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Early impressions on Feral.Terminus?


LightZOut
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Thoughts and experiences with the new hero Feral.Terminus ("Feral") ?

 

Feral is a "ranged" agility hero, with the caveat of only being able to attack while burrowed (and therefore invisible). His attacks however, deal damage in a lane. This can be thought of as both an asset and a liability, but it is also ultimately what defines and determines his unique play-style within the game. His suite of abilities generally and notably provide: crowd control, self-empowerment, sustain, and massive area of effect presence.

 

Broadly speaking, what is Feral's role? What new specialities does he bring to the table? How does only being able to attack while burrowed affect his overall gameplay, especially as a ranged agility hero?

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Feral is a great lane partner for a carry, or somebody that needs to land a spell to be successful. His stun enables carries to do large amounts of damage or a hero like Rory or Jakk to land their shtuff.

 

I personally start off with either Ihan components or a Pendant, then rush a TPI. Abuse the crap out of that time-scale, because it increases the speed that your ulti hits at.

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I've played with him twice and I can say that he is a very strong hero but not to the extent to say that he's OP. So yeah, he is easily countered and can't lane very well if the enemy team is clever enough, but his ulti and the timescale make him very very strong pushing lanes and whipping out 2 or 3 players at once. My build right now is :DuransPendant::IhanCrystal::ArgusCrystal: Gravity edge :NitrogenRetrofit: Masamune and :SunflareGun: , which gives you a lot of int and a nice amount of time scale (I'd rather have sunflare than yamato mainly because of the stats, as your W and masamune give you more than enough timescale). So yeah, he's very strong although he is easily countered by :TimeSplitter: or any kind of stun.

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second item, warpshard, the counter to his immobility and subsequent weakness to pulls/skillshots I letting him continue his attacks as an opponent runs away and whatnot is incredibly useful,

 

But Ideal I really think he needs a melee attack when hes not burrowed.

 

Exactly.

 

50% slower attack speed while not burrowed or sumtin

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so a person in the middle of his attack with stuff around them if he has an explosive retrofit is going to take between 200-300% of his attack dmg and thats intended?

 

Well, when you put it that way, it does sound pretty overpowered. XP

 

I'm not responsible for balance, but I'll let RedHydra know that people want Lurker to get some balance attention. I have seen a lot of complaints in pubs as well.

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