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On November 02 2013 02:54 bombsauce wrote:Show nested quote +On October 31 2013 07:21 PassiveAce wrote: yeah you have to make the choice of being a glass cannon version of the old alch or a whiffle bat version of the old alch.
well his damage output isnt really that bad but you definitely have to devote more gold to combination hp and damage items like armlet if you dont want to be blown up instantly, which gives you lower damage output because before you could just go mjollnir shadowblade ac and still have fantastic hp at level 16. Yea, also it seems like it's an overall nerf to fun.. before when you went the shadowblade mjollnir build. You could really actively engage in midgame teamfights in weedwacker mode or get a lot of good surprise gank kills early on. Now, if your going to be needed late to help close out the game, you have to play a bit more passively and come in swinging a bit slower, which makes him feel a lot like SK, a notoriously boring hero. To be honest, I think the current Alchemist is more about early fighting. I think his ultimate has been made to where its very effective at 6 and 11, but much less effective at 16. You might need to pick up a vitality booster, however.
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Wat he's nothing like BallerKing. BallerKing is also amazing fun unless they have asshole heroes. You just run around and don't afraid of anything because 2 lives bitches. If they slow you alot though... well yah.
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i personally think its ok that Alch actually has to buy a defensive item to stay alive as a carry, rather than getting a free HoT of HP
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On November 02 2013 03:35 Shaella wrote: i personally think its ok that Alch actually has to buy a defensive item to stay alive as a carry, rather than getting a free HoT of HP yeah now he just has to spend 2 1/2 minutes buying his own HoT, ez life.
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wow Bloodseekr+ AA, biggest bullshit combo ever, u literally cannot make it home safe once u drop to low hp, such nerve-wreckign game i had...
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i feel brewmaster needs something more, been playing him and he just feels strong at such a small part of the game and drops off really hard. His aghs change is nice i guess, i dont know what it would take to make this hero viable, maybe a lower mana cost on his drunken haze like 40 or 35? maybe 17 starting int? Maybe movespeed up to 310 from 300, he needs something, maybe make drunken haze last 20 seconds on creeps with lower mana cost so he can possibly jungle?
I dont know, hero just feels like a shitty clockwerk that requires a blink dagger to do what clockwerk does without a blink dagger.
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Vatican City State2902 Posts
On November 02 2013 04:19 r_con wrote: i feel brewmaster needs something more, been playing him and he just feels strong at such a small part of the game and drops off really hard. His aghs change is nice i guess, i dont know what it would take to make this hero viable, maybe a lower mana cost on his drunken haze like 40 or 35? maybe 17 starting int? Maybe movespeed up to 310 from 300, he needs something, maybe make drunken haze last 20 seconds on creeps with lower mana cost so he can possibly jungle?
I dont know, hero just feels like a shitty clockwerk that requires a blink dagger to do what clockwerk does without a blink dagger. He's much more liable to survive early than clockwerk is, however. Clock is basically a suicide initiator during early skirmishes or teamfights without a blademail or maybe a bkb. He's also got the ability to disrupt a lot more people in a fight and with the amount of things that Purge removes now, storm panda can cause a lot of havoc. He's got a purge on an 8 second cooldown--with rank 2 ult he can get 2 off during ult duration--and purge got HUGE buffs with 6.79. I'd say that's probably the biggest hidden buff of the patch.
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On November 02 2013 04:35 Nocticate wrote:Show nested quote +On November 02 2013 04:19 r_con wrote: i feel brewmaster needs something more, been playing him and he just feels strong at such a small part of the game and drops off really hard. His aghs change is nice i guess, i dont know what it would take to make this hero viable, maybe a lower mana cost on his drunken haze like 40 or 35? maybe 17 starting int? Maybe movespeed up to 310 from 300, he needs something, maybe make drunken haze last 20 seconds on creeps with lower mana cost so he can possibly jungle?
I dont know, hero just feels like a shitty clockwerk that requires a blink dagger to do what clockwerk does without a blink dagger. He's much more liable to survive early than clockwerk is, however. Clock is basically a suicide initiator during early skirmishes or teamfights without a blademail or maybe a bkb. He's also got the ability to disrupt a lot more people in a fight and with the amount of things that Purge removes now, storm panda can cause a lot of havoc. He's got a purge on an 8 second cooldown--with rank 2 ult he can get 2 off during ult duration--and purge got HUGE buffs with 6.79. I'd say that's probably the biggest hidden buff of the patch.
It's not a purge. It's dispell magic. Purge implies you get the slow effect (like diffusal blade) which is a MUCH stronger spell than dispell magic. I feel the problem with Brewmaster is that he is incredibly level dependent and also ultimate dependent. The new Aghs change feels more like a nerf since he doesn't get stat, cd, duration buffs anymore. Basically what this means is that Brewmaster is weaker for most of the game (no stat gain, no improved cd), but more powerful during that small window when his ult is up. Teams can simply play around his ult cd since he is pretty much not a threat if he can't control a team fight. I think the cd nerf and the duration nerf is too much. Of course, he also became much harder to play since the micro skill cap just got raised a LOT in order to utilize his new strengths.
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I just feel that with brew, once you hit level 6 you have to make that ult do something, and if it fails, your essentially a gimped character for 3 minutes. The cooldown reduction on aghs was really good before, though i do like the clap and haze on the new aghs, and the amount of damage you can do with the ult is crazy with aghs now, i don't think it's enough to warrant the upgrade, that's 4200 gold for 2 claps during and ult and 2 hazes and a little bit more damage from the fire panda. I just wish he offered more when his ult was down like clock or mag and that he needs something extra.
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So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think?
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Baltimore, USA22253 Posts
On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think?
TBH, as an avid Lich player, you were able to do this before 6.79. With the re-work to Sacrifice though, he's just a ridiculous laner now, probably one of the best in the game.
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On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think? ` What i dont understand is why u choose TQboots+Meka. Isnt that overdoing the boots a bit? Like, offlane solo, u will never be 13 seconds somewhere not attacking right? I think maybe standard PT boots could be better when soloing offlane.
p.s. But dont take it to serious, i'm a bit new to the game.
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Offlane can get forced to sit under his tower/barely on xp range a lot
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On November 02 2013 19:32 govie wrote:Show nested quote +On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think? ` What i dont understand is why u choose TQboots+Meka. Isnt that overdoing the boots a bit? Like, offlane solo, u will never be 13 seconds somewhere not attacking right? I think maybe standard PT boots could be better when soloing offlane. p.s. But dont take it to serious, i'm a bit new to the game.
Lich is a support so buying a Mek for the team is a viable item for team fights in the early game, especially when you have such a big lead in the early game. I generally try to get it as soon as possible as a support if it is required. In some early game circumstances, that heal can turn a whole team fight in your favor from an unfavorable spot.
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On November 02 2013 21:53 SolarFlare93 wrote:Show nested quote +On November 02 2013 19:32 govie wrote:On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think? ` What i dont understand is why u choose TQboots+Meka. Isnt that overdoing the boots a bit? Like, offlane solo, u will never be 13 seconds somewhere not attacking right? I think maybe standard PT boots could be better when soloing offlane. p.s. But dont take it to serious, i'm a bit new to the game. Lich is a support so buying a Mek for the team is a viable item for team fights in the early game, especially when you have such a big lead in the early game. I generally try to get it as soon as possible as a support if it is required. In some early game circumstances, that heal can turn a whole team fight in your favor from an unfavorable spot. ` I asked about the boots, not the meka. I know meka is good, but TQ boots i wondered why?
On November 02 2013 21:50 zezamer wrote: Offlane can get forced to sit under his tower/barely on xp range a lot
Exactly. The chances of those boots to ever heal something seems minimal to me and u would be better off with more attackspeed and damage for last hitting solo offlane. right?
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On November 02 2013 22:39 govie wrote:Show nested quote +On November 02 2013 21:53 SolarFlare93 wrote:On November 02 2013 19:32 govie wrote:On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think? ` What i dont understand is why u choose TQboots+Meka. Isnt that overdoing the boots a bit? Like, offlane solo, u will never be 13 seconds somewhere not attacking right? I think maybe standard PT boots could be better when soloing offlane. p.s. But dont take it to serious, i'm a bit new to the game. Lich is a support so buying a Mek for the team is a viable item for team fights in the early game, especially when you have such a big lead in the early game. I generally try to get it as soon as possible as a support if it is required. In some early game circumstances, that heal can turn a whole team fight in your favor from an unfavorable spot. ` I asked about the boots, not the meka. I know meka is good, but TQ boots i wondered why? Show nested quote +On November 02 2013 21:50 zezamer wrote: Offlane can get forced to sit under his tower/barely on xp range a lot Exactly. The chances of those boots to ever heal something seems minimal to me and u would be better off with more attackspeed and damage for last hitting solo offlane. right? no. what he meant was sitting under tower a lot will cause you to do nothing for enough time so that tranquils will heal you. the attack speed and damage from treads are hardly worth the 950 gold though. you would rather spend that on completing your mek or getting a bracer and wards/tp. tbh lich doesnt need to upgrade his boots, he really doesnt benefit much from any of them. tranquils is still the best choice now, but hardly necessary if hes the mek carrier. id rather walk around with naked boots and mek, and slowly build my way up to a force staff/hex and travels if possible.
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On November 02 2013 22:39 govie wrote:Show nested quote +On November 02 2013 21:53 SolarFlare93 wrote:On November 02 2013 19:32 govie wrote:On November 02 2013 17:37 eu.exodus wrote: So what do you guys think of Lich now?
I've been playing him offlane solo with 2-0-3-1 then max nuke. You can completely dominate most dual lanes because you can get level 6 Sooner than your solo mid and with the ridiculous low cd on your nuke you can very effectively shut down their carry sometimes even force them out of the lane. I've been able to consistently get tranquils + mek and sometimes lvl 11 at 12/13 mins. It's ridiculous.
The only time I've a hard time laning him is against chain slow lanes, if you're careful the first few minutes before tranquil boots It's really hard for them to burst you down.
Fun fact casting spells doesn't break tranquils. What do you guys think? ` What i dont understand is why u choose TQboots+Meka. Isnt that overdoing the boots a bit? Like, offlane solo, u will never be 13 seconds somewhere not attacking right? I think maybe standard PT boots could be better when soloing offlane. p.s. But dont take it to serious, i'm a bit new to the game. Lich is a support so buying a Mek for the team is a viable item for team fights in the early game, especially when you have such a big lead in the early game. I generally try to get it as soon as possible as a support if it is required. In some early game circumstances, that heal can turn a whole team fight in your favor from an unfavorable spot. ` I asked about the boots, not the meka. I know meka is good, but TQ boots i wondered why? Show nested quote +On November 02 2013 21:50 zezamer wrote: Offlane can get forced to sit under his tower/barely on xp range a lot Exactly. The chances of those boots to ever heal something seems minimal to me and u would be better off with more attackspeed and damage for last hitting solo offlane. right? fast boots (even when broken) + a targeted slow + good base movespeed = really good chasing ability The armor from boots + armor from mek + armor from skill makes you tankier than visage passive heal + sacrifice = never go back to base
i'd say it's pretty good. But like always, you can choose other stuff. I like Phase, personally.
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I'm not gonna lie, I've really been enjoying Midas-Lich. Being two levels up on everyone entering the midgame is awesome, and getting that level two ultimate fast can win you towers basically on its own.
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Tranquils aren't really for the heal on anyone now. But even when broken, they are very fast boots, and give a fair bit of armour.
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I don't really know why, but the game feels less fun now after the recent changes.. I can't put my finger on it, but it just feels wonky and even after having played with the changes for a while, it hasn't really clicked into place. Certainly, playing support on the safe lane is shit now, since pulling almost isn't worth it anymore, and depending on what creeps spawn, stacking is difficult too
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