Octograb

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Make it melee range and the stun ends if murky is killed, either one of those or increase cooldown, 50 seconds for an ult that's piss easy to use and can turn teamfight, no thank you.
Yeah sure, nerf murky. Wait wut you're seriously asking to nerf Murky?
Cleanse. -> Murky lost 80% of his utility in the fight.

Oh right, now people demands cleanse everywhere and yet not pick it, cause they need damage or high heal number or being able to do the "play of the game" ignoring the real utility one needs to take to the match.

__

In case of no support: pick relentless (or relentless leader/soldier/whatever reduces CCs). And kill the pufferfish, not Murky.

If not avaliable: well, you're screwd cause Murky has many counters (mainly cleanse) only thing you can do is help and defend other players in your team. Yup Murky target is screwd.

One last tip: when laning, try aiming to the pufferfish, if he doesn't clear the minion wave with it, he gets easily pushed back. But be careful, good Murkys know how to protect the pufferfish.
06/05/2016 12:01 PMPosted by Larsozzo
Cleanse. -> Murky lost 80% of his utility in the fight.

Ah, yes. Cleanse I put in the same pile as polymorph. While undoubtedly important, both are considered counters to everything. Octograb won't be the only hard cc on their team meaning it becomes a game "what gets baited out first". The cleanse, grab or a third hard cc. Dealing with the pufferfish isn't hard, but that's not the problem. It's the suicide murky 3 second stun with a built in gap-closer.
Octograb is not affected by Relentless. They should lower Octograb's range/duration or increase it's cooldown, and give that power back in other areas. As it is too much of Murky's power is locked up in Octograb, so he gets countered far too hard by Cleanse.
06/05/2016 01:10 PMPosted by Crimson
As it is too much of Murky's power is locked up in Octograb, so he gets countered far too hard by Cleanse.

Not really.

06/05/2016 12:55 PMPosted by Sandu
Ah, yes. Cleanse I put in the same pile as polymorph. While undoubtedly important, both are considered counters to everything. Octograb won't be the only hard cc on their team meaning it becomes a game "what gets baited out first". The cleanse, grab or a third hard cc. Dealing with the pufferfish isn't hard, but that's not the problem. It's the suicide murky 3 second stun with a built in gap-closer.

If you have someone out of position to where an octo that gets cleansed is followed by additional stuns to remove that player from the game, then it's really not the problem of octo.
06/05/2016 01:10 PMPosted by Crimson
Octograb is not affected by Relentless. They should lower Octograb's range/duration or increase it's cooldown, and give that power back in other areas. As it is too much of Murky's power is locked up in Octograb, so he gets countered far too hard by Cleanse.

Octo isn't affected by any stun shortened aside from Cleanse right? I'm mostly sure LiLis "shake it off" doesn't help vs it either. At least its never helped me.
Yes...let's continue to beat down on little murky.

First off, the reason why stunning him doesn't stop the hold is because "HE" isn't holding them. The tentacles are. Asking for that would be likept asking for Butchers chain to break if you stun butcher or Zeratul VP. Murky isn't holding the hero, he is slapping them with a fish. So you stop the slapping.

And lastly, Murky is in a good spot. He has so many counters to him. The puffer is easier to hit, Stealth heros can sneak in and get his egg, very low hp, cleanse makes him useless.
06/05/2016 08:17 PMPosted by newjack21
He has so many counters to him.
just being hit counter him pretty well!
Still there is March of Murlocs, but it must hit most if not the whole enemy team to be significant (but if it hits and team follows...)
The biggest counter to Murky is people who have played Murky enough to know if/where he hid his egg when it's not near a fort.

I'm a level 11 Murky, and I've had several matches against careless Murkys who hid their egg in a bush and not next to a fort. Those Murkys got several 30+ second respawn timers.

Murky's Octo-Grab isn't affected by stun reduction because it's like Mosh Pit, where Murky channels the stun. Why Mosh Pit gets interrupted where Octo-Grab doesn't is most likely because they decided that Murky had enough counters, and Mosh Pit can hit an entire team. One person isn't as important as the possibility of an entire team being hit with a long stun.
06/06/2016 08:26 AMPosted by Drraken
Murky's Octo-Grab isn't affected by stun reduction because it's like Mosh Pit, where Murky channels the stun
Murky actually doesn't channel the stun. He channels the damage. For consistency he should be effected by relentless... for balance it is fine though.
Murky is bad enough with the amount of heroes that can 1 or 2 shot him - leave him alone.
06/05/2016 12:55 PMPosted by Sandu
Ah, yes. Cleanse I put in the same pile as polymorph. While undoubtedly important, both are considered counters to everything. Octograb won't be the only hard cc on their team meaning it becomes a game "what gets baited out first". The cleanse, grab or a third hard cc. Dealing with the pufferfish isn't hard, but that's not the problem. It's the suicide murky 3 second stun with a built in gap-closer.

Cleanse isn't supposed to be used when someone gets CC'd, but if someone is in danger because of it.

06/05/2016 10:39 AMPosted by Sandu
Make it melee range and the stun ends if murky is killed, either one of those or increase cooldown, 50 seconds for an ult that's piss easy to use and can turn teamfight, no thank you.

Murky can be bursted before he even gets Octo-Grab out, a well time stun/displacement (during cast) can interrupt his Octo-Grab which puts it on a 10 second cooldown, he can be bursted AS he casts Octo-Grab (while he is Unstoppable) which puts it on cooldown without it stunning.

Murky getting a slight cooldown increase wouldn't be the end of the world, but making it melee would make Murky so much more obvious that he already is. Making it so the stun ends if he dies totally defeats the purpose of Octo-Grab. A champ that is supposed to go in use and his low spawntime to get an advantage.

If Octo-Grab were that piss easy to use and can turn teamfights, I'm sure a lot more people would be playing him right?
Enema.

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