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On September 03 2014 23:09 TheYango wrote:Show nested quote +On September 03 2014 22:26 Plansix wrote: The best part about him was yesterday when we had him trapped in clockwerk cogs and mini stuns a flying, but he could still time walk out because zero point animations are awesome. Seriously, he is harder to kill than ember or storm right now because at any second the fight could turn around and everyone is sad.
Void doesn't have zero cast point, nor does Time Walk ignore it. He does have a cast point short enough to cast between Battery Assault ticks, but that's not really exclusive to Void. Its low enough where it feels like zero and he can time walk out while under cogs, being mini stunned and having VS stun his face once during the whole event. I could deal with him being less risk free.
Also when the cast point is so low you can do it between battery assault hits, it might as well be zero.
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Also it feels a bit dumb that void's timewalk is as low of a CD as it is, consdering the skillset he has.
Sigh 6.82 pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
On September 03 2014 23:15 Plansix wrote:
There's actually very few heroes that can't cast between battery assaults. Off the top of my head...Luna, earthshaker, Leshrac.
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I don't think there's any good balance reason for void to get a free MKB in chrono.
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On September 03 2014 23:17 harodihg wrote: I don't think there's any good balance reason for void to get a free MKB in chrono. It was more acceptable when his ability to kill heroes by himself was limited until he had a third item, essentially. Now he can solo heroes at level 7. That's pretty dumb.
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I was pretty gone last night on skype and wrote a list of changes that I'd personally like to see, I'll copy paste them here
[3:23:36 AM] Forrest: i wnna see:
tinker not able to buy blink t1 towers not able to be TP'd on anymore blink cd + 15 seconds per use dp passive ms slowed and ghost speed slowed by a lot neutral creep spawns occur at 1 miunute nstead of 30 seconds at the start t2 and t3 have +5 armor and like +200 vision
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On September 03 2014 23:17 Comeh wrote:Also it feels a bit dumb that void's timewalk is as low of a CD as it is, consdering the skillset he has. Sigh 6.82 pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeee There's actually very few heroes that can't cast between battery assaults. AH, I guess the space between is .6, so a bunch of heroes could get stuff off. Still as escapes go, it is super good. I really just want to be able to respond to chrono in some way, even if its just press BKB while under chrono to cancel all the RNG bonus damage people are building on void now a days.
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United States47024 Posts
On September 03 2014 23:17 harodihg wrote: I don't think there's any good balance reason for void to get a free MKB in chrono. It's actually an inherent property of the Pause state in Warcraft 3 that evasion gets disabled.
It feels arbitrary because Valve hasn't included most of the other relevant properties of the Pause state.
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Czech Republic18921 Posts
One thing I would like changed is the way bottle works. It's pretty bullshit that you can use it a million times for free after tping away from the fountain. I honestly think that if just that got fixed, it would make Tinker ok. Because of that interaction he almost gets one spell for free each time he tps to a lane. Given how many times Tinker does that, the farm he gets from it adds up quickly. I think Void's fine... buffs to other heroes should make him balanced, no need to nerf, imo.
Has anyone played Strife here? How is it? I'm downloading it right now.
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United Kingdom14103 Posts
timewalk is a good escape spell, it gives immunity doesnt it?
On September 03 2014 23:20 harodihg wrote: I was pretty gone last night on skype and wrote a list of changes that I'd personally like to see, I'll copy paste them here
[3:23:36 AM] Forrest: i wnna see:
tinker not able to buy blink t1 towers not able to be TP'd on anymore blink cd + 15 seconds per use dp passive ms slowed and ghost speed slowed by a lot neutral creep spawns occur at 1 miunute nstead of 30 seconds at the start t2 and t3 have +5 armor and like +200 vision damn dude
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On September 03 2014 23:20 harodihg wrote: I was pretty gone last night on skype and wrote a list of changes that I'd personally like to see, I'll copy paste them here
[3:23:36 AM] Forrest: i wnna see:
tinker not able to buy blink t1 towers not able to be TP'd on anymore blink cd + 15 seconds per use dp passive ms slowed and ghost speed slowed by a lot neutral creep spawns occur at 1 miunute nstead of 30 seconds at the start t2 and t3 have +5 armor and like +200 vision
You really were gone.
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On September 03 2014 23:24 Grettin wrote:Show nested quote +On September 03 2014 23:20 harodihg wrote: I was pretty gone last night on skype and wrote a list of changes that I'd personally like to see, I'll copy paste them here
[3:23:36 AM] Forrest: i wnna see:
tinker not able to buy blink t1 towers not able to be TP'd on anymore blink cd + 15 seconds per use dp passive ms slowed and ghost speed slowed by a lot neutral creep spawns occur at 1 miunute nstead of 30 seconds at the start t2 and t3 have +5 armor and like +200 vision You really were gone. I like the blink nerf (that shit needs a nerf), DP nerf, tower vision buff, indifferent about neutral creep spawn.
I highly suspect IF is going to change a lot of the non-hero qualities of dota with 6.82. 95% of his changes post TI2 have been about speeding the game up - i'm curious if hes going to try to slow it down.
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United Kingdom14103 Posts
that neutral creep spawn thing would make it even harder for me to learn supporting tho comeh -_-
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Well, here goes
Tinker and DP are plain overpowered
Making a team unable to TP to T1's changes the game to make "push" strategies a lot worse I think because the opposing team can trade initial towers a lot easier without worrying about losing a fight giving them the ability to keep up on gold and removing space on the map for the other team
Blink having no manacost is a great change that made heroes like panda who can't even get both of his spells off without stat items before even considering blink cost viable, but it also has a short enough CD that it's making the item too 'advantageous' to get and making it too easy for people to jump across the map freely. I think blink might actually give core heroes an additional 30-50 gpm if they use it to solely jump from camp to camp or something not to mention making farming a bit more dangerously viable.
Neutral camps spawning at 1 minute instead of 30 makes the offlane a bit more volatile since you can't just start stacking immediately and gives the offlaner a chance for two waves to get xp instead of just one against a tri-lane that would have one support just pulling from the 43~ onward.
That's just my opinion of things though, maybe I'm wrong.
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I don't think 'slowing down' the game is the right thing necessarily - I think that the game needs to be less snowbally - right now I think whichever team takes all of the T1's first probably has a ballpark of 80% winrate
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United States47024 Posts
On September 03 2014 23:30 harodihg wrote: Making a team unable to TP to T1's changes the game to make "push" strategies a lot worse I think because the opposing team can trade initial towers a lot easier without worrying about losing a fight giving them the ability to keep up on gold and removing space on the map for the other team I think it has too many other adverse effects. Namely, early ganking becomes way too powerful because if you can't TP to countergank on T1 towers, early ganks are insanely hard to defend.
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If I can't TP to teir 1, defending just got harder too. And stopping ganks in the laning phase would be that much harder. I don't think it would make pushes harder in any way.
One minute jungle makes it so blocking camps is that much more powerful and is a huge nerf to a lot of jungle based heroes. If you could get block the first spawn, that could be two minutes where the hero gets zero or limited farm in the game. We already don't see enough chen.
I'm with the blink nerfs though in some way.
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Anyone heard of Aller V/S?
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If you want to nerf tinker just change march from composite damage to magical.
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On September 03 2014 23:35 Torte de Lini wrote: Anyone heard of Aller V/S? wat
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United States47024 Posts
On September 03 2014 23:34 Plansix wrote: One minute jungle makes it so blocking camps is that much more powerful and is a huge nerf to a lot of jungle based heroes. If you could get block the first spawn, that could be two minutes where the hero gets zero or limited farm in the game. We already don't see enough chen.
I think harodhig's most interested in the pull camp for this one. Strictly speaking his goal could be achieved if only the pull camp didn't spawn at 0:30 and everything else did. But overall I think that would be really clunky and unintuitive.
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