Viking`
11-23-2010, 11:24 AM
Hi there people, it's me again! Posting my random thoughts on what could help HoN be, if not more user friendly, then at least more fun and interesting!
This time I'd like to propose an idea I thought up of to put our beloved :corr: up in the same level as :arac:.
So, we see that :arac: is a quite hard hitting early, with a fast attack animation as well as a powerful slow and a very strong nuke ulti that diminishes later as her carry potential shines through. Admitedly all of her damage is single target, however her aura provides team fight potential and her carapace is very good for survivability.
Now for Kick-Ass :corr:, he has a potentially dangerous AoE nuke that is quite useful in teamfights, fast attack animation but less top end damage than :arac:, regardless of her aura, and two strong debuffs that allows :corr: to become an anti-carry or provided he is farmed enough, allows him to chase down stragglers and RAPE them.
However, his passive isn't very strong in terms of a defensive mechanic, due to targeted stuns being too long to apply the slow effectively and spells like entangle and Unholy Shackles being too large of a slow in comparison.
This means that as time goes on, :arac: pulls infront of our beloved :corr: due to her powerful aura, stronger chasing mechanics (helping her pull off ganks early) and her superior defensive mechanics.
:corr: only saving grace is that he potentially has an easier time farming due to Electric Tide.
Although this suggestion doesn't focus on :corr: survivability issues, it is a contributing factor for improving his current playstyle and/or skill build.
Here is my proposed change for Corrupted Conduit:
Corrupted Conduit
The Corrupted Disciple drains his pitiful victims power, and stores it in his electric orb with every application of damage.
This spell gains a charge that each lasts for 2 seconds for *every source of damage Corrupted Disciple lands on Enemy Heroes (max 3/5/7/10 charges).
Upon activation, Corrupted Disciple absorbs the power from his orb gaining 20 base damage per charge for 4/6/8/10 seconds.
Enemies that are within a 500 radius upon activation have the same amount of their base damage drained for the duration or until they move 600 range away from Corrupted Disciple.
Target Self
Type: Magic
Radius: 500
Mana cost: 50/75/100/125
Cooldown: 45/40/35/30 seconds
*NOTE: By every source of damage, I mean charges can be gained from Electric Tide hitting enemy Heroes
(thus resulting in gaining charges according to how many heroes are hit, the more enemies hit with Tide, the more charges gained)
and also Overload hitting enemies gains a charge.
The idea behind this change is to benefit :corr: team fight presence much like :souls: as well as buffing this skill in line with :arac: damage aura.
This chage sets :corr: aside from :arac: as a powerful farmer and good team fight presence (much like :souls:) instead of a ganking mid hero.
Let me know what you guys think about this change or propose your own ideas to help our beloved :corr: out!
Viking` (Kisses x;) ) :zeph:
This time I'd like to propose an idea I thought up of to put our beloved :corr: up in the same level as :arac:.
So, we see that :arac: is a quite hard hitting early, with a fast attack animation as well as a powerful slow and a very strong nuke ulti that diminishes later as her carry potential shines through. Admitedly all of her damage is single target, however her aura provides team fight potential and her carapace is very good for survivability.
Now for Kick-Ass :corr:, he has a potentially dangerous AoE nuke that is quite useful in teamfights, fast attack animation but less top end damage than :arac:, regardless of her aura, and two strong debuffs that allows :corr: to become an anti-carry or provided he is farmed enough, allows him to chase down stragglers and RAPE them.
However, his passive isn't very strong in terms of a defensive mechanic, due to targeted stuns being too long to apply the slow effectively and spells like entangle and Unholy Shackles being too large of a slow in comparison.
This means that as time goes on, :arac: pulls infront of our beloved :corr: due to her powerful aura, stronger chasing mechanics (helping her pull off ganks early) and her superior defensive mechanics.
:corr: only saving grace is that he potentially has an easier time farming due to Electric Tide.
Although this suggestion doesn't focus on :corr: survivability issues, it is a contributing factor for improving his current playstyle and/or skill build.
Here is my proposed change for Corrupted Conduit:
Corrupted Conduit
The Corrupted Disciple drains his pitiful victims power, and stores it in his electric orb with every application of damage.
This spell gains a charge that each lasts for 2 seconds for *every source of damage Corrupted Disciple lands on Enemy Heroes (max 3/5/7/10 charges).
Upon activation, Corrupted Disciple absorbs the power from his orb gaining 20 base damage per charge for 4/6/8/10 seconds.
Enemies that are within a 500 radius upon activation have the same amount of their base damage drained for the duration or until they move 600 range away from Corrupted Disciple.
Target Self
Type: Magic
Radius: 500
Mana cost: 50/75/100/125
Cooldown: 45/40/35/30 seconds
*NOTE: By every source of damage, I mean charges can be gained from Electric Tide hitting enemy Heroes
(thus resulting in gaining charges according to how many heroes are hit, the more enemies hit with Tide, the more charges gained)
and also Overload hitting enemies gains a charge.
The idea behind this change is to benefit :corr: team fight presence much like :souls: as well as buffing this skill in line with :arac: damage aura.
This chage sets :corr: aside from :arac: as a powerful farmer and good team fight presence (much like :souls:) instead of a ganking mid hero.
Let me know what you guys think about this change or propose your own ideas to help our beloved :corr: out!
Viking` (Kisses x;) ) :zeph: