Ability Draft Thread - Page 36
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nomel
115 Posts
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SKC
Brazil18828 Posts
Also people tend to look too much into the primary attribute over the stats the hero actually have. People will for some reason be more confortable picking high mana cost spells for CM or enchantress than for heroes like Alchemist or Undying. | ||
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SoylentGamer
United States250 Posts
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gOrdi
France17 Posts
17 minutes, game over. Either overpower or fury swipes on a range carry is really good, but both + moon glaives, that was was just a massacre. | ||
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Blackspikes
United States51 Posts
Also got Dark Seer with broods ult, fury swipes, blink, and overpower, that was really fun. | ||
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Buckyman
1364 Posts
On November 11 2014 06:57 Belisarius wrote: Those stats are actually pretty interesting. No surprise that silencer is owning. Warlock and gyro are kinda dark horses. Like I'd be happy if I got them, but I wouldn't have put them top5/10. Gyro is the ranged Agi hero with the highest Int. So he gets to go for a full right-click carry build and still spam spells. | ||
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theaxis12
United States489 Posts
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SoylentGamer
United States250 Posts
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TheYango
United States47024 Posts
On November 13 2014 03:26 SKC wrote: Any hero can afford 3 stuns if you somehow can draft it. Even Mortred is fine after mana boots, and you will keep building mana items anyway. This is one of most common mistakes people make, picking good skills is far more important than the starting int of your hero and it is the one base stat that is very easy to fix. Also people tend to look too much into the primary attribute over the stats the hero actually have. People will for some reason be more confortable picking high mana cost spells for CM or enchantress than for heroes like Alchemist or Undying. Often I'd take 2 nukes+lategame focused passive over 3 nukes for regular skills. It's not just a mana issue--you can't max out all 3 skills until level 14 anyway, and the difference in effectiveness of having two nukes you max out as 4-4-0-1 vs. having a 3rd nuke you can put a value point in doesn't always favor getting a 3rd nuke--it depends on what nukes are in the pool and their relative scaling by ranks. If the pool doesn't favor the effectiveness of taking a 3rd nuke (e.g. by your 3rd/4th skill pick the remaining nukes tend to have poor rank 1 value, or poor value overall), a strong scaling passive that gives you a smooth transition into stat/item-based fighting strength like Flesh Heap or Fiery Soul is often just better than taking a weak 3rd nuke. The problem is there's always a few people who prioritize those passives early in the draft, so it's often the case that there are no good passives left before there are no good nukes. | ||
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Birdie
New Zealand4438 Posts
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SoylentGamer
United States250 Posts
On November 14 2014 05:53 Birdie wrote: Recently played against someone who went sticky napalm + fatal bonds, by the mid game she could instagib my entire team with that combo + one right click. Turns out sticky napalm + any other damage-over-time is super strong, pretty much broken. that sounds hilariously brokenly strong. | ||
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SpiritoftheTunA
United States20903 Posts
level 2 i walked up to the other mid and 100-0'd them with rocket barrage and like 3 napalm stacks | ||
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Belisarius
Australia6233 Posts
On November 14 2014 07:15 SoylentGamer wrote: that sounds hilariously brokenly strong. It is. As in, it's actually broken and a hilarious bug. There's no "by the midgame". Any tick of damage causes an infinite loop which kills everything bonded. Behold: + Show Spoiler + As far as I know it hasn't been patched yet. | ||
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SKC
Brazil18828 Posts
On November 14 2014 05:47 TheYango wrote: Often I'd take 2 nukes+lategame focused passive over 3 nukes for regular skills. It's not just a mana issue--you can't max out all 3 skills until level 14 anyway, and the difference in effectiveness of having two nukes you max out as 4-4-0-1 vs. having a 3rd nuke you can put a value point in doesn't always favor getting a 3rd nuke--it depends on what nukes are in the pool and their relative scaling by ranks. If the pool doesn't favor the effectiveness of taking a 3rd nuke (e.g. by your 3rd/4th skill pick the remaining nukes tend to have poor rank 1 value, or poor value overall), a strong scaling passive that gives you a smooth transition into stat/item-based fighting strength like Flesh Heap or Fiery Soul is often just better than taking a weak 3rd nuke. The problem is there's always a few people who prioritize those passives early in the draft, so it's often the case that there are no good passives left before there are no good nukes. Yeah, you will never get a good passive for the last pick. You may get an ok nuke. Specially something like Fiery soul which is most of the time first pick worthy. Three stuns is also not the same as 3 nukes. 3 stuns stay relevant at any level. | ||
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ASoo
2865 Posts
On November 14 2014 11:08 Belisarius wrote: It is. As in, it's actually broken and a hilarious bug. There's no "by the midgame". Any tick of damage causes an infinite loop which kills everything bonded. Behold: + Show Spoiler + As far as I know it hasn't been patched yet. I don't think it's even a bug; it's just the obvious outcome of how the two spells work. Sticky Napalm: Adds a flat amount of damage every time you deal a tick of damage to a its target. Fatal Bonds: Shares some percentage of the damage any target takes with its other targets. So, you Fatal Bonds and Sticky Napalm some people. You punch one of them. He takes your attack damage + Sticky Napalm damage. His friends take some percentage of that; it doesn't matter how much, the point is they take some amount of damage. They're afflicted by Sticky Napalm, so in addition to the damage they take from Fatal Bonds, they take your Sticky Napalm bonus damage. Fatal bonds shares some percentage of the Sticky Napalm damage, so everybody's friends take a new instance of damage...which gets your Sticky Napalm bonus added to it, yadda yadda yadda. It's brokenly imbalanced in Ability Draft, but I think it's working as intended. | ||
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Belisarius
Australia6233 Posts
Napalm has historically been given hardcoded exceptions for its untended consequences, like not stacking with radiance burn. Being consistent with the spell mechanic does not mean something is automatically fine. I'm not sure if icefrog has bothered doing that for any other cross-hero spell interactions, but none of the previous ones have been capable of instakilling entire teams in actual CM games, either. | ||
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hrough
Germany212 Posts
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ASoo
2865 Posts
On November 17 2014 22:44 hrough wrote: Speaking of which: Aftershock + Arcane Orb DO work and permastunning has never been easier... You have to get mega-stacked to have the mana to support it unless you also get Essence Aura, though. And getting all three of those is a long shot. | ||
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Svetz
Australia311 Posts
And even just 500 mana will keep someone (or more than one) stunned for 7.5 seconds, and you can easily get that with just mana boots. Last game I played vs they were a low int str hero (cant remember which) but it was still enough stuns to turn around most of the team fights ![]() | ||
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SKC
Brazil18828 Posts
Aftershock + Chakram was really broken and not everyone knew about it. You activated the passive every time you pressed R when it was returning to you, so you could do huge amounts of damage in a couple of seconds for little mana by spamming it. | ||
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