That gives you a tremendous advantage over anybody else that allows you to near instantly adapt your items for the game assuming you got the credits. They don't utilise quite possibly the best escape/get out of jail free that can teleport you "ANYWHERE" from "ANYWHERE" this means that you can teleport back to your spawn, buy items and teleport back to where you were in the span of 10 seconds. Lets start with the most common mistakes that make them extremely easy pickings and just a general letdown for the ones teamed with them. I believe the term for them is "One Trick Pony" and you'd think it would just be a couple doing this right? Wrong. If anything one could argue that Dredge is below average in terms of power compared to most other damages.It's truly amazing how many times I see dredge players falling for the same exact "noob traps" and never actually developing a better understanding of the character. ![]() The portals are easy to track down and camp, usually leave you vulnerable after using them, require you to be aware of your positioning so you don't accidentally walk into one you laid down, and his ult is really only good when used with Seris' ult, and of course the reload projectile is a skillshot that rewards you for risking yourself with the long reload/ number of points used in Heave away/ using an item slot for Deft Hands. ![]() ![]() 7 seconds with a slow and relatively small projectile has plenty of counterplay, Broadside leaves you vulnerable for a second after using it because of all of Dredge's delays, Harpoon is an easier to hit Net shot with 600 extra damage in return for a longer cooldown, and with Hurl it becomes a budget version of Cassie's crossbow. What would you seriously nerf about him, his damage is completely reasonable if you're not using Scuttle, 850 ever.
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