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Czech Republic18921 Posts
On October 27 2012 23:20 Firebolt145 wrote:Show nested quote +On October 27 2012 23:19 cecek wrote:On October 27 2012 23:14 Firebolt145 wrote:On October 27 2012 23:02 Mythra wrote:well according to maelks stream icefrog is nerfing cent today or something http://i.imgur.com/vY2Qm.jpgstampede cooldown increased duration rescaled manacost increase and damage rework Not enough. :D You must be joking, right? You haven't seen a single number and already not enough? There are numbers there. Did you not open the image? No, lol. I did now and tried to edit my reply before anyone noticed. :D Still... we haven't played with him yet, there's no way to tell if it's enough or not.
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To be fair, mana is tight already with a blink dagger, blink + stomp + stampede is 255 mana on a hero with bad starting int and bad int growth. Soul ring is not such a bright idea despite his high hp because of Double Edge, but stick/wand works wonders.
Did some testing and found out some things about his skills: Double Edge: self damage will NOT stop heart regen if you target someone with a Linken's Sphere (or Roshan's spell block) the spell goes on cooldown and so does the spell block, but no damage is dealt, not to the target, not to yourself and not in an area around the target. Cast range is melee so if stolen you need to get close.
Return works on towers and is affected by armor.
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On October 27 2012 23:02 Mythra wrote:well according to maelks stream icefrog is nerfing cent today or something http://i.imgur.com/vY2Qm.jpgstampede cooldown increased duration rescaled manacost increase and damage rework It's definetly the right direction, but I'm with Maelk on this one, that the global aspect has to be removed.
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am I the only one that think that maelk and link are really similare ? like brothers
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On October 27 2012 23:35 akatama wrote: Did some testing and found out some things about his skills: Double Edge: self damage will NOT stop heart regen if you target someone with a Linken's Sphere (or Roshan's spell block) the spell goes on cooldown and so does the spell block, but no damage is dealt, not to the target, not to yourself and not in an area around the target. Cast range is melee so if stolen you need to get close.
Return works on towers and is affected by armor.
I don't see what so special about that? Everything working as expected
Also i really like how maelk doesn't put the chat on another windows, so that the changes gets leaked.
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So i just turned on dota2 after a loooong time.
The epic interface makes me sad.
Still have a betakey for someone with 100posts+ and doesnt already own one
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On October 27 2012 23:53 Talron wrote:Show nested quote +On October 27 2012 23:02 Mythra wrote:well according to maelks stream icefrog is nerfing cent today or something http://i.imgur.com/vY2Qm.jpgstampede cooldown increased duration rescaled manacost increase and damage rework It's definetly the right direction, but I'm with Maelk on this one, that the global aspect has to be removed. There's actually a buff at level 6 and 16 hidden in that. The duration is .5 seconds longer at level 6 and the CD is lower at level 16. The mana cost is barely increased (30) and the damage wasn't what anyone was complaining about (outside of it being silly that you could run your entire team through theirs for some stupid aoe damage AND stun).
Literally all this is is a nerf to his early game stampede CD, mana cost, and damage but in the lategame it amounts to a lower duration but also lower CD ult. 3x the strength is always going to be 200 damage so it's still possible to do over a 1000 damage with good initiation purely from the team running through a person. It will still be able to do more damage than a Zeus ult given terrible/awesome positioning.
Sure we haven't played vs it post-nerf but the aspects that are making Centaur OP as hell right now are in no way addressed by this nerf outside of the CD increase. The sound aspect Icefrog talks about makes it easier on the team with centaur to take advantage of him as well as the opponents to be warned. edit : I can't tell if it was 60 or 80 at level 16.
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Increasing the mana cost from 50 to 80 has to be a joke, right? What the hell does that even change? I was expecting something more like 300. The skill will still be a problem, with all those tweaks. It doesn't fix it being a global haste + stun + damage ability on a low cd
I misread it and though the cd got 80 at 16, but apparently it's even lower than before, at 60 sec
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Lalalaland34505 Posts
On October 28 2012 02:05 Incze wrote: Increasing the mana cost from 50 to 80 has to be a joke, right? What the hell does that even change? I was expecting something more like 300. The skill will still be a problem, with all those tweaks. It doesn't fix it being a global haste + stun + damage ability on a low cd (the cd at 16 will now be 80 instead of 60, big deal) As much as I hate the ability, 300 is far too much. Have you seen his mana pool?
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Czech Republic18921 Posts
Let's make the manacost 500 and the cooldown 10 minutes at level 1! And make it not global! And make it not stun! Then it will be balanced!
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I think that's the point. With a cost that high he's forced to deviate from his normal str items to be able to cast it reliably. The cost going up from 50 to 80 is not nearly enough The stun should just be removed, and something else to replace it, if anything at all. A slow could work, maybe even disarm but it would still be a strong ability with just the damage, that's how broken it currently is
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On October 28 2012 02:10 cecek wrote: Let's make the manacost 500 and the cooldown 10 minutes at level 1! And make it not global! And make it not stun! Then it will be balanced! Skills that aren't skilled are obviously balanced!
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I am with most people here, I think removing the global aspect will make a huge difference, either make it apply to himself, or be applied to one other person perhaps?
Sure it is still powerful, but now there is a focus-able target, rather than just knowing they'll all get you.
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On October 28 2012 02:08 Firebolt145 wrote:Show nested quote +On October 28 2012 02:05 Incze wrote: Increasing the mana cost from 50 to 80 has to be a joke, right? What the hell does that even change? I was expecting something more like 300. The skill will still be a problem, with all those tweaks. It doesn't fix it being a global haste + stun + damage ability on a low cd (the cd at 16 will now be 80 instead of 60, big deal) As much as I hate the ability, 300 is far too much. Have you seen his mana pool? I would say that Magnus' ult is worse, costs more, bigger cooldown and he has 4active abilities. Your point is invalid
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I think Maelk got it right. The problem lies with the Global portion of the spell. If it's so effective in pubs, imagine a full competitive team coordinating Stampede. Every lane has an opportunity for killing every 60 second interval.(Now higher CD)
If it was similar to Sven's Warcry it would be fine. Or instead of all the suggested changes, nerf the movespeed buff of Stampede.
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On October 28 2012 02:08 Firebolt145 wrote:Show nested quote +On October 28 2012 02:05 Incze wrote: Increasing the mana cost from 50 to 80 has to be a joke, right? What the hell does that even change? I was expecting something more like 300. The skill will still be a problem, with all those tweaks. It doesn't fix it being a global haste + stun + damage ability on a low cd (the cd at 16 will now be 80 instead of 60, big deal) As much as I hate the ability, 300 is far too much. Have you seen his mana pool? There are plenty of heroes who can barely support the mana for their ults and need to take stats to be able to cast their ult and another spell at 6. Brew, Jugg, etc. 300 might be too much but something that makes it literally out of his reach without mana items does not sound bad seeing as he can cast one of his spells regardless of mana and another is a passive. That or as others have said, making it not global or removing the stun or the unit-walking or nerfing it in some massive way.
Also, sure his strength might be overall lower than it used to be but he still has the highest growth in the game and practically retained his old ult from that stat change and he wasn't a bad hero before that.
But the ult doesn't even make sense on the hero. The only synergy it has is that Centaur's skills are close range and its damage is strength based. I would much rather it be given to Spirit Breaker and Centaur given SB's ult. That resolves the issues both heroes have, Centaur needing to be able to get close to use his abilities and SB being relatively useless outside of being able to lock down a single target.
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It would make sense for it be like a huge radius around the hero, like a rallying shout or something. Not something that affects everyone on the map
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