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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
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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!)
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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.
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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.
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So if you're actually able to cast a full length midnight pulse and aghanim's black hole, everything in it dies.
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yeah youre pretty much guaranteed to win the teamfight. the damage in that combo is ridiculous
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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?
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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...
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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.
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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.
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aren't Tangos more efficient healing now than Salves per cost?
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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
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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.
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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.
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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.
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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
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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
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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.
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I wonder how meepo is going to play out. Is he going to go mid for a fast level 4 or?
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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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