[HoN/DotA] Let's Play~!! - Page 1386
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ketomai
United States2789 Posts
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Corr
Denmark796 Posts
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Gak2
Canada418 Posts
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maJes
United Kingdom186 Posts
On July 12 2011 18:55 Gak2 wrote: hey guys is it worth it to get spellshards on blacksmith? or are there better alternatives Since his dot lowers magic armor anyway I think there are more useful pickups personally. I like storm spirit quite a lot. | ||
lynx.oblige
Sierra Leone2268 Posts
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Goshawk.
United Kingdom5338 Posts
On July 12 2011 18:54 Corr wrote: recent hero changes in dota HAS to be part of Icefrog's grand plan of "encouraging" people to move on to dota2 by making the original shittier for every version. I CANNOT think of any other reason why you would make spiritbreaker that way ?? What's wrong with spiritbreaker now? He's got changed so much recently, probably because Icefrog is trying to find a way to make him actually good. I guess he's pretty annoying and imba on pubs if he gets fed early then goes around charging everyone? >_< And your idea of Icefrog making bad changes to get people to move is pretty ridiculous. Charge of darkness got reworked so now he runs really fast and ignores terrain, but he lost his magic immunity. + Show Spoiler + Old Charge of Darkness: ======================= Takes up to a few seconds to charge up and then starts moving towards his target. Speed is based on how long it charged up for. Charge time: Up to 4 seconds. Charge speed: Up to 60% Stun: 1.4/1.8/2.2/2.6 seconds Notes: 1- Gains vision (and truesight) over his target while casting. 2- Becomes magic immunity only when fully charged. 3- Target has a debuff indicator when Barathrum is within 2500 distance. 4- Speed bonus is retained for 2 seconds after impact. 5- Becomes interrupted if the target dies, becomes decrepified or cycloned. Cooldown: 40 Manacost: 75 Casting Range: Global New Charge of Darkness: ======================== Immediately charges towards the targeted enemy unit. Ignores pathing completely. Stuns the target when it reaches it. If the target dies, charge will automatically resume on another nearby visible unit. While you are charging, all secondary units within 250 AoE of you are hit by a greater bash equal to its level. Primary Target Stun Duration: 1.4/1.8/2.2/2.6 Speed: 425/500/575/650 Cooldown: 40 Manacost: 75 Casting Range: Global Notes: 1- Gains vision in a small area around the target. 2- If target dies, the charge will transfer to the nearest visible enemy unit 3- Stops if you become stunned. 4- Target has a debuff indicator when Barathrum is within 2500 distance. | ||
Sm3agol
United States2055 Posts
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stanley_
United States816 Posts
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rabidch
United States20288 Posts
On July 12 2011 21:02 Goshawk. wrote: ?? What's wrong with spiritbreaker now? He's got changed so much recently, probably because Icefrog is trying to find a way to make him actually good. I guess he's pretty annoying and imba on pubs if he gets fed early then goes around charging everyone? >_< And your idea of Icefrog making bad changes to get people to move is pretty ridiculous. Charge of darkness got reworked so now he runs really fast and ignores terrain, but he lost his magic immunity. + Show Spoiler + Old Charge of Darkness: ======================= Takes up to a few seconds to charge up and then starts moving towards his target. Speed is based on how long it charged up for. Charge time: Up to 4 seconds. Charge speed: Up to 60% Stun: 1.4/1.8/2.2/2.6 seconds Notes: 1- Gains vision (and truesight) over his target while casting. 2- Becomes magic immunity only when fully charged. 3- Target has a debuff indicator when Barathrum is within 2500 distance. 4- Speed bonus is retained for 2 seconds after impact. 5- Becomes interrupted if the target dies, becomes decrepified or cycloned. Cooldown: 40 Manacost: 75 Casting Range: Global New Charge of Darkness: ======================== Immediately charges towards the targeted enemy unit. Ignores pathing completely. Stuns the target when it reaches it. If the target dies, charge will automatically resume on another nearby visible unit. While you are charging, all secondary units within 250 AoE of you are hit by a greater bash equal to its level. Primary Target Stun Duration: 1.4/1.8/2.2/2.6 Speed: 425/500/575/650 Cooldown: 40 Manacost: 75 Casting Range: Global Notes: 1- Gains vision in a small area around the target. 2- If target dies, the charge will transfer to the nearest visible enemy unit 3- Stops if you become stunned. 4- Target has a debuff indicator when Barathrum is within 2500 distance. pub tears its actually been slightly nerfed since that changed. i only think he should be tweaked one way or another | ||
BurningSera
Ireland19621 Posts
![]() btw,i recently bought HoN (due to mate)! but he is the player who kinda only knows to play some specific heroes so i am bored when he didnt get what he can use ![]() | ||
XnG_777
713 Posts
in 72 icefrog changed it so it could stomp low-level pubs more and be somewhat more used in comp. results | ||
Corr
Denmark796 Posts
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rabidch
United States20288 Posts
On July 12 2011 23:00 Corr wrote: yes its fine, my issue with the hero is how much of an impact it can have on a game even when controlled by a horrible player, much more so than any other easy-to-use hero, it requires literally zero farm on top of that. shit ruins my sf stomp games =( SF dies to a lot of heroes this version. Plus Smoke. | ||
BurningSera
Ireland19621 Posts
On July 12 2011 23:00 Corr wrote: yes its fine, my issue with the hero is how much of an impact it can have on a game even when controlled by a horrible player, much more so than any other easy-to-use hero, it requires literally zero farm on top of that. shit ruins my sf stomp games =( bara is item dependent and he is very fragile(which is why he usually needs bracer/s). if he cant kill much in early game(which can be totally prevented if you are aware of him/gank+ you can disable him when he charge), he is pretty much useless after that (best he can do it charge, ulti and die for the team). thats pub i am talking here. in cw or high lvl games nobody use him. i suppose newb can own with bara with the right build XD but that applies to alot of other heroes too. sf dies easily to many nuker/dps and you know bara can have very high dps in early game. | ||
Logo
United States7542 Posts
On July 12 2011 15:14 SirMilford wrote: On a somewhat related note, does anyone else feel when playing support that the carries never seem to last hit properly? I feel that i am watching a circus half the time with an autoattacking chrono in my lane. How hard is it really to time a last hit. If it is extremely difficult buy an axe. This drives me nuts. I see this all the time. The carry either auto-attacks, focuses on denies (wtf?), or just misses their last hits. Even worse in mid-game I'll work hard to secure a lane for a carry and they'll go and just auto-attack + spam spells and push it all the way out right away rather than farming it in place by carefully last hitting. People suck at last hitting because they don't care enough to work on it. From my friends I get the impression that it's not really the game to them so they don't work on practicing it even though it would help them win more. So the trick to getting good at it is just focusing on it and trying your hardest to get last hits. Some of the things to note are: when you attack (try to remember what the bar looks like when you give the command to attack), the distance you attack from, and the direction you are facing when you attack. When possible be close to the creeps, facing them, and using hold position so you can attack with the lowest possible delay. As melee it's trickier, but pay attention to when you're darting in to last hit and what kind of path you have to the creep (are you getting blocked on your way to the creep for example). | ||
Etherone
United States1898 Posts
take all of it, mercilessly. | ||
rabidch
United States20288 Posts
On July 13 2011 02:17 Etherone wrote: im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs. take all of it, mercilessly. OR you can just take all of it all the time and then say you're the carry | ||
Logo
United States7542 Posts
On July 13 2011 02:26 rabidch wrote: OR you can just take all of it all the time and then say you're the carry Then make fun of the carry for not being farmed up. | ||
SirMilford
Australia1269 Posts
On July 13 2011 02:17 Etherone wrote: im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs. take all of it, mercilessly. Then the carry starts to fail and make sure none of us get the last hit. >:| Besides i need to practice actually harrasing enemy heroes in lane these days. | ||
GhostKorean
United States2330 Posts
On July 13 2011 00:15 Logo wrote: This drives me nuts. I see this all the time. The carry either auto-attacks, focuses on denies (wtf?), or just misses their last hits. Even worse in mid-game I'll work hard to secure a lane for a carry and they'll go and just auto-attack + spam spells and push it all the way out right away rather than farming it in place by carefully last hitting. People suck at last hitting because they don't care enough to work on it. From my friends I get the impression that it's not really the game to them so they don't work on practicing it even though it would help them win more. So the trick to getting good at it is just focusing on it and trying your hardest to get last hits. Some of the things to note are: when you attack (try to remember what the bar looks like when you give the command to attack), the distance you attack from, and the direction you are facing when you attack. When possible be close to the creeps, facing them, and using hold position so you can attack with the lowest possible delay. As melee it's trickier, but pay attention to when you're darting in to last hit and what kind of path you have to the creep (are you getting blocked on your way to the creep for example). The best part is when mid comes to your lane after you repeatedly told him not to, and then walks right into the lane from the wrong side at the worst moment. He aggros the enemy's creeps and runs back in the jungle, only to come back after he shakes the creeps off to nuke your lane and steals several creep kills before walking back to mid. | ||
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