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View Full Version : Three charges for reveal ward?



Q_efx
07-10-2009, 02:43 AM
IMHO: Reveal wards are a little bit to expensive. Lets say you buy "mid-game" reveal wards. You get two of them. And lets assume that you see an invi hero "once". Maybe you manage to kill him. Or not. So when you calculate: 200 for the wards. And around 280 gold for a kill ( Which may happen or not ) you just win 80 gold and some exp.

And dust should do more as just revealing invi heros. ( To get a diffrent way of "style" ) Maybe it should slow down invi heros. Not other heros, and only if he is invi...

Karmashock
07-10-2009, 02:52 AM
the scout especially goes too fst when he's cloaked. He should either have the same speed as when uncloaked or be slower still. Not only would it be more balanced but it would make more sense too. Why would a guy move faster when he was avoiding being detected?

it's a game though so the sense isn't really relevant. Even there lots of people have made the same point.

Walterion
07-10-2009, 01:40 PM
it's 200 gold in exchange of not getting your ass handed by a stealthie hero. Sounds like a perfect trade for me.

Karmashock
07-10-2009, 02:36 PM
it's 200 gold in exchange of not getting your ass handed by a stealthie hero. Sounds like a perfect trade for me.
In pubs it can be expensive especially you have to run around buying vision for the whole team. :( ... which is all too often.


I don't know... to compensate it might help if I got some extra gold if an ally killed an invisible hero while my ward was painting them. That way it would help cover the cost of warding the whole team. It's only fair because without that ward he wouldn't have killed the guy... he'd probably have been killed himself. So giving me an extra share of the gold when I'm paying for all the damn wards is reasonable.

Impeeched
07-10-2009, 02:43 PM
They could do something like Savage 2, where wards give XP whenever they see an enemy.

Bahamut
07-10-2009, 02:50 PM
have your tank buy a truesight gem and stick to him.. problem solved

Glorify1
07-10-2009, 02:57 PM
Bad idea.

BLUEPOWERVAN
07-10-2009, 03:29 PM
Killing the enemy player is not just +280 gold and +exp for you. It's also like -500something gold for them, -xp, and takes them out of the equation for the next push or group fight.

Q_efx
07-10-2009, 03:40 PM
Then we should about the other problem here, too. The movement speed. Even with ward/s. You can not count 2 wards. And one sight as a kill. So i would assume a rate of 3 wards and one kill. To compensate this. Invi heros could get a "sixth sense" when they go to the ward. They could see the ward from a little bit wider range....

TuT1
07-15-2009, 07:45 PM
2 wards only last 2 minutes each as well, i think maybe bump that to 3-4 minutes,

SausageEx
07-15-2009, 07:53 PM
2 Wards are ok, dont try to get unnecesary fixes for your scout problems.

SeaBlown
07-15-2009, 11:26 PM
I'm a newbie and still kinda clambering up the learning curve, but here's my take on it, as someone who's had his share of annoyance at scouts:

Thinking that buying some number "N" of wards ought to net you 1 scout-kill is probably the wrong point of view. Think of it as allowing you to spend "N" minutes on the lane, not running because a scout has backstabbed you. In this case, "N" would be two. And in that two minutes, all you've gotta do is kill 2-3 creeps and you've paid for the ward (I think that's right, i don't know exactly what a creep kill gets you, tbh), and you've probably kept the scout off of your creeps too. The only way you're going to get a kill in exchange for a ward is if the scout decides to confront you despite it all, and a good one probably won't. Or else if you have a disabler along with you, but that's a whole different ball-game.

Yeah, it's gonna cost you more money to lane against a stealth hero than other agility heroes. But you'll probably get leveled up faster because the scout has no laning presence, so it's a tradeoff.