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6.79 Changelog - Page 63

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Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
October 19 2013 15:12 GMT
#1241
On October 20 2013 00:10 Firebolt145 wrote:
Show nested quote +
On October 20 2013 00:00 Torte de Lini wrote:
With Hex's new change, does that mean I should max hex first instead?

I personally would still max Earth Spike since it's AoE and does damage. An early point in Hex is vital now though, even if you're going Mana Drain Lion for some weird reason.


Thanks :D
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
Last Edited: 2013-10-19 15:40:52
October 19 2013 15:37 GMT
#1242
I dislike brewmaster changes. Double clap is cool and makes his early-mid game ults even -stronger-, but he still feels like he doesn't actually want items ever, because he doesn't get to use 'em throughout the entire duration of his ult anyways. Normally a hero's ult makes them stronger, but for brewmaster being 6-slotted (...somehow) means you're probably stronger outside of your ult than in it. Even if one of those 6 is an aghas.

Icefrog should make his ult a toggle. The earth panda would still get exp as normal when split, and when switching between split and normal, normal would take on the hp % values of the lowest still-living panda, and all pandas would be given the same percentage value of hp as the normal panda when splitting. Dead splits would be revived upon return to the fountain. Panda is now terrifying again.

Pointless suggestions ahoy :D

(Pro ninja edits. Take that SKC!)
I'm actually Fleetfeet D:
SKC
Profile Joined October 2010
Brazil18828 Posts
October 19 2013 15:39 GMT
#1243
On October 20 2013 00:37 Staboteur wrote:
I dislike brewmaster changes. Double clap is cool and makes his first level 6 even -stronger-, but he still feels like he doesn't actually want items ever, because he doesn't get to use 'em throughout the entire duration of his ult anyways. Normally a hero's ult makes them stronger, but for brewmaster being 6-slotted (...somehow) means you're probably stronger outside of your ult than in it. Even if one of those 6 is an aghas.

Icefrog should make his ult a toggle. The earth panda would still get exp as normal when split, and when switching between split and normal, normal would take on the hp % values of the lowest still-living panda, and all pandas would be given the same percentage value of hp as the normal panda when splitting. Dead splits would be revived upon return to the fountain. Panda is now terrifying again.

Pointless suggestions ahoy :D

It's not exactly easy to get Aghs by lvl 6 though.
Mafe
Profile Joined February 2011
Germany5966 Posts
October 19 2013 16:16 GMT
#1244
I think the lion change is meant to encourage skilling mana drain early. Keep in mind manacost has not changed (and imho it was too high for what it did so far), so you're getting a longer disable for the same manacost, but at the cost of higher cd early on. I rarely found myself in the situation that I could or wanted hex 2 times in short succession early on, often it was spike->hex->spike and then lion was out of mana. That's still possible, but now the duration of that hex lvl1 is longer, like hex lvl 2 before, so I see this change as getting a free skillpoint by lvl 4.
Ansinjunger
Profile Joined November 2010
United States2451 Posts
October 19 2013 17:40 GMT
#1245
So if you're actually able to cast a full length midnight pulse and aghanim's black hole, everything in it dies.
evilfatsh1t
Profile Joined October 2010
Australia8649 Posts
October 19 2013 17:42 GMT
#1246
yeah youre pretty much guaranteed to win the teamfight. the damage in that combo is ridiculous
Najda
Profile Joined June 2010
United States3765 Posts
October 19 2013 17:47 GMT
#1247
Is the new starting gold going to make a noticeable difference? I can't really think of any specific scenarios the bonus gold will help with. Is it enough for RoP, circlet, wraithband recipe, and a tango?
Acritter
Profile Joined August 2010
Syria7637 Posts
October 19 2013 17:51 GMT
#1248
On October 20 2013 02:47 Najda wrote:
Is the new starting gold going to make a noticeable difference? I can't really think of any specific scenarios the bonus gold will help with. Is it enough for RoP, circlet, wraithband recipe, and a tango?

You could have answered that yourself. You can buy a full Wraith Band and a Salve for under 600 gold, and Ring only costs 25 more gold than Slippers. So with the change...
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Najda
Profile Joined June 2010
United States3765 Posts
October 19 2013 17:57 GMT
#1249
Im on my phone atm so looking up prices would be tedious and I knew it would be close. I was more just pointing out that is an available option now with the starting gold, which allows you to buy the rest of the aquila from the sideshop.
evilfatsh1t
Profile Joined October 2010
Australia8649 Posts
October 19 2013 18:00 GMT
#1250
if you had more than roughly 10gold leftover after your starting items in the current patch, you should be able to buy them in 6.79. assuming you get both a tango and salve.
to me the biggest difference is now you cant get a stout tango salve and 3x branches at the start.
trinxified
Profile Joined December 2010
Canada7774 Posts
October 19 2013 18:32 GMT
#1251
aren't Tangos more efficient healing now than Salves per cost?
JackDragon
Profile Joined February 2011
525 Posts
Last Edited: 2013-10-19 18:43:21
October 19 2013 18:35 GMT
#1252
On October 20 2013 03:32 trinxified wrote:
aren't Tangos more efficient healing now than Salves per cost?

They have always been. But tangos are actually less efficient now. Salve is good because it tops you faster so you can get back to action, so that part haven't changed.

Turns out I was wrong. Yes you are correct about the numbers. Healing slave was more efficient with 4 hp/gold and tango 3.8hp/gold. Now Salve gives 3,5hp/gold and tango gives 3.7hp/gold
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2013-10-19 18:43:25
October 19 2013 18:41 GMT
#1253
On October 20 2013 03:35 JackDragon wrote:
Show nested quote +
On October 20 2013 03:32 trinxified wrote:
aren't Tangos more efficient healing now than Salves per cost?

They have always been. But tangos are actually less efficient now. Salve is good because it tops you faster so you can get back to action, so that part haven't changed.


Hp pot is 4 hp per gold whereas old tangos are 3.8333 hp per gold new tango is 3.68 hp per gold. Tangoes had the benefit of being able to use it in smaller doses instead of needing to be down 400 hp to get the full effect though.
trinxified
Profile Joined December 2010
Canada7774 Posts
October 19 2013 18:45 GMT
#1254
On October 20 2013 03:41 Najda wrote:
Show nested quote +
On October 20 2013 03:35 JackDragon wrote:
On October 20 2013 03:32 trinxified wrote:
aren't Tangos more efficient healing now than Salves per cost?

They have always been. But tangos are actually less efficient now. Salve is good because it tops you faster so you can get back to action, so that part haven't changed.


Hp pot is 4 hp per gold whereas old tangos are 3.8333 hp per gold new tango is 3.68 hp per gold. Tangoes had the benefit of being able to use it in smaller doses instead of needing to be down 400 hp to get the full effect though.


Salve is now 115 instead of 100, so that is now 3.48 hp per gold.
JackDragon
Profile Joined February 2011
525 Posts
October 19 2013 18:45 GMT
#1255
On October 20 2013 03:41 Najda wrote:
Show nested quote +
On October 20 2013 03:35 JackDragon wrote:
On October 20 2013 03:32 trinxified wrote:
aren't Tangos more efficient healing now than Salves per cost?

They have always been. But tangos are actually less efficient now. Salve is good because it tops you faster so you can get back to action, so that part haven't changed.


Hp pot is 4 hp per gold whereas old tangos are 3.8333 hp per gold new tango is 3.68 hp per gold. Tangoes had the benefit of being able to use it in smaller doses instead of needing to be down 400 hp to get the full effect though.

Yeah I re did the math. The different benefits are still there however. Slave after fights and ganks . tango for the harass dmg.
Cocacooh
Profile Joined August 2010
Norway1510 Posts
Last Edited: 2013-10-19 18:47:32
October 19 2013 18:46 GMT
#1256
old salve gave 4 hp per 1g, 1 stack of tango 3,8 hp per 1g. new tango gives 3,68 hp per 1g and salve 3,4 or something.
edit im slow, salves are still super usefull since u can use em on teammates and shit
JackDragon
Profile Joined February 2011
525 Posts
October 19 2013 18:49 GMT
#1257
On October 20 2013 03:46 Cocacooh wrote:
old salve gave 4 hp per 1g, 1 stack of tango 3,8 hp per 1g. new tango gives 3,68 hp per 1g and salve 3,4 or something.
edit im slow, salves are still super usefull since u can use em on teammates and shit

You can still give tangos to teammates but a bit more complicated then before. You "use" the tango on them and they get a tango item to use on trees
Najda
Profile Joined June 2010
United States3765 Posts
October 19 2013 18:50 GMT
#1258
Oh I didn't realize hp pot changed in price. So even though the starting gold increased, it's effectively lower now due to higher prices.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
October 19 2013 18:51 GMT
#1259
I wonder how meepo is going to play out. Is he going to go mid for a fast level 4 or?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
trinxified
Profile Joined December 2010
Canada7774 Posts
Last Edited: 2013-10-19 19:12:20
October 19 2013 19:11 GMT
#1260
On October 20 2013 03:51 Torte de Lini wrote:
I wonder how meepo is going to play out. Is he going to go mid for a fast level 4 or?


A lot of nerfs though could be bad news for him. Armor reduced by 1, 30% stat share loss, and Tranquils change hinders his early jungling (to get more XP while in lane) for the clone anyway. It's more for improving his laning capability.
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