6.79 Changelog - Page 58
Forum Index > Dota 2 General |
![]()
CosmicSpiral
United States15275 Posts
| ||
trifecta
United States6795 Posts
On October 19 2013 09:52 CosmicSpiral wrote: Faceless Void's Chronosphere area was increased by 25% in the 6.79 patch. Don't know how much that will matter in a real match but it's quite a nice buff when you crunch the numbers. can be a double edged sword though. more chance for ally sphere fails. | ||
![]()
CosmicSpiral
United States15275 Posts
On October 19 2013 09:54 trifecta wrote: can be a double edged sword though. more chance for ally sphere fails. Only fair considering how broken the ability would be if it only affected enemies. | ||
Nilrem
United States3684 Posts
On October 19 2013 09:54 trifecta wrote: can be a double edged sword though. more chance for ally sphere fails. Agreed--it means the rest of the team will have to be just that further back. To me, this does not seem like much of a change. If Valve views Fv has having a problem, Chrono is not the problem. At the same time, any change to Fv worries me because he is a hero that even a minor change to other skills can make him too strong. One of those heroes where Valve must tread lightly. | ||
Fullback
Argentina170 Posts
| ||
Michael James
77 Posts
| ||
![]()
CosmicSpiral
United States15275 Posts
On October 19 2013 09:58 Nilrem wrote: Agreed--it means the rest of the team will have to be just that further back. To me, this does not seem like much of a change. If Valve views Fv has having a problem, Chrono is not the problem. At the same time, any change to Fv worries me because he is a hero that even a minor change to other skills can make him too strong. One of those heroes where Valve must tread lightly. It looks like a small change until you factor in everything else:
| ||
OutlaW-
Czech Republic5053 Posts
rest is great, love it | ||
Nilrem
United States3684 Posts
On October 19 2013 09:59 Fullback wrote: Wait. Does this mean buying tangoes is more gold-efficient than buying a salve now when it comes to sheer amount of healing? I probably butchered the match but the salve grants 3.4 health per gold whereas the tango grant 3.68. Tango = 460 Heal Salve = 400 Heal Tango = 125 Gold Salve = 115 Gold Price of 10 gold gives 60 additional Hp but at the same time, it depends on its usefulness. If you have 75% hp, it would almost be wasteful to use a salve. But if want to get close to max without using all, can just use a tango. At the same time, a Salve heals for 40 a second and tango heals 7.3* [thought it was 7.18 but in game shows 7.3] per second (assuming all other variables are the same). So in terms of healing, tango's are more cost efficient but if you are looking for speed, salve is your choice. [Interesting thing, as of now, the tango is 3.83 health per gold (for 90 gold and 3 of them) and salve is 4 health person gold] Even if minor in amount, there are some changes that I find fascinating. Like I said, my math usually sucks and I am falling asleep at my desk so most likely wrong. But if correct (and you care about the tiny decimal points), these changes are interesting. | ||
Adrian_mx
Mexico1880 Posts
| ||
trinxified
Canada7774 Posts
| ||
Daralii
United States16991 Posts
On October 19 2013 10:26 Adrian_mx wrote: PLEASE UPDATE COME OUT SO I DONT HAVE TO GO OUT. I'll be surprised if it's on the main client before Wednesday/Thursday. | ||
![]()
CosmicSpiral
United States15275 Posts
On October 19 2013 10:27 trinxified wrote: Actually Chrono AOE increase can also be nerf towards heroes that have shorter attack/cast range on your team. Will get caught easier now too. Since most attacks are linear and you will never catch all 5 heroes in the exact middle, I fail to see how this problem outweighs the buff. The original buff was a mere 50 increase to Chrono radius; it would only be detrimental to a few heroes such as Morphling. | ||
Nilrem
United States3684 Posts
On October 19 2013 10:27 trinxified wrote: Actually Chrono AOE increase can also be nerf towards heroes that have shorter attack/cast range on your team. Will get caught easier now too. Yup--the rescale to his timewalk is also a nerf/buff (weaker early but stronger later). Luckily Valve buffed the range of various supports like Wd and warlock. | ||
![]()
CosmicSpiral
United States15275 Posts
| ||
xAdra
Singapore1858 Posts
It was already tough getting Hand of God at a good time before this. With all these exp reductions, it will only take longer before I can hear "All are Healed"... Also, how severe is Naga's nerf? I know riptide always had obnoxiously large AOE, so perhaps it is warranted. Especially since you can use the illusions to riptide over a larger area, maybe this rewards micro more. Finally, if this patch really goes through they need to make it possible to ban 1 hero from all -ap games. Bloodseeker is going to be even more insane than spiritbreaker ever was. | ||
Jinxed
United States6450 Posts
On October 19 2013 10:45 xAdra wrote: Bloodseeker is going to be even more insane than spiritbreaker ever was. Yeah.... no. Not even in the most remote way. | ||
xAdra
Singapore1858 Posts
On October 19 2013 10:49 LeLoup wrote: Yeah.... no. Not even in the most remote way. But why? 1 hero low health across the map, maybe jungling or escaping- he gets Lightning Ball movespeed and goes across, ripping your guts out. | ||
Nilrem
United States3684 Posts
On October 19 2013 10:42 CosmicSpiral wrote: The rescale to his timewalk is almost a pure buff as you would never use it offensively until you hit level 3, which is where the increase kicks in. He has so little mana in the early game that you need to reserve it for escaping ganks. Not quite. It is a nerf to level 1, same for level 2, and buff for 3 and 4. So if anything, it is half buff. As for the point of its usefulness for offensive being 3, sure. But bear in mind that you are getting ganked early (and it is conceivable that at some point, someone will be influenced by the slow), it will mean a potentially higher chance of dying early. With the change for the trilane and creeps, it could add up to where it is viewed as a nerf (since the jungling is quite altered and creep pulling is now less effective in terms of killing your own creeps). Yes, in terms of offense, it can be seen as a buff if you only ever use it offensively at 3 and 4 (and never before). But if you accept the possibility of it taking affect during level 1 or 2 you must acknowledge it to being partial nerf (or not a buff). Edit: Probably best to end the discussion here though. I've already ventured into hypothetical situations and at that point, sort of kills the dialogue. If anything, will have to just agree to disagree. | ||
trinxified
Canada7774 Posts
On October 19 2013 10:56 xAdra wrote: But why? 1 hero low health across the map, maybe jungling or escaping- he gets Lightning Ball movespeed and goes across, ripping your guts out. One hero only gives him 28% movespeed. Although the threshold I feel is really high at 50% HP, so a few small skirmishes or even a slight team fight will set this guy off the charts. | ||
| ||