To talk (whine) about Chronox again. PvP aside it really is a damper that the guy’s PvE effectiveness got…more than halved I wanna argue. The speed nerf is impactful but managable. That Faststrike nerf though, yikes. 60% increased TU cost on a skill with a mechanic that does rely on proper time management is a major blow. With 100TU Timestrike, or the 80 after accelerating (and even less with +potions) it wasn’t too hard to time Chrono right. Now, though, you have pretty much no option other than skipping (before Bloodthirst is channeled of course). And skipping by itself obviously sucks when you’re going for the next enemy in line.
I don’t really see myself putting him in any of my team compositions for now. I needed one more monolith for Chronozero evolution but I’ll gladly stick to my SE starters now. A Harambe Throw in the morning lights up the day anyways.
I might’ve preferred narrowing down the Timestrike condition range to sth like 30 or 20s. And if that isn’t enough, perhaps increase the TU to 120. But hard to tell if that would’ve been any better / more fun.
I think it puts a lot more emphasis on timestrike all rather than fastrike. Stun into chrono is still very viable throughout the team, the low speed stops his front line potential but his midgame presence has become a lot more intimidating now that he’s tanky enough to be a problem.
Admittedly the autopoison meta right now puts him at a disadvantage but I doubt that’ll matter to anyone slightly further down the ladder.
Could be a bug though, we will never know since it looks like the devs are dead or something…that’s the only thing I’d accept after they wrote “check the forum for further info”
Man do I wish fewer developers were struggling so hard with patching and proper patch logs. You gotta wonder why the community has to puzzle some of it together itself.