AychAychAych
04-19-2010, 05:33 PM
Oh :ramp:
He needs help. Help big time.
He is now a ganker semi-carry with poor tools for both jobs. His charge is out of his control, has poor rewards for all the charging and taxes his tiny tiny mana pool. Tiny mana pool that he needs to save for his huge mana cost ulti. He is a bash and blink strike on a stick.
His Might of the Herd and Horned Strike shall remain the same. What we need to look at is his two other skills that are bigger problems, his ulti and charge.
Let's start with the charge. It can either be used for two things, initiation or ganking and it is just plain horrible for both. In initiating it only stuns for person for a really short time and unless he charges for a long long time, this initiation can be stopped to tracks with just one disable. It is so weak, it is not an initiation, what the hell am I saying.
When it comes to ganking, oh dear. What is the point of Watch Out? I mean, what hurts his ganking potential more than huge sign saying "HERE I COME! I AM GOING TO GANK YOU." It is not like the charge is mega-strong to justify the warning. It is just plain silly.
And then his ulti. It is a blink strike that applies the bash. That is it. It takes huge portion of his mana and stuns a single target for a long time and does lots of damage. That's it. Hell, other heroes have abilities that do this and are not ultimates for crying out loud.
Ok, so here is what I suggest. Swap em. Swap the ulti and his charge.
Favor of Sol
Rampage, favored by Sol, calls upon his power to move so quickly he instantly appears next to an enemy hero of his choosing, dealing damage and pushing them back.
http://img40.imageshack.us/img40/9905/ability4128.jpg
Moves Rampage next to his target and triggers a Horned Strike of current level on the target.
Type: Physical
Range: 300 / 400 / 500 / 600
Cast Time: 0.5 Seconds
Mana Cost: 50 / 50 / 50 / 50
Cooldown: 20.0 Seconds
Stampede
Rampage points out a target to his rhino, who then begins to build up momentum by gathering his strength. After build-up, Rhino starts earthshaking rampage at the target hero, crushing all creeps and trees on his path. Upon reaching the unfortunate victim, Rhino rams him so hard, he is sent flying through the air.
http://img688.imageshack.us/img688/7185/ability1128.jpg
Ok, the ultimate has two stages. First one is the build-up. During build-up, Rampage is channeling. For each second spent channeling, he gathers charges. At any stage of this build up, he can start the second stage with using the ulti again, even without gathering any charges. Max 3 charges. The effect could be like the Rhino throwing his legs behind, digging the ground.
The second stage is called charge. He doesn't gather any speed as the runs along like he does now, instead those charges he gathered in build-up are put to use. Each charge gives him a speed buff and if he has 3 charges, magic immunity. He could have unitwalking and treewalking but those would be just boring~. Instead, all trees and creeps that are in his way gets stomped to bits! Enemy heroes caught in his way get stunned for 1 second. The poor victim that was the target first on impact suffers a 400 unit pushback through the air and when hits ground, 1.5 second stun. Rampage keeps all charges for 4 seconds after charge ends.
Type: Magic
Range: 25,000
Channeling
Cast Time: 1.0 Seconds
Mana Cost: 150
Cooldown: 120.0 Seconds
What do you think?
He needs help. Help big time.
He is now a ganker semi-carry with poor tools for both jobs. His charge is out of his control, has poor rewards for all the charging and taxes his tiny tiny mana pool. Tiny mana pool that he needs to save for his huge mana cost ulti. He is a bash and blink strike on a stick.
His Might of the Herd and Horned Strike shall remain the same. What we need to look at is his two other skills that are bigger problems, his ulti and charge.
Let's start with the charge. It can either be used for two things, initiation or ganking and it is just plain horrible for both. In initiating it only stuns for person for a really short time and unless he charges for a long long time, this initiation can be stopped to tracks with just one disable. It is so weak, it is not an initiation, what the hell am I saying.
When it comes to ganking, oh dear. What is the point of Watch Out? I mean, what hurts his ganking potential more than huge sign saying "HERE I COME! I AM GOING TO GANK YOU." It is not like the charge is mega-strong to justify the warning. It is just plain silly.
And then his ulti. It is a blink strike that applies the bash. That is it. It takes huge portion of his mana and stuns a single target for a long time and does lots of damage. That's it. Hell, other heroes have abilities that do this and are not ultimates for crying out loud.
Ok, so here is what I suggest. Swap em. Swap the ulti and his charge.
Favor of Sol
Rampage, favored by Sol, calls upon his power to move so quickly he instantly appears next to an enemy hero of his choosing, dealing damage and pushing them back.
http://img40.imageshack.us/img40/9905/ability4128.jpg
Moves Rampage next to his target and triggers a Horned Strike of current level on the target.
Type: Physical
Range: 300 / 400 / 500 / 600
Cast Time: 0.5 Seconds
Mana Cost: 50 / 50 / 50 / 50
Cooldown: 20.0 Seconds
Stampede
Rampage points out a target to his rhino, who then begins to build up momentum by gathering his strength. After build-up, Rhino starts earthshaking rampage at the target hero, crushing all creeps and trees on his path. Upon reaching the unfortunate victim, Rhino rams him so hard, he is sent flying through the air.
http://img688.imageshack.us/img688/7185/ability1128.jpg
Ok, the ultimate has two stages. First one is the build-up. During build-up, Rampage is channeling. For each second spent channeling, he gathers charges. At any stage of this build up, he can start the second stage with using the ulti again, even without gathering any charges. Max 3 charges. The effect could be like the Rhino throwing his legs behind, digging the ground.
The second stage is called charge. He doesn't gather any speed as the runs along like he does now, instead those charges he gathered in build-up are put to use. Each charge gives him a speed buff and if he has 3 charges, magic immunity. He could have unitwalking and treewalking but those would be just boring~. Instead, all trees and creeps that are in his way gets stomped to bits! Enemy heroes caught in his way get stunned for 1 second. The poor victim that was the target first on impact suffers a 400 unit pushback through the air and when hits ground, 1.5 second stun. Rampage keeps all charges for 4 seconds after charge ends.
Type: Magic
Range: 25,000
Channeling
Cast Time: 1.0 Seconds
Mana Cost: 150
Cooldown: 120.0 Seconds
What do you think?