purely for mobility and take risky engages by placing a doll behind enemies lines at the cost of health.
These are allot of changes and I would be happy if like 1/4th of them got implimented honestly. But this is everything I can think of from playing this character and what I would do to make them actually enjoyable to play / viable picks. I know this was a massive wall of text, and if you took the time to read this, thank you, seriously, doubly so if you passed it along to evil mojo, kasumi to me is a great concept with amazing visual / audio aesthetics, she is just so poorly designed in her current state and thats such a shame, hopefully they rework her into a proper character this time.
1) i argue that the miss lockout should stay and all of those weaknesses you described are all intentional and should still be in play. you see, i think her having auto aim isn't bad, and people who complain about it don't understand WHY she has auto aim. the hefty cost for missing is reasonable, and she definitely has hugely outrageous single target damage. think about it this way, given she has a miss lockout it incentivizes most of her value from hitting fears, rather than running around holding left click on people. by design it guarantees value if you hit good traps on enemy teams, since you can't miss and you will inevitably get 5 stacks of curse on anyone who you successfully fear given you have the right deck, which makes missing almost impossible. it punishes players who rely on getting kills by relying too much on only their weapon and encourages the player to utilize all of her kit.. i think it's almost perfect design but it really needs tweaking. the lockout being reduced i think is good tho. the real problem is when people understand how kasumi's aim works and they try to cheese corners. even so i think that just increases her skill ceiling and isn't necessarily something that breaks her ability to duel.
2) while i agree her range needs a pretty significant buff, since she gets smoked by a lot of champions due to this very reason, i think her damage then should stay the same as it is now and shouldn't be buffed. once again i don't think it's fun to have her character rely solely on her left click and right click to win duels, but she should have defense against characters like drogoz. however i think her escape is perfectly fine and fits her champion model.
3) i understand the frustration of dealing with people who cheese corners but this is, once again, why i believe it's just another intended obstacle that prevents people who play kasumi from relying too hard on her left and right click. it's very easily countered by just placing a trap where they are, nothing less and nothing more. i think people who cheese corners can be outplayed regardless given they want to actually duel you. it's once again something that just increases her skill ceiling, not really a problem with her champion. tbh i feel i've had minimal problems dealing with actually hitting people cheesing corners and i've dealt with more bugs in other aspects with her character, namely the noregs.
4) once again i think this is just another thing that prevents kasumi players from relying too heavily on their weapon and i think instead there should be changes to her trap. if someone gets feared i think they should exit invisibility and have their invisibilities go back on cooldown. i think thats a pretty fair middle ground because i imagine it would annoying as hell to be targetted by someone when you are rightfully supposed to be invisible, but still creating the opportunity to counter it with a fear. also, illum exists if it's really that big a problem.
5) i actually like this idea, and think it helps a lot and creates a little more defense for kasumi. the way kasumi plays when played her best is basically being a silent killer. if someone walks on one of your traps, especially being a damage character currently, that person will get killed in about 2 seconds max without being able to respond. same honestly goes for tanks honestly, she can delete them 2 seconds flat at the very start of a point if your team responds to your fear. however she can get punished very severely in that amount of time and the added DR and ability to continue stacking is a good idea.
6) lol im very biased when it comes to this one because i honestly love hitting savage tears on flanks who thought they were in the clear, especially talus. but if it got changed because of how annoying it was i would understand. i think removing the cauterize aspect would really be helpful too.
7) that is a bit too broken in my opinion. full damage immunity alone is a huge hit and prevents characters like lian from being able to outplay them with ult among just being unnecessary due to the fact that the DR she gets from her escape ability alone is more than enough and adding the flying bit to her escape would overload her kit. if she does make the switch to flank though, i feel like i could see it working, i just feel it might be too much in practice.
8) the way haunted grounds treats traps is exactly why her character is such a dumpster fire right now, and is the unending battle to why evil mojo can't get her character right, and in my opinion, if done right, kasumi wouldn't need any other changes whatsoever. the trigger time of the traps is awful WITH spirit bombs, but paired with haunted grounds, gives the enemy who just stepped on the trap ample time to get away from the aoe. there isn't even a reveal to people who stepped on your trap. once you TP to the trap, you are fully committing to what's going to happen, and once players understand how her traps work, will prove a detriment to kasumi, given her lower damage numbers against literally every other damage and flank. i love how the traps are now. spirit bombs is perfect as it allows the trap to proc sooner and you don't have to risk your positioning to use it, cuz we all know how much of an old grandma kasumi is. it additionally gives kasumi the ability to place and use more traps. also i think the "bug" you are talking about shouldn't exist, it just makes outplaying her almost impossible without resil and reduces her skill level to something completely nonrewarding, and i can also see myself accidentally using my trap without wanting to with a mechanic like that. however, i think her trap going through terrain is massively needed.
9) obviously you know my stance on traps if you read up to here so i don't like that talent idea. simply because it just deletes the one interesting aspect of her character that doesn't generate her to become a left click holding aim bot champ. but i would say there are definitely some cards that are genuinely useless, especially deadly prey, but yeah.
in my opinion, i REALLY thought evil mojo were on the right track with how they were designing Kasumi, and my controversial opinion is that kasumi isn't per say bad (talking about damage kasumi), it's just a combination of people not knowing how to play her as well as her being very difficult to play, AND being situational. a champ that combines her core ability in her kit along with her weapon to get kills is perfect. some satisfying and fun trap play to kill high value targets makes her a complete joy to play. its really how she plays into flanks that is the real issue, which is why i predict her winrate will go down further since even with her damage buff she will still have less damage than flanks. you can't realistically trap a flank, which is why the changes i would make to her character would be more anti-flank than anything. i think that when kasumi pops her escape ability, nearby enemies should also be feared, or should at least drop a trap to where she was just standing. sadly i really don't think anyone sees kasumi the way i do which is why i feel the future on her character is quite bleak. i think kasumi is actually designed amazingly way as she is now (speaking before she is a flank) and once again i just think she is incredibly hard to play, situational, and i haven't seen any players who actually knew how to get the most value from her champ (which is more than you might think) besides one master rank kasumi who had explained to me that spirit bombs is her only useful talent. so obviously im quite biased, i don't like the new changes and once again they are making kasumi another glorified aimbot champ, and because the traps got messed up so hard people probably won't even bother to learn how to use them.
@@virginboy3d78 I agree with mostly everything you said here, hopefully she gets tweaked a little in the coming updates to end up being less situational. Still a really fun trap playstyle however! I love the short ghost lady
i think makoa triggered it and then stepped out of range at 4:28. Just like you did at 4:44. It's not necesarily the stairs mr andrew
The damage of VII in automatic is absurd
she needs a bit of a faster fire rate.
i think was kreepers who defended the auto aim of kasumi saying it was actually a cone hitbox and i font know what else he dsaid, i wonder who a conversation between you and kreepers would go (my bet is a pistol sduel)
its good, my queen kasumi is honestly just misunderstood and it's a controversial topic. i personally believe that: auto-aim means kasumi should inevitably perform less damage, and having less damage from her weapon than anyone you want to duel segues perfectly into making her champ perform at her best when utilizing her fear traps, which also segues perfectly into her having auto aim to successfully execute targets who have gotten psyched by one of her traps. in a perfect world, kasumi isn't at all an aim champion and more of a 3d chess champ that seeks to outplay by catching the enemy team slipping from mis-positioning and bamboozling flanks.
@@virginboy3d78 i just read "i can fix her" from you, and i can respect that to be honest
I have a challenge.. Try 100k damage damba
You do realize that shes always been a flank character even though they put her in the dmg category.
she plays terribly as a flank. sure, she CAN have good success as a flank, but will get bitched out by any other flank in the game.
@virginboy3d78 she's worse as a dmg character. They made certain dmg characters as flanks and certain flank characters as dmg characters.
Kasumi flanking feels alot better than being a dmg.
Ngl, a lot of this video is spent in death spectating, it’s a bit boring to watch. I’ve started to notice this when VII is on the opposing team.
Point of the content is definitely there and I’m satisfied for the information shared either way.
I cant undestand this character, No matter how many buffs they give him, no matter how many reworks they do, I can't understand him, the yokai trap seems like a very inconsistent ability to me, I would prefer it to explode and cause fear in his base kit
Just watching reminds me I think ultimates with stuns shouldn't be countered as hard as they are by resilience. Ults should have a minimum affect regardless of resilience levels imo
The VII players are cringe af lmao
VII still unbalanced and unhealthy for the game, he should still get reworked to have slow projectiles instead of Hit-Scan, keep the movement tho, mostly
I disagree with you
They are not going to rework a weapon switching character. If they didnt rework kasumi weapon they are definitely not going to change his weapons and abilities. Also give Vii a break. They nerfed his most fun playstyle and you still want more nerfs?
You have a major skill issue if you are having trouble dealing with VII in current patch. VII is literally a mid-tier flank that gets outclassed by a lot of other champions.
VII is so weak now. He isn’t even viable in his current state. If ur still losing to him it’s def a skill issue.