Meowth
09-08-2009, 03:45 PM
I like the overall idea of the Scout hero, however I believe the main flaw in him is the confusion as to what his actual role in a game is. This confusion is due in large part to his skillset, which kind of makes him a utility hero and a carry at the same time.
The role of the Scout should be Utility, Ganking, and Allowing no enemies to get away-- he should not be a carry hero. While evasion/crit seems like a nice idea on a "scout" based hero, the main premise of a "scout" is NOT to stand toe-to-toe and fight anyone. A "scout" is ment to quickly move in and out of combat, set up ganks, finish off enemies who escape while near-death, and assisting his team.
As for suggestions on how to clarify his role in the game, I offer the following:
Vanish: This is the scout's prime skill. The increased speed, unitwalking, and invisibility allow him to "scout" effortlessly and safely, as well as provide a quick escape if he gets low himself. The low mana cost and cooldown allow the skill to be used to harass early game with backstab damage for lane control as well. I think this skill is fine as is, and should not be changed.
Electric Eye: This skill is 100% utility based. It is essentially a free permanent observer wards with truesight, this goes completely with the idea of Scout being utility based. The only suggestion I offer for this skill is to allow it's use while stealthed! by using eye when stealthed a proper gank can be set up on a hero who can invis, as well as allowing the scout to safely place the eye in a hostile area!
Improved Dexterity: I believe this skill is counter-productive to the "scout" Role. The third skill should fit into the same "Ganking, Scouting, Assisting" role as his other skills. This skill should be REPLACED with the following:
Ensnaring Trap: Through years of training in the forests of Caldawar, the Scout has mastered the art of trapping. Traps are invisible and trigger when enemy heroes walk over them. Traps are permanent until replaced, triggered or killed. Traps are magic immune, and provide slight vision around the trap itself. Traps may be placed while invisible.
(vision is about the same as a sentry ward, traps would have 1hp)
Slow AoE: 400
Manacost: 50
Cooldown: 15/13/11/9
Level 1: 1 trap maximum - Slows 40% for 4 seconds
Level 2: 2 traps maximum - Slows 40% for 4 seconds
Level 3: 3 traps maximum - Slows 40% for 4 seconds
Level 4: 4 traps maximum - Slows 40% for 4 seconds
Marksman Shot: The concept of the scout having an ability to finish off a hero is a great idea, it goes along with his stopping escapers greatly. However I feel it is flawed in that it can be used as a spammed nuke whenever the player feels like it. I think this goes against the actual idea of "assassination" and "no escape". Marksman Shot should be reworked as follows:
No Escape: Preying upon the weakened physical and mental state of a fleeing enemy, the Scout takes careful aim with his crossbow and fires a long-range shot to finish them off. No Escape deals bonus damage if the target is alone and/or wounded. If the target survives, the sheer force of the blow will cripple them briefly.
Range: 1,500/2,000/2,500
Manacost: 75/150/225
Cooldown: 60/50/40
Cast time: 3.0/2.25/1.5
Level 1: 200 Damage - Targets near no allied heroes take 80 bonus damage, Targets under 40% max HP take 100 bonus damage. 40% slow for 4 seconds.
Level 2: 250 Damage - Targets near no allied heroes take 160 bonus damage, Targets under 45% max HP take 200 bonus damage. 40% slow for 4 seconds.
Level 3: 300 Damage - Targets near no allied heroes take 240 bonus damage, Targets under 50% max HP take 300 bonus damage. 40% slow for 4 seconds.
Overall I believe these changes will increase the Scout's synergy in team play and really hammer out a place for him as a great hero in HoN!
Thank you for taking the time to read my suggestion, any comments or complaints are welcome! ^.^
The role of the Scout should be Utility, Ganking, and Allowing no enemies to get away-- he should not be a carry hero. While evasion/crit seems like a nice idea on a "scout" based hero, the main premise of a "scout" is NOT to stand toe-to-toe and fight anyone. A "scout" is ment to quickly move in and out of combat, set up ganks, finish off enemies who escape while near-death, and assisting his team.
As for suggestions on how to clarify his role in the game, I offer the following:
Vanish: This is the scout's prime skill. The increased speed, unitwalking, and invisibility allow him to "scout" effortlessly and safely, as well as provide a quick escape if he gets low himself. The low mana cost and cooldown allow the skill to be used to harass early game with backstab damage for lane control as well. I think this skill is fine as is, and should not be changed.
Electric Eye: This skill is 100% utility based. It is essentially a free permanent observer wards with truesight, this goes completely with the idea of Scout being utility based. The only suggestion I offer for this skill is to allow it's use while stealthed! by using eye when stealthed a proper gank can be set up on a hero who can invis, as well as allowing the scout to safely place the eye in a hostile area!
Improved Dexterity: I believe this skill is counter-productive to the "scout" Role. The third skill should fit into the same "Ganking, Scouting, Assisting" role as his other skills. This skill should be REPLACED with the following:
Ensnaring Trap: Through years of training in the forests of Caldawar, the Scout has mastered the art of trapping. Traps are invisible and trigger when enemy heroes walk over them. Traps are permanent until replaced, triggered or killed. Traps are magic immune, and provide slight vision around the trap itself. Traps may be placed while invisible.
(vision is about the same as a sentry ward, traps would have 1hp)
Slow AoE: 400
Manacost: 50
Cooldown: 15/13/11/9
Level 1: 1 trap maximum - Slows 40% for 4 seconds
Level 2: 2 traps maximum - Slows 40% for 4 seconds
Level 3: 3 traps maximum - Slows 40% for 4 seconds
Level 4: 4 traps maximum - Slows 40% for 4 seconds
Marksman Shot: The concept of the scout having an ability to finish off a hero is a great idea, it goes along with his stopping escapers greatly. However I feel it is flawed in that it can be used as a spammed nuke whenever the player feels like it. I think this goes against the actual idea of "assassination" and "no escape". Marksman Shot should be reworked as follows:
No Escape: Preying upon the weakened physical and mental state of a fleeing enemy, the Scout takes careful aim with his crossbow and fires a long-range shot to finish them off. No Escape deals bonus damage if the target is alone and/or wounded. If the target survives, the sheer force of the blow will cripple them briefly.
Range: 1,500/2,000/2,500
Manacost: 75/150/225
Cooldown: 60/50/40
Cast time: 3.0/2.25/1.5
Level 1: 200 Damage - Targets near no allied heroes take 80 bonus damage, Targets under 40% max HP take 100 bonus damage. 40% slow for 4 seconds.
Level 2: 250 Damage - Targets near no allied heroes take 160 bonus damage, Targets under 45% max HP take 200 bonus damage. 40% slow for 4 seconds.
Level 3: 300 Damage - Targets near no allied heroes take 240 bonus damage, Targets under 50% max HP take 300 bonus damage. 40% slow for 4 seconds.
Overall I believe these changes will increase the Scout's synergy in team play and really hammer out a place for him as a great hero in HoN!
Thank you for taking the time to read my suggestion, any comments or complaints are welcome! ^.^