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.
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.
So many players are going to get bitched out for "making Bloodseeker fast."
I can see lots of bait and feeding though... A noob BS will just go rush the "lone" hero that's low but really 2 other heroes are waiting there beside the weak hero.
Hahaha
- Thirst no longer grants full hero vision around low HP targets, it only shows their model
On October 19 2013 11:13 trinxified wrote: I can see lots of bait and feeding though... A noob BS will just go rush the "lone" hero that's low but really 2 other heroes are waiting there beside the weak hero.
Hahaha
Pudge rot to low hp... rest of team waiting. Obvious sure but if caught out... totally worth it. At least one Bs will fall for it, just a matter of time.
On October 18 2013 06:05 ToastedBagel wrote: Why remove mortal strike active for skeleton king? Now all you do is stun people.. Enough heroes already have a regular critical strike with different percentages.
the leoric player audience complained that he was now far too difficult and complex. numerous discussions about the burden of knowledge and toxicity later and icefrog finally caved in
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.
The difference between a 20%/25% AS + MS slow sounds significant, but I don't think it will change much within the context of the early game. It will not change the matchups that give him problems or the matchups that he can fight. In the matchups he can fight you would be leveling up Time Lock instead; in the matchups he cannot fight, you would leveling up Backtrack and only one level of Time Walk in the safe lane. His mana pool is so small in the early game that you can't even afford to use it more than once before level 4. Time Walk will still ignore terrain and have invincibility through its active period anyway. Also the AS + MS slow is not that great since everyone's AS + MS isn't going to that great early on. Like Time Lock and Backtrack, its scaling shines in the late game.
What's more important IMO is that his buffs, in conjunction with the other changes I mentioned before, are going to make his midgame better. Void's problem is not that his early game is trash (it will always be trash to balance him out) but that he takes a severe dip in efficiency during the mid game. Pre-6.79 he was only a terror once he got everything maxed and he started stocking up on items, and other carries could just snowball harder since they could switch between farming and ganking more easily. Now that his best midgame item build is better and he can contribute even more to teamfights and 2 man ganks, he won't have to be AFK as long or go to the BF build as often.
It's fine to hypothesize about how things will change in the patch. There would be no reason to go out and test things if we didn't have some expectations to confirm.
On October 18 2013 06:05 ToastedBagel wrote: Why remove mortal strike active for skeleton king? Now all you do is stun people.. Enough heroes already have a regular critical strike with different percentages.
the leoric player audience complained that he was now far too difficult and complex. numerous discussions about the burden of knowledge and toxicity later and icefrog finally caved in + Show Spoiler +
pic related
It wasn't necessarily because of gameplay complications rather King Leoric's mortal strike active ruined the lore of the complicated and intricate character by having press 2 buttons. As everyone knows, true kings get things done with a touch of a single button.
On October 18 2013 06:05 ToastedBagel wrote: Why remove mortal strike active for skeleton king? Now all you do is stun people.. Enough heroes already have a regular critical strike with different percentages.
the leoric player audience complained that he was now far too difficult and complex. numerous discussions about the burden of knowledge and toxicity later and icefrog finally caved in
pic related
But I get like 5/6 activate-able items on SK. (ex. BKB, Armlet, Soul Ring, PTreads, TP Scroll, Satanic)
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.
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.
I personally dont think the issue is that hes going to see you and run after you. It's going to be how safe and potentially dangerous he can become against whoever he is laning against. If someone in the jungle is low life jungling early in the game, he now has a 70+ move speed increase in lane. He becomes a vastly better laner now at no negative downside (when people are low life*), and also is harder to secure kills on if you don't have a crippling slow/complete lockdown.
I think it will allow him to be much more dangerous in lane early and give him a huge advantage in the mid game when people are roaming a lot and having little skirmishes.
I'm not sure how I like increased passive gold gain and increased starting gold. They at least did hit the jungle pretty hard. A long-awaited PA buff, it'll be interesting to see how her Q will now work as a harrassing tool / finisher. It at least is better for lasthitting at lvl 1 and that's in my opinion very, very important.
I can also see Rubick being played as a solo mid or such instead of full support because his Aghanims upgrade looks to be absolutely insane and he can still make the gold and exp from mid into good use. The Bloodstone change will make it better on Medusa but still probably not better than Linkens(who knows, though, especially with the Linkens buff). I'd have wished for a slight stats upgrade for Skadi, but this still makes it very good considering the item already gives the second-most HP in the game.
Spectre also got some really nice buffs this patch and I can see her getting used more often. Invoker also being able to invoke 2 spells right off the bat and being able to keep Invoke at lvl 1 for a while longer is going to make him better, but his base dmg is still so weak that I'm not sure how much he will be played. It's overall a pretty nice patch with many of my favorite heroes getting buffed. The passive gold increase also helps the carries reach their effective periods slightly quicker. Still, it makes the game significantly more forgiving with poor lasthitting so I wonder how that pans out.
On October 19 2013 12:26 CosmicSpiral wrote: Did we all forget that Thirst also got some pretty severe nerfs?
Like what? It surely doesn't outweigh the buff it got.
The more I think about it, the more it sounds ridiculous. Why does it even have to break the speed cap? It really looks silly and just outright stupid.
On October 19 2013 12:26 CosmicSpiral wrote: Did we all forget that Thirst also got some pretty severe nerfs?
Like what? It surely doesn't outweigh the buff it got.
The more I think about it, the more it sounds ridiculous. Why does it even have to break the speed cap? It really looks silly and just outright stupid.
Thirst movement speed bonus reduced from 15/25/35/45% to 7/14/21/28%.
Thirst no longer provides armor bonus.
Thirst no longer grants full hero vision around low HP targets, it only shows their model.
Thirst no longer lasts for an extra 3 seconds when the target is dead
On October 19 2013 12:26 CosmicSpiral wrote: Did we all forget that Thirst also got some pretty severe nerfs?
Like what? It surely doesn't outweigh the buff it got.
The more I think about it, the more it sounds ridiculous. Why does it even have to break the speed cap? It really looks silly and just outright stupid.
Thirst movement speed bonus reduced from 15/25/35/45% to 7/14/21/28%.
Thirst no longer provides armor bonus.
Thirst no longer grants full hero vision around low HP targets, it only shows their model.
Thirst no longer lasts for an extra 3 seconds when the target is dead
Movement speed bonus a nerf? The old one applied only ONCE, but the new one can apply up to 5 times. With the new 50% threshold at ALL levels and also being GLOBAL, getting at least 2 stacks on any level is already better than it's old one. Not to mention it's not unlikely that 2 or more heroes will be below 50% often around the map.
Armor bonus is meh, it is a nerf for sure, but remember it now gives extra damage on top of getting damage from you're own Q spell. So you could say you'll kill your target faster anyway with that extra MS and damage. And don't get me started on getting away. Out of a reliable stun, you'll likely get out faster than a blinking AM despite being slowed by any means.
No longer granting full vision is a relief, so you're right about that, crazy nerf. I guess it means it doesn't reveal true sight anymore? So technically BS will always need detection to kill off invisible heroes.
The last point is kinda moot since you're probably still moving faster than everyone else because of breaking the speed cap.
you don't get it. You need the armor to dive towers. Because you're bloodseeker. You're gonna have to dive towers early game. the extra 3 seconds helps you do the dive and then get away with it.
The extra damage is cute, but for the most part.. Bloodseeker isn't a hard carry, he needs to get shit done.. And the nerfs to thrist make it extra hard to get shit done.
On October 18 2013 06:05 ToastedBagel wrote: Why remove mortal strike active for skeleton king? Now all you do is stun people.. Enough heroes already have a regular critical strike with different percentages.
the leoric player audience complained that he was now far too difficult and complex. numerous discussions about the burden of knowledge and toxicity later and icefrog finally caved in
pic related
But I get like 5/6 activate-able items on SK. (ex. BKB, Armlet, Soul Ring, PTreads, TP Scroll, Satanic)
soul ring is really wasted unless they have some diffusal carry
Are we potentially going to see disruptor mid now? It was "sorta" viable before, now it feels like it would ACTUALLY be viable for certain lineups. Like a warlock mid basically.
And Meepo buffs, he should be picked now. It's just to huge.
Also all this Bloodseeker talk, those changes to him are honestly less interesting than everything else more or less.