View Full Version : Soul Reaper getting more mana for a hero kill
Master_One
03-31-2012, 04:58 AM
I noticed that in dota 2, necrolyte gets 600 mana for hero kill.
Soul Reaper could use that too, since he is barely picked anymore and that would make him viable again.
It is connected with skilling the third skill (passive E). It could be like
+150 mana for every level
->
Level 1: +150 Mana per hero kill
Level 2: +300 Mana per hero kill
Level 3: +450 Mana per hero kill
Level 4: +600 Mana per hero kill
I had posted this in general already and many people liked it.
So, what do you guys think. Can we make it happen?
Xerawolf
03-31-2012, 05:15 AM
Soul Reaper clearly needs some kind of a buff or rework or something. That thing is a bloody walking free kill! SR lovers will probably rush to his defence but imo that hero cant be defended anymore.
He got this Sandwraith syndrome where he needs loads of farm before he is even considered a threat.
This could be a start but I doubt it would make him that much better in the current metagame anyway. He really needs alot of love before I would even think about picking him.
nethergate
03-31-2012, 07:51 AM
numbers are too sweet, more like he needs 100-200-300-400
Master_One
03-31-2012, 08:10 AM
don't forget he barely gets one kill in teamfights with his ultimate, which costs 500 on lev 3.
And his first is a 5 sec spammable 180 mana cost skill on level 4.
so given 600 mana for one kill would barely give you a bit more than the ult mana back. just so he can spam his first like 2-3 times more. if he survives long enough
Master_One
03-31-2012, 09:25 AM
bump for greater interest
Master_One
03-31-2012, 01:25 PM
bump
Master_One
03-31-2012, 08:33 PM
bump
ToxicMonkey
04-01-2012, 08:51 AM
The numbers should be changed - but it's a decent idea.
:soulr: needs some kind of change anyway.
Master_One
04-01-2012, 05:55 PM
bump
Mummpitz
04-01-2012, 06:01 PM
bimp
Sherwood
04-02-2012, 06:45 AM
I think he needs more than this. But if his DotA counter part has this then I see nothing wrong with it.
It's a start.
Master_One
04-03-2012, 05:18 AM
bump
ExerCrest
04-03-2012, 06:47 AM
Yes this will be handy not having to fountain after depleting mana in/during a team-fight and buff his longevity.
Master_One
04-03-2012, 11:09 AM
bump
Master_One
04-03-2012, 12:18 PM
Your SOUL is MINE!
Master_One
04-03-2012, 05:15 PM
bump for more soul reaper love
Vascariz
04-04-2012, 01:36 AM
Definitely one of many changes needed for Soul Reaper.
For those wanting a more general Soul Reaper remake, I will shamelessly note my thread http://forums.heroesofnewerth.com/showthread.php?t=403118
stuvis
04-04-2012, 04:25 AM
Haha was just gonna write this and a similar suggestion about soulstealer ;)
Support!
Master_One
05-03-2012, 10:20 AM
bump
pwderek
05-03-2012, 02:59 PM
I am guessing that this 150/300/450/600 ratio could be very OP sometimes, at mid game about 15 min/ lvl 8 or 10.
Especially when SR mid solo high level ganking top/bot.
How about 100/150/200/250 + (enemy lvl)*20
or 25
or 21/22/23/24
Master_One
05-03-2012, 05:15 PM
i don't think its that high, since i stated before it would just give about the amount of mana back he used for the ult. So only level 16 killing someone, he would get 3 more uses of his first skill, which is 180 mana per cast.
Master_One
05-04-2012, 12:58 AM
bump
YAValanche
05-17-2012, 08:38 PM
I think the numbers are too high as others have mentioned, (and I disagree with you that they aren't; getting your whole Ult's mana cost back is too much IMO) but otherwise it makes sense to me.
If I was a reaper of souls, I would expect those spirit souls to be convertable by him into usable energy (mana). 100, 200, 300, 400 seems ok but still too high.
I would suggest 75-150-225-300 to start with.
ChillyWater
05-17-2012, 08:58 PM
Yavar is right
Antimodus
05-26-2012, 06:53 PM
+1 for this just so that retards stop complaining about "ks" from "support" SR
srsly tho, a big mana return like this makes it possible to rush Tablet + (possible astro) + strictly tanking items, without having to get heavy mana regen. It gives such a build viability, at least in principle. The farm requirements on this hero are not justified given his less-than-stellar carrying in current environment.
MassoKiss
05-27-2012, 10:23 AM
I hope u guys read this lmao
this topic got me rather interested because the change to his mana return that youre asking for is pretty close to the dota 2 one. Mind u i agree he should get a mana return upon hero kill. In dota @lvl 4 its 600 and its actually balanced. There is no buff to the 1-3 but that makes it so u can stay in the lane forever if u get lucky with a kill. Usually by the time u get the passive to lvl 4 ur at a stage where mana scarce on that guy(not that it already isnt at any point >_> ). It simply makes it so that being support soul reaper can be more viable. I don't see his ult as something u shouldnt use to get a last hit with because it does a pretty good amount of damage and if u get a kill with it u can support much longer in a team fight with heals. For now to be honest the better way to play soul reaper is semi carry because he needs farm to be able to cast efficiently in a team fight. Now u dont have to do it exactly as in dota but its food for thought. Hell if u dont wanna use the same idea then do 601 mana but lets face it; it needs a buff. Also I think if you DO buff it but dont do it like in dota where it gets 600 only at lvl 4 then levels 1-3 should be significantly lower then lvl 4 so u cant get away with aura lvl 1 or something low and suddenly get refunded a big chunk of mana. Hell atm lvl 4 of his passive bonus per hero kill should be the amount u get for a hero kill with the skill @ lvl 1.
This is comming from a soul reaper fan so yea :)
andlee87
05-30-2012, 12:57 AM
i like soul reaper as he is.
NyanVulpix
05-30-2012, 01:37 AM
Relying on last hitting heroes to attain longevity would be a bit unfortunate. I would rather see a mana cost reduction to his Q added to his E passive. Perhaps 5/10/15/20, much like Defilers passive. Or perhaps "if your ultimate fails to kill your target, you gain an X amount of charges which greatly reduce the cost of your heal/make it free consuming one per cast". The latter would increase longevity, but would only benefit those who don't use their ult just to KS (i.e. the good SRs that also use it for the stun).
Xvain
06-14-2012, 02:04 AM
bump
RAiTo
06-19-2012, 03:54 PM
I agree with the change
Wyverex
06-20-2012, 02:21 AM
While you're mentioning that Necrolyte gets 600 mana per kill in DotA, you might want to mention that he only gets that from lvl 4 of the skill. Levels 1-3 do not provide any extra mana for hero kills.
I'm with the person who suggested 100/200/300/400 per hero kill. It would still be a big buff.
Also, another change that he could really use - Judgment's souls could/should travel faster, especially the ones that heal allies. It is stupid how people can some times run to the well before they are affected by the spell.
shigostorm
06-21-2012, 03:36 PM
i agree to wyverex, it would be to powerfull to make a possible lvl 7 skill give back 600 mana on a hero kill.
my idea is instead of placing this buff onto the 3rd skill, place it on the 4th (ulti) as a passive and make it 200/400/600 mana return.
this would stop making SR a OP hero on lower levels since he wont have that much mana yet, but on the later levels he gets more mana for each kill wich makes him a good teamfight hero.
i know offcourse it would be strange to put mana return on his ult as a passive while a different skill has mana return already, but it will solve the problem in my eyes.
for people that say that this buff is bad cause he will KS then, SR is NOT a support but rather a tanky semi carry. (offcourse he can support but he wasn't creater for this)
as for the the last change from judgement's souls, i'd say make the speed 550 movement speed, this will stop players from being able to escape it.
hope this helps :D