Bro what if they made Spirit’s Domain completely pierce any number of teammates or enemies so you potentially do damage to 1-2 enemies and heal 1-2 teammates at the same time. Realistically I don’t think it would be overpowered even though theoretically you could heal your entire team and damage the entire enemy team at the same time because realistically you’d barely ever get all that much piercing value, just some, and when you manage to position yourself to line up quite a few people then you deserve the bonus healing/damage
@@MatthewParkerTunesthat’s kind of my concern too. It would probably end up his one and only meta talent as it would mean you do extra healing + damage. I don’t see how the other two talents would be viable anymore.
@@antalito3047 This would 100% be a “test it to see” scenario because we have no real idea how much value it would ACTUALLY bring. I truly don’t think it would be overpowered or be objectively better than his other talents because you’d only be hitting 2 or more people a very small percentage of the time. Or maybe they could have the piercing damage do only 60% as much damage/healing if it did prove to be OP at 100% piercing
The problem is your spirits domain deck, you have totem cards instead of survival cards, 30% movement speed and 1 second durarion on totems will not be as usefull to your team as cards like the 750 hp shield card or ghost walk cd reduction, things that will keep you alive making you able to stand next to your tank(s) while also being a pseudo-tank. The totem cards are great with totemic ward, but, with spirits domain, without the totem uptime and range it just becomes useless.
my favourite and only build for grohk has been totemic ward because the healing output is by far the best imo. but recently I tried out maehlstrom and it's a pretty competent damage talent. spirit's domain I never use, I just don't think it's any good
grohk spirit domain's is just a nerfed version of default moji without any talent the issue is all healer got buffed but Grohk and Jenos which are now both struggling... Grohk spirit Domain's should allow his auto-attack to pass thru enemies and deployable (and deployable shield) and damage them all up to an obstacle or a friendly target... but enemy with a personnal shield would stop the beam.... or maybe deflect it, either to nearby target like in a chain lightning effect; or as a ricochet effect (still I guess that would be too complicated for paladins codes) which would grant more consistant healing... and would actually make if more useful for it'S purpose which is to main heal a tank who is engaged into a melee... because that talent loose its value when healing a the tank that can be just negated by enemy tank intercepting your beam. I would like to have that Auto-attack also grant a buff that last like 2sec and stack 10 time increasing healing on target by 5% each stack which would allow to heal more overtime as you keep healing a target... that buff would allow to counter the anti-healing which penalize more Heal over time healers... or then why not making his healing on Auto-attack base kit since the powercr33p is a thing... (seris) and Moji being already such a better healer by default. then make the spirit domain to affect spirit walk to globaly increase incoming healing of all allies while you are in spirit walk... by 100% and for 3 seconds after leaving it. as you can see I would rather have HoT healer get some anti-cauterize effect instead of having a direct heal to make all of them just end up being the direct HoT + a direct heal... like Jenos, maldamba, Furia... etc... I would remove the direct heal of Jenos aswell on his talent... and give him a incoming healing buff for like 5 seconds, not the whole duration of the mark... and make it sure that by default Jenos can maintain the 4 mark on everyone if he stay careful to reapply them at the very CD refresh time... so essentially if the duration of the HoT is 13sec... the CD should be 3 sec.(instead of 5sec.) leaving a 0.25 sec delay, between each mark, to apply the HoT on another target. but since he would grant a incoming healing buff for 5 sec, reapplying it to the same target .. like the tank would be also a significant option... but not direct heal... anyway
@@blackkid128 ranked is just fine, I find a high elo game every like 4-5 mintues, which is really good in comparison to some other games like leauge, where You'd wait like 20-25 minutes for a gm game in off hours
or why not make that spirit domain instead allow to cast your shock pulse on your totem and they could ricochet on your totem aswell and eahc ricochet would cause a burst heal of your totem? that would be more fun that becoming a weaker version than Io
Tbh i think when his totems die, they should do explosion dmg to enemies. His dmg is very weak of you don't have good aim and even his shock ball doesn't do much .
I don’t like spirits domain, it makes ghrok to be a healbot and the entire match you just run after your team mates trying to aim at them. It’s just boring. Totemic ward can really shine if you know how to place the totems so they don’t get destroyed and you can focus on dishing out damage. Way more fun than this talent.
I'm pretty sure he's immune to cc already. And no, he should not be immune to dmg imo, that'll remove any form of counterplay. Maybe give him dmg reduction.
Bro what if they made Spirit’s Domain completely pierce any number of teammates or enemies so you potentially do damage to 1-2 enemies and heal 1-2 teammates at the same time. Realistically I don’t think it would be overpowered even though theoretically you could heal your entire team and damage the entire enemy team at the same time because realistically you’d barely ever get all that much piercing value, just some, and when you manage to position yourself to line up quite a few people then you deserve the bonus healing/damage
Or you get healing / damage increase per "pierced" player. Kinda like Scorch on Nando
@ Yeah as long as that wouldn’t push it over the edge to be overpowered
@@MatthewParkerTunesthat’s kind of my concern too. It would probably end up his one and only meta talent as it would mean you do extra healing + damage. I don’t see how the other two talents would be viable anymore.
@@antalito3047 This would 100% be a “test it to see” scenario because we have no real idea how much value it would ACTUALLY bring. I truly don’t think it would be overpowered or be objectively better than his other talents because you’d only be hitting 2 or more people a very small percentage of the time. Or maybe they could have the piercing damage do only 60% as much damage/healing if it did prove to be OP at 100% piercing
Spirits Domain should pierce through teammates only, but not Enemies. This would level up the Talent to a Hybrid Variant of dmg & support.
The problem is your spirits domain deck, you have totem cards instead of survival cards, 30% movement speed and 1 second durarion on totems will not be as usefull to your team as cards like the 750 hp shield card or ghost walk cd reduction, things that will keep you alive making you able to stand next to your tank(s) while also being a pseudo-tank.
The totem cards are great with totemic ward, but, with spirits domain, without the totem uptime and range it just becomes useless.
my favourite and only build for grohk has been totemic ward because the healing output is by far the best imo. but recently I tried out maehlstrom and it's a pretty competent damage talent. spirit's domain I never use, I just don't think it's any good
So early to an AC vid, let’s gooo!! 🙂
"He hit me while invis"
*Standing completely still, not moving to make use of the invis.*
grohk spirit domain's is just a nerfed version of default moji without any talent
the issue is all healer got buffed but Grohk and Jenos which are now both struggling...
Grohk spirit Domain's should allow his auto-attack to pass thru enemies and deployable (and deployable shield) and damage them all up to an obstacle or a friendly target...
but enemy with a personnal shield would stop the beam.... or maybe deflect it, either to nearby target like in a chain lightning effect; or as a ricochet effect (still I guess that would be too complicated for paladins codes)
which would grant more consistant healing... and would actually make if more useful for it'S purpose which is to main heal a tank who is engaged into a melee...
because that talent loose its value when healing a the tank that can be just negated by enemy tank intercepting your beam.
I would like to have that Auto-attack also grant a buff that last like 2sec and stack 10 time increasing healing on target by 5% each stack
which would allow to heal more overtime as you keep healing a target... that buff would allow to counter the anti-healing which penalize more Heal over time healers...
or then why not making his healing on Auto-attack base kit since the powercr33p is a thing... (seris) and Moji being already such a better healer by default.
then make the spirit domain to affect spirit walk to globaly increase incoming healing of all allies while you are in spirit walk... by 100% and for 3 seconds after leaving it.
as you can see I would rather have HoT healer get some anti-cauterize effect instead of having a direct heal to make all of them just end up being the direct HoT + a direct heal... like Jenos, maldamba, Furia... etc...
I would remove the direct heal of Jenos aswell on his talent... and give him a incoming healing buff for like 5 seconds, not the whole duration of the mark...
and make it sure that by default Jenos can maintain the 4 mark on everyone if he stay careful to reapply them at the very CD refresh time...
so essentially if the duration of the HoT is 13sec... the CD should be 3 sec.(instead of 5sec.) leaving a 0.25 sec delay, between each mark, to apply the HoT on another target.
but since he would grant a incoming healing buff for 5 sec, reapplying it to the same target .. like the tank would be also a significant option...
but not direct heal...
anyway
why is that previous post being deleted?
there's no words that are illicit!!!
Do people still play this game? I tried yesterday and it’s mostly afk teammates and long queue times.
long queue time? with crosplay on?
@ yeah. It used to be quick but now it’s about 5 - 10 mins for an unranked siege game. And let me not mention ranked lol
@@blackkid128 ranked is just fine, I find a high elo game every like 4-5 mintues, which is really good in comparison to some other games like leauge, where You'd wait like 20-25 minutes for a gm game in off hours
Really? Max q times I get are 2-3 mins
u on the right region server? or playing at offhours?
Your picking a totemic ward build mainly focused on totems for spirits domain.
He mains grohk he knows what he's doing
or why not make that spirit domain instead allow to cast your shock pulse on your totem and they could ricochet on your totem aswell and eahc ricochet would cause a burst heal of your totem?
that would be more fun that becoming a weaker version than Io
Tbh i think when his totems die, they should do explosion dmg to enemies. His dmg is very weak of you don't have good aim and even his shock ball doesn't do much .
I don’t like spirits domain, it makes ghrok to be a healbot and the entire match you just run after your team mates trying to aim at them. It’s just boring. Totemic ward can really shine if you know how to place the totems so they don’t get destroyed and you can focus on dishing out damage. Way more fun than this talent.
not Grohk map
Is finding content this hard? 💔
Unpopular opinion, grohk should be immune to all sources of dmg and cc while ulting
I'm pretty sure he's immune to cc already. And no, he should not be immune to dmg imo, that'll remove any form of counterplay. Maybe give him dmg reduction.
@@awoooga5857Or cauterize reduction would be an even more interesting way
Shit team positioning. Never played with you all game.