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Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
November 08 2013 18:39 GMT
#85941
They should just remove the damage amp from sprint
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
Last Edited: 2013-11-08 18:42:45
November 08 2013 18:41 GMT
#85942
slardar probably received a pretty significant buff with the near-universal nerf to movespeed.
I like him, he hits like a truck if you get a good game rolling.
Call me Marge Simpson cuz I love you homie
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
November 08 2013 18:41 GMT
#85943
On November 09 2013 03:33 Comeh wrote:
Show nested quote +
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Would be a bit too easy to beat down towers with -20 armor, yeah. Maybe if they lowered it and then made it work on towers, slardar would see some action.
crms
Profile Joined February 2010
United States11933 Posts
November 08 2013 18:42 GMT
#85944
On November 09 2013 03:39 Erasme wrote:
They should just remove the damage amp from sprint

i like this idea.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
November 08 2013 18:48 GMT
#85945
I think just a faster animation on his stun would be fine, it's pretty much impossible to blink stun a hero with a bkb, or if you're chasing someone, unless you're way faster than him. (which you should be with sprint, but you know what I mean...)
super gg
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-08 18:54:47
November 08 2013 18:52 GMT
#85946
On November 09 2013 03:42 crms wrote:
Show nested quote +
On November 09 2013 03:39 Erasme wrote:
They should just remove the damage amp from sprint

i like this idea.

They just need to fix the bug in DotA 2 where the damage amp stacks with Mask of Madness (only one amp applies in DotA 1).

On November 09 2013 03:41 PassiveAce wrote:
slardar probably received a pretty significant buff with the near-universal nerf to movespeed.
I like him, he hits like a truck if you get a good game rolling.

Other things that helped Slardar:
- More 5-man/early action. Slardar is a strong fighter but has awful farming ability, so farmy games are really bad for him.
- 2-1-2 lanes. Slardar wants the safe lane, but trilane safe lane is a bit too much attention for him given how his farm demand works out. Dual safe lane fits his farm demands best.
Moderator
Comeh
Profile Blog Joined July 2008
United States18919 Posts
November 08 2013 18:53 GMT
#85947
On November 09 2013 03:52 TheYango wrote:
Show nested quote +
On November 09 2013 03:42 crms wrote:
On November 09 2013 03:39 Erasme wrote:
They should just remove the damage amp from sprint

i like this idea.

They just need to fix the bug in DotA 2 where the damage amp stacks with Mask of Madness (only one amp applies in DotA 1).

Is the negative armor bug still there? He's one of the few situations where this actually impacts the game quite a bit.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
TheYango
Profile Joined September 2008
United States47024 Posts
November 08 2013 18:54 GMT
#85948
On November 09 2013 03:53 Comeh wrote:
Show nested quote +
On November 09 2013 03:52 TheYango wrote:
On November 09 2013 03:42 crms wrote:
On November 09 2013 03:39 Erasme wrote:
They should just remove the damage amp from sprint

i like this idea.

They just need to fix the bug in DotA 2 where the damage amp stacks with Mask of Madness (only one amp applies in DotA 1).

Is the negative armor bug still there? He's one of the few situations where this actually impacts the game quite a bit.

Yes, it is.
Moderator
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
November 08 2013 18:59 GMT
#85949
On November 09 2013 03:33 Comeh wrote:
Show nested quote +
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.
I'm actually Fleetfeet D:
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
Last Edited: 2013-11-08 19:07:22
November 08 2013 19:03 GMT
#85950
On November 09 2013 03:59 Staboteur wrote:
Show nested quote +
On November 09 2013 03:33 Comeh wrote:
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.
super gg
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
November 08 2013 19:11 GMT
#85951
The problem I have playing Slardar is he can't farm for shit. If you don't get a good start that allows you to keep pressuring and forcing engagements I find Slardar just falls behind a lot vs heroes who can actually farm.

He's always felt like a hero who functions better as a #2 or #3, but has to be laned as a #1 position. Maybe with dual lanes he's more viable since you're only committing one support
Dodge arrows
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
November 08 2013 19:12 GMT
#85952
On November 09 2013 04:03 cecek wrote:
Show nested quote +
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.
I'm actually Fleetfeet D:
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
Last Edited: 2013-11-08 19:15:43
November 08 2013 19:12 GMT
#85953
Amplify Damage cost 25 mana and can be spammed every 10 seconds. At level 6 he would be cutting the armor of a T1 tower in half. Do not even pretend for one second that that would be a "moderate buff".
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
November 08 2013 19:13 GMT
#85954
On November 09 2013 04:11 TheSubtleArt wrote:
The problem I have playing Slardar is he can't farm for shit. If you don't get a good start that allows you to keep pressuring and forcing engagements I find Slardar just falls behind a lot vs heroes who can actually farm.

He's always felt like a hero who functions better as a #2 or #3, but has to be laned as a #1 position. Maybe with dual lanes he's more viable since you're only committing one support

You can easily lane Slardar in a trilane and have a farmer on your midlane / solo lane (shadowfiend, lone druid, etc) and have the scaling work really well.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
aintz
Profile Joined August 2010
Canada5624 Posts
November 08 2013 19:15 GMT
#85955
alot of heroes dont have farming abilities, learn to farm and you're good to go. slardar can play main carry just fine even from behind.
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
Last Edited: 2013-11-08 19:17:06
November 08 2013 19:16 GMT
#85956
On November 09 2013 04:12 Staboteur wrote:
Show nested quote +
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
Last Edited: 2013-11-08 19:39:11
November 08 2013 19:32 GMT
#85957
On November 09 2013 04:16 Excludos wrote:
Show nested quote +
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.

-edit- still not seeing how it'd be that broken. In hindsight, it wouldn't be a good change because it'd just make slardar snowball even harder, but wouldn't help him win games he wasn't gaining momentum in... but still, other heroes have massive pushing abilities but have weaknesses (cough leshrac cough) that keep them in line. In fact, Leshrac seems like a fine comparison, because 1600 damage to towers from one non-ultimate spell sounds completely retarded on paper, but in practice it really isn't that broken. How would Slardar not be in the same boat?
I'm actually Fleetfeet D:
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
November 08 2013 19:36 GMT
#85958
On November 09 2013 04:32 Staboteur wrote:
Show nested quote +
On November 09 2013 04:16 Excludos wrote:
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
On November 09 2013 03:31 Staboteur wrote:
On November 09 2013 02:03 Klonere wrote:
would making sladar ult instant cast be a viable buff or is he good enough already


Make it work on towers and I'd bet he starts seeing situational picks in pro games, but as-is he's kinda pubstompy heroslaughter like Centaur / Bloodseeker, but has a hard time carrying that momentum into a won game.

He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.



You'd need blink, yes. I don't see the need for BKB when drafted this way, as you wont be the one doing damage. Like I said, he would be drafted for his ulti alone. The stun would only be as a bonus, and his bash would be completely useless.
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
Last Edited: 2013-11-08 19:36:59
November 08 2013 19:36 GMT
#85959
I actually dont think slardar is too terrible as a main carry. He isnt going to beat true agi hard carry with equal items, but with amp damage and bash he isnt too bad.
even if your up against a hard carry you should be able to pressure them early because you hit your power curve earlier then almost all hard carries and ideally you can leverage that into a item advantage.
Call me Marge Simpson cuz I love you homie
FinestHour
Profile Joined August 2010
United States18466 Posts
November 08 2013 19:42 GMT
#85960
lmao hots has an abom hero/unite that hooks people hueheuheuheuehue
thug life.                                                       MVP/ex-
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