I played a game versus a sentinel Pit Lord + Storm Spirit (new panda) where the PL created his ult portal back to the sentinel fountain and the panda used his ultimate to drag my hero along with his through the portal. I was dead in less than 2 seconds...
DotA 6.44 out now - 6 new heroes - Page 3
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soybomb
92 Posts
I played a game versus a sentinel Pit Lord + Storm Spirit (new panda) where the PL created his ult portal back to the sentinel fountain and the panda used his ultimate to drag my hero along with his through the portal. I was dead in less than 2 seconds... | ||
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zizou21
United States3683 Posts
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Equinox_kr
United States7395 Posts
On June 05 2007 07:47 soybomb wrote: What sucks even more about the Pit Lord's ult: I played a game versus a sentinel Pit Lord + Storm Spirit (new panda) where the PL created his ult portal back to the sentinel fountain and the panda used his ultimate to drag my hero along with his through the portal. I was dead in less than 2 seconds... HAHAHA I THINK I DID THAT ^_^_^_^_^ | ||
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KOFgokuon
United States14911 Posts
On June 05 2007 07:52 zizou21 wrote: so u can uncloak, go across the map and hit someone for 200 bonus dmg ? no with shadowmeld you can't move if you move you're visible again | ||
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Manit0u
Poland17756 Posts
On June 05 2007 07:52 zizou21 wrote: so u can uncloak, go across the map and hit someone for 200 bonus dmg ? You meld, wait, when enemy is in range your attack will deal 200! dmg and give him -10 armour, if he's out of range it's screwed. | ||
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Sudyn
United States744 Posts
I'll rate them in order of imbalance, first, 1 being most and 6 being least imbalanced. 1) Sacred Warrior 2) Undying 3) Dark Seer 4) Pit Lord 5) Storm Spirit 6) Templar Assassin Sacred Warrior can just do too much. The regen skill is REALLY nice when you're on off time between creep waves, the ult synergises with your Berserker's Blood very nicely, giving you 6 out of the 7 bonuses immediately, and Burning Spear does a lot of damage if stacked properly. Not to mention the imbalance in being a ranged Strength hero itself. Undying is really absurd too. The zombies it creates are on par with Furion's Treants or KotL's Ignis Fatuus summons, except a lot more spammable and a lot more numerous. Combine that with the Life Tap skill and that results in an excellent nuke. Heartstopper Aura was taken from an older Necrolyte so I don't see too much wrong with that (except that it should activate less often) and Plague is like Penitence on steroids. Dark Seer is a glass cannon, but a very good one at that. Ion Shell is amazing for early game farming and harassing if you do it right - especially if you cast it on one of your own creeps. Vacuum is like Magnataur's ult, which is kind of absurd for being a regular skill with an almost non-existent cooldown. It's great for running away too. If a hero's chasing you, open a Vacuum behind him and boom, run farther. Speaking of running, Surge is sooooo much better than Purge I won't even get into it. 6.5 out of 9 seconds of 522 speed at level 4 is kind of imbalanced. Who needs Boots? And the ult is really nice (especially combined with Undying etc.) and it's well done, but can be overwhelming and I think the wall lasts a tad too long. Pit Lord's ult is what puts him at #4. That and his Pit of Malice. Pit of Malice is like Earthbind on Steroids, combined with skills that force units to move (Greater Bash, Reverse Polarity, Vacuum) makes it very formidable indeed. Rain of Fire does HUGE DPS in an area which synergises very well with Pit of Malice. His Dark Portal skill isn't that great for backdooring, really. It doesn't last long enough that you can deal much damage, and if it runs out and a few heroes are left in their base, well, they're fucked. You have to be cautious. I like using it to facilitate ganks or to get a quick ride home (for example right after we've finished Roshan). The Corpse Explosion skill is nice too. A nice throwback to the D2 Necromancer of fame. Storm Spirit is as much of an Int hero as Visage is an Int hero, really. They're both Agi heroes wrapped in Intelligence shells. With a Guinsoo's and around level 20, you can essentially leave your Electric Rave on all the time, which is like a constant Strafe (kind of absurd). Barrier is good if you're facing a very nuke heavy team (I love it when facing Tinker early on. What a pain.) Overload is good like Auto-Fire is good - it doesn't do too much but it's nice to have because it'll make opponents think twice about coming near you. His ult is great. At level 3 it's like Blink for you and your friends all into the opponent (which can really screw them up, surrounded by heroes all of a sudden). Storm Spirit has absurdly high DPS at higher levels and you may want to build him as an Agi hero over an Int hero. Templar Assassin, I feel, is the most balanced of all the heroes. Change the casting range of Psionic Traps from 2000 to 1250 or 1000 and she'd be great. Refraction is very useful (and a note, it's not 6 attacks. It's 6 forms of damage. The negative damage you receive from Burning Spear, Shadow Strike, etc. each count as a separate damage tick for Refraction. Makes it not-so-useful against the likes of Viper, Venomancer (haha, Zerg vs. Protoss rivalry again)) Meld is great when used in tandem with Lothar's (if you Meld out of Lothar's, they can't see you, but if you Lothar's out of Meld, they can for a split second.) [Note: Meld has a 60 minute duration so if you're going to idle somewhere, better be back in an hour!] It's a good form of damage (but slightly bugged now since levels 2-4 don't do armor reduction). Psi Blades are a nice passive and change her from an almost-melee hero to a half-ranged hero. The 100% cleave/splash is nice and it gets you free kills sometimes when you're denying creeps or just pushing. Psionic Traps require some strategy to use properly. Lay a few down at opportune areas and let them go when a hero walks in the trap's sight range. Also, lay traps at the rune-respawning areas and at Roshan so you know if enemy's are there. That's all I have to say. Templar Assassin is my new favorite hero <3~ | ||
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DarkYoDA
United States1347 Posts
On June 05 2007 14:08 KOFgokuon wrote: no with shadowmeld you can't move if you move you're visible again Which I find makes it an incredibly silly skill... ![]() I killed many TA just by waiting there and someone arrives with a ward | ||
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zizou21
United States3683 Posts
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{ToT}Strafe
Thailand7026 Posts
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Ack1027
United States7873 Posts
TA is indeed rigged to shit, I'd probably place her at a tie for 2nd or at 3rd for most imbalanced. Refraction's 6 hit invulnerability is decent but what really makes it ownage is the +60 [ aka relic ] damage you get from it and her agi gain is ridiculous. Not to mention you can use around 3-5 of your 11 max traps to be wards anywhere on the map. Also if you set about 4 traps in a line and use hide spam you can rape anyone after the armor reduction. Psi blades is not that great from what I've seen but it still increases her range. A lot of the new heroes just seem like really advanced and upgraded new heroes to me and TA seems to take the place of Bounty hunter. Except she's actually good even in team battles. And this is all without considering items. | ||
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{ToT}Strafe
Thailand7026 Posts
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88)GuMMi
Sweden720 Posts
i even remember people saying spiritbreaker was really imba when it came and im not saying that these heroes arent imba (havent even played them), im just saying that people usually overreact and exaggerate new heroes abilities | ||
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ToT)BrAiN(
Austria899 Posts
i agree that sacred warrior is the strongest one, but i would put TA higher definately | ||
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Manit0u
Poland17756 Posts
1. 4 heroes push bottom line and 1 pushes top 2. When bottom tower is down, portal to top, take down tower It's really annoying on lower levels because enemy team won't have enough mobility and will be forced to carry scrolls all the time. But apart from his ult I don't find him so cool. Dark Seer has most of his skills a bit too strong, especially his ult which causes severe chaos during pushes. Storm's ulti + Centaur Warchief/Magnataur/Sandking/Leviathan/Treant and imagine how much chaos you cause since your guys don't need dagger any more (also notice how Storm's ult drags enemy units to him on the end of the path). Huskar, well, not much to say here, in one game I was below half hp, full hp SK attacked me, impale, ulti etc. and when I killed him (was just standing there) I had more hp than before his attack. TA traps as wards are VERY nice. Dirge me no like, his only good thing are this zombies and they're too easy to stop (unless you let him farm meka/cuirass/vladimir/basilius, they become quite annoying then). | ||
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HappyFeetO_O
China350 Posts
On June 06 2007 05:17 Manit0u wrote: Pit Lord's ulti is great for team pushes: 1. 4 heroes push bottom line and 1 pushes top 2. When bottom tower is down, portal to top, take down tower It's really annoying on lower levels because enemy team won't have enough mobility and will be forced to carry scrolls all the time. But apart from his ult I don't find him so cool. Dark Seer has most of his skills a bit too strong, especially his ult which causes severe chaos during pushes. Storm's ulti + Centaur Warchief/Magnataur/Sandking/Leviathan/Treant and imagine how much chaos you cause since your guys don't need dagger any more (also notice how Storm's ult drags enemy units to him on the end of the path). Huskar, well, not much to say here, in one game I was below half hp, full hp SK attacked me, impale, ulti etc. and when I killed him (was just standing there) I had more hp than before his attack. TA traps as wards are VERY nice. Dirge me no like, his only good thing are this zombies and they're too easy to stop (unless you let him farm meka/cuirass/vladimir/basilius, they become quite annoying then). Use 3 to delay bottom, double gank the pitlord at top, then two top come back and 5on4 the bottom. Assuming they pull it off perfectly. ![]() Depends on the lineups too ofc | ||
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Sudyn
United States744 Posts
Templar Assassin is overpowered much in the way that Geomancer is overpowered. Also known as not. Geomancer and Templar Assassin are both overpowered in the sense that they can be amazing when they're used well, but using them well requires a lot of skill. Templar Assassin requires much skill to be used properly - proper judging of distance for meld, making sure your traps go off properly, etc. Both heroes are easily countered as well - they lack HP both being Agi heroes with a higher Int gain than Str gain and are glass cannons. It's for this reason that I don't think much about Templar Assassin will be changed in .44b or whatever. Geomancer was even buffed from when he started - Templar Assassin may be nerfed a tiny bit but she'll be a great, nice balanced hero later on. Protoss for the win! Death to those damned Venomancers! | ||
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scbwnewb1
95 Posts
i dont suck and i'm so sick of pickups i'd be willing to use vent/teamspeak too if nessecary anyone willing to share info? -update i live in EST and play mostly from 6pm-whenever and alot on the weekends when i can. | ||
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yisun518
Canada480 Posts
autopick necro to counter sacred warrior in the same sense that you pick him to counter morphling rigrawl. | ||
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scbwnewb1
95 Posts
is this even possible? i was under the impression that "walking through" the portal did nothing and you needed to click on it the reason i ask is because when i played pitlord i put my portal in some redicously odd places that were very hard to get to and even though i could walk through in multiple times i had a hard time clicking on the face of the portal to actually port | ||
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Manit0u
Poland17756 Posts
![]() I'll put the changelog here not to spam dota topics all over sng forum part. 6.44b Changelog: ================ * Fixed Pit of Malice tooltip * Fixed issue with Templar taking Geomancer's spot as an Agi hero in -allagi * Fixed a bug with Storm's Overload that made its attack counter inaccurate at higher attack speeds * Fixed the issue that caused a checksum error to appear * Killing a courier's image no longer announces the message as if it was real * Fixed a bug with respawning that would respawn you faster if you had boughtback right before dying again * Clarified Plague tooltip * Fixed Cleave, Scattershot and various other spells from affecting Psionic Traps * Fixed Boots of Travel working on Psionic Traps * Fixed Vacuum from working on various exploitable areas * Improved Plague visual effect * Nerfed Plague damage amplification by 5% and changed the duration from 7/9/11 to 7/8/9 seconds * Reduced Reverse Polarity mana cost and cd per level * Lowered hp/armor on Raise Dead summons and increased bounty a little * Fixed a bug that caused Plague to slow more than intended and said in the tooltip * Displayed the player name when a tower is denied instead of his team name * Clarified Life Break tooltip * Nerfed str gain on Dirge * Reduced Dirge model size very slightly * Fixed Electric Rave from triggering Essence Aura, CotS * Fixed Plague from giving the kill credit to the Dirge instead of the damage dealer * Improved Luna base damage * Fixed some issues with Meld * Clarified Soul Rip tooltip * Inner Vitality manacost is the same at all levels now (a nerf) * Rebalanced Dark Portal. Aside from stat changes such as manacost/channeltime/duration, it cannot be cast from/to base and you can only transport through it once, not back and forth. * Reduced the pause effect on vacuum considerably * Added visual effect to transporting units through Dark Portal * Changed the Storm soundset * Fixed misc other minor issues * Inner Vitality manacost is the same at all levels now (a nerf) Wow, it doesn't nerf Huskar a lot imo. Just on lower levels when he doesn't have enough mana ![]() | ||
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