Quote Originally Posted by Valence View Post
I've never been especially bothered by this personally, but I know that the lack of cover is going to drive a lot of complaints, both from melees and ranged, as seen in C9 already.

My own concern is that insanely long HoT area which I really, really don't like at least at first glance. This removes most options of going through any other path seeing how powerful this is. You can even imagine camping the enemy team right at the exit of the quicksands, and if they dare take another path to not fall right into your camp, you'll still have the huge regen advantage for 30s and they won't, and with that potency, perhaps I'm clueless, but I feel like it's a game changer on the level of a SCH LB or more.

I'd have been happier with this only activating during the environmental heat event or something (run to safety here or suffer through it)...

Edit: another concern being the sheer distance between the final checkpoints and the team spawn points, this seriously limits the defender's advantage, but perhaps on the other end will just end games that are already lost more quickly?
It's only a game changer for gold/plat and below rankings on EU and NA (I'm going to pretend OCE doesn't exist) because most of the general population is trash and doesn't know how to play with their team and burst a target properly. In Diamond+ rankings, killing someone within 3-4s is common so at best you have 7500 extra health assuming it ticks mid-burst. On JP, even in casuals people listen to calls and know how to burst so they won't have this issue. Your team should only be attacking one person at a time so multiple people having regen isn't important since they'll be high on health full mana likely anyway. Even if you have 4 people camping the quicksand, you take the other route and your team bursts whoever is alone on the crystal since they're likely going to be out of the line of sight/range of their teammates depending on exact locations.