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As far as Enfeeble/Nightmare/Stats is concerned this is the way I see it.
If you're having a good game and can get quick arcanes go with nightmare. Additionally if you have an enemy hero you would like to keep from fights nightmare is also good.
Against push lineups with heroes like LD or DK level enfeeble second. This is your best anti push ability and can be the difference between holding your base and losing rax.
If you're not getting a lot of kills and you're blocked from farm take stats at 4. The delay to nightmare levels is minimal compared to actually being able to use your spells.
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I mean enfeeble-maxing isn't stopping a DK from taking ur towers. The only traditional "pushing" hero it really ruins in terms of tower damage is LD bear. And I guess tiny post-aghs but at that point you are slowing down the inevitable more than actually saving the buildings considering his base damage.
However, we saw rox use it earlier to great effect vs a troll, since troll is so AS-centric and low in actual dmg. So attackspeed-based carries definitely suffer from it. I still find it safer to take either 1 point for laning or 0 points in enfeeble most of the time. Extra range on nightmare is so good (although the argument for 1 in stats at level 4 is definitely strong depending on the game).
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Against any right click based carry that doesn't build damage it is fine. Also the thing to consider is that Bane has really good move speed. You don't need the extra range usually as much as you think but its nice to have the wiggle room.
It is situational entirely, but against heroes that want to push with right clicks it's very underrated. It won't entirely stop them, but taking away damage is always good.
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Just wanna ask, what happens to a hero who has madness on, hitting you while being enfeebled?
Edit: I mean when enfeeble deduction is higher than the hero right click damage...
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If enfeeble reduction is greater than your total damage then your attacks do literally nothing for the duration of enfeeble, doesn't matter how fast you're swinging.
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So bane has gotten a pretty noticeable resurgence in the pro scene. Recently buffed by ice frog but his public win rate is atrocious.
Any ideas why that is? From what I observe, a buff that makes the pros pick the hero more increases public win rate by a noticeable amount, not so with bane.
I've been having success and a lot of fun on the hero. What about you lot?
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Pub Bane at my level depends too much on teammates being able to notice an enemy has been Gripped in time to kill them before the Grip ends. And coordinating Nightmare to disable targets that aren't being otherwise engaged on.
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With the 7.07 change to Nightmare meaning Bane can attack them without getting slept himself, is it possible to build this guy as a right click core now? 7 seconds of free wailing on someone is a long time
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DropBear, that is the first idea that comes to everyone's mind. general consensus is that it is a bit overpowered, the hero right now.
people have done MoM builds and it works fine until late game where it shows the hero cannot push out waves and farm. her grip can go also 6s++, but if they have one reliable stun, or multiple force staffs, that's never going to happen. that's one of the classic weaknesses of the hero in teamfights.
IMO the talent that steals damage is what makes it viable. it's a razor with instant static link on a small cast-point. once you steal 120+ damage, you're basically getting rid of 6k networth of items and giving it to yourself.
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The classic problem with right click Bane is that you need to choose between attacking and channelling ult.
The nightmare right-click combo fixes that in a small engagement, but tends to be unreliable in teamfights. Even if your own team coordinates, the enemy team can transfer the nightmare.
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