My guilty pleasure is M1/M2 holding Raum. You need a card that decrease Ignnition cooldown, and card that restore ammo after activating ignition. Then you max out Nimble, and there you go. point is that you just hold both mouse buttons, and just shoot w/o reloading. Then you can buy smth for self sustain like Rejuvenate or Liferip. It's not the strongest build, but it's just fun to turn off your brain and just do silly minigun shooting
One person on the enemy team here (won't say who) got SUPER toxic with me the other day just for trying out Subservience in casuals the other day. So, I'm kind of glad that ended up working out so well for you. Also, please make a Yagorath video. It has been too long.
I think reducing the spread of Raum's minigun is a reasonable buff. Raum plays similarly to the Heavy from tf2 (when not charging or ulting), they probably have similar problems in comparison. A common problem when playing Heavy is that he is terrible at mid-to-long range engagements. This problem is improved slightly by switching from the standard minigun to the Tomislav, a minigun with *slightly improved accuracy*.
Speaking off, one thing that both Gunner from DRG and Heavy shares is that while revving up mid-air, they're not slowed, however, since the minigun in DRG is always... "lowered" (same with Raum), you can bunny hop with gunner and still fire a lot (which is how you use the Lead Storm OC if you're not silly) while Heavy "picks up" his gun so no bunny hopping, which might be why it is not a thing in paladins so that minigun characters are "kept in check", but still would be a really nice change for Raum
Heavy suffers more from his slow rev/unrev time, which Raum has a worse time with given his slow movement in-general and his weakness to cc and sustained fire with his mobility tool. It makes engagements harder because your positioning needs to be more strategic, while enemies with more mobility can reliably use corners and blind spots to gun you down. There's a rebalance server in TF2 that experimented with giving Heavy a faster rev/unrev and it felt like an amazing QoL change, and maybe Raum could have a similarly-built kit (fast revving/unrevving) so his gameplay doesn't require a shield like every other Frontline in Paladins.
@@laxattack4620 Most good Heavy players play around the slow rev up by jump revving from cover and around corners in order to catch people off guard. As for Raum, his M2 is dedicated entirely to almost instantly rev up his gun. Are you suggesting the cooldown of that ability be reduced so that he can rev up more often?
@@someguy8704 I'm aware, that's why I said his positioning (i.e. where to position yourself relative to your team and enemies) needs to be more strategic. Just because you can rev around corners doesn't mean Snipers won't take full advantage of your snail's pace movement to reliably snipe you, Soldiers, Scouts and Demomen won't reliably poke you since unrevving takes too long and again you move super slow when revving up, and any other class can kill or disrupt you by getting extremely close (so long as you're close enough) and jolting left and right since your gun requires you to track enemies to do damage which is harder when enemies can escape your preferred tracking range (i.e. close-ish mid range, not too far and not too close). Good players (the few that enjoy/tolerate Heavy's playstyle) usually have a pocket or a teammate nearby, don't usually peek Sniper sightlines until it's clear, and now recently have made use of the shotguns because of their reliable damage and the consistent movement speed while using them; which gives them synergy with the slow movement speed and rev time of the miniguns, EVEN the Tomislav. Hell, he's avoided like the plague in 6v6 because of his speed and the domimance of mobile classes, and otherwise in comp and Highlander he's a heavily team-reliant class (like many Frontlines in Paladins would you believe it).
@@laxattack4620 OMG I'm not having a tf2 class discussion that hasn't already been talked about a million different times, sparked again and again by a dozen or so tf2bers. Are you suggesting Raum have his M2 on a lower cooldown? Yes or No.
At certain grade I didn't liked math anymore, but numbers getting interesting when they benefit me, like with cards or increased heal numbers through rev. Then I'm interested in doing my math.
Really, they could probably just tighten Raum's spread up by a good bit, and he'd instantly feel SOOOOOOO much better to play. His theoretical DPS is, iirc, 800, but in reality it's w a y lower than that against most targets due to his horrid spread. Just put give 'em a tighter spread- not pinpoint, or anything- and boom! He'll be significantly better. Still niche, for sure, but better.
6:32 i think Raum could use some love in that aspect to have some cards that can help to make him more viable and less niche. There are 2 rarely used cards "INFERNAL RELOAD" and "WAR-TORN PLAINS". replacing them with these 2 loadout card suggestions would practically create a whole new playing style for him that make him less niche: "SPEED DEMON" increase your movement speed by XX% when your gatling gun is fully spun up. At medium levels it fully mitigates the movement penalty from firing your gatling gun. At high levels it exceeds Raum's default movement speed, incentivising Raum to just keep shooting even when his target went around a corner. it would fit his "rage of the abyss" persona and this card could be picked when the enemy team is filled with CC and you still want some kind of mobility. (I'd suggest that at level 5 it should be around 20 and 30% quicker than his regular walking speed, considering that stacking with Nimble isn't really impactful due to the Diminishing Returns mechanic) "HARDENED SOULS" For every 800 Soul Armor that Raum loses, X% damage reduction is gained for [1/5] seconds. This effect can stack. I like the idea that he can draw strength from his own suffering, that fits his theme. This card could make him a bit less of an ult-battery. on low levels it could be a nice filler card against high burst, on higher levels it could become part of the loadout you choose when Raum is totally shut down by CC, and is practically speaking a stationary ult-battery which the enemy can visit for a quick recharge. These 2 cards wont always be the best option, but in circumstances that he's normally not viable, with these cards you can make a loadout at least that create a viable playstyle for the many times he's non-viable nowadays. I have to say, this is coming from a lvl 222 Raum main so I might be biassed a little.
Thoughts about buffing "Triumphant Ascension"? Like maybe buffing the heal to 1000 and while using Subservience, it also applies 50% to allies? That is 5 loadout points not spent on his other cards and like 90% of supports (and Skye) have builds specifically for healing so I don't think that would be too different, plus, that healing is still very weak if you're just face tanking caut
@@edvingjervaldsaeter3659 If I'd go that route I would keep it the value of 500 and instead make it uncauterized heals, I dont see myself using that card otherwise. Because cauterize would make these 5 loadout points worthless very quickly, they'd be better spent elsewhere. And because if the value would be 1000 and you'd tactically wait untill caut is gone then you end up with raum having an insane ~5k self heal burst if combined with rejuv and "Shattered Essence"
@@edvingjervaldsaeter3659 i made a whole comment explaining why I'd prefer 500 uncauterized but youtube likes to silently delete random comments on a regular basis. Especially during the US election cycle. Anyway, this Triumphant Ascension buff would give him more sustain in a way that makes him even more of an ult charge gas station for the enemy, thats not the way to help raum imo
Hold up let me cook They should make it to where his left click decrases his bullet spread (aka makes it him more accurate) and should give him like maybe a 1.5 to 2x more souls to gain more armor health and healing that way Raum doesn't always need to relay on being so close or to have to go against big targets like makoa just to be effective. It can also make his left click feel less useless. Hole you see this Andrew 🙏 ❤
As an avid Raum player and one very interested and read in discussions of helping fix him. Heres a few ideas, and maybe some of these mixed in with some of you alls ideas would be fitting. Raum’s Speed: - Increase Raum’s base speed by about 5-10% - Reduce his self slow while firing 1 of 2 ways; A.) by 40-70% (or) B.) by 5-15% at base and rework some of his worse cards to increase the self slow reduction by level. Scaling at a minimum of 7% per tier. Raum’s unique ability(Soul Armor): Firing into his soul armor should not grant ult charge at the bare minimum. And potentially either not apply caut or only be able to apply 30-60% reduced caut from whatever the active global level is. Raum’s Talents: - It’s my belief that everything about Raum’s kit is almost perfect and just shy of being a full kit. Everything Raum has needs a little love. Let’s examine - Raum’s Ult Talent feels really lackluster and needs a bit of a change. The ult charge boost means practically nothing in matchups against champs with shields and deployables that block your line of fire. And if I’m being honest his ult is a bit underwhelming too. To remedy this, I propose reducing the amount of ult charge granted by the talent. And alter his ult to do more damage and/or be omnidirectional including still being able to go through walls, with slightly decreased radius and stun time. Also allow his ult to completely destroy deployables too, not just shields. - Subservience is fine I would propose potentially giving it a slight cooldown reduction but that’s really it. Raum’s Base Abilities: - I agree with Andrew. Tighten the spreads on his primary fire. This is a fantastic idea. I also propose either slightly increasing his fire rate or damage since he’s typically a selfish tank with not much to offer his team defensively unless you choose subservience. He should feel offensive and oppressive to an extent. I’m also okay with increasing the recoil that way you missing is something in your control and not because of the god awful bloom. - I think some of his cards connected to the hellfire Gatling need to be added into base kit at level 3 or 4 and reworked to do something different. The 2 I immediately think of are the increased rate of speed buildup/wind down on his weapon and the reload speed card. They suck lol. - Ignition… just rework this ability and all its cards please. It really does feel like a non ability. There’s so many ideas and infinite things that could be done with this ability it’s astounding how this was what made the Final Cut. - some ideas. - 1. Make throw his Gatling as a projectile giving him some kind of small burst damage and potentially a boop (knockback) or a stun. And instantly causing Raum to reload with a slightly increased timer since he’s summoning his weapon through the portal. - 2. Keep it the same but allow it to be like an overheat giving him a damage boost for its duration and maybe a very tiny dot for the duration of 1 second refreshing upon hit. - 3. The exact same thing as 2 but instead of damage boost it’s a fire rate increase. - 4. Completely change it into a leap that is also useable during his Juggernaut. - Give juggernaut the 1.2 seconds of CC immunity in base kit instead of just the talent. We’ve seen it won’t be super impactful and would give him a reasonable option if well timed to tech out of some bad situations. - which brings me to the talent I skipped ;). Enforcer. If we alter its new uniqueness in base kit surely the talent needs some love now too right? Here are some ideas: - Give it increased cooldown but 2 charges. - Increase the damage dealt by it by a marginal amount and marginally reduce the cooldown. - The same as the previous one but for boop (knockback) instead of damage - Make cancelling his run early deal a small size/amount of aoe damage around him. - Increase the duration of the cc immunity and/or greatly reduce knock ups and knock backs and prevent knock ups from disruption. - Lastly any combination of some parts of any of these at a reasonable amount when combined that isn’t too much.
I feel thst he lacks some damage for the low amount of real defense he has, if he would get an improved hitscan, so the spread would be better, more consistent damage at mid range specially vs skinnier enemies, or some damage boost when shooting targets in CqC, you can see both Rukus and Talus challenging Raum in Dps races, in a range where he should be quite threatening while they have their vast mobility to disengage and pick fights as they please. Raum should be a turret of slower damage that put pressure on enemies or MELT enemies that he can shove his minigun into the face of its targets. Also probably should have a new right click, reving miniguns is a false premise and an unnecessary nerf to its main fire.
I have talked about this idea before, but my idea is for a 1s wind up then increase his firerate by like 40% for 3s without the infinite ammo but also increase his self slow, and then increase Ignition's cards duration to 4s just to match the ability. Then change the cooldown card for Ignition to reduce the spread and self slow of the minigun at the cost of the fire rate bonus, so like at card level 5 the minigun is super accurate and has no increased self slow, but you gain no firerate bonus
Raum has always been my favorite since he came out. He can be incredibly frustrating to play at times against heavy CC but the good times outweigh the bad.
I know we're talking about the healing side of Raum, but a shield heavy Raum build is almost real, but the cards aren't really there, so maybe could buff the shield cards and they have a uniqe passive to where each cards function like a weak version of the item "Guardian", so if you have all 3 of Raum's shield cards all your shields are increased by 15% (so with Guardian it would become like 60%)(The bonus shields on the cards don't scale, only the base shield amount does) Yes that would be a lot of powerful shields but then Raum would kinda need to sacrifice some or all power in his other cards, and with each shield card then he would be more incentivized to keep double down on the shield cards, however, I do also recognize that this would kinda go against the customizable loadout thing, but also, if there really is only like one viable loadout build, then really how free is the build anyway? (*cough* *cough* Ruckus (Among others))
it would be cool if instead of cc immunity for 1.2s, make the dash talent function as so: “any interruption to dash (cc) resets the cooldown of dash by 70%” as 100% would be too OP. and if you are against heavy cc you would need unbound and chronos both.
Another idea could be for the card "Desperation" (Gain a {250|250}-Health Shield for 3s after dropping to or below 30% Health. Cooldown of 30s.) to also trigger if your run is interrupted (and buff it to 300 shields per lvl or cooldown of 20s)
@@edvingjervaldsaeter3659 in a two tank scenario where your point tank has a shield, wrecker would just destroy you. he needs a style like yag where he can get out but is still very punishable when raum makes an error
the fact that they didn't allow the players to test raum with the buff that would make his soul armor not affected by caut "because they couldn't test" still pisses me off, since that type of care should be taken about the live servers NOT THE FREAKING TEST SERVERS....
ngl i would love to see raums m2 reworked into giving him a shield similar to vivain ult but getting rid of his infinite ammo and slow his movement speed down so he can atleast stand his ground and not rely on his only movement ability
To make Raum decent in my opinion they should improve the IGNITION increasing the damage by 10% or more, improving the accuracy and range, all with a duration of 3 seconds. Like you said they should put the 1.2 second CC immunity in the base kit and increase it to 2 seconds or more in the first talent. It would also be great if Raum's soul armor was immune to anti-healing. I hope it may interest you.
man, i love playing raum. the only reason i play paladins is because no other game has even come close to the feeling of being a juggernaut like him. just wish his other talents were a bit better, since enforcer only increases ult charge rate which is VERY situational, and subserviance is so incredibly niche you might as well not even have it. plus, the brief CC immunity you get from juggernaut is too good 90% to pass up. i'd buff enforcer to also have his ignitionability grant 100% accuracy for a few seconds, and his subserviance would have his soul harvest have a shorter cooldown, but healed himself less.
this was mi first thought when I saw the changes in Rejuvenate. Have been farming with Raum since. But yes, you got lucky with the full tank team combo. 1.5% Of a tanks whole bar is a lot of healing xD
Let his minigun rev like Heavy Weapons Guy in TF2, change his right click to overclock his gun so it fires faster (1000 Dps) and let his sprint start faster but travel less distance. Range with his bullets doesn't matter for someone like Raum when you're still out in the open for enemies to shoot at you so it's a niche suggestion, and instead giving him enough synergy between his gun and movement would help him close the distance on enemies by playing smart.
You got it wrong again. Raum soul healing works separate from the armor. For example, if we used your explanation, Raum's max hp would increase at a reduced rate based on the cauterize applied. But that's not the case. Once you gain the armor cap, that's your max hp until you stop gaining more armor for a long enough period. This distinction didn't really matter much before as the card shattered essence increases your soul armor against as well as healing. With the rejuv change however, the heal amount does not match the armor gain, so you can easily tell the difference. Long story short, you get full benefits from rejuvenate while under any form of cauterize at all times, not just when your soul armor is maxed.
I'm confused by what you're saying. My explanation was that while Raum is not at his max soul armor HP value, souls gathered will increase his max health and raise his health proportionally, which is why you don't see a +X healing number in the center of the screen. Once his soul armor has been maxed, that's when you see it turn into regular old healing. So, rejuvenate doesn't help him build his soul armor to the max level initially, but it helps him regenerate all that health and armor when he's already achieved the cap. It's clear that if you're not affected by cauterize, rejuvenate will not help you generate the soul armor initially, as demonstrated by my shooting range demonstration. Are you saying that, while under the effects of cauterize, the amount of max health gained will be reduced by cauterize, but then increased by rejuvenate, but won't go over the cap that's demonstrated in the shooting range? I need clarification.
maybe in juggernaut if your stunned u could have a talent or card where if you have soul armour and your stunned. it just eats away at the soul rmour or completely removes it making you more exposed. this would allow enemies to kill u easier but youd still be running away as a last ditch. and if u dont have soul armour u just get stunned as usual
Me and my crew ran a full 5 tank stack this week. With rejuvenate bloodbath and i think this is a viable option for teams. We went 15/0. I think tanks should have rejuvenate removed from their item listing
Same with every one that relies on healing, as a tank, it is harder, especially with someone as easily countered by CC as Raum, but if you can get a lot of Soul Fragments on the ground then pop Q behind cover, you can get like 4000 healing with the right cards and Rejev, so he is not so different to the other champions in that department
I think Raum is in an okay-ish place for what he can do because yes he has a lot of counters but as soon as there's a lack of use of it he becomes incredibly strong, the buff he got imo makes him be a Lot more competent for himself and a lot more solid as a support for the support, and he 100% should get a slight revamp of his gun with less spread but more recoil so if i don't hit bullets i can at least Say "oh! I suck!" Instead of being negatively impacted for something i can't control but overall i think he's fine enough, there's several instances where he can only be killed via ults specifically Made to kill champions like him, they could never make me hate You Raum
Raum is always good.rejuvinate & armor plating makes him a hard tank.Sometimes i use lifesteal. Bloodbath, depends on my team healer.Gotta be careful when opposite team buy sheilds wrecker.Better jugger knock some heal along the way 😂😂
you can farm gold players with raum only if you are GM and also you could certainly do much better with any other tank except yago (it takes much more skill to use it than to caunter it and heroes like azaan and ruckus cover the same role but do it better)
Raum is similar to Buck where if he’s up against a comp with no CC and it’s a close range map he can be an absolute menace to the enemy team, but you put him up against even mild cc and he gets shut down so fast. I think what should happen to kinda mitigate that is to change the CC to something like Inara where maybe after activating Ignition or Soul Harvest you get x seconds of CC immunity (I’d say 1 sec for Ignition and 3 for Soul Harvest)
And people are still trying by any means necessary to say that’s overwatch is better 😂 this build it’s really fun and there’s no way to another hero shooter do the same by now.
5:17 “we don’t have a tank”….UM
5:18 yeah you don’t have a tank YOU HAVE 5 OF THEM
My guilty pleasure is M1/M2 holding Raum. You need a card that decrease Ignnition cooldown, and card that restore ammo after activating ignition. Then you max out Nimble, and there you go. point is that you just hold both mouse buttons, and just shoot w/o reloading. Then you can buy smth for self sustain like Rejuvenate or Liferip. It's not the strongest build, but it's just fun to turn off your brain and just do silly minigun shooting
then using the card that gives damage reduction whenever you activate M2 adding some additional tankiness and maxing out hp card is fun XD
now i'm curious to try this and lethality haha
He moves so slow while firing. Does nimble really make a difference with him while firing
@@jiddkorr4870 Dunno. Just prefere to think that it is :3
Your not alone my friend. You're not alone.
he said by golly 4 times in this video.
I've never heard him say that in any other video
One person on the enemy team here (won't say who) got SUPER toxic with me the other day just for trying out Subservience in casuals the other day. So, I'm kind of glad that ended up working out so well for you.
Also, please make a Yagorath video. It has been too long.
I think reducing the spread of Raum's minigun is a reasonable buff.
Raum plays similarly to the Heavy from tf2 (when not charging or ulting), they probably have similar problems in comparison.
A common problem when playing Heavy is that he is terrible at mid-to-long range engagements. This problem is improved slightly by switching from the standard minigun to the Tomislav, a minigun with *slightly improved accuracy*.
Speaking off, one thing that both Gunner from DRG and Heavy shares is that while revving up mid-air, they're not slowed, however, since the minigun in DRG is always... "lowered" (same with Raum), you can bunny hop with gunner and still fire a lot (which is how you use the Lead Storm OC if you're not silly) while Heavy "picks up" his gun so no bunny hopping, which might be why it is not a thing in paladins so that minigun characters are "kept in check", but still would be a really nice change for Raum
Heavy suffers more from his slow rev/unrev time, which Raum has a worse time with given his slow movement in-general and his weakness to cc and sustained fire with his mobility tool. It makes engagements harder because your positioning needs to be more strategic, while enemies with more mobility can reliably use corners and blind spots to gun you down. There's a rebalance server in TF2 that experimented with giving Heavy a faster rev/unrev and it felt like an amazing QoL change, and maybe Raum could have a similarly-built kit (fast revving/unrevving) so his gameplay doesn't require a shield like every other Frontline in Paladins.
@@laxattack4620 Most good Heavy players play around the slow rev up by jump revving from cover and around corners in order to catch people off guard.
As for Raum, his M2 is dedicated entirely to almost instantly rev up his gun. Are you suggesting the cooldown of that ability be reduced so that he can rev up more often?
@@someguy8704 I'm aware, that's why I said his positioning (i.e. where to position yourself relative to your team and enemies) needs to be more strategic. Just because you can rev around corners doesn't mean Snipers won't take full advantage of your snail's pace movement to reliably snipe you, Soldiers, Scouts and Demomen won't reliably poke you since unrevving takes too long and again you move super slow when revving up, and any other class can kill or disrupt you by getting extremely close (so long as you're close enough) and jolting left and right since your gun requires you to track enemies to do damage which is harder when enemies can escape your preferred tracking range (i.e. close-ish mid range, not too far and not too close).
Good players (the few that enjoy/tolerate Heavy's playstyle) usually have a pocket or a teammate nearby, don't usually peek Sniper sightlines until it's clear, and now recently have made use of the shotguns because of their reliable damage and the consistent movement speed while using them; which gives them synergy with the slow movement speed and rev time of the miniguns, EVEN the Tomislav. Hell, he's avoided like the plague in 6v6 because of his speed and the domimance of mobile classes, and otherwise in comp and Highlander he's a heavily team-reliant class (like many Frontlines in Paladins would you believe it).
@@laxattack4620 OMG I'm not having a tf2 class discussion that hasn't already been talked about a million different times, sparked again and again by a dozen or so tf2bers.
Are you suggesting Raum have his M2 on a lower cooldown? Yes or No.
Bro I feel like I’m in math class every time I play paladins. Luckily I’m good at math so this game is great
At certain grade I didn't liked math anymore, but numbers getting interesting when they benefit me, like with cards or increased heal numbers through rev. Then I'm interested in doing my math.
Really, they could probably just tighten Raum's spread up by a good bit, and he'd instantly feel SOOOOOOO much better to play. His theoretical DPS is, iirc, 800, but in reality it's w a y lower than that against most targets due to his horrid spread.
Just put give 'em a tighter spread- not pinpoint, or anything- and boom! He'll be significantly better. Still niche, for sure, but better.
ignition should make the spread on his minigun choke up to be more accurate
6:32 i think Raum could use some love in that aspect to have some cards that can help to make him more viable and less niche.
There are 2 rarely used cards "INFERNAL RELOAD" and "WAR-TORN PLAINS". replacing them with these 2 loadout card suggestions would practically create a whole new playing style for him that make him less niche:
"SPEED DEMON" increase your movement speed by XX% when your gatling gun is fully spun up.
At medium levels it fully mitigates the movement penalty from firing your gatling gun. At high levels it exceeds Raum's default movement speed, incentivising Raum to just keep shooting even when his target went around a corner. it would fit his "rage of the abyss" persona and this card could be picked when the enemy team is filled with CC and you still want some kind of mobility.
(I'd suggest that at level 5 it should be around 20 and 30% quicker than his regular walking speed, considering that stacking with Nimble isn't really impactful due to the Diminishing Returns mechanic)
"HARDENED SOULS" For every 800 Soul Armor that Raum loses, X% damage reduction is gained for [1/5] seconds. This effect can stack.
I like the idea that he can draw strength from his own suffering, that fits his theme. This card could make him a bit less of an ult-battery. on low levels it could be a nice filler card against high burst, on higher levels it could become part of the loadout you choose when Raum is totally shut down by CC, and is practically speaking a stationary ult-battery which the enemy can visit for a quick recharge.
These 2 cards wont always be the best option, but in circumstances that he's normally not viable, with these cards you can make a loadout at least that create a viable playstyle for the many times he's non-viable nowadays. I have to say, this is coming from a lvl 222 Raum main so I might be biassed a little.
Thoughts about buffing "Triumphant Ascension"? Like maybe buffing the heal to 1000 and while using Subservience, it also applies 50% to allies? That is 5 loadout points not spent on his other cards and like 90% of supports (and Skye) have builds specifically for healing so I don't think that would be too different, plus, that healing is still very weak if you're just face tanking caut
@@edvingjervaldsaeter3659 If I'd go that route I would keep it the value of 500 and instead make it uncauterized heals, I dont see myself using that card otherwise. Because cauterize would make these 5 loadout points worthless very quickly, they'd be better spent elsewhere.
And because if the value would be 1000 and you'd tactically wait untill caut is gone then you end up with raum having an insane ~5k self heal burst if combined with rejuv and "Shattered Essence"
@@edvingjervaldsaeter3659 i made a whole comment explaining why I'd prefer 500 uncauterized but youtube likes to silently delete random comments on a regular basis. Especially during the US election cycle.
Anyway, this Triumphant Ascension buff would give him more sustain in a way that makes him even more of an ult charge gas station for the enemy, thats not the way to help raum imo
Thank you! Saved my Raum build lol
Hold up let me cook
They should make it to where his left click decrases his bullet spread (aka makes it him more accurate) and should give him like maybe a 1.5 to 2x more souls to gain more armor health and healing that way Raum doesn't always need to relay on being so close or to have to go against big targets like makoa just to be effective. It can also make his left click feel less useless.
Hole you see this Andrew 🙏 ❤
As an avid Raum player and one very interested and read in discussions of helping fix him. Heres a few ideas, and maybe some of these mixed in with some of you alls ideas would be fitting.
Raum’s Speed:
- Increase Raum’s base speed by about 5-10%
- Reduce his self slow while firing 1 of 2 ways; A.) by 40-70% (or) B.) by 5-15% at base and rework some of his worse cards to increase the self slow reduction by level. Scaling at a minimum of 7% per tier.
Raum’s unique ability(Soul Armor):
Firing into his soul armor should not grant ult charge at the bare minimum. And potentially either not apply caut or only be able to apply 30-60% reduced caut from whatever the active global level is.
Raum’s Talents:
- It’s my belief that everything about Raum’s kit is almost perfect and just shy of being a full kit. Everything Raum has needs a little love. Let’s examine
- Raum’s Ult Talent feels really lackluster and needs a bit of a change. The ult charge boost means practically nothing in matchups against champs with shields and deployables that block your line of fire. And if I’m being honest his ult is a bit underwhelming too. To remedy this, I propose reducing the amount of ult charge granted by the talent. And alter his ult to do more damage and/or be omnidirectional including still being able to go through walls, with slightly decreased radius and stun time. Also allow his ult to completely destroy deployables too, not just shields.
- Subservience is fine I would propose potentially giving it a slight cooldown reduction but that’s really it.
Raum’s Base Abilities:
- I agree with Andrew. Tighten the spreads on his primary fire. This is a fantastic idea. I also propose either slightly increasing his fire rate or damage since he’s typically a selfish tank with not much to offer his team defensively unless you choose subservience. He should feel offensive and oppressive to an extent. I’m also okay with increasing the recoil that way you missing is something in your control and not because of the god awful bloom.
- I think some of his cards connected to the hellfire Gatling need to be added into base kit at level 3 or 4 and reworked to do something different. The 2 I immediately think of are the increased rate of speed buildup/wind down on his weapon and the reload speed card. They suck lol.
- Ignition… just rework this ability and all its cards please. It really does feel like a non ability. There’s so many ideas and infinite things that could be done with this ability it’s astounding how this was what made the Final Cut.
- some ideas.
- 1. Make throw his Gatling as a projectile giving him some kind of small burst damage and potentially a boop (knockback) or a stun. And instantly causing Raum to reload with a slightly increased timer since he’s summoning his weapon through the portal.
- 2. Keep it the same but allow it to be like an overheat giving him a damage boost for its duration and maybe a very tiny dot for the duration of 1 second refreshing upon hit.
- 3. The exact same thing as 2 but instead of damage boost it’s a fire rate increase.
- 4. Completely change it into a leap that is also useable during his Juggernaut.
- Give juggernaut the 1.2 seconds of CC immunity in base kit instead of just the talent. We’ve seen it won’t be super impactful and would give him a reasonable option if well timed to tech out of some bad situations.
- which brings me to the talent I skipped ;). Enforcer. If we alter its new uniqueness in base kit surely the talent needs some love now too right? Here are some ideas:
- Give it increased cooldown but 2 charges.
- Increase the damage dealt by it by a marginal amount and marginally reduce the cooldown.
- The same as the previous one but for boop (knockback) instead of damage
- Make cancelling his run early deal a small size/amount of aoe damage around him.
- Increase the duration of the cc immunity and/or greatly reduce knock ups and knock backs and prevent knock ups from disruption.
- Lastly any combination of some parts of any of these at a reasonable amount when combined that isn’t too much.
He needs a talent which grants CC immunity while using the F but he only deals half the dmg. That would fix him
I cannot Bbelieve your healing almost matches maldamba’s! Crazy gameplay 🔥
CuZ his team all tanks,
And Actually its nt even good heal its just number, just like worse Jenos
I feel thst he lacks some damage for the low amount of real defense he has, if he would get an improved hitscan, so the spread would be better, more consistent damage at mid range specially vs skinnier enemies, or some damage boost when shooting targets in CqC, you can see both Rukus and Talus challenging Raum in Dps races, in a range where he should be quite threatening while they have their vast mobility to disengage and pick fights as they please. Raum should be a turret of slower damage that put pressure on enemies or MELT enemies that he can shove his minigun into the face of its targets.
Also probably should have a new right click, reving miniguns is a false premise and an unnecessary nerf to its main fire.
I have talked about this idea before, but my idea is for a 1s wind up then increase his firerate by like 40% for 3s without the infinite ammo but also increase his self slow, and then increase Ignition's cards duration to 4s just to match the ability.
Then change the cooldown card for Ignition to reduce the spread and self slow of the minigun at the cost of the fire rate bonus, so like at card level 5 the minigun is super accurate and has no increased self slow, but you gain no firerate bonus
Raum has always been my favorite since he came out. He can be incredibly frustrating to play at times against heavy CC but the good times outweigh the bad.
I know we're talking about the healing side of Raum, but a shield heavy Raum build is almost real, but the cards aren't really there, so maybe could buff the shield cards and they have a uniqe passive to where each cards function like a weak version of the item "Guardian", so if you have all 3 of Raum's shield cards all your shields are increased by 15% (so with Guardian it would become like 60%)(The bonus shields on the cards don't scale, only the base shield amount does)
Yes that would be a lot of powerful shields but then Raum would kinda need to sacrifice some or all power in his other cards, and with each shield card then he would be more incentivized to keep double down on the shield cards, however, I do also recognize that this would kinda go against the customizable loadout thing, but also, if there really is only like one viable loadout build, then really how free is the build anyway? (*cough* *cough* Ruckus (Among others))
Ironically hoard would have been useful in this match (the problem of you not knowing that at the start still stands).
Hola Andrés Pollo
it would be cool if instead of cc immunity for 1.2s, make the dash talent function as so: “any interruption to dash (cc) resets the cooldown of dash by 70%” as 100% would be too OP. and if you are against heavy cc you would need unbound and chronos both.
this would in turn make him a TRUE anti cc character which honestly makes since given his play-style(similar to yagorath in some ways)
Another idea could be for the card "Desperation" (Gain a {250|250}-Health Shield for 3s after dropping to or below 30% Health. Cooldown of 30s.) to also trigger if your run is interrupted (and buff it to 300 shields per lvl or cooldown of 20s)
@@edvingjervaldsaeter3659 in a two tank scenario where your point tank has a shield, wrecker would just destroy you. he needs a style like yag where he can get out but is still very punishable when raum makes an error
the fact that they didn't allow the players to test raum with the buff that would make his soul armor not affected by caut "because they couldn't test" still pisses me off, since that type of care should be taken about the live servers NOT THE FREAKING TEST SERVERS....
ngl i would love to see raums m2 reworked into giving him a shield similar to vivain ult but getting rid of his infinite ammo and slow his movement speed down so he can atleast stand his ground and not rely on his only movement ability
To make Raum decent in my opinion they should improve the IGNITION increasing the damage by 10% or more, improving the accuracy and range, all with a duration of 3 seconds.
Like you said they should put the 1.2 second CC immunity in the base kit and increase it to 2 seconds or more in the first talent.
It would also be great if Raum's soul armor was immune to anti-healing.
I hope it may interest you.
man, i love playing raum. the only reason i play paladins is because no other game has even come close to the feeling of being a juggernaut like him. just wish his other talents were a bit better, since enforcer only increases ult charge rate which is VERY situational, and subserviance is so incredibly niche you might as well not even have it. plus, the brief CC immunity you get from juggernaut is too good 90% to pass up.
i'd buff enforcer to also have his ignitionability grant 100% accuracy for a few seconds, and his subserviance would have his soul harvest have a shorter cooldown, but healed himself less.
this was mi first thought when I saw the changes in Rejuvenate. Have been farming with Raum since. But yes, you got lucky with the full tank team combo. 1.5% Of a tanks whole bar is a lot of healing xD
If rejuv affects the talent it's doing 1.95% per soul fragment that makes me wanna play raum
Let his minigun rev like Heavy Weapons Guy in TF2, change his right click to overclock his gun so it fires faster (1000 Dps) and let his sprint start faster but travel less distance. Range with his bullets doesn't matter for someone like Raum when you're still out in the open for enemies to shoot at you so it's a niche suggestion, and instead giving him enough synergy between his gun and movement would help him close the distance on enemies by playing smart.
I'd love to see a video of you playing TF2 so you can understand how impactful movement and gunplay are in a team shooter of any kind.
That’s crazy he’s a proper healer
agree with the recoil increase and spread reduction
Raum in sumos gonna be even better now
so raum healer is a true thing now lol
Raum is my favorite healer
This is insane 😂❤might be switching to Raum for tank healer😂😂
You got it wrong again. Raum soul healing works separate from the armor. For example, if we used your explanation, Raum's max hp would increase at a reduced rate based on the cauterize applied. But that's not the case. Once you gain the armor cap, that's your max hp until you stop gaining more armor for a long enough period.
This distinction didn't really matter much before as the card shattered essence increases your soul armor against as well as healing. With the rejuv change however, the heal amount does not match the armor gain, so you can easily tell the difference.
Long story short, you get full benefits from rejuvenate while under any form of cauterize at all times, not just when your soul armor is maxed.
I'm confused by what you're saying. My explanation was that while Raum is not at his max soul armor HP value, souls gathered will increase his max health and raise his health proportionally, which is why you don't see a +X healing number in the center of the screen. Once his soul armor has been maxed, that's when you see it turn into regular old healing. So, rejuvenate doesn't help him build his soul armor to the max level initially, but it helps him regenerate all that health and armor when he's already achieved the cap.
It's clear that if you're not affected by cauterize, rejuvenate will not help you generate the soul armor initially, as demonstrated by my shooting range demonstration. Are you saying that, while under the effects of cauterize, the amount of max health gained will be reduced by cauterize, but then increased by rejuvenate, but won't go over the cap that's demonstrated in the shooting range? I need clarification.
119K OF HEALING… with Raum that’s crazy
maybe in juggernaut if your stunned u could have a talent or card where if you have soul armour and your stunned. it just eats away at the soul rmour or completely removes it making you more exposed. this would allow enemies to kill u easier but youd still be running away as a last ditch. and if u dont have soul armour u just get stunned as usual
Me and my crew ran a full 5 tank stack this week. With rejuvenate bloodbath and i think this is a viable option for teams. We went 15/0.
I think tanks should have rejuvenate removed from their item listing
I would like to see a raum that doesn't get counter by caut when we talk about his own healing. When caut goes up his self sustain disappears lol
Same with every one that relies on healing, as a tank, it is harder, especially with someone as easily countered by CC as Raum, but if you can get a lot of Soul Fragments on the ground then pop Q behind cover, you can get like 4000 healing with the right cards and Rejev, so he is not so different to the other champions in that department
I think Hoard should give a buff based on total credits earned.
I think Raum is in an okay-ish place for what he can do because yes he has a lot of counters but as soon as there's a lack of use of it he becomes incredibly strong, the buff he got imo makes him be a Lot more competent for himself and a lot more solid as a support for the support, and he 100% should get a slight revamp of his gun with less spread but more recoil so if i don't hit bullets i can at least Say "oh! I suck!" Instead of being negatively impacted for something i can't control but overall i think he's fine enough, there's several instances where he can only be killed via ults specifically Made to kill champions like him, they could never make me hate You Raum
Increase the cc inmune to 4 seconds when he is run
Never cook again 🗣
I'd say 1,2 by base and 2s with Enforcer, 4s is WAY too much, I like it, but balance, you know?
Are they still trying to make Raum's soul armor not effected by caut still or...?
Give Raum 50% dmg reduction while affected by cc
Make him CC immune while firing his minigun
I hope you're joking lol holy fuck
and make him glide when he holds space while in air
And make him immune to damage while standing on point
Make his mini gun a 1 shot kill too
His sprint now acts as a teleport to anywhere on the map
Alright im redownloading Paladins, this is too much fun to not to
Rejuv skye next !!
119k with raum is crazy
Raum is always good.rejuvinate & armor plating makes him a hard tank.Sometimes i use lifesteal.
Bloodbath, depends on my team healer.Gotta be careful when opposite team buy sheilds wrecker.Better jugger knock some heal along the way 😂😂
wait, i thought this game is unplayable (always get kicked to main menu)....does they fix it already?
I hate makoa ultie bug....
All tanks >>>> All DPS
Well deserved win, nonetheless.
The damage diff meant absolutely nothing on how this was possible.
W UPLOAD !!!
how do i log my ps4 account to my pc on paladins?
That's not possible thanks to Sony being this annoying
you can farm gold players with raum only if you are GM and also you could certainly do much better with any other tank except yago (it takes much more skill to use it than to caunter it and heroes like azaan and ruckus cover the same role but do it better)
Raum new main healer?😂
I came from ow2 and I'm still scared to play tank in this game
Make enforcer 2s cc imunity
Make self shild like ruck or torv give him his soul armor.
Dnt put cc any cc imunity in base kit sub raum is good enough
Raum need a rework his first ability is allmost useless
So having raum means that you don’t need a healer?
Nah unless your team is all tanks
Subservience sumo when? 😂
Hola Andrés pollo
Raum is similar to Buck where if he’s up against a comp with no CC and it’s a close range map he can be an absolute menace to the enemy team, but you put him up against even mild cc and he gets shut down so fast. I think what should happen to kinda mitigate that is to change the CC to something like Inara where maybe after activating Ignition or Soul Harvest you get x seconds of CC immunity (I’d say 1 sec for Ignition and 3 for Soul Harvest)
And people are still trying by any means necessary to say that’s overwatch is better 😂 this build it’s really fun and there’s no way to another hero shooter do the same by now.
Raum still sucks with new rejuvenate, maybe he needs 1000dps or soul armor ignoring anti healing.
raum is fine
I feel like with the heal ticks i have seen raum feels like jenos? Do you guys agree?
راكان الدوسري بنفسه عرفها قبلك
حتى انا اعرفها بس هذا تحسه نوب.
تدري مطورين اللعبه يشوفون مقاطعه كويس خلهم يحسنوا راوم
NOTICE ME DADDY ANDREW road to 100 part 46
Im sick of everything being so complicated in paladins. Why cant things like rejuvenate on raum just be intuitive.
Spegeti code
Delete hoard and bring back og lethality dmg boost or something else fun
Hola Andrés Pollo