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On September 23 2014 06:06 Steveling wrote: I had stopped playing wc3 doto by the time oracle was released, so how is he? Same here, but I read up about him. He has a powerful nuke/purge, he has a magic invuln spell that is also a free soul catcher, he has a 360 damage nuke/heal on a 3 second cd for 100 mana, and invisibility that isn't broken by attacking that delays damage and can be cast on any ally that lasts up to 9 seconds.
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Okay legitimate balance possibly: Make Eye of the Storm purgable?
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New Item:
dimensional anchor: Prevents blinks, the and other types of dimensional movement in a 1500 radius. Toggle able. Cost : wand + void stone + recipe 225 gold +5 all stats, +75% mana regen.
Solves blink being bought by everyone. Solves what to do with a wand latter on.
Alternative version: Targets blinking into a 600 radius are stunned for 1s. 5s CD
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On September 23 2014 06:40 Jotoco wrote: New Item:
dimensional anchor: Prevents blinks, the and other types of dimensional movement in a 1500 radius. Toggle able. Cost : wand + void stone + recipe 225 gold +5 all stats, +75% mana regen.
Solves blink being bought by everyone. Solves what to do with a wand latter on.
Alternative version: Targets blinking into a 600 radius are stunned for 1s. 5s CD
Uhh...that is way OP. Maybe if it did something like stop blinks for 5 seconds and costed like 600 mana or some shit..
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On September 23 2014 06:44 Chewbacca. wrote:Show nested quote +On September 23 2014 06:40 Jotoco wrote: New Item:
dimensional anchor: Prevents blinks, the and other types of dimensional movement in a 1500 radius. Toggle able. Cost : wand + void stone + recipe 225 gold +5 all stats, +75% mana regen.
Solves blink being bought by everyone. Solves what to do with a wand latter on.
Alternative version: Targets blinking into a 600 radius are stunned for 1s. 5s CD Uhh...that is way OP. Maybe if it did something like stop blinks for 5 seconds and costed like 600 mana or some shit..
Yeah, probably.
Initially it was meant to affect both teams, but the amount of grief it would cause....
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Lina - said a millions times in this thread already, LSA badly needs a range buff. I think a CD reduction on Slave to match LSA CD would also be very good beneficial.
QoP - reduce Scream CD by 1s to match max Blink CD, reduce ult CD and/or mana cost (ridiculously high CD and mana for how little damage it does)
Ogre Magi - personally I think they should rework Bloodlust so it buffs AS/MS much higher but for a much shorter duration on a much longer CD to make it more of a tactical buff, rather than a boring "just cast it on everybody before a fight spell," which makes it very similar to an aura that costs mana
Slardar - I like the idea of attaching AS to Sprint, making it a poor man's MoM. I also think his ult also badly needs a range increase as has been mentioned numerous times already
Void - there's a lot of bugs right now increasing Void's effectiveness (timewalk speed, castpoint for chrono). Fix those and increase CD on chrono would be enough I think
WR - I think they should rework her ult where it allows WR to exceed the AS cap, and balance the flat AS buff it gives around that, allow it to switch targets and keep the AS buff, and dramatically shorten the duration
DP - increase CD on ult
Put mana cost back on Blink (25 or 50)
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Void - there's a lot of bugs right now increasing Void's effectiveness (timewalk speed, castpoint for chrono). ?
Void is not rorking as rintended? What are the bugs specifically?
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1) Chrono casts .1 seconds too fast 2) Chrono lasts .5s too long (all levels) 3) Void's timewalk is ~10% too fast (movement wise).
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I thought problem with Chrono was that it's meant to spread out from the centre over 0.1 seconds not that the whole cast point is 0.1 seconds too fast (subtle difference).
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Please do something to fix Treant for the love of god, this hero deserves so much better.
1) Reduce leech seed mana cost to something reasonable. 100? 2) Reduce living armor cooldown for 24/20/18/14? Might be too low but 32/26 is just too damn high
I think his ult and guise are fine personally, much more dire things to work on before those get looked at.
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On September 23 2014 07:01 Skyro wrote:
Put mana cost back on Blink (25 or 50)
the blink change single handedly brought dozens of heroes to viability. Adding a mana cost to it will kill those heroes and indirectly nerf a lot of heroes who are in a good spot.
shaker, sand king, wraith king, brewmaster, pretty much any str init depends on the free blink to be useful. 50 mana blink and a hero like brewmaster would probably drop to unplayed because how mana hungry he is
If u want to change blink, up the cost i think is the only justifiable way now. i think the blink change opened up a ton of options and should not be reverted
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On September 23 2014 07:59 beesinyoface wrote: Please do something to fix Treant for the love of god, this hero deserves so much better.
1) Reduce leech seed mana cost to something reasonable. 100? 2) Reduce living armor cooldown for 24/20/18/14? Might be too low but 32/26 is just too damn high
I think his ult and guise are fine personally, much more dire things to work on before those get looked at.
treant is a great hero who happens to suck against death ball lineups. i think he's more than good enough if the meta just shifts
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Different solution to blink "problem"
Significantly more expensive, flying vision wards. Apply whatever necessary fix so you don't give people godly vision over the rosh pit (I'd imagine radiant would LOVE to ward dire secret shop and get vision of rosh pit in the process, among other abuses) but otherwise it'd provide options against tinker and any hide-in-the-trees blink initiators.
Because the problem is being able to see them. if you can see them, you've got options. But since there are forests everywhere, it's hard to know where they're coming from until it is too late.
-e- and treant is amazing wtf?
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Why are people calling for blink nerfs? Its a great item that promotes active games and ganks, while having utility for split push shenanigans. a good third of the hero pool depend on this item and the timings associated with it.
the change to passive gold means you gotta buy something. blink or force is generally the best thing to buy. I don't see how this is a bad thing because of how much more strategic blink makes things.
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Someone remind me of why blink is a problem? The only big thing that comes to mind is that it makes panda and centaur viable and prophet more obnoxious. Otherwise it was and continues to be a great pickup on supports and cores generally speaking. Is the fact that even underleveled and underfarmed supports can use it liberally without too much worry about mana the issue for you guys?
Well, derp posted before seing the guy above . So, yeah, adding to his question.
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I think it's generally that tide / centaur / brew / doom / treant / etc can get blink as a first item with no mana concerns whatsoever. They come online faster and pick up the pace of the game quite a bit. It's debatable whether or not that's a bad thing, but I think like people have mentioned general consensus is that the opposite pace of what we have would be better.
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On September 23 2014 07:59 ahw wrote:Show nested quote +On September 23 2014 07:01 Skyro wrote:
Put mana cost back on Blink (25 or 50)
the blink change single handedly brought dozens of heroes to viability. Adding a mana cost to it will kill those heroes and indirectly nerf a lot of heroes who are in a good spot. shaker, sand king, wraith king, brewmaster, pretty much any str init depends on the free blink to be useful. 50 mana blink and a hero like brewmaster would probably drop to unplayed because how mana hungry he is If u want to change blink, up the cost i think is the only justifiable way now. i think the blink change opened up a ton of options and should not be reverted
Yes no question it has opened up the pool, but I think the pendulum had swung too far to completely remove the mana cost. The rate of Blink Daggers bought from pre to post buff is ~3x as much, and nobody was complaining about the rate of Blink daggers pre-buff either.
It just feels pretty ass-backwards to have such a high mobility item have a free active, there should be some cost associated with it, even if it's only 25 mana. I think increasing its gold cost would be a much more significant change and would probably hurt those same heroes who are highly reliant on Blink.
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The discussion started as people complaining Blink's viability has marginalized Force Staff and Shadowblade. I've already said I don't want to see Shadowblade get buffed as invis heroes are taxing enough at the current state of the game. Force Staff, however, is probably underpurchased as-is because people default to blink when many, including supports, should be getting Force instead in many games.
The other perceived problem with Blink is that in the current blink-heavy meta, heroes like AM and QoP have been less sexy. I can see this argument but am not convinced by it, especially in AM's case where other factors in the meta are far more to blame for why he is not desirable.
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On September 23 2014 08:23 Skyro wrote:Show nested quote +On September 23 2014 07:59 ahw wrote:On September 23 2014 07:01 Skyro wrote:
Put mana cost back on Blink (25 or 50)
the blink change single handedly brought dozens of heroes to viability. Adding a mana cost to it will kill those heroes and indirectly nerf a lot of heroes who are in a good spot. shaker, sand king, wraith king, brewmaster, pretty much any str init depends on the free blink to be useful. 50 mana blink and a hero like brewmaster would probably drop to unplayed because how mana hungry he is If u want to change blink, up the cost i think is the only justifiable way now. i think the blink change opened up a ton of options and should not be reverted Yes no question it has opened up the pool, but I think the pendulum had swung too far to completely remove the mana cost. The rate of Blink Daggers bought from pre to post buff is ~3x as much, and nobody was complaining about the rate of Blink daggers pre-buff either. It just feels pretty ass-backwards to have such a high mobility item have a free active, there should be some cost associated with it, even if it's only 25 mana. I think increasing its gold cost would be a much more significant change and would probably hurt those same heroes who are highly reliant on Blink. The cost is an item slot that gives you zero stats (and 2150g, obviously). It's not "no-cost." Even as a support, having blink which is SUPER useful, comes at the cost of having problems carrying other support items. Gets especially painful in invis games.
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