That's the place to discuss HoN strategy/tactics etc. without any bullshit. (add it to the OP someone?)
And as far as puppet builds go, EP is a terrible terrible item for most heroes. Everyone is just looking at +ias and +ms but completely forget about +dmg taken. I know it may not feel like a gamebreaker but usually people start to roam around in teams somewhere around mid-game (often even as soon as 10min mark) and activating EP in a teamfight (especially as a low hp hero) is suicide. It might work for Chronos because he needs to maximize his dmg in the sphere and during this time he usually doesn't get hit back, also tougher heroes like Pestilence might benefit from EP. Getting it on most ranged/squishy heroes (like Predator who has horrible statgains not to mention he doesn't need lifesteal but it seems popular build in pubs) turns them into a glass cannon and does not benefit them in the longer run.
On the bottle: It is also a terrible terrible item to get for most heroes (ok, maybe not so bad, but usually very bad if you get it as your first item). What does bottle give you? - nice regen (out of combat) - rune holding What it doesn't give you? - help with lasthitting/denying - survivability (can't use it if you're being hit, no stats/hp/mp/dmg gain) Other downsides: - if your enemies are good at controlling runes you're going to have a hard time refilling your bottle without winged courier which is another expenses going into not helping you early game
To make this all short: You can stay longer in the lane with occassional bonuses but you're going to be outfarmed by hero who didn't get bottle as first item (and we all know where does it lead).
Also: Getting bottle first on heroes who can't spam nukes (like Succubus for example) is even more retarded.
1) lol beginner's guide.
2) EP really isn't a terrible item for puppet. The main drawback of getting it isn't the increased damage, its the lack of an ancient stacking creep, which is rather important seeing as you generally get dominator between 11 and 15 minutes. Each minute after that is pretty much another 250-300 gold/min that you miss out if you don't have someone stacking creeps. Elder's increased damage intake really doesn't mean very much post-bkb, but losing the 3k+ gold and a level or two does.
Forgetting Hammerstorm, yet suggesting pest for getting parasite is kinda cute, though.
3) bottle is pretty much one of the best items in the game. A few heros that go mid get bottle first, and MANY others get bottle as their first courier item. Controlling the runes is a huge boost to your team's early ganking ability. You shouldn't be scared of your opponent's 'rune controlling' ability. You should make sure they're scared of yours, or have a hero that makes it easy to grab them with.
On December 12 2009 13:28 MYM.Testie wrote: In nearly 1000 games of HoN I have experienced less than 10 leavers. The reconnect feature is awesome as well. The game is very good in itself. I could get more than 10 leavers in a single day of playing dota.
once i got 11 leavers in a single game of dota (9 players 2 obs) honestly my host can't be THAT bad, come on.
really.. I didnt get to play HoN last night even tho i really wanted to, I was just too tired and fell asleep when i laid down.. but I had a dream that it was some deathmatch thingy, every hero vs eachother.. and out of nowhere, this Wildsoul in bear form (without booboo) came and killed all 5 players (including me) with one hit each..
He also had this "treewalk" item, that made him able to walk over trees, like sandwraith, but permamently.. it was so imba.
- Added new in game command /gameinfo or /gi, using it prints information about the current game. - Fixed a few tooltips (such as the error about evasion in mock) - Tweaked recommended items - Fixed a crash when selecting the courier of a terminated player that had items left on it - Fixed item ownership exploits, rules are as follows: * Items/recipes are usable by the original purchaser, always * "Allowsharing" items are usable by team mates of the original purchaser * "Dropondeath" items lose their ownership when the carrying unit is killed, making them free for all to use (ally/enemy) * Items dropped by a "dropitemsondeath" unit (courier) retain their ownership * The "drop items" game option now removes ownership as if all items had "dropondeath" - Heroes who have ultimates that can be upgraded by Staff of the Master now list what is changed in the tooltip (Thread 34249) - Player colors now show up next to their portrait in the miniscoreboard when ingame (Thread 49135)
- Updated regional filter to include Europe - All, this query includes EU, DE, NL and UK locations. - Updated French Stringtables - Fixed "Balance Teams" button showing up times when it shouldn't - Fixed All/Team chat button working incorrectly in certain cirumstances
Items - Doombringer can no longer be sold
- New Item, Fenrir's Fang: +10 Strength +10 Agility +10 Intelligence +200 Max Health +150 Max Mana On attack, applies Fenrir's Bite to targets for 3 seconds. Fenrir's Bite slows attack speed by 10 and movement speed by 15%.
Components Major Totem (540) Major Totem (540) GlowStone (1200) Recipe (1200) Total Cost: 3480
- Frostwolf's Skull: * Recipe is no longer upgradable. Recipe changed to use: Fenrir's Fang (3480) Blessed Orb (2100) Recipe (570) Total Cost: 6150
Heroes
Deadwood
- A new Hellbourne Strength hero has joined the fight! Beware...
Behemoth - Fissure can now be cast on allied and magic immune units. Note that it will not damage or stun allies or magic immune units, you simply will be able to cast the skill in the target's direction
Corrupted Disciple - Overload will no longer instantly kill gadgets
Engineer - The Keg now has a fixed delay of 1 second between cast and impact time, regardless of distance thrown - Better synchronized The Keg's explosion with the push back and damage - The Keg now stuns targets for 1.25/1.5/1.75/2 seconds, increased from 1.25 seconds at all levels - The Keg will now knock back the Engineer if he is within the blast range. Note that this will not stun him - Steam Turret's damage type changed to Hero so the first shot doesn't do half damage anymore - Steam Turret's base damage increased by roughly 30% - Steam Turret's increased damage from items reduced to a 20% transfer - Steam Turret will now take 8 hits from creeps to kill - Steam Turret's default behavior will now be to attack heroes only, and it may be switched to target all regular attack targets (including buildings and creeps) - Tinker can now heal the Steam Turret through creep damage. Only Hero or Boss attacks will prevent the Steam Turret from being healed - Tinker, when used on allied siege units, will now cause that siege unit to take 1/3rd of normal damage (in addition to its previous effects) - Tinker, when used on enemy siege units, will now destroy that siege unit after a 2 second channel time, blowing it up and causing 50/75/100/125 Magic damage in a 600 radius - Tinker now again increases the Attack Speed of the turret by 25,50,75,100 - Fixed a bug causing the electrical fence to not disappear when the shield generator was destroyed before its duration ended
Forsaken Archer - Skeletal Minions will no longer attack powerups - While using Piercing Arrows, Skeletal Minions will continue to automatically attack nearby targets, however if no targets are nearby they will return to Forsaken Archer's position - Fixed Forsaken Archer's Splitfire to not reduce the damage of her other abilities - Fixed Forsaken Archer's first ability to not shoot arrows into the air before the projectile actually goes off
Hammerstorm - Fixed the weird animations when using items
Keeper of the Forest - Eyes from Tree Sight will no longer be drawn on the minimap - Fixed Keeper of the Forest's attack animation to not be so off
Mali Klause - Fixed a bug causing the cool down time of Sword Throw to be reset if the teleport portion of that skill is used
Pebbles - Fixed the weird animations when using items
Soulstealer - Lowered impact time of Demon Hand to .65 seconds (from .67 seconds) - Cast time on Soul Burst increased to 1.65 seconds (from 1 second)
deadwood can be deadly if fed, but imo hes kinda weak. his grasp thing takes 2 seconds to take effect, altho its good for defending/when someones running away..
He is more of a ganking hero rather than lategame teamfights imo.
That's the place to discuss HoN strategy/tactics etc. without any bullshit. (add it to the OP someone?)
And as far as puppet builds go, EP is a terrible terrible item for most heroes. Everyone is just looking at +ias and +ms but completely forget about +dmg taken. I know it may not feel like a gamebreaker but usually people start to roam around in teams somewhere around mid-game (often even as soon as 10min mark) and activating EP in a teamfight (especially as a low hp hero) is suicide. It might work for Chronos because he needs to maximize his dmg in the sphere and during this time he usually doesn't get hit back, also tougher heroes like Pestilence might benefit from EP. Getting it on most ranged/squishy heroes (like Predator who has horrible statgains not to mention he doesn't need lifesteal but it seems popular build in pubs) turns them into a glass cannon and does not benefit them in the longer run.
On the bottle: It is also a terrible terrible item to get for most heroes (ok, maybe not so bad, but usually very bad if you get it as your first item). What does bottle give you? - nice regen (out of combat) - rune holding What it doesn't give you? - help with lasthitting/denying - survivability (can't use it if you're being hit, no stats/hp/mp/dmg gain) Other downsides: - if your enemies are good at controlling runes you're going to have a hard time refilling your bottle without winged courier which is another expenses going into not helping you early game
To make this all short: You can stay longer in the lane with occassional bonuses but you're going to be outfarmed by hero who didn't get bottle as first item (and we all know where does it lead).
Also: Getting bottle first on heroes who can't spam nukes (like Succubus for example) is even more retarded.
1) lol beginner's guide.
2) EP really isn't a terrible item for puppet. The main drawback of getting it isn't the increased damage, its the lack of an ancient stacking creep, which is rather important seeing as you generally get dominator between 11 and 15 minutes. Each minute after that is pretty much another 250-300 gold/min that you miss out if you don't have someone stacking creeps. Elder's increased damage intake really doesn't mean very much post-bkb, but losing the 3k+ gold and a level or two does.
Forgetting Hammerstorm, yet suggesting pest for getting parasite is kinda cute, though.
3) bottle is pretty much one of the best items in the game. A few heros that go mid get bottle first, and MANY others get bottle as their first courier item. Controlling the runes is a huge boost to your team's early ganking ability. You shouldn't be scared of your opponent's 'rune controlling' ability. You should make sure they're scared of yours, or have a hero that makes it easy to grab them with.
To each his own...
Edit: Try to stack some creeps in a high level game. Good luck.
I've tested Deadwood and I have to say that this hero fucking pwns. Still don't know best item build for him yet but it's so entertaining to play him, jesus christ :D <3
Just played 2 crazy inhouses. One was 3v3 Deadwood only, mid only and the other one was with Pandamonium. God I want replay saving so bad (My team lost the Panda wars because we were getting void talisman and blademails while they were getting codices, was mad fun though)
And even just 2 Deadwoods are so OP... Hold, ult, hit, hit, ult, hit, hit, hold GGWTFPWNED
Deadwood is really awesome hero for me, that 2 sec delay cast on Grasp is not bad, it's really fcking good in ganking, he's ulti is really dealing some nice damage and the 3rd skill, forgot the name, is real usefull while chasing someone or hiding @ woods. I really love this hero, played only 2 games yet but damn..... just try it <3
That's the place to discuss HoN strategy/tactics etc. without any bullshit. (add it to the OP someone?)
And as far as puppet builds go, EP is a terrible terrible item for most heroes. Everyone is just looking at +ias and +ms but completely forget about +dmg taken. I know it may not feel like a gamebreaker but usually people start to roam around in teams somewhere around mid-game (often even as soon as 10min mark) and activating EP in a teamfight (especially as a low hp hero) is suicide. It might work for Chronos because he needs to maximize his dmg in the sphere and during this time he usually doesn't get hit back, also tougher heroes like Pestilence might benefit from EP. Getting it on most ranged/squishy heroes (like Predator who has horrible statgains not to mention he doesn't need lifesteal but it seems popular build in pubs) turns them into a glass cannon and does not benefit them in the longer run.
On the bottle: It is also a terrible terrible item to get for most heroes (ok, maybe not so bad, but usually very bad if you get it as your first item). What does bottle give you? - nice regen (out of combat) - rune holding What it doesn't give you? - help with lasthitting/denying - survivability (can't use it if you're being hit, no stats/hp/mp/dmg gain) Other downsides: - if your enemies are good at controlling runes you're going to have a hard time refilling your bottle without winged courier which is another expenses going into not helping you early game
To make this all short: You can stay longer in the lane with occassional bonuses but you're going to be outfarmed by hero who didn't get bottle as first item (and we all know where does it lead).
Also: Getting bottle first on heroes who can't spam nukes (like Succubus for example) is even more retarded.
1) lol beginner's guide.
2) EP really isn't a terrible item for puppet. The main drawback of getting it isn't the increased damage, its the lack of an ancient stacking creep, which is rather important seeing as you generally get dominator between 11 and 15 minutes. Each minute after that is pretty much another 250-300 gold/min that you miss out if you don't have someone stacking creeps. Elder's increased damage intake really doesn't mean very much post-bkb, but losing the 3k+ gold and a level or two does.
Forgetting Hammerstorm, yet suggesting pest for getting parasite is kinda cute, though.
3) bottle is pretty much one of the best items in the game. A few heros that go mid get bottle first, and MANY others get bottle as their first courier item. Controlling the runes is a huge boost to your team's early ganking ability. You shouldn't be scared of your opponent's 'rune controlling' ability. You should make sure they're scared of yours, or have a hero that makes it easy to grab them with.
To each his own...
Edit: Try to stack some creeps in a high level game. Good luck.
;o i've seen testie and co stack in high lvl games before... and i've done it too