General Discussion - Page 4298
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Erasme
Bahamas15899 Posts
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PassiveAce
United States18076 Posts
I like him, he hits like a truck if you get a good game rolling. | ||
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Excludos
Norway8279 Posts
On November 09 2013 03:33 Comeh wrote: 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. | ||
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crms
United States11933 Posts
On November 09 2013 03:39 Erasme wrote: They should just remove the damage amp from sprint i like this idea. | ||
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cecek
Czech Republic18921 Posts
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TheYango
United States47024 Posts
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. | ||
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Comeh
United States18919 Posts
On November 09 2013 03:52 TheYango wrote: 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. | ||
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TheYango
United States47024 Posts
On November 09 2013 03:53 Comeh wrote: 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. | ||
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Staboteur
Canada1873 Posts
On November 09 2013 03:33 Comeh wrote: 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. | ||
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cecek
Czech Republic18921 Posts
On November 09 2013 03:59 Staboteur wrote: 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. | ||
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TheSubtleArt
Canada2527 Posts
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 | ||
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Staboteur
Canada1873 Posts
On November 09 2013 04:03 cecek wrote: 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. | ||
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CosmicSpiral
United States15275 Posts
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Comeh
United States18919 Posts
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. | ||
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aintz
Canada5624 Posts
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Excludos
Norway8279 Posts
On November 09 2013 04:12 Staboteur wrote: 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. | ||
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Staboteur
Canada1873 Posts
On November 09 2013 04:16 Excludos wrote: 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? | ||
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Excludos
Norway8279 Posts
On November 09 2013 04:32 Staboteur wrote: 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. | ||
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PassiveAce
United States18076 Posts
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. | ||
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FinestHour
United States18466 Posts
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