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[HoN/DotA] Let's Play~!! - Page 1298

Forum Index > General Games
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rabidch
Profile Joined January 2010
United States20289 Posts
May 20 2011 06:14 GMT
#25941
On May 20 2011 15:09 Superiorwolf wrote:
btw i'd like to do the subgame tournament thing for sc2 :D lets win this!

they shouldve had one for bw.
LiquidDota StaffOnly a true king can play the King.
TheMunkey
Profile Joined March 2010
Canada470 Posts
May 20 2011 07:08 GMT
#25942
On May 20 2011 15:14 rabidch wrote:
Show nested quote +
On May 20 2011 15:09 Superiorwolf wrote:
btw i'd like to do the subgame tournament thing for sc2 :D lets win this!

they shouldve had one for bw.

Set it up wolf il try my hardest 100%! lets go show em how bm the hon community really are!!
Never give up
coolcrimefighter
Profile Blog Joined November 2008
United States378 Posts
May 20 2011 07:40 GMT
#25943
just get rabidch and omgirok to carry the sc2 team and theres no way hon/dota will lose
SK.Testie
Profile Blog Joined January 2007
Canada11084 Posts
May 20 2011 14:12 GMT
#25944
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHER
ETHERONE
ETHERONE
ETHERONE
ETHER
ETHER
ETHER???
Social Justice is a fools errand. May all the adherents at its church be thwarted. Of all the religions I have come across, it is by far the most detestable.
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
May 20 2011 14:18 GMT
#25945
Oh no what happen
Chains none
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
Last Edited: 2011-05-20 14:27:53
May 20 2011 14:24 GMT
#25946
Wow... crazy balance changes :O

edit, wtf... lots of heroes losing their attack modifiers... Accursed, Slither, Gauntlet...

edit: Version 2.0.30
-------------
- 5 new icons

- Fixed recipes being able to combine using items from multiple players
- You can combine items properly using ownerless (i.e. dropped by a leaver) items now
- Fixed a crash during loading
- Touched up some of the Matchmaking UI
- Fixed Grimm's Crossing teleporters so that immobile gadgets can't use it to teleport
- Fixed lifesteal to not lifesteal on gadgets and chests. Also fixed lifesteal so it won't play a sound unless you validly lifesteal a unit. The following things are affected by this change:
* Dampeer's Bloodthirst
* Elder Parasite
* Hungry Spirit
* Symbol of Rage
* Whispering Helm

- Vulture Lord's Tornado now goes through trees and cliffs

== Items ==

Astrolabe
- Aura radius to 900
- Activation radius increased from 450 to 600

Barrier Idol
- Radius from 500 to 600

Elder Parasite
- Damage taken reduced from 20% to 15%

Frostfield Plate
- Aura radius from 1000 to 900

Logger's Hatchet
- Reworked slightly
* Activates to throw an axe at target enemy creep or neutral
* 600 Range, 30s cooldown
* Deals your attack damage to target on impact
* Can still target a tree to kill it and only has a 15 second cooldown if targeting a tree
- Retains passive

Insanitarius
- Now has a short 500ms cooldown when toggled on

Nome's Wisdom
- Aura radius from 800 to 900

Nullfire Blade
- Upgraded version has infinite charges
- Cooldown increased from 12 to 20 seconds

Plated Greaves
- Radius from 450 to 600

Homecoming Stone
- Fixed a bug where you can infinitely disarm a tower with Post Haste

Puzzlebox
-Added visual timer on the item so you don't have to select the minions to see their lifetimes

Refreshing Ornament
- Aura radius to 900

Restoration Stone
- Mana cost reduced from 375 to 300

Runed Cleaver
- Now can be used to cut down trees

Shield of the Five
- Radius from 450 to 600

Stormspirit
- Made it unbind the target it's used on
* This stops it from causing derps or people flying all over the screen randomly
- Fixed Pebbles graphical bug

== Heroes ==

- New Intelligence Hero: Martyr
- New Gold Collection Alternate Avatar: Golden Pebbles
- Flux now sides with the Legion!

Accursed
- Sear is no longer an Attack modifier

Andromeda
- Mana cost of Comet from 95/110/125/140 to 110/120/130/140
- Aurora duration from 14/16/18/20 to 14 seconds
- Void Rip cooldown from 45/45/45 to 70/60/50

Arachna
- Mana cost of Harden Carapace from 90 to 50
- Harden Carapce Magic Armor from 5/10/18/35 to 8/16/24/32

Armadon
- Snot Storm armor reduction from 1/1/2/2 to 1/1.5/2/2.5

Balphagore
- Added a visual timer for Corpse Conversion minions

Behemoth
- Heavy Weight damage from 25/45/75/115 to 25/55/85/115
- Heavy Weight stun duration from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5
- Shockwave Magic damage for additional units from 35/45/65 to 35/45/55
- Shockwave Magic damage from corpses removed

Blood Hunter
- Fixed mod exploits with Blood Sense

Bubbles
- Take Cover duration reduced from 0.75/1.5/2.25/3 to .25/1/1.75/2.5

Chipper
- Focus Buffer from 150/300/450/600 to 125/250/375/500

Chronos
- Time Leap movespeed slow from 10/20/30/40% to 22/28/34/40%

Corrupted Disciple
- Script cleanup for Electric Tide

The Dark Lady
- Taint Soul mana cost from 35/45/55/65 to static 35

Empath
- Illusory Veil duration from 2/3/4/5 to 3/4/5/6

Engineer
- Changed Spider Mines to not trigger on siege units

Fayde
- Reworked
- Cull
* Now always manaburns
* Damage increased from 100/150/200/250 to 100/160/220/280
* Manaburn is now 7/14/21/28% on all targets hit, Fayde gains mana equal to half the mana burnt
- Burning Shadows
* Now always stuns
* Manacost lowered from 85/105/125/145 to 85/100/115/130
* Damage and stun are the same
- Scythe/Shadow Stance
* Removed
- New ability: Deep Shadows
* Target an area, summoning shadows there for 5 seconds
* Shadows slow enemies by 15/20/25/30% and increase Fayde's movespeed by 15/20/25/30% while they are inside of it
* Movespeed modifiers linger for 1 second
- Reflection
* Now has treewalking
* Now grants Fayde 1200 clearvision while stealthed by Reflection
* This sight lingers for 2 seconds after exiting stealth

Flux
- Optimized his Magnetic Surge and Discharge by removing superfluous checks & improved algorithms
- Tweaked Magnetic Surge & Discharge pushes to be more accurate
- Reduced the sound on his Polarity Swap modes by a factor of 4
- Made Discharge give assists
- Dampened Flux's & Steam Flux's walk and regular attack sounds
- Fixed tooltip on Release to show radius correctly
- Made Discharge unbind so it stops interacting with projectiles very (VERY) poorly

Forsaken Archer
- Call of the Damned Skeletons TP with FA
- Split Shot reworked to basically be ranged cleave
* Main target takes full, 2 additional targets take 14/21/28/35% damage

Gauntlet
- Infernal Instability grants 40 Movespeed at all levels instead of 10/20/30/40
- Grapple slightly increased touch radius to 80 from 75
- Enfeeble is no longer an Attack Modifier
- Capped the charges on Enfeeble to prevent rollover
- Fixed a bug with Gauntlet Blast where it was waking people up incorrectly

Hellbringer
- Life Void damage healed from 10/20/30/40% to 15/20/25/30%
- Added visual timer to Summon Malphas

Jeraziah
- Inner Light from True Damage to Magic Damage
- Inner Light radius from 250 to 300

Legionnaire
- Tower attacks may now proc Whirling Blade

Magmus
- Fixed Eruption to play the animation correctly

Moraxus
- Matraxe now has a small cooldown after activation on it
- Quake stun duration from 1/1.5/2.0/2.5 to 1.75/2.0/2.25/2.5
- Fixed his attack animation not playing while he has Arcane Shield up (before absorbing a spell)

Nomad
- Fixed his Mirage Strike illusion from spamming attack commands
- Fixed the Mirage Strike illusion playing the "ZING!" charge initial sound twice if the unit is invulnerable before the illusion gets a chance to attack

Nymphora
- Fixed Volatile Pod visual lasting for 1 second more than it should.

Pandamonium
- Cannonball stun duration from 0.75/1.25/1.75/2.25 to 1.5/1.75/2/2.25

Pharaoh
- Tormented Soul manacost increased from 50/50/50/50 to 50/55/60/65

Pollywog Priest
- Added visual timer to Voodoo Wards

Puppet Master
- Cleaned up scripting for Puppet Show
- Fixed the Puppet Show's target from spamming attack commands every frame since it messes with pathing
- Voodoo Puppet health from 450/700/950 to 500/750/1000
- Voodoo Puppet decreased damage amp from 160/180/210 to 140/160/180
- Voodoo Puppet overkill damage is still transferred to target, but not amplified

Rampage
- Fixed a mod exploit

Scout
- Vanish no longer loses 'Flurry' when Invisibility is manually disabled

Silhouette
- Fixed her Grapple from interacting badly with Bubbles's Take Cover

Slither
- Added a targetradius for the tooltip of Poison Spray
- Removed 10% movement slow from Toxicity
- Toxicity is no longer an attack modifer
- Toxicity's regen disable from 40/60/80/100% to 20/40/60/80%

Soulstealer
- Demon Hands manacost increased from 75 to 80

Succubus
- Mesmerize manacost reduced from 165 to 130/140/150/160

Thunderbringer
- Lightning Rod damage from 5/7/9/11% to 3/5/7/9%

Torturer
- Chain Reaction manacost increased from 100/125/140/165 to 120/135/150/165
- Impalement manacost increased from 95/120/135/155 to 115/130/145/160
- Agonizing bonds damage reduced from 80/145/205/265 to 80/140/200/260
- Agonizing Bonds targets lowered from 3/5/6/7 to 3/4/5/6
- Agonizing Bonds pull radius reduced from 650 to 600

Tundra
- Added a visual timer to Call of the Winter to check summon's lifetime
- Cold Shoulder is now always 600 range

Valkyrie
- Fixed a super duper rare long range Javelin of Light bug

War Beast
- Added visual timer for his Summon Hellhounds

Witchslayer
- Power Drain rescaled drain from 20/40/60/100 mana per second to 25/50/75/100
Chains none
maahes`ra
Profile Joined January 2011
United States255 Posts
May 20 2011 14:33 GMT
#25947
Heya - do you guys ever play with folks that new to HoN? Would TL be a good community to find partners through? I picked up the game a while ago when the $10 sale was going on and played with a friend as a support/carry duo (me on support).

After gobbling up as much info as we could from HoN's guide forums we gave TMM a shot. We'd do well in laning phase by getting him 3-5 kills but we lost our first half-dozen games due to leavers/dcs and a general confusion about how to play past the early game. He got analanguished/butthurt/coloncrunched and decided not to play again, but I would love to play and get better. I like the pace of the game, it's quite exciting. o:
( ._.) ( ._) ( .) ( ) (≖ ) (‿≖ ) (≖‿≖ ) (≖‿≖) ( ≖‿≖) ( -‿-)
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
May 20 2011 15:53 GMT
#25948
Im looking to purchase hon. Does anyone know any promo codes to maybe save me some cash?

also in other news, testie just got surpased by sneyking at the #1 ladder spot
Don't believe the florist when he tells you that the roses are free
BlueRoyaL
Profile Blog Joined February 2006
United States2493 Posts
May 20 2011 16:24 GMT
#25949
wow this is a huge balance patch! for the most part, im liking it.

interesting that they would remove the modifier from slither.. not like he really needed a modifier to be effective..
WHAT'S HAPPENIN
StallingHard
Profile Joined February 2011
144 Posts
Last Edited: 2011-05-20 17:10:13
May 20 2011 17:06 GMT
#25950
Behemoth will not see comp play again unless corpse change is reversed. Slither losing slow on toxicity is huge and forces frostwolf. Trilane comps that use andro, slither, or behe will need to be reworked. Fayde is going to be a monster if played as melee support in a lane with someone like FA. That brings me to FA, ranged cleave. Really? Can't wait for sidelane rice FAs that pull more GPM than she already does.
Edit: panda/pyro level 3 guaranteed kill? Flick, stun, stun, wave, flurry, auto attack.
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
May 20 2011 17:12 GMT
#25951
i swear these succubus buffs lately have been so random/unnecessary... i guess they are trying to make her better in dual lanes?
also fa and gauntlet buffs sound really strong on paper :0

cool changes for the most part though :D
Kakil
Profile Joined October 2010
Sweden31 Posts
May 20 2011 17:39 GMT
#25952
Add me on HoN kakil 1570 MMR playing on the eu server from sweden :D !
knivsta
Risen
Profile Blog Joined March 2010
United States7927 Posts
Last Edited: 2011-05-20 19:31:04
May 20 2011 19:23 GMT
#25953
On May 21 2011 02:12 DevAzTaYtA wrote:
i swear these succubus buffs lately have been so random/unnecessary... i guess they are trying to make her better in dual lanes?
also fa and gauntlet buffs sound really strong on paper :0

cool changes for the most part though :D


Just watched testie play Fayde and the importance of treewalking didn't really hit me until I saw it in action. Holy god that is broken broken broken. Then again, it was testie smashing kids at 1600 level so it's not like he was doing something entirely outlandish, but the treewalking stuck out that game big time. He didn't even really use the treewalking at all, I'm just trying to think of what would happen if he had D:

Edit: And as for the succy buff... that's going to be intense. So much more freeplay as far as sleeping people goes in the early game. Maybe even get away with not having blood chalice.

Double Edit: And fayde's ult gives 1200 clearvision?!?!? What........

Triple Edit: He had Spellshards R3 and Max Codex with teleport boots, bottle and power supply at 27 minutes. >.>
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
May 20 2011 19:31 GMT
#25954
Pretty funny how this late into hon's development they still blatantly copy a ton of icefrog's changes and then seeing how people react to those same changes in hon vs dota.

Example: The behemoth/earthshaker change didn't make him obsolete lol.
Benjef
Profile Blog Joined December 2010
United Kingdom6921 Posts
May 20 2011 19:38 GMT
#25955
On May 21 2011 04:31 Ack1027 wrote:
Pretty funny how this late into hon's development they still blatantly copy a ton of icefrog's changes and then seeing how people react to those same changes in hon vs dota.

Example: The behemoth/earthshaker change didn't make him obsolete lol.


Icefrog knows best. Its why hes making Dota2 ^^
<3 | Dota 2 | DayZ | <3
Risen
Profile Blog Joined March 2010
United States7927 Posts
May 20 2011 19:38 GMT
#25956
On May 21 2011 04:31 Ack1027 wrote:
Pretty funny how this late into hon's development they still blatantly copy a ton of icefrog's changes and then seeing how people react to those same changes in hon vs dota.

Example: The behemoth/earthshaker change didn't make him obsolete lol.


In hon it will because there are better options for disable/initiate.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
5-s
Profile Joined June 2010
United States1674 Posts
May 20 2011 19:48 GMT
#25957
Seeing as behemoth / shaker is one of the strongest trilaners in dota, and they're essentially exactly the same after the corpse changes, I doubt he's "obsolete" in hon. My guess is teams use him differently in hon.
I liked Dota before it was Mainstream.
Rakanishu2
Profile Joined May 2009
United States475 Posts
May 20 2011 19:54 GMT
#25958
I agree with all the changes, and the loggers axe one is pretty awesome for melee heros.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Risen
Profile Blog Joined March 2010
United States7927 Posts
Last Edited: 2011-05-20 20:00:56
May 20 2011 19:58 GMT
#25959
On May 21 2011 04:48 5-s wrote:
Seeing as behemoth / shaker is one of the strongest trilaners in dota, and they're essentially exactly the same after the corpse changes, I doubt he's "obsolete" in hon. My guess is teams use him differently in hon.


It's just an extra layer of awareness that has to be accounted for when playing behe. He'll have to try and initiate near a creep wave that is still alive. That on top of the fact that instead of behe, flux is already a viable alternative that fits in the trilane setup because he can solo mid. Too much changed for me to definitively say behe is going to be gone, but there were viable alternatives to him before, and now they are that much more attractive.

Instead of going (made up trilanes) glacius/behe/flint trilane and __/__ solo, you can have glaci/andro/FA tri solos flux/viable solo (or whoever will replace andro in the trilane setup if her changes are that big of a deal).

Edit:
On May 21 2011 04:54 Rakanishu2 wrote:
I agree with all the changes, and the loggers axe one is pretty awesome for melee heros.


This should help melee mids like TDL, especially now that her ranged ping/slow is a flat 35 mana at all levels which lets her last hitting w/ it scale. Ping > axe > melee kill one > ping again each creep wave. Keeps you safe for 3/4 of your creep kills each wave which is pretty damn strong.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
zhurai
Profile Blog Joined September 2010
United States5660 Posts
May 20 2011 20:05 GMT
#25960
I kinda want to see if Testie can carrymartyr ;P
Twitter: @zhurai | Site: http://zhurai.com
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