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Skyve
03-30-2012, 11:26 AM
http://www.heroesofnewerth.com/images/heroes/217/icon_128.jpg

Str - 17 + 1.6
Agi - 22 + 2.3
Int - 18 + 2.3

Armor - 2.58 (13%)
Damage - 43 to 49 (450)
Movementspeed - 300




http://www.heroesofnewerth.com/images/heroes/217/ability1_128.jpg
Blitzkrieg - Singletarget Enemy
Type: Magic
Range: 500
Cast Time: 0.5 Seconds
Mana Cost: 100 / 110 / 120 / 130
Cooldown: 10.0 Seconds

Blasts target enemy for 75 / 100 / 125 / 150 Magic Damage and stuns for 1.25 / 1.5 / 1.75 / 2.0 Seconds. Deals additional Magic Damage equal to 25 / 40 / 55 / 70% of your difference in movement speed to the enemy as Magic Damage.

Movement speed damage caps at 106 / 169 / 232 / 295.



http://www.heroesofnewerth.com/images/heroes/217/ability2_128.jpg
Pilfering - Singletarget Enemy
Type: Magic
Range: 550
Cast Time: 1.0 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 13.0 Seconds

Applies a link to target enemy dealing an initial 25 / 50 / 75 / 100 Magic Damage lowering their Movement Speed and increasing your own. Drains 10 / 20 / 30 / 40 Movement Speed and deals 18 / 24 / 30 / 36 Magic Damage each second for 5 seconds or until the target moves more than 700 units away.

Once the link is broken, charges are removed every 0.5 seconds.

Grants 800 day and night clearvision of the target while draining.

http://www.heroesofnewerth.com/images/heroes/217/ability3_128.jpg
Quicken - Singletarget Ally Unit (Hero, creep)
Type: Magic
Range: 500
Cast Time: 0.7 Seconds
Mana Cost: 40 / 45 / 50 / 55
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7

Boosts target ally movement speed by +100% for 2.5 / 3.25 / 4.0 / 4.75 seconds.

http://www.heroesofnewerth.com/images/heroes/217/ability4_128.jpg
Lightning Shakles - Singletarget Enemy
Type: SuperiorMagic
Range: 700
Mana Cost: 140 / 200 / 260
Cooldown: 150.0 / 100.0 / 50.0 Seconds

Blasts an enemy with pure energy dealing 225 / 325 / 425 Magic Damage to enemies in a 200 / 300 / 400 Radius around the target reducing their movement speed to 100 for 3 Seconds.

Gorb
04-01-2012, 09:44 AM
Blitz has been in EA for a couple of days now, so have it at!

Macro's thread for those mechanical nerds amongst us (http://forums.heroesofnewerth.com/showthread.php?t=405015).

flox44
04-01-2012, 10:16 AM
A decent support hero, kind of a weird hybrid Myrmidon/Andromeda role.

Really lackluster as a ganker, I see no real reason to pick him over a Pebbles or Gauntlet.

Skyve
04-01-2012, 10:18 AM
Really lackluster as a ganker, I see no real reason to pick him over a Pebbles or Gauntlet.

Well, his ultimate would be a great set-up skill if it had 400 static AoE on all levels.

ElementUser
04-01-2012, 10:37 AM
Ultimate needs Hammerstorm Q-like AoE indicator (which I can do).

Also E doesn't have a secondary effect and Blitz is no Dark Seer. So yes, he needs something else on E.

LordTroll
04-01-2012, 11:06 AM
It pains me to see so much forced synergy stacked on top of 1 hero.

He really doesn't need Dark Seer's spell at all to be honest, I'd even change it with a passive that grants him bonus movespeed and extra auto attack damage based on the speed difference between him and his target.

man_guy
04-01-2012, 11:49 AM
How are they playing hero X in EA I wonder sometimes. He just seems horrible, short range, bad stats and stat gains, no cast range on anything, and his ultimate is a worse version of Glacius's Q (ok it slows more for a shorter period).

Reldnahc
04-01-2012, 12:31 PM
Simple hero, slightly weak, but a decent offensively oriented support. Pilfer breaks incredibly easy and his ult has a ridiculous cd at level 1 for no apparent reason.

Beroya
04-01-2012, 01:03 PM
The first skill is pretty good, the rest are mediocre to bad.
-The ultimate has an unholy-long cooldown on the first two ranks for something with such a small effect radius.
-Pilfer is a single-target skill that deals a "massive" 280 damage over 5 seconds. The maximum slow lasts 0.5 seconds after the five second buildup. It's lacking in some department: burst, acceptable damage for requiring 5 seconds, or disable after successfully staying in range for 5 seconds.
-Quicken is my second-favorite skill, I just hate the range limit. And if the hero could have a passive movespeed boost, it should be here.

shmoo
04-01-2012, 01:39 PM
Looks like Shadow Blade gets a pet...

He feels really bad...

His/her...

...q is quite okay.
...w is just not good.
...e has a really bad duration compared to draconis and gunblade which also get more than just a ms buff.
...r is not bad but I dont like the cd at all for what it is doing.

I really do not get why I bought this Hero after testing him in practice...

I guess I hope for some buff or better rework.

man_guy
04-01-2012, 01:54 PM
...e has a really bad duration compared to draconis and gunblade which also get more than just a ms buff.E gives enough speed to ignore slows more or less. That's probably the skill that really needs nothing changed for this hero.

Hsssh
04-01-2012, 03:01 PM
I think its ridiculous that damage boost on Q is "capped". Like, in theory you can be at 522 and your target at 0, that would result in ~365 damage boost with max rank of Q. Whole 70 damage increase in situation which probably is going to happen once in 10 games. I know this isn't really balance but you have to wonder what hero "designers" were thinking while working with this hero.

Designer A: This is going to be so great, Q of this hero will have synergy will all his other 3 skills.
Designer B: Wow, this looks amazing, so much depth. Like you can go E->R->W->Q or E->W->R->Q. Just wow man, i really think you brought your A game here but aren't you worried that he might be too strong with all this synergy? Like Kinesis had synergy but this is wow, on another level.
A: You think? Hmm i guess we could cap max damage increase on his Q so on his combos W would results only in dot damage and not in actual damage increase due to movement difference.
B: **** man, thats clever, like you really have to think if you want to do E->W->R->Q or E->R->W->Q now.

Next thing i find funny is that stun, damage and bonus damage on Q scales. Damage, dot and ms steal on W scales. R scales with cd and damage. When you look further you see that he isn't late game carry, he looks like he should be supporting. But he has 350 range and rather low lane presence at level 1 so i guess he should be roaming? Too bad that he can't really create kill situations at level 1 either.

Only thing i like is E. Everything else is mind boggling.

Jonasies
04-01-2012, 03:51 PM
E gives enough speed to ignore slows more or less. That's probably the skill that really needs nothing changed for this hero.

I wouldnt mind a cast-range increase tho, to make the support aspect of the skill more useful. 500 range is too short, just puts you in an awkward spot when u try to save someone and you can easily become the one who is getting killed instead.

lvl7bidoof
04-01-2012, 06:31 PM
I think its ridiculous that damage boost on Q is "capped". Like, in theory you can be at 522 and your target at 0, that would result in ~365 damage boost with max rank of Q. Whole 70 damage increase in situation which probably is going to happen once in 10 games. I know this isn't really balance but you have to wonder what hero "designers" were thinking while working with this hero.

Designer A: This is going to be so great, Q of this hero will have synergy will all his other 3 skills.
Designer B: Wow, this looks amazing, so much depth. Like you can go E->R->W->Q or E->W->R->Q. Just wow man, i really think you brought your A game here but aren't you worried that he might be too strong with all this synergy? Like Kinesis had synergy but this is wow, on another level.
A: You think? Hmm i guess we could cap max damage increase on his Q so on his combos W would results only in dot damage and not in actual damage increase due to movement difference.
B: **** man, thats clever, like you really have to think if you want to do E->W->R->Q or E->R->W->Q now.

Next thing i find funny is that stun, damage and bonus damage on Q scales. Damage, dot and ms steal on W scales. R scales with cd and damage. When you look further you see that he isn't late game carry, he looks like he should be supporting. But he has 350 range and rather low lane presence at level 1 so i guess he should be roaming? Too bad that he can't really create kill situations at level 1 either.

Only thing i like is E. Everything else is mind boggling.

The minimum movement speed is 100

Anything slower than that is a stun/immoblize

Antimodus
04-01-2012, 07:20 PM
a stun/immobilize makes you unable to move, but does not actually modify your ms.
also, ms is capped from below by 100 regardless of how slowed you are.

so the ms difference will never exceed 422, hence the "cap" values on his Q skill.

Orchest
04-01-2012, 07:35 PM
I don't understand why they felt E needed to be so horrid. Making it 522ms just makes more sense. It's not like people have been crying about Surge for years, it's arguably DS's mehest ability.

Conversely, I don't even understand why his W does damage. It does poultry damage, and the status effect suffers from having to be balanced around it having damage at all.

The damage cap makes little sense as well. The general design philosophy of having conditional abilities where the condition is easy to fulfill, but the magnitude of the effect caps low also makes little sense to me: hard condition, high cap abilities make for more interesting and diverse gameplay.

Lethe
04-01-2012, 07:40 PM
only way they could increase cap is make minimum movespeed under 100 or make max movespeed over 522. Notice how 422*the % damage bonus at each level is = to the 'max' damage cap.

math is hard right?

Orchest
04-01-2012, 08:27 PM
There are plenty of ways around that. Measure a stun or immobilise as 0 ms, do it based off how many units they moved in the last 1-5 seconds depending on how you want the ability to function.

The effect as I read it is more damage against relatively less mobile heroes, there are a lot of ways to achieve that.

Thinking is hard, amirite?

ElementUser
04-01-2012, 09:42 PM
only way they could increase cap is make minimum movespeed under 100 or make max movespeed over 522.

Actually, I do believe that something of the sort was done sometime in the SBT client...maybe.

My memory is a bit hazy on that.

Gorb
04-02-2012, 09:56 AM
I would like to remind people to pay attention to the subforum rules, which clearly indicate that suggestions should be avoided at all costs.

Isis
04-02-2012, 11:18 AM
Pure and total garbage. He's a bad support because he needs to WAIT to stun for 4-5 seconds while W builds up. Even if his W did damage and stole movement speed instantly, he STILL wouldn't be too good due to his bad range and lack of scaling abilities.
Having to sit around waiting for 4-5 seconds doesn't seem to fit the concept of a character who should be the fastest in the game.

Ult cooldown is absurdly long. 150 cd for an aoe 225 damage nuke that slows for 3 seconds? really? it's like glacius's blast on a stupidly long cooldown. Also, why is there a PROJECTILE ON THIS ABILITY? This hero is supposed to be fast, but he's mind numbingly slow and boring

Third skill is garbage. Why does it work on dark seer? because of his SHELL. It works well on heroes like silhouette and electrician, who thrive on being really close to enemies, but BOTH of them already have skills to accomplish this. Combined with the retardedly slow cast time, it's just a horrible skill.

First skill is "meh". Why would you cap it if it's already so situational?

So, Low life - check, zero late abilities - check, sub par damage - check, low burst - check, nearly zero AoE damage - check. Why would you EVER pick this hero over witch slayer? Not only does he have vastly superior crowd control, his burst is higher as soon as he hits level 6, he has MUCH higher range, and he's int. This hero is outshined by nearly every other support and ganking hero in the game. I see no purpose in picking a hero where you have to give the enemy 4-5 seconds (2nd skill buildup) to stun you and run away while you wait for your nuke to be at the height of power. The only reason this works for corrupted is because his leech steals 200 damage, not some movespeed that half the abilities in the game could accomplish instantly (hello slither).

Balls`n`Nuts
04-02-2012, 11:32 AM
I think you need to give it some time.
Played him a couple of times and from my point of view he seems ok.

man_guy
04-02-2012, 03:18 PM
First skill is "meh". Why would you cap it if it's already so situational?It's not capped by the skill itself. It's bound by the min and max move speeds, it's just informing you of the numbers in the tooltip.

AngelBr
04-02-2012, 03:48 PM
Pure and total garbage. He's a bad support because he needs to WAIT to stun for 4-5 seconds while W builds up. Even if his W did damage and stole movement speed instantly, he STILL wouldn't be too good due to his bad range and lack of scaling abilities.
Having to sit around waiting for 4-5 seconds doesn't seem to fit the concept of a character who should be the fastest in the game.

Ult cooldown is absurdly long. 150 cd for an aoe 225 damage nuke that slows for 3 seconds? really? it's like glacius's blast on a stupidly long cooldown. Also, why is there a PROJECTILE ON THIS ABILITY? This hero is supposed to be fast, but he's mind numbingly slow and boring

Third skill is garbage. Why does it work on dark seer? because of his SHELL. It works well on heroes like silhouette and electrician, who thrive on being really close to enemies, but BOTH of them already have skills to accomplish this. Combined with the retardedly slow cast time, it's just a horrible skill.

First skill is "meh". Why would you cap it if it's already so situational?

So, Low life - check, zero late abilities - check, sub par damage - check, low burst - check, nearly zero AoE damage - check. Why would you EVER pick this hero over witch slayer? Not only does he have vastly superior crowd control, his burst is higher as soon as he hits level 6, he has MUCH higher range, and he's int. This hero is outshined by nearly every other support and ganking hero in the game. I see no purpose in picking a hero where you have to give the enemy 4-5 seconds (2nd skill buildup) to stun you and run away while you wait for your nuke to be at the height of power. The only reason this works for corrupted is because his leech steals 200 damage, not some movespeed that half the abilities in the game could accomplish instantly (hello slither).


yeah... have another best support heroes.
and ppl said he is a carrier.... but he dont have good skills to late game... and low burts dmg. you will need alot of itens for can carrier..... Nymphora with same itens can carrier too....

He not good support or ganker or carrier....

Doracahl
04-02-2012, 09:21 PM
he definitely feels sluggish for being "fast"

Lethe
04-02-2012, 10:14 PM
god. unbelievable how many times people explain how the cap is due to max/min movespeeds, not the skill itself, and people are still baffled.

PzKw
04-02-2012, 11:46 PM
Except it's not. There is no hero in the game that has higher than 0 movespeed while stunned, except their movespeed is still calculated as min 100. Clearly there's something there worth looking at.

Lethe
04-03-2012, 12:18 AM
Stuns do not modify MS.

Any constant S2 has tried to tinker has blown up in their face.

PzKw
04-03-2012, 12:22 AM
Or, when you have an ability that is specifically coded to work off MS, like Might of the Herd or Blitzkrieg, you add a couple of lines of code that say something along the lines of

"If unit has status effect immobilise/stun then use value 0 for MS in this ability."

That's not tinkering with a constant, it's tinkering with 2 abilities to make them function in a consistant manner.

Lethe
04-03-2012, 01:30 AM
Except it becomes inconsistent with the rest of the hero roster. Suddenly it makes no sense for the rest of the hero pool to have their slows capped at 100 MS. People are wondering why Rev at level 3 ult can't completely immobilize an enemy hero. Slows become even more lethal than they already are. 100 MS is slow. Any lower MS is an even more significant decrease. I'm sure I don't have to mathematically prove that 60 MS would be 40% less than the current minimum MS. Again, stuns do not modify MS, unless it's an explicit side effect (like geo sotm ult). They never have. You want to make two skills 'function in a consistent manner' for the heroes themselves, yet be inconsistent with the rest of the hero pool. Interesting.

Yea, you can tinker with a spell that is fine, breaching minimum MS and creating inconsistencies that people will notice. Maybe you should look at the things that are actually a significant issue...which is pretty much absolutely everything else about the hero.

`11411181
04-03-2012, 01:38 AM
It's called an exception. This entire genre is based on them.

Lethe
04-03-2012, 01:42 AM
Really, if S2 wants to create exceptions to min and max MS, that's their call.

Don't come crying when you have heroes running around at 600+ MS. In fact, while we're at it, let's remove the max movespeed cap for Blitz's E. It's underpowered anyway. I'm sure everyone wants heroes running around at 800 MS.

PzKw
04-03-2012, 01:43 AM
What are you even talking about.

I have a cool one for you, stuns and immobilises currently set MS to 0.

MS is a measure of how many in game units an entity can move per second. Suddenly, your mind = blown as you realise that there has already been a subset of abilities in the game for 10 years that break the "MS cap", except that certain abilities that use the MS as a variable as part of another formula don't look at it that way and use stated MS value instead of effective MS value.

But really, 60MS is 40% less than 100MS, and 100MS = slow. My mind is blow, your powers of insight have laid me low. I was also wrong all this time when I thought that a stunned unit couldn't move, which would make the number of units it can walk per second 0. I can now see that stunned units in fact move at a bare minimum of 100 units per second, but more usually move at the same number of units per second that they moved at before being stunned (unless they had a slow cast on them that made the number of units they could move per second while not being able to move less than the original number). I can already see how your view of this is far more consistant with the reality I've been observing than mine was.

Antimodus
04-03-2012, 01:45 AM
so if we consider stuns and roots as putting you on 0 ms, do we also consider holds (devo ult, PWP, succu ult, panda ult) as well?

To slow down someone considerably you either need to stack slows or use a really powerful one (a hex for instance). In case of roots stuns and holds, all it takes is one spell and they're at "0 ms" and now blitz Q becomes a supernuke comparable to a ws /pyro ult?

Look, the way it is right now, this hero needs all the help he can get, I just think like this is not the right thing. It should still be decided what role is this hero even supposed to fulfill. Right now he seems really bad at all of them.

Lethe
04-03-2012, 01:46 AM
Pzkw, aren't you the same balance guru who supposedly beta tested for Icefrog during the dota 6.5x days and didnt' even know SA's backstab did magic damage?

Perhaps I should have quit bothering when you stated stuns set MS to 100. Clearly heroes can move at 100 MS when stunned by your logic. Have at 'er balance junkies. I'm sure you will make Blitz a great hero.

PzKw
04-03-2012, 01:58 AM
One and the same. I was mistaken about the unlisted damage type change that occurred some two years after it was changed and reverted, I was also a bit stubborn about it. The latter of those two was something to be sorry about, the former was an honest mistake.

Now on the other hand, when I was clearly shown to be wrong, I admitted it immediately and even apologised for making a fuss, whereas you're trying to argue that stunned units should be considered to have a movespeed of something other than 0 (ie. that stunned heroes are capable of walking at least 100 units per second).

No one is really suggesting that cumulative slows should be able to reduce a unit below 100 movespeed, we're suggesting that stunned or immobilised units be considered as possessing 0 movespeed (which is what they effectively already have in game) for the purposes of working out damage on Blitzkrieg (or Might of the Herd if immobilised).

Hsssh
04-03-2012, 02:09 AM
Sorry, wasn't aware that you can't reduce speed below 100.


In case of roots stuns and holds, all it takes is one spell and they're at "0 ms" and now blitz Q becomes a supernuke comparable to a ws /pyro ult?

Its 70 non-reduce magic damage difference and you'd have to bring someone else with you for a gank.

Skyve
04-03-2012, 02:15 AM
Except it becomes inconsistent with the rest of the hero roster. Suddenly it makes no sense for the rest of the hero pool to have their slows capped at 100 MS. People are wondering why Rev at level 3 ult can't completely immobilize an enemy hero. Slows become even more lethal than they already are. 100 MS is slow. Any lower MS is an even more significant decrease. I'm sure I don't have to mathematically prove that 60 MS would be 40% less than the current minimum MS. Again, stuns do not modify MS, unless it's an explicit side effect (like geo sotm ult). They never have. You want to make two skills 'function in a consistent manner' for the heroes themselves, yet be inconsistent with the rest of the hero pool. Interesting.

Yea, you can tinker with a spell that is fine, breaching minimum MS and creating inconsistencies that people will notice. Maybe you should look at the things that are actually a significant issue...which is pretty much absolutely everything else about the hero.

There is little to no difference if you define an immobilize as moving at 0 ms or not moving at all.
The better question here is if the potentially 75 more damage solve any issue the hero might have.

I guess it would also allow him to work better with other heroes in general and would less force him to use all his skills on a single person.

Lethe
04-03-2012, 02:26 AM
That's what I'm saying. Address something else.
Pzkw, I'm quite familiar with the difference between mechanical and effective min ms, thx. The issue is that 100 ms is almost certainly defined in some random dll as the absolute min mechanical Ms, meaning that it won't be as easy as adding a few lines of code to blitz's ability1.

If a coder can prove otherwise, go for it. I doubt that will happen. So I repeat, look at more practical buffs that we know will be easy to implement. Pretty sure no one in the right mind thinks blitz is remotely good. Even q Could be rebalanced without unnecessary hard mechanic changes by altering base and bonus damage.

Antimodus
04-03-2012, 02:27 AM
no, -right now- stuns do not change ms at all. So the suggestion of having them set your ms to 0 would actually make the spell do around 200 more damage on a stunned/rooted/held target

GregerMoek
04-03-2012, 04:37 AM
So some of you are saying this hero is bad and that he needs more damage to be useful?

How original.
Look at Flux, a hero useful not because of his damage output but because he is able to set things up to apply damage easier, this by altering enemy positions.

Now if we look at Blitz we've got something that I guess is supposed to work somewhat the same but instead of completely changing enemy position he is instead buffing allied movement speed (ability to get in position) and slowing enemies (ability to keep enemy from adjusting position).

What you basically want is to give this dude some more damage instead of simply tweaking the more interesting aspects of this hero, the movement speed manipulation.

Seriously I hear so often that new heroes are so lame because all they are about is new ways to apply burst damage, why would you not want Blitz to be at least somewhat different?

Arguing about a damage cap on one of his nukes instead of what the ability can offer in utility is quite lame if one asks me, if you were to buff Andromeda I'm pretty sure none of you would suggest to add damage to the swap or more damage to Aurora/stun.



Moreover, to enourage using a disable on an already disabled unit (in this case a stun) just to boost the damage by a not so great number, is quite off too in my opinion. While we all realize that one can use it when that other stun/immobilize is about to end, I see no reason to why this is the best supposed "fix" to this hero at all.

Going for something more utility based, like for example adjust the duration/power of his MS boosting ability, increasing the AoE on his ultimate during early levels or adding some kind of slow resistance to the target that is MS-buffed by Quicken seems to me like a better approach. Currently the skill that most people probably would consider fine is the stun. Why mess with that one? It's like if we find out Nymphora is UP (I know she isn't) and we solve it by adding a buff to all teleported allies instead of tweaking the other skills.

But if you all want to play Heroes of Nukerth, go ahead.
http://i.imgur.com/KBOwZ.png

dandylion
04-03-2012, 01:25 PM
Arguing about a damage cap on one of his nukes instead of what the ability can offer in utility is quite lame if one asks me, if you were to buff Andromeda I'm pretty sure none of you would suggest to add damage to the swap or more damage to Aurora/stun.


Just playing devil's advocate here, because in general I agree with what you're saying, but at some point somebody decided "Hey, let's give Andromeda's aurora some damage instead of just reducing armor". And many a time I've used it to knock off potions or get a clutch last hit on an otherwise "home free" enemy hero. It's been so long that I don't even remember if the ability was just an aura before, or if it was actually targeted, but I know it used to not deal damage.

Blitz just really doesn't do much for me, and I feel that the majority of problems stem from the range requirement on Pilfering (W), the puny scaling/lack of secondary effects on Quicken (E), and the dreadful cooldown on Lightning Shackles (R) at lower ranks.

Pilfering is okay, I'm just not a fan of forcing a "support" hero to stay within 700 range of a target to get a "meh" amount of DoT and a reasonable amount of slow in. It's not hard once the effect is applied to stay within range in a 1v1 situation, but in team fights your positioning options can be greatly impacted if you need the benefits of the spell.

I'd love to see either evasion, or AS increase added to Quicken if going the route of a secondary effect. Either that, or in addition the buff puts an accountant's visor on the buffed target. Nevermind, accountant's visor would be too stronk. The scaling between level ups is just so small, the cast range is pretty terrible, but if those are to remain in their current state, it just needs "moar".

Lightning Shackles just really needs to have the cooldown rescaled, because 150 is absurd. It's nowhere near as strong as a Tempest or Keeper ult, and doesn't deserve a full 2 and a half minutes of downtime on use. I would think 90/70/50 or even 80/65/50 would be a lot more appropriate.

Obviously not every one of these would need to be put in, but taking it one at a time could see him in a much more useful spot than he currently sits.

Edit: Found a copy of the patch notes (http://dota-games.blogspot.com/2009/01/shendelzare-silkwood-vengeful-spirit.html) for VS, where Wave of Terror used to reduce armor and reduce opponent's damage, but didn't deal any damage on it's own.

Skyve
04-03-2012, 02:30 PM
but I know it used to not deal damage.Yeah, it was just direct HP removal, at least in HoN. Back then it couldn't nock off potions and stuff.


Lightning Shackles just really needs to have the cooldown rescaled, because 150 is absurd. It's nowhere near as strong as a Tempest or Keeper ult, and doesn't deserve a full 2 and a half minutes of downtime on use. I would think 90/70/50 or even 80/65/50 would be a lot more appropriate.

I'd be fine with 50 CD on each level, 400 AoE and 150 damage on level 1. That at least gives him higher frequency for ganks, and bigger impact on early teamfights.

Awares
04-03-2012, 02:41 PM
So some of you are saying this hero is bad and that he needs more damage to be useful?

How original.
Look at Flux, a hero useful not because of his damage output but because he is able to set things up to apply damage easier, this by altering enemy positions.

Now if we look at Blitz we've got something that I guess is supposed to work somewhat the same but instead of completely changing enemy position he is instead buffing allied movement speed (ability to get in position) and slowing enemies (ability to keep enemy from adjusting position).
Flux is actually a good hero to compare Blitz to because they have similar roles, as you stated. However, :flux: is a very balanced character because his abilities are instant, effective, and simple to use. He can semi carry because one of his abilities scales to a small degree, he can support the team with slows, minor positioning adjustments, and his INCREDIBLE ult. Speaking of his ult, it synergizes with any targeted AOE hero with decent coordination, allowing flux to support his team without doing any direct damage. No hero can do exactly what :flux: does. He's unique and balanced, but quite powerful with the right team-makeup and coordination.

Blitz, on the other hand, fails to provide an equal-but-opposite effect. He's terrible at ganking relative to other heroes, mainly because of his terrible ability ranges. He has no scaling abilities that allow him to semi-carry effectively. He can't support because he's a terrible babysitter with 450 range. He doesn't synergize well with other heroes, and if you think he does I garuntee you there are 25 other heroes that work better with any possible partner you might pick. Lastly, his abilities are not instant (except for his 2 second stun) and ult is garbage.

For people saying "use this ability sequence X Y PK Z and he doesn't suck!"... :dead: :pebb: :wret: :damp: :fayd: and a dozen more, are all 50x easier to use, can recover if their combo gets screwed up, aren't useless in lane, can mid, and don't require a PK.


I feel like someone at a round table somewhere said "imagine if this guy lanes with Ra or something!" So they nerfed the hell out of every aspect of the character, balancing him around having a great laning partner.

TheMostHigh
04-04-2012, 12:18 AM
I think you need to give it some time.
Played him a couple of times and from my point of view he seems ok.
I almost agree, he probably isn't even the worst hero in game right now but I'd still debate he's a bit lacking/underwhelming. The ulti cd at level 1 and even 2 is just ridiculous. You would think it's an absolute game breaker at that cooldown and the fact that the hero feels a bit gimped otherwise through stats/range.

He'd be fine with the ulti cooldown fixed and a cast time buff to the E skill, which is otherwise quite powerful in my eyes. I'd also argue for turn speed and slight range/attack animation buffs to make him feel less sluggish as compared to what Blitz should be.

bzbz0805
04-04-2012, 03:54 AM
the best way to master this hero is to max out his stun and ults, get 1 point on speed boost, the rest attitude bonus.

but some how a carry mode :andr: might works even better

w3wStarBoy
04-04-2012, 11:55 PM
I think this hero too weak, a ganker deal not enough damage and easy to kill.

1st skill: Blitzkrieg
Deal total 445 damage if perfect. But in normal you only deal 150/250/300 with phase marcher. It's weak. I think it must buff more more base damage or deal 100% of difference movement speed in max lv

2nd skil: Pilfering
Well, this skill is good. The problem is you cant stay near in enemy too long because "dont let them catch you" ?????????

3rd skill: Quicken
Good with slow cd and mana cost

Ultimate: Lightning Shackles
Look about hammer 1st skill: you see it deal 320 damage and 2s stun, 15s cd
And Blitz skill,in lv 1, it's deal 225 damage, 3s slow,150 s cd ftw
All we agree, this skill need big buff.
Need show the AOE of ultimate like hammer skill

I try to think and play blitz in ganker-type but cant and hard. He hard to farm, and have 450 range, not 600.
Plz buff him become a hero like :damp: and :corr:, they gank better than blitiz and can carry better as well

This is total i think

He need 525 attack range or 600 as well
The movement speed maybe 320, maybe...........


1st skill: Blitzkrieg
Blasts target enemy for 80/120/160/200 Magic Damage and stuns for 1.25 / 1.5 / 1.75 / 2.0 Seconds. Deals additional Magic Damage equal to 40 / 55 / 70 / 85% of your difference in movement speed to the enemy as Magic Damage.

Movement speed damage caps at 168 / 232 / 295 / 358.


Ultimate: Lightning Shackles
Blasts an enemy with pure energy dealing 225 / 350 / 475 Magic Damage to enemies in a 300/350/400 Radius around the target reducing their movement speed to 100 for 3/3.5/4 Seconds.
Cooldown: 80/60/40s
Mana Cost: 150/175/200
Staff of the master: Increases damageto {325,450,575}, reduces cooldown to {70,50,30}.

Orchest
04-05-2012, 01:16 AM
Just playing devil's advocate here, because in general I agree with what you're saying, but at some point somebody decided "Hey, let's give Andromeda's aurora some damage instead of just reducing armor". And many a time I've used it to knock off potions or get a clutch last hit on an otherwise "home free" enemy hero. It's been so long that I don't even remember if the ability was just an aura before, or if it was actually targeted, but I know it used to not deal damage.

Blitz just really doesn't do much for me, and I feel that the majority of problems stem from the range requirement on Pilfering (W), the puny scaling/lack of secondary effects on Quicken (E), and the dreadful cooldown on Lightning Shackles (R) at lower ranks.

Pilfering is okay, I'm just not a fan of forcing a "support" hero to stay within 700 range of a target to get a "meh" amount of DoT and a reasonable amount of slow in. It's not hard once the effect is applied to stay within range in a 1v1 situation, but in team fights your positioning options can be greatly impacted if you need the benefits of the spell.

I'd love to see either evasion, or AS increase added to Quicken if going the route of a secondary effect. Either that, or in addition the buff puts an accountant's visor on the buffed target. Nevermind, accountant's visor would be too stronk. The scaling between level ups is just so small, the cast range is pretty terrible, but if those are to remain in their current state, it just needs "moar".

Lightning Shackles just really needs to have the cooldown rescaled, because 150 is absurd. It's nowhere near as strong as a Tempest or Keeper ult, and doesn't deserve a full 2 and a half minutes of downtime on use. I would think 90/70/50 or even 80/65/50 would be a lot more appropriate.

Obviously not every one of these would need to be put in, but taking it one at a time could see him in a much more useful spot than he currently sits.

Edit: Found a copy of the patch notes (http://dota-games.blogspot.com/2009/01/shendelzare-silkwood-vengeful-spirit.html) for VS, where Wave of Terror used to reduce armor and reduce opponent's damage, but didn't deal any damage on it's own.
At that point it was a pbaoe skill, and VS's only Playstyle was Swap-stub-howl-die.

masterprtzl
04-05-2012, 05:00 AM
Hero was extremely fun to play with. Love the concept, gotta say that his ult feels lacking though, it needs a shorter cool down imo, 140 seconds(iirc) at rank 1? Way too long. He has mana dependencies and is agi, so that limits his spamming power giving him a support / roaming gank (myrm / andro) and best case scenario he feels like a WEAK semi carry, similar to MoA in a way, but less scaling.

I'd say the hero is balanced really well and that people are just used to seeing new heroes being completely over powered.

Fantajim
04-05-2012, 08:28 AM
Only problem i see is on the ult cd, which is way too high on lvl 1 + 2.

Otherwise a fun hero to play. Thx S2

maybe also look into pilfer and quicken for some tweaking ;)

Rkey
04-05-2012, 09:43 AM
Blitz + Ramp = pubstomp <3

I think this guy is really cool.

Awares
04-05-2012, 10:30 PM
I feel like someone at a round table somewhere said "imagine if this guy lanes with Ra or something!" So they nerfed the hell out of every aspect of the character, balancing him around having a great laning partner.


Blitz + Ramp = pubstomp <3

I think this guy is really cool.

Yep :bananas:

ExerCrest
04-06-2012, 04:35 AM
Only Problem is short leash on pilfering, slow cast time on quicken and crazy ulti cd. otherwise fine

Skyve
04-06-2012, 08:00 AM
I think this hero too weak, a ganker deal not enough damage and easy to kill. Tundra doesn't do any more damage and is still a good ganker.

Praetorian
04-06-2012, 08:20 AM
Tundra is so much better in every way, he even has a minor scaling through cold shoulder.

Awares
04-06-2012, 01:49 PM
Tundra doesn't do any more damage and is still a good ganker.
Charge/AoE/Pet slow/vision/Massive ranged stun... and you're comparing that to slow/slow/speed boost/2s stun? What?

If tundra didn't have any abilities except for his ult, he would still be 10x better.

Balls`n`Nuts
04-06-2012, 03:57 PM
It is notable that Blitz is a ganger and not a carry. He handles his role quite well, setting up kills for the carry and assisting the carry in getting kills.
Stop think because Blitz is ranged agi he should be able to carry.
Ganger/supporter is what makes Blitz.
Pick Gunblade, Flint, Corrupted if you want to carry.

Isis
04-06-2012, 10:26 PM
After playing Blitz further in the 1600-1750 bracket (across various accounts), I feel that his damage is not the problem. There are three key factors holding Blitz back from being a solid ganker.

1: The second ability NEEDS to take only 2-2.5 seconds to reach the full effect (down from 5), and afterwards it needs to last 2-3 seconds. The damage and effect is fine, but the worst thing about it is you need to wait 5 seconds to combo this with your first ability. Against many heroes this is OK. Against many other heroes, having to wait 5 seconds is simply far too long.

2: The cast animation on the third ability needs to be removed. It's a good skill with the long duration / relatively short CD at level 4, and the low mana cost is the icing on the cake, but the skill simply isn't powerful enough to justify the cast animation.

3: This is, IMO, the biggest thing holding blitz back. 150 second cooldown on his ultimate. This is FAR, FAR too long for what it does. Rescale the ult CD to 70/60/50 seconds, with the same effect, and blitz will be able to efficiently gank. The skill isn't as powerful as pyro's or witch slayer's ult so the cooldown shouldn't be so absurdly long. On top of this, the ability should be instant (no projectile or travel time).

I don't feel that any numbers should be buffed: his first ability already hits very hard in ideal situations (over 400 damage, plus 280 from the second ability). The situation for that ideal nuke just needs to be easier to achieve early / mid game (shorter build up on second ability, lower CD for ult).

CoolPlay
04-07-2012, 03:09 PM
The way his abilities work... it's like he's a time control hero... not Blitz Fastest Hero to come to Newerth....

1) I can definitely make other heroes fast with quicken but when i cast it on myself it there's a 1 second casting time before i even start moving. Horrible. There needs to be a passive or remove/improve the casting. I hate when being chased to stop.... cast quicken... and die because I had to stop. Not very fast Blitz.

2) I don't even bother with the second skill. Trying to stay in range and close so my team can gank often leads me to get killed when the other team comes. But I can always quicken to get away if I see them coming! Too bad it takes a second to activate which usually leads to my death.

3) I like the first skill for the stun. The damage is uhhh.... ok. I often cast quicken first then stun which allows me to do 250 dmg... sigh

4) The ult cooldown is ridiculous. Many times I'm like... it's still on cd for such a crappy ult? LOL.


I WANT MY MONEY BACK!!! EARLY ACCESS TO PLAY A CRAP HERO?! What's the point?

I WANT MY MONEy BACK! OR AN IMMEDIATE BUFF TO THE HERO!

Skyve
04-07-2012, 04:15 PM
Charge/AoE/Pet slow/vision/Massive ranged stun... and you're comparing that to slow/slow/speed boost/2s stun? What?

If tundra didn't have any abilities except for his ult, he would still be 10x better.

Maybe if you think about what you just said again you will understand my point - that a ganker doesn't have to have high burst.

ILovePie
04-07-2012, 04:54 PM
The way his abilities work... it's like he's a time control hero... not Blitz Fastest Hero to come to Newerth....

1) I can definitely make other heroes fast with quicken but when i cast it on myself it there's a 1 second casting time before i even start moving. Horrible. There needs to be a passive or remove/improve the casting. I hate when being chased to stop.... cast quicken... and die because I had to stop. Not very fast Blitz.

2) I don't even bother with the second skill. Trying to stay in range and close so my team can gank often leads me to get killed when the other team comes. But I can always quicken to get away if I see them coming! Too bad it takes a second to activate which usually leads to my death.

3) I like the first skill for the stun. The damage is uhhh.... ok. I often cast quicken first then stun which allows me to do 250 dmg... sigh

4) The ult cooldown is ridiculous. Many times I'm like... it's still on cd for such a crappy ult? LOL.


I WANT MY MONEY BACK!!! EARLY ACCESS TO PLAY A CRAP HERO?! What's the point?

I WANT MY MONEy BACK! OR AN IMMEDIATE BUFF TO THE HERO!

I disagree with EA as much as the next person but there's a reason that you can test out the EA heroes in the test mode. Every single one of your complaints could have been realized if you even bothered with that (and if you did bother and realized it then why the hell did you buy it).

KitsuneCross
04-09-2012, 10:37 AM
I think blitz is really underpowered, his 1st skill does really little dmg and his 2nd sucks, the 3er skill is the worst, 2 seconds to cast only 4,5 segs lv 4? really? bh and pesti skills or even moa are way better, u need to atleast cancel the animation for that skill or atleast make it last longer like 15 or 20 segs doest'n matter is only cost 40 mana make it cost 80 or w/e, its really sad, the ult is fine but do little dmg as well and long cd.

CoolPlay
04-10-2012, 10:41 AM
Considering most of his abilities are to be used on opposing heroes, how do I know how good Blitz is without playing against an opponent? It's not until you play the hero against other players when you realize how actually good it is.... does that make any sense? S2 said he was the fatest hero... BLITZ IS NOT THE FASTEST HERO. Quicken makes other heroes FASTER then him because there is no casting time drawback. I was really disappointed. I was MISLEAD.

w3wStarBoy
04-11-2012, 08:28 AM
i Found the new bug
In Quicken buff, +100% movement ,sign
Get a slow of acharna 1st skill or flint 1st skill
You will get a "dumb as" with 522 ms now become 430 ms
I used steamboot so my base ms is 360

DaPPa
04-11-2012, 10:59 AM
Blitz is really underpowered at the minute, his skills are nice, I would say they are 100% fine, his problem lies with his turn rate, which for some retarded reason is the slowest in the game, even though he is a hero based on being fast?

Fix his turnrate, and give him a tiny bit more HP and he's good to go.

Nadcel
04-11-2012, 11:01 AM
i Found the new bug
In Quicken buff, +100% movement ,sign
Get a slow of acharna 1st skill or flint 1st skill
You will get a "dumb as" with 522 ms now become 430 ms
I used steamboot so my base ms is 360

No bug at all.

360 + 100% = 720 mov spd capped to 522
720 - 40% slow = 430 mov spd

Gilgame
04-15-2012, 05:59 PM
Blitz is really hurt by the fact that hes Attack Range is low.

Ive played alot of Blitz in mid, and while she can be a decent ganker, there are better gankers with lower cooldowns on their abilities, i tried supporting on a lane and i found that due to his atrocious attack range, i often got harassed so bad compared to the harass i was giving.

Harassing on Blitz is like trying to harass on Succubus or Moon queen, pure supports outrange you badly and if you try to harass their melees or their range themselves you'll find that you take an extra harass attack or two from them for your efforts.

As a mid hero, you do much better, able to harass melees and able to outgun most range heroes you go up against, however if you are the only support on the team, you will be expected to ward and gank, which contradict each other as you'll want that gold for items which will help you gank.

Speaking of items for blitz, the only one set in stone is Ghost marchers, Blitz isnt a good enough ganker to get a codex and isnt a good enough support to get support items, her survivability is woefully low and most of your abilities come from being closer to the enemy than any support hero would prefer, so survivability is nice, but it wont help you gank once again.

In a teamfight, Blitz is mostly fodder, her W ability requires for you to be extremely close to your target, so it is best used picking off people on the outside of the main fight, look for opportunities to use your AoE ultimate on groups of enemies rather than a single person to burn down, your Q should be used at the start of the fight when you have your E up.

Overall, i think Blitz is underpowered

IMO changes

- Increase the turnrate
-significantly increase the range at which W remains on the target.
- Increase auto attack range
-Decrease Ultimate Recast time for earlier ranks.

Possible additional changes

-Make E ability castable without interruption while moving or make it last slightly lower to compensate.

Nine_Cloak
04-17-2012, 04:00 AM
Blitz is really hurt by the fact that hes Attack Range is low.

Ive played alot of Blitz in mid, and while she can be a decent ganker, there are better gankers with lower cooldowns on their abilities, i tried supporting on a lane and i found that due to his atrocious attack range, i often got harassed so bad compared to the harass i was giving.

Harassing on Blitz is like trying to harass on Succubus or Moon queen, pure supports outrange you badly and if you try to harass their melees or their range themselves you'll find that you take an extra harass attack or two from them for your efforts.

As a mid hero, you do much better, able to harass melees and able to outgun most range heroes you go up against, however if you are the only support on the team, you will be expected to ward and gank, which contradict each other as you'll want that gold for items which will help you gank.

Speaking of items for blitz, the only one set in stone is Ghost marchers, Blitz isnt a good enough ganker to get a codex and isnt a good enough support to get support items, her survivability is woefully low and most of your abilities come from being closer to the enemy than any support hero would prefer, so survivability is nice, but it wont help you gank once again.

In a teamfight, Blitz is mostly fodder, her W ability requires for you to be extremely close to your target, so it is best used picking off people on the outside of the main fight, look for opportunities to use your AoE ultimate on groups of enemies rather than a single person to burn down, your Q should be used at the start of the fight when you have your E up.

Overall, i think Blitz is underpowered

IMO changes

- Increase the turnrate
-significantly increase the range at which W remains on the target.
- Increase auto attack range
-Decrease Ultimate Recast time for earlier ranks.

Possible additional changes

-Make E ability castable without interruption while moving or make it last slightly lower to compensate.

I agree with every change listed, but I wonder if all the changes combined would be too much. If anything, I would be okay with the W/Ult/E buffs being the only ones implemented.

Twinniss
04-23-2012, 04:43 AM
have had Blitz and was playing with him, mainly as support (never carry). In the end here's my thoughts

q - only ever put 1 point in here, .25 longer for every level is just too weak. Sure there's the damage cap but im not trying to sit around like a duck to get MAXIMUM damage
w - best skill blitz has. It destroys early game. This is what i found most useful. Level 3 is practically almost guarantee kill
e - i like moving faster for longer periods of time, but the cast time really feels like forever. Wish it added something else to it too.
r - theres a bunch of other skills that do the same thing except with a lower cd

i think blitz is a a very fun and rather unique hero. I view this hero pretty much like andromeda. My biggest problem when it comes to supporting/roaming is that he just falls off too quick in later levels. Granted i personally feel that his early game is rather strong because of the w. It's a skill that just allows you to man up. it almost feels like a 5 second stun. after 1 second you can basically dodge any skill shot, and this should be possible with your stun, or someone elses. The ulti is definitely too weak, either a way for more damage, or better utility than just "it does damage, and it slows them, but they can still cast a bunch of spells and they can still attack people"

Shocker420
04-28-2012, 12:42 PM
I won my first 8/10 games with him yesterday. He's really fun and good early-mid game and brings a lot of utility. His ult need lower cd,stun needs more damage for a higher ms gap and he either needs more damage or better stat gains like to his mana or hp. He just isn't good enough for being a Agi with short range that isn't a carry and has no aoe to farm . Hes Agi but gains no benefits (besides some armor) from it and is stuck with no mana or HP. Some Agi items sinergize with him like nullfire/frostburn/energizer but they won't make him carry very hard.

PrestonLee
04-28-2012, 01:06 PM
Do this: :steamboots3: (:powersupply: :gravelocket2:, consider :tabletofcommand:) :energizer: :nullfireblade: :puzzlebox: (:frostburn: :genjuro:), makes him beast.

Works very well with Engineer, Emerald Warden, Fayde, and Slither as well.

Keris
04-28-2012, 01:41 PM
this guy has the same issue as gunblade, which is the decent ult with long cooldown for no reason. I think the ult cd should be decreased by A LOT since it's only does litle damage with short slow duration. His stat gain is also the main problem since you keep wondering why this hero doesn't have any strong point in his skillset to cover his weakness, yet he's much worse than RA. I think they should increase str gain by 0.4/ increase agi by 0.3. And if y still insist on the low stat, just remove damage limit on Q skill at lv 4, that should make him viable to gank with slow item such as nullfire/frostwolf.

Nexorian
04-28-2012, 02:39 PM
If you called this hero garbage, garbage would be insulted. The whole thing needs a change fast.

PrestonLee
04-29-2012, 03:55 AM
played this hero a bit today; seems like yet another one of those heroes that had potential to be quite interesting but was just completely rushed and the product released just completely unpolished and utterly disappointing.

-

two things i feel this hero just screams that he needs:

1. Pilfering - it feels like this skill SHOULD drain attack speed from the target via charges as well; this would make it much more interesting as it requires Blitz to remain near his target to get the full effect. Blitz has horrible stat gains anyway, and it doesn't drain damage or anything so it's not like he's going to be out-carrying anyone with the extra attack speed. as it stands this skill is currently probably the shittest skill in the game; it requires an extremely squishy hero to stay near his target to gain charges while the target isn't even slowed off the bat, and it's ludicrously easy to just break the link before charges have been gained especially when Blitz has to worry about his positioning at the same time due to being squishy. giving him attack speed as a bonus makes a lot of sense as this hero supposedly has a fast theme to him, and it would allow Blitz a more aggressive role other than just throwing out some negligable DoT on a target.

2. the numbers on Quicken are freakin retarded. cooldown is static 10, and you're skilling it higher just to gain .75 seconds more speed, and the mana cost goes up as you level it but the difference between a maxed isn't even twice the duration of the skill at level 1..

this isn't DotA, but you need to compare it with the hero it, to put it bluntly, was directly stolen from, Dark Seer's Surge:
Mana Cost: 20/30/40/50
Cooldown: 12/11/10/9
Duration: 3/4.5/6/7.5

..you basically took Surge from an AoE hero, nerfed it like hell, then threw it in a basically single-target hero. there's almost no incentive to skill Quicken past 1 because you barely even get anything out of it. I'm not saying that DotA has flawless hero designs, but compared to the monkeys doing the number balancing for S2 DotA balance in comparison is top notch; it seems like HoN balancers randomly throw **** together in 15 minutes and call it a day.. it's freakin baloney :/

All that said, Quicken needs to have more an incentive to level up rather than just +.75 per skill level (and +5 mana cost). I can understand not wanting the duration to be too long, but then the cooldowns should scale down and/or mana cost shouldn't increase either, it's freakin retarded for the mana cost to go up when you barely even get anything out of skilling it. that and/or make it's effectiveness rise with more levels in it, with Maxed gauranteeing the target is always moving at maximum speed.

-

I honestly feel like I want to punch whoever designed/worked on this hero in the face, such a freakin half-assed job.. and I really don't think it's because they had downs, it just seems like there was just no sincere effort put into actually testing/playing with these heroes. the whole thing is just a disappointing mess. Put more effort holy god damn, I really think whoever worked on Blitz should be fired, a lot of people who actualy care about the game could do a much better job than this. Just playing the hero for a day, you can already tell the hero is bullshit and completely unpolished and needs work. Sigh..
/rant end

-

tl;dr -
1. Pilfering is probably the shittiest skill in the game because it's on a very squishy positioning dependant hero, either give it attack speed bonus on Blitz as well or make the slow instant (I'd really prefer to see attack speed to give it a more unique feel)
2. Quicken, give more incentive to level it. Right now it's a freaking 1 point wonder and almost never worth skilling, there's only a 2 second difference between skill level 1 and maxed. lower cooldown with more levels or something.

just looking those two would make already him a much more viable hero and interesting pick, right now he's probably THE worst hero in the game and doesn't even have any incentive to pick him other than he's shitty. :p I don't see a single reason you would pick this hero over Aluna, or in terms of ganking support heroes Blacksmith trumps Blitz in pretty much every way except auto-attack range.

ctrLaLtQQ
04-29-2012, 02:27 PM
worst hero in the game

iHeavy
04-30-2012, 05:05 AM
Seems like a friend of Flux'

soitcause
04-30-2012, 08:15 AM
worst hero in the game

:accu: You called?

Keris
04-30-2012, 08:28 AM
@Preston: I'd say it should be instant slow while draining atk spd. That would be awesome.

I think this hero need a passive which give him something awesome for how many speed he has (Both speed and atk speed) coz he's so called master of velocity. This skill should replace Quicken (make it self cast maybe?) since it's like what preston said about quicken. It's a dumbed version of surge which waste your already low mana pool.


@soitcause: Just because u can't play accursed doesn't mean he's that bad.

Tomate
05-01-2012, 11:09 AM
Issues with Blitz:
-Ultimate does not work against hast rune targets / war beast's ultimate. I can accept that it doesn't work against WB but it should drop a haste rune target to 100ms for the duration.
-Provides very little AoE prior to level 16.
-Lots of potential burst on his stun, but often requires other heroes on his team to also have slows.
-450 range supports are really not in fashion. Compared to say a Glacius or something like such as a real support, he gets dominated in every way.
-Casting time on his E spell should be instant (just like phase boots).

I believe the hero won't cut it in being picked often. As a roamer, he offers somewhat decent slow / stun but his laning phase is very weak due to short range and a slow that takes for ever to stack so that he can finally burst the target.

Terranigma
05-01-2012, 12:37 PM
-Casting time on his E spell should be instant (just like phase boots).

This.

For me, that's one of the biggest problems with Blitz. Theoretically, he seems to be very fast but as his movement-boosts requires you to stand still for a brief period of time, it's hardly useful to chase someone down. Getting rid of the cast-time is a must-have.

Twinniss
05-01-2012, 12:41 PM
probably try to do this during honiversery, (or if i can farm enough silver on subs) but perhaps going more tanky is the way to go (since he has terrible pushing potential). With the strong super early game with pilfer it should be possible to build up a RoT and a bracer -> a mek in the future. or maybe HotBL would work.

Quillenator
05-01-2012, 01:11 PM
I believe the correct combo order is E>R>Q>W. The stun is long enough to get a couple seconds of charge off to stay ahead of them, but a blink/stun/escape will ruin your gank. He works really well as a ganker with a codex if you can get it early. Large burst and the ability to save team mates is nice even though half the time when you save a team mate you end up being the easiest, and closest target due to the short range on E. Cooldown reductions for his ult are necessary, it does a lot of damage, but no where near as much as a pyro or witch ult so I dont see why it is so long. Definitely not up to par with most of the heroes of the game, I would say one of the weakest heroes in the game, not that he is fun :D Good idea with hero, bad numbers imo.

Ripoff
05-02-2012, 07:44 AM
A fine roamer with a way to retarded CD scaling on his ulti. (150->100->50).

_BIGboss_
05-02-2012, 08:26 AM
Blitz it's a great hero but need change:

*remove the limit dmg on the 1 skill (yes have a limit)
*up the range of the 2 skill
*remove cast time of the 3 skill
*up the agility on stats or agility gain

but the best changes(my opinion) it's:

*remove the limit dmg on the 1 skill and deal dmg on a little aoe (like mb uti, because he is similar to fayde on dmg, he is early ganker too but fayde have 3 aoe skill and invisibility, 1 more aoe to blitz dont will be op)
*up agility on stats or agility gain

and the opitional changes:

*remove cast time of the 3 skill (why it's opitional???? Because i have no problems to use that skill, but if change it's nice because all dudes here talk about that)
*up the range of the 3 skill(like cd 2 skill, because we cant use that skill to run, only to chase)

FurryTuna
05-02-2012, 09:24 PM
BigBoss: Please read the discussion on why we are saying there is a limit before I read anything you have to say.

As for everyone else who wishes to be redundant and repeat what BigBoss has to say:

"Damage Limit exists because MS has lower cap of 100 & upper cap of 522"

BadAss101
05-06-2012, 03:28 AM
He needs E with evasion on the target....like +4% / 8% / 12% / 16%

Flandre
05-06-2012, 03:56 PM
From my experience Blitz needs these changes:

Attack range 450 -> 500
Pilfering range limit is okay, but cast range is too short. Make it 600 at least.
Quicken cast time too long and cast range needs to be increased. This skill _should_ be great for rescuing teammates, but in reality it often doesn't work because by the time you get into cast range the teammate is already dead.
Ultimate, this is the main problem. A 150 second cooldown is REDICULOUS. This skill is nice but that cooldown is just downright retarded. Make it 60 at all ranks.
He is too squishy. But this can be overlooked because he is a 'support'.

Biggest problem I have is that I am not even able to cast a single of my 4 spells in a fight cause 1 stun and im dead. Honestly, this hero should be made into a ganker.

skeloperch
05-06-2012, 05:36 PM
Ultimate has too high of a cool down for Blitz to be good. At rank one, you only get to use it once every 2 and a half minute, and it's just a shitty Hammerstorm Q at that point. I've played him a lot lately, and he just seems like a really sub-par ganker, mostly because he can't reliably gank until his ulti is off cooldown. Even then, his damage is pretty low. Someone with a Grave Locket and Ghost Marchers can survive a gank with ease.

The easiest ways to fix this is to lower the cooldown on his ulti, obviously, and to give him either a lingering effect on W, or give it more damage. I believe these buffs are within reason, because Blitz has only 2 glaring flaws that make him undesirable. Removing those makes him, at the very least, a niche pick over other gankers.

Pellikan
05-07-2012, 05:08 AM
Forced synergy.

Torpo
05-07-2012, 08:22 AM
Support Rework


BLITZKREIG Q
Type: Magic
Range: 500
Cast Time: 0.5 Seconds
Mana Cost: 100 / 110 / 120 / 130
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Blasts target enemy for 75 / 100 / 125 / 150 Magic Damage and stuns for 1.25 / 1.5 / 1.75 / 2.0 Seconds. Deals additional Magic Damage equal to 25 / 40 / 55 / 70% of your difference in movement speed to the enemy as Magic Damage.

Movement speed damage caps at 106 / 169 / 232 / 295.

PILFERING W
REWORK'D
Type: Magic
Range: 550
Cast Time: 1.0 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 13.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Applies a link to target enemy dealing an initial 25 / 50 / 75 / 100 Magic Damage lowering their Movement Speed and increasing your own. Drains 10 / 20 / 30 / 40 Movement Speed and deals 18 / 24 / 30 / 36 Magic Damage each second for 5 seconds or until the target moves more than 800 units away.

Once the link is broken, charges are removed every 0.5 seconds.

Grants 800 day and night clearvision of the target while draining.

Increased range of link to 800 Units
Reasons: Grants 800 day and night clearvision of the target while draining..... But only lasst to a distance of 700 units...
150 Units Isn't enough of a difference between cast range and link range if you cast at max distance and the the target hero has phase boots you deal next to no damage. The extra 100 Units help Blitz over all DPS

QUICKENING - E
REWORK'D
Type: Magic
Range: 500
Cast Time: 0.7 Seconds
Mana Cost: 85 / 110 / 135 / 160
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Boosts target ally movement speed by + 40/60/80/100 MS for 5 Seconds
And places a HoT on them that heals 15/30/45/60 Health a second
Reasons: This would make him more of a support hero and with his current skill set I believe he is more suited for the role

LIGHTENING SHACKELS - R
Type: SuperiorMagic
Range: 700
Mana Cost: 140 / 200 / 260
Cooldown: 150.0 / 100.0 / 50.0 Seconds
Required Level: 6 / 11 / 16

Activation
Blasts an enemy with pure energy dealing 225 / 325 / 425 Magic Damage to enemies in a 200 / 300 / 400 Radius around the target reducing their movement speed to 100 for 3Seconds.

Iuchiban
05-07-2012, 09:41 AM
Well I played him couple of times and I would change 3 things on him:

1) Base moving speed to something like 310-320 so he actually fits his idea of hero !!! :/
2) Lower CD on ult at lvl 1 as other noticed
3) Get rid off freaking casting time on 3rd ability - this casting time is SO SO SO fshitty it's just unbelievable


He is funky hero but really need these tweaks. He will never carry hard, but again he has strong 2 sec stun, slows and its overall fun.

Hubaris
05-07-2012, 01:35 PM
He's ok but has some bad numbers on him.

Q (Stun) is boring when used as a nuke and really doesn't need more than one point in it because the bonus damage is lackuster.
W (Pilfering) is really solid but needs a little more range on the steal before the link breaks.
E (Burst) needs 0 cast point. The cast time is far to noticeable and slows down his gameplay and fast paced motion. Tack on an evasion buff or something to it to make it worth leveling more than once or twice.
R (Ult) needs to have its cooldown not as stupid as it is. 50 at all ranks would be reasonable, as it is a worse Hammer stun in most instances. Throw on a cast speed reduction to all targets hit by it too and you now have 2-3 units moving at a crawl.

Overall, he is fine, but his numbers are really bad.

shmoo
05-07-2012, 02:16 PM
Just rework him. At the moment almost everyone calls him nothing or useless, moon tried played him on his stream last week and even that looked pathetic, I really hope they are already working on him or at least will give us the gold back.

LongDonSilva
05-08-2012, 01:16 PM
short ranges for such a paper thin hero. ms isn't going to help you when you're stunned.

Imjelly
05-08-2012, 03:36 PM
concept is fine, numbers are horrible
- pilfer needs a longer leash break
- range/cast time on quicken needs improvement
- ulti cd needs to be rescaled to something more forgiving
- slight int gain buff

as mentioned before, for such a paper thin hero, his range doesn't afford him opportunities to dance on the outside of any team battles/skirmishes

Pyralis
05-08-2012, 04:39 PM
Blitz I believe he needs some tweaking overall if his numbers were changed he could become viable. It seems he could be better of played support and intel hero rather than agility I believe one other hero was once changed from one base stat to another? Think the ult needs to be changed on the numbers such as from 150/100/50 to something like 90/75/60 would be nice. As for Burst cast time needs to be removed completely, and then how about we do something like add a second ability as i believe element user suggested on the first page of this thread.

How about this, change the numbers to 2.5/3.5/4.5/5.5 and when cast the nearby ally gains a boost for 1/2 the time as the target casted on. Example: lvl 4 burst you cast it on yourself the closest ally hero gains 2.75 seconds of the upgraded movement speed and vice versa cast on ally you gain the 2.75, and if no allied hero is around you gain the base time + 1/3 of it so at lvl 4 you would gain 5.5+1.65so you would gain a total of 7.15 of burst speed. (The radius of this im not sure what would be good for nearby ally etc possibly around 600-800.) And if his attack range was increased by 100 he could potentially babysit very well.

Znuffle
05-09-2012, 06:13 AM
What i really think this hero needs to be a just reliable to pick. is the following:

Basic stats: increase attack range. Its just to low to even support on a lane.
Quicken: Remove time cast to 0.
Pilfering: increase the range needed away from blitz to be disable from 700 to 900.

Sry for my bad english.

Cocorico3
05-09-2012, 06:32 AM
Give his 3rd move a passive component that provides some sort of supportive aura.
something like disable reduction duration or attack/ cast speed increase.
there should be some incentive to level that skill past lv1

Th3Vo1D
05-09-2012, 03:16 PM
I am afraid this thread brings no new information.

Bothered to read all of the 5 pages and 95% of the posts are suggestions or simply doubling previous posts.

It seems everyone agrees on this hero being in need of some buffs, and the reasons were already stated, in my humble opinion it is time for the lock.
It is up to S2 what will happen to Blitz from now on.
/offtopic

w3wStarBoy
05-12-2012, 10:12 PM
Already master this hero
This hero need change 3rd skill casting time
Reduce cooldown of his ulti
increase his stat or his base movement speed

and the calculator movement speed still a small problem when you get double movement speed percent, u get double slow percent too. that mean u never get 522 movement speed in quicken buff if get slow at the same time

Juicenewton
05-13-2012, 04:13 AM
Remove cast time on E, rescale ulti cooldown to 70/60/50, improve turnrate.

Dominare
05-13-2012, 07:07 PM
I like the hero, he's really fun to play IMO. He can be really strong in lane with the right partner, e.g. with PR long lane (I've not played him mid yet). Q is obviously his core skill and does its job well, W is a little weird (why does it do DoT?), his E is just generically useful in so many situations. He does have some early mana issues, but his int gain is good enough to mitigate those with some fairly cheap itemization. His ult is pretty strong, but I do agree that the AoE probably shouldn't start off so crap since the damage and cooldown already have significant improvements at 2 and 3.

Nullfire seems amazingly strong on him despite bizarrely not being in his recommended list. I also find it quite odd that despite the whole concept of the hero, his base movespeed is the average. I have plenty of ideas for this hero, but here is not the place for them - having said that, I think he's about in the right spot already, perhaps only requiring some very minor upward tweaks.

Dumpcats
05-16-2012, 02:28 PM
I think that the cast time on his Quicken spell shouldn't be there if he casts on himself. Often times the enemy will catch up to be because he has to do the initial animation to speed up.

iSlapMelons
05-16-2012, 04:06 PM
Whoever made this hero clearly doesnt know what "fast" is. >.>

Rkey
05-16-2012, 07:14 PM
It'd be cool to make most of his animations faster just to work with the theme speed.

- turnrate
- casttime on e
better attack animation

iPory
05-17-2012, 03:35 PM
whilst playing blitz i thought about the whole thing with slowing down the enemie, i thought it would be cool to give him more dmg the larger the difference in movementspeed between him and the target, thus giving him more of a follow up than his Q

IsmaelVera
05-17-2012, 06:33 PM
A bit disappointed that at the start, you most likely never max out E first , even though you are a "speed" hero.
:balp:

Gorb
05-18-2012, 02:57 AM
Blitz has been out for a while now, thus I think speculation is all-but done. If you want to make a more specific balance thread under the current patch, feel free to do so :)

Locked!