View Full Version : [Hero] [2.6.4] Voodoo Jester
Dominare
06-06-2012, 02:10 PM
While this hero is a lot of fun IMO, I think he's been off the pace for a while. The last change he received was a nerf to his starting damage - formerly one of the highest for a 600 range hero - from 51-61 -> 46-56. He was being changed fairly frequently way back when, but has (I feel) been neglected for too long. Skill roundup follows:
Acid Cocktail
Situationally very good, and can cause chaos in teamfights. Has the potential to be one of the longest non-channeled stuns in the game in the ideal two-enemy setup, but that doesn't happen much in practice. Can and will also bounce to creeps and neutrals, lessening its effectiveness. 700 range (good) but 14 second cooldown (bad) and doesn't deal any damage. It also suffers from being incredibly telegraphed due to its slow travel time, meaning you can forget leading with it against any hero that has an escape, disjoint, etc.
Mojo
This skill is the only reason we used to see VJ a little in the tri-lane meta, and is also the skill S2 has fiddled with the most since VJ was released. Heals (or damages) for 80/160/240/320 over 8 seconds, which doesn't compare favourably with most of the burst healing abilities around these days. The upside should be the fact that it can heal in an AoE, but the radius is very small (340) requiring allies to bunch up around the recipient - suicidal if enemies are around! VJ is conceptually a support hero, so he isn't expected to get much in the way of items, and the mana cost of this skill (140) precludes spamming it despite its decent cooldown. It's a decent out-of-combat heal, but that's about it.
Cursed Ground
Voodoo Jester's signiature skill, and the reason he's so much fun to play. Cannot be removed in any way, although the damage is still just magic and can be mitigated by anything that usually works. Short range, slow to come out, small AoE, whopping 35 second cooldown and takes a relative eternity (12 seconds) to apply all its damage. Healing counteracts the internal damage counter, as does hp regen. A cursed hero that escapes combat can TP to the fountain and will usually survive.
Spirit Ward
This does fantastic damage early and midgame due to its physical damage type, but tapers off later for the same reason. It has a short cast range of 400 and requires channeling, so you usually can't expect to get this skill off for more than a few moments in a teamfight before someone stuns you. Shroud and shrunken head are both possible solutions, but again, VJ is a support hero and isn't going to be able to afford those items in a proper game, particularly since neither do anything for his mana problems.
I'm really not sure which of these things needs to change to make VJ an attractive pick over his role rivals, but I definitely think he needs a little TLC. I suppose if I had to pick one skill to tweak, I'd probably pick the same one S2 always did - Mojo.
Thoughts?
CrimsonAdder
06-06-2012, 09:56 PM
Honestly, I think the hero is perfect.
He is really strong, functions as support or dedicated ganker... You seem to largely underestimate Cursed Ground and even the power of his ult with bounces later on. EASILY among the strongest skills in the game. Mojo might be a little underwhelming as far as versatility is concerned compared to other heals, which is not a bad thing, since the heal is still very strong in solo pushes, pauses between skirmishes mid-game, and even helping a carry survive in a small fight with the slow but significant HoT. How can anyone tweak that without making it stupidly strong once more, if it did have to be buffed?
Reldnahc
06-06-2012, 10:15 PM
He doesn't need too much. His skills are all fine in my opinion and would just retouch on his base damage. Feels like Hellbringer where that one nerf broke the camel's back. Perhaps revert or just retouch his base damage to make him a more fearsome attacker in lane again.
skeloperch
06-06-2012, 11:29 PM
I'd prefer it if his W was just reworked altogether, but since that isn't likely, how about we touch up the travel speed on cocktail a bit? We don't want cheap heals, his E is already really strong, and his ultimate doesn't need tuning, so I see Q as being a primary target for tuning, if any is needed. Travel speed is the one thing that strikes me as bad about this skill, but I don't want it to be fast. Just a 50 ms increase would work wonders for the skill, as it makes it easier to land the initial stun, which is arguably the most important, while making stun locking two heroes less effective.
Other than that, I don't see too much wrong with him (besides his heal). He still hits like a truck, despite being 600 range, and he is a support hero that can scale very well with items (probably moreso than Bubbles).
He doesn't need anything major. I didn't like the damage nerf, but a subtler buff like increasing the collision size of his ward might be great.
Brannock
06-07-2012, 12:42 AM
As a Voodoo player I would love to see a revert (or partial revert) on the base damage nerf. His abilities are pretty much perfect and versatile as they are right now and changing them is something I'm not really in favor of.
Buffing travel speed on Cocktail as skeloperch suggested would impact his gameplay in negative ways. Slow travel speed on Cocktail lets you "set up" for ganks and lets you get into position and accurately predict where to cast Cursed Ground. On top of that, slow travel speed also makes Cocktail on 2 heroes devastating - faster travel speed would nerf all of that.
If anything I'd like to see a buff to Q scaling instead of a buff to Q travel speed. Bounces scale 2/4/6/8 right now, which means a 1/4/4 build is severely gimped for CC capability and is mostly only useful for Q setup combo into curse/mojo for the kill.
foxmindedguy
06-07-2012, 12:59 AM
I feel like the versatility and effectiveness of his skills do not warrant him to have any higher base damage than what he has atm, but that could be just me. I think he has just lost flavor, much like how Witch Slayer is not played as often in the competitive scene anymore either (does that mean WS needs buffs? Nope, not at all. Same is the case with VJ).
Every single one of his skill is amazing and I think all S2 needs to do is make VJ come on the competitive scene more often is to bring him in flavor (which is often achieved by releasing a very sick Alternate Avatar of the hero).
SomethingOdd
06-07-2012, 02:43 AM
AwesomeC, Go away, an infraction is better than a perma ban
`11411181
06-07-2012, 03:07 AM
Someone got told that he's not allowed to have chocolate.
Wyverex
06-07-2012, 03:09 AM
From my (low MMR) experience, VJ is a fun and solid hero. But he does have a slight "sluggish" feel some times; you often know that under the right circumstances you can devastate the whole enemy team, yet you never seem to be able to come to those circumstances.
His Acid Coctail is a great stun, and as some have said, I too wouldn't want to see the projectile's speed changed. But I do feel it could get a bit better (maybe, just maybe in the way it works in Dota? 50 damage to enemy heroes per bounce).
I am not sure what exactly is the reason why VJ (for me) feels underwhelming, but what ever change was made to VJ, it would have to be small, as the hero has a lot of potential as is.
He's not underwhelming. He's a really high impact support...
zstarkey42
06-07-2012, 08:10 AM
I think the hero is on a good spot as of now. I've played him a lot and found him both fun and effective. Acid cocktail is really slow but there are plenty of cases you are better off waiting for other enemies or creeps to be around before using it for full effectiveness, and if it had a higher travel speed the stunlock effect would be even more drastic under these situations. This makes it a rather unique stun mechanism and even though it does no damage it can be devastating under the right circunstances while still being relatively decent (initial 1.5 sec stun) as an emergency break on 1 target.
The only skill that feels weak with him is Mojo, and it's witouth doubt the only thing I'd change if needed. The aoe radius is quite pathetic, very rarely you will catch more than 1 hero to make a significant impact with it even when outside combat. I suggest increasing the radius a tad bit.
Cursed ground is fine - the only thing you could change is probably a cast time reduction but even then I doubt it's needed. His mana costs are fine because VJ isn't supposed to be a pure support - I play him as a ganker/roamer/support that needs his items as well.
KingIsRey
06-07-2012, 08:17 AM
Definitely not underwhelming. I don't feel VJ needs any buffs since he has 3 high potential skills that let him gank very well, Acid Cocktail, Cursed Ground, and Spirit Ward.
Acid Cocktail is a 700 range single-target stun (even at lvl 1) which can bounce to additional heroes and cause stun lock. It does not need to cause damage because VJ has plenty DPS in his other skills to abuse the cc. Acid Cocktail also is useful for clearing jungles so he can gain the levels to invest points into Mojo. Great players with knowledge of the bouncing mechanic can also abuse the additional bounces offensively on isolated targets.
Cursed Ground is a DOT debuff that cannot be purged and scales with the more HP enemies lose. Also, it is not like you can tp away... if VJ was close enough to land it on you chances are you are not gonna get away bar having a blink or some other escape mechanism. Setup dependent hero as well.
Once it is boosted by SOTM it becomes a deadly teamfighting tool. Even w/o SOTM, Spirit Ward deals great damage.
Mojo is still a very versitile spell as it can be used to heal or used for its DOT. It belongs on VJ to round him off as a support. Its maybe the best healing spell for pushes as it can heal creeps and heroes alike. When used in conjunction with Cursed Ground you get some easy guaranteed damage.
VJ still has an above average 305 base mvsp and strong 46-56 base attk. He harasses well already and does not need a base damage revert. Borderline hero as all three of his high potential skills can end up doing little as Q can be disjointed, E does nothing agaisnt vs Shrunked Head, and you can be canceled out of Spirit Ward quite easily.
man_guy
06-07-2012, 09:29 AM
For matter of consistency, I dislike how SOTM works with him.
Staff Effect: Increases Spirit Ward damage from 60 / 90 / 120 to 90 / 120 / 150. Changes Spirit Ward number of attack bounces from 0 / 0 / 1 to 0 / 1 / 0 additional target(s) and splits its attack to 1 / 1 / 3 targets.IMO, bouncing should be retained in some way on his level 3 ultimate.
LordTroll
06-07-2012, 01:09 PM
I feel like the versatility and effectiveness of his skills do not warrant him to have any higher base damage than what he has atm
This. I'm not sure if you people are even being serious to be honest, did anyone else here not think the hero was overpowered with that high a base damage? It was a needed nerf. Just getting minor stats boosts on him at the start easily made him the best lane controller in the game in any situation. He has a good animation and still hits hard enough to contest last hits like a champ and harass other supports and carries and come out on top. Don't forget his INT gain.
KawaiChan
06-07-2012, 02:36 PM
Buffing the radius of his Curse and Mojo can really make him on par with DS if not better. More drafting option for Drafter.
Dominare
06-07-2012, 05:18 PM
I think he has just lost flavor, much like how Witch Slayer is not played as often in the competitive scene anymore either (does that mean WS needs buffs? Nope, not at all. Same is the case with VJ).
I'd say the difference there is that Witch Slayer was, for quite some time, a very common pickup. Voodoo Jester used to be seen occasionally at best, he's -never- been a common sight in top level matches as far as I can remember. This is mostly because WS can be played almost entirely independent of items. All of VJ's skills take time to work instead of being virtually instant, and he doesn't have power drain.
--
There are several examples above of what VJ can accomplish with gear (e.g. SotM) and since I pub with the hero myself I know that they are true. Fun though that is to do, you can't really say that 'carry voodoo' is an actual viable option for him. If you're going to pick an INT hero and farm with him, you'd just take someone like Torturer instead.
I created this discussion because I feel a little like backwards-Chandler up there; VJ was popular for a brief moment, he got knee-jerk nerfed, then we never saw him again. I certainly don't think any of his skills need reworking or anything like that, I just think a small nip and tuck here or there might help him out. Whether that comes in the form of a revert like HB got or elsewhere, or not at all: that's the kind of discussion I'm looking for.
XFlame
06-08-2012, 05:02 AM
I'd say the difference there is that Witch Slayer was, for quite some time, a very common pickup. Voodoo Jester used to be seen occasionally at best, he's -never- been a common sight in top level matches as far as I can remember.
Wat? He was one of the most common picks during the trilaning meta. Especially during the pre-nerfed Chalice era.
Hsssh
06-08-2012, 07:53 AM
He was pretty much picked or banned in every "early tri-lanes meta" game.
Dominare
06-08-2012, 05:12 PM
He was one of the most common picks during the trilaning meta
That's the 'brief moment' I'm talking about in the third paragraph. The game shifted into something that suited him, and he got nerfed a few weeks later - the reduction to his starting attack damage was specifically designed to stop him being that powerful at low levels (as with a tri-lane) and that's what it accomplished. Now we never see him.
Benny0
06-08-2012, 11:39 PM
This hero is the beautiful epitome of tri lane supports. Tri lanes WILL return, and he'll be seen again. I am not a huge fan of the nerfs to his attack damage; I feel that was the wrong way to address him.
Underpowered? No. Not even close. Cursed Grounds is high up on the best non ultimate skills, and his ultimate is also extremely strong.
PlayeroJ
06-09-2012, 12:01 AM
Wat? He was one of the most common picks during the trilaning meta. Especially during the pre-nerfed Chalice era.
Irrelevant - Devourer was also one of the most overpowered heroes during the OP striders era, if that puts what I mean in perspective for you...
HartaWarrior
06-09-2012, 01:58 AM
i think this hero is fine , he is not overpower and not week
yes i understand that without shorud or shurnken head he have problem to use his ulty , but we can say the same about glasuis soulstealer magmus( at magmus its diffrent beacuse the portal key) and etc
the only thing that i was changing on voodoo is the mana cost of his skills its damn high
foxmindedguy
06-09-2012, 04:07 AM
Irrelevant - Devourer was also one of the most overpowered heroes during the OP striders era, if that puts what I mean in perspective for you...
OP Striders Era also made other gankers like Pebbles a pretty frequent pick (more so than now), S2 saw that the problem was not with Pebbles or Devourer but the "almost-haste" boots. Things are not so easy when it comes to metas. You do not want to shift the entire meta just because a few heroes are being picked non-stop. If you would want to keep the current meta, it is best to just adjust the power-level of a few problematic heroes.
Voodoo Jester had one of the highest starting game damages for being 600 range with an amazing kit. I think the nerf to his base damage was justified, even now when the meta has shifted away from tri-lanes and he is no longer a common pick-up. However, I am not against lessening the attack damage range from 46-56 to 49-54 would not hurt or buff his power-level too much.
Tupimus
06-09-2012, 07:01 AM
I certainly wouldn't call VJ weak, of all things. If you honestly think he needs a buff, it shouldn't be directly to his abilities' power - they're already extremely strong. A minor base damage buff (in the likes of +2-2) or increase Mojo AoE by a tad (30-50). If you think his stun needs to be faster, it should only be on the way to the first target, as an overall increase to its speed would hurt its capability to lock down multiple targets.
KingIsRey
06-09-2012, 08:46 AM
700 range stun should definitely NOT be made faster. Plus it is arguable if it favors VJ in the first place since his stun is key to his setups.
Hubaris
06-09-2012, 06:51 PM
If anything needs to be buffed its his base damage, as it is what allows him to play an effective mid ganker; having massive lane dominance. The hero used to be flexible but constant nerfs to Mojo and his base damage (despite the buff to Cocktail) as shoved him out of that fully flexible position. Cocktail is strong enough and core to the hero that buffing it can have consequences on his other 2 skills.
Buffing him in any category thats his E or R is a terrible idea as they are gamebreaking in their power, leaving only stats/Mojo to be safe to change (IMO).
I wouldn't touch him at all, except his base damage. Changing Mojo back to its flat 80 cost is too much and he is fairly balanced already.
KingIsRey
06-09-2012, 07:28 PM
A buff to the base attk is unnecessary as his current base damage along with a 305 base mvsp leaves VJ quite capable of harassin enemies.Mojo is still a very viable spell early game as it can heal multiple targets in the aoe. The only problem is that VJ's spells cost so much mana each that VJ has trouble managing it when he is pumping out heals.
Xinlitik
06-15-2012, 02:24 PM
It'd be nice if Mojo got a little AOE boost at reduced effectiveness... eg +200 range but 50% healing in that area. It really is outshined by other AOE heals with lower mana costs, more instant effects, etc. This would give it something unique--a very large radius, albeit not a huge heal.
Also, as you said, his ult really tapers off late game and requires expensive items to be truly good. Why not give it a small stacking slow, like .25% per hit, at level 3? In almost every game I see, his ult is interrupted (because he cant afford SH when supporting) or people just get the heck outta dodge as soon as he casts. This would lock them down a tiny bit more to increase DPS, while also adding a little utility to a skill that has weakened over time (more and more heroes with extraordinary movement capability).
KingIsRey
06-20-2012, 06:35 PM
Buffin the aoe on Mojo is gonna affect both aspects of the spell [Healing Mojo and Bad Mojo]. He does not need a stronger DOT, and a 320 aoe heal is still nothing to scoff at. Remember, there is no other healer out there with a highly disruptive stun (think Rhapsody n Nymph) AND massive DPS potential to go along with his healing capabilities.
Less manacost on heal imo, OP makes a good point here. That would be really nice.
SilentSong
07-02-2012, 08:15 PM
Coming from SC2, I played SOTIS. VJ's counterpart is a hero called Rory, who has the same stun (although it does a flat 40 dmg to heroes), his counterpart spell to cursed ground is molotov, which has a much longer cast range, but is much more difficult to land as a skillshot, as you actually have a short cast time and throw the molotov through the air. his W skill is a mechanic not used in HoN, so I won't comment on that. His ultimate is very similar albeit a few differences. Rory's ultimate is not channeled and its attack is AOE (very similar to malphas' flame breath), but the duration is much shorter.
http://youtu.be/BHTm6ILAud0
I think the only thing I would change about voodoo jester is the cast range to cursed ground. This skill requires him to come extremely close to enemies to use it, and he can often be targeted and picked off immediately thereafter, sometimes even before getting curse off. To balance this, I would make it more of a skillshot, making it somewhat similar in mechanic to gladiator's pitfall, but with a range of 600-700 or so.
teawreckz
07-03-2012, 01:58 AM
cursed ground could use some cast range
Nolander
07-03-2012, 01:55 PM
cursed ground could use some cast range
I strongly disagree with that suggestion. The short range on cursed ground is what makes that skill balanced and prevents him from being a powerhouse in the early/mid game. Considering how incredibly potent that debuff is it needs to be offset by some severe drawback.(it can't be dispelled, you cannot be denied, negates potions/bottle between ticks)
`11411181
07-04-2012, 01:21 AM
I strongly disagree with that suggestion. The short range on cursed ground is what makes that skill balanced and prevents him from being a powerhouse in the early/mid game. Considering how incredibly potent that debuff is it needs to be offset by some severe drawback.(it can't be dispelled, you cannot be denied, negates potions/bottle between ticks)
Seconded. You'd need to introduce some fairly big flaws into the skill to give anything noticeable in a cast range buff.
KingIsRey
07-04-2012, 12:42 PM
Coming from SC2, I played SOTIS. VJ's counterpart is a hero called Rory, who has the same stun (although it does a flat 40 dmg to heroes), his counterpart spell to cursed ground is molotov, which has a much longer cast range, but is much more difficult to land as a skillshot, as you actually have a short cast time and throw the molotov through the air. his W skill is a mechanic not used in HoN, so I won't comment on that. His ultimate is very similar albeit a few differences. Rory's ultimate is not channeled and its attack is AOE (very similar to malphas' flame breath), but the duration is much shorter.
I thought the addition of a flat 40 magic damage on every Acid Cocktail bounce was a reasonable buff taking into account the OP's first post:
Acid Cocktail
Situationally very good, and can cause chaos in teamfights. Has the potential to be one of the longest non-channeled stuns in the game in the ideal two-enemy setup, but that doesn't happen much in practice. Can and will also bounce to creeps and neutrals, lessening its effectiveness. 700 range (good) but 14 second cooldown (bad) and doesn't deal any damage. It also suffers from being incredibly telegraphed due to its slow travel time, meaning you can forget leading with it against any hero that has an escape, disjoint, etc.
The added flat 40 to the spell would allow the spell to scale more with added levels such as allowing for 360 maximum damage split between the enemies it bounces to (Initial bounce + 8 additional bounces at lvl 4). As such, the buff will reward the best case scenario of landing a perfect stun that yields maximum bounces while still not empowering the spell too much since causing those multiple stuns is still an unpredictable feat.
foxmindedguy
07-04-2012, 04:16 PM
Just wanted to add that VJ is amazing against Parasite and Ophelia, dunno why teams aren't taking advantage of the 5 second stun on creeps?
`blackbird`
07-04-2012, 04:42 PM
i think adding a small amount of damage to his stun and a bit more to his base damage are both great ideas. his spells are so mana intensive in comparison with other supports, which is why both of those would help a bit.
MikeTAR
07-04-2012, 05:58 PM
His damage was nerfed because people use to take him mid and repeatedly kill the other mid from level 3 onwards from a stun+curse and imba auto attack. Community whines, s2 nerfs accordingly. I think this was fair enough.
I think the hero is perfectly fine he just doesn’t fit in with what people want to do with supports these days which is be agro in lane and or roam.
The same applies for competitive play with common aggressive lane support picks such as, Aluna, Glacius, Nymph, Tort (yes even tort is being played more as support these days) and roamers such as Behe, Magmus, Andro, Witch Slayer etc. All of the mentioned heroes are often picked if not banned.
Voodoo falls under the same category as a Plague Rider or Accursed support, which is playing a safe defensive lane, something competitive players and pubs aren’t favouring at the moment.
I’m not sure if it was mentioned before but Fntc at DreamHack Winter actually picked up Voodoo and ran him in a dual lane mid with Zephyr and had great success with this. The Vodoo support provided Zephyr the tools Trixi needed to free-farm and finish the game in 30 minutes, I’m actually surprized no one followed suit on this and used Voodoo a little bit more.
Personally I think OP made Voodoo sound weaker then he actually is, I feel he’s borderline at the moment and doesn’t need any major changes. However I think if you had to make the hero fit in more, a small range buff to cursed ground would be suffice if not over kill.
MikeTAR
07-04-2012, 06:00 PM
Just wanted to add that VJ is amazing against Parasite and Ophelia, dunno why teams aren't taking advantage of the 5 second stun on creeps?
This^
KingIsRey
07-04-2012, 07:10 PM
Just wanted to add that VJ is amazing against Parasite and Ophelia, dunno why teams aren't taking advantage of the 5 second stun on creeps?
It stuns the creep, but Parasite is still free to leap out of it instantly.
foxmindedguy
07-05-2012, 01:39 AM
It stuns the creep, but Parasite is still free to leap out of it instantly.
Parasite doesn't get stunned, if the creep is stunned? Or are you saying, he will kill the creep to disjoint a stun. But then chances are, the follow-up bounce would be on Parasite. And even if it is not, Parasite has lost the nuke of the creep, thereby VJ rendering the gank less effective than before.
RikiP
07-05-2012, 04:12 AM
you can instantly consume the creep you are in if you get stunned. i mean, no one approaches a voodoo jester as a parasite without the intent to kill, so voodoo is not really good at all against parasite. against ophelia, makes perfect sense. but arguably, you could say that voodoo is neutral against ophelia because her creeps absorb some bounces that would normally hit other teammates.
Ripoff
07-05-2012, 06:58 AM
To be fair, Voodoo jesters projectile is quite slow. Parasite will most likely be able to cast his spells in time (well it depends what creature it is, but its not a big deal). And as said, he is free to leap out even if the creep he is inside of is stunned.
VJ is fine. Next.
Fen__
07-05-2012, 08:40 AM
People who belive that hero is weak and make all arguments concerning it based only on the fact that we dont see him picked in competitive play are insanely annoying and destructive for this forum at the same time.
Hon history showed many times that heroes gets picked and forgotten all the time without any reason. Its just matter of players preference or just people being borred. At the same time some heroes stop getting picked because of their overusage everyone learned how to deal with them, while picking another hero who can be even weaker grants the picker bonus of enemys who arent trained too good in handling him.
In couple of words, power and usefullness of a hero =/= how often he`s picked on comp games.
1. Vj even after nerf still posses one of higher base attacks when looking at 600 range supports
2. Vj got one of best harassment animations
Those 2 points combined make VJ still slightly op in terms of harassing enemies with autoattacks so any whining concerining his lane presence are based only on lack of player skills of controller
On top of that VJ got 2 scalling well into the late game skills Q (every decent duration stun scales well), E and a great pushing presence
VJ`s heal is actually 1 of the strongest heals you can get. Everyone is crying that its bad but i cant rly think off any stronger in terms of values aoe heal. We can analyze ds healing wave which is instant but the heal value is halved, nymphora heal is instant too but weaker with less radius and can be dodged easly.
I guess that rhapsody heal is closest to VJ and best to compare:
And yes rhapsodys heal got a lot bigger range but its static binded to a location we choose. VJ opposite to rhapsody offers a heal which allows your team to actually move, pursuit or run away from enemies which makes it completly usefull and viable. At the same time you cant rly miss a vj heal. Dmg option it offers is just another bonus.
All in one VJ is 1 of strongest and very versitile supports. ON top of that he got great influence on so commonly used nowadays tank and burst strategies where he counters very hard tanky heroes with cg and at the same time increases burst type heroes dmg exponentially. Any buffs would make him completly imbalanced since he can be considered op even now.
BlackDrag
07-06-2012, 11:53 AM
It stuns the creep, but Parasite is still free to leap out of it instantly.
Yeah, and there is no reason why can't vj fk up parasite just like parasite fks up most of the junglers in the game.
KingIsRey
07-06-2012, 12:14 PM
Yeah, and there is no reason why can't vj fk up parasite just like parasite fks up most of the junglers in the game.
What are you gonna do? You used your only stun to stun the creep. You cannot Mojo (Facehug). You will only land Cursed Ground by some miracle due to its small radius and slow cast time. Also, you cannot channel ult (Facehug). The irony is that VJ is not good at all versus Parasite.
zstarkey42
07-09-2012, 09:19 AM
I'm not sure why people are saying he's weak. He's one of the strongest sffensive supports in the game imo. Cursed ground is probably the strongest scaling spell in the entire game; it's already amazing to to be AOE, making it easy to land would be overpowered. His ultimate hurts like hell early on, if combined with his CG the damage is beyond retarded, and his stun is also one of the best in certain situations. The only thing I would ever want to see improved on him is the heal radius (by a really small margin) but even then I still think he's fine.
BlackDrag
07-10-2012, 02:21 AM
What are you gonna do? You used your only stun to stun the creep. You cannot Mojo (Facehug). You will only land Cursed Ground by some miracle due to its small radius and slow cast time. Also, you cannot channel ult (Facehug). The irony is that VJ is not good at all versus Parasite.
I was trying to say that parasite should not be able to get out of the stunned creep.
KingIsRey
07-10-2012, 04:59 PM
Parasite discussion since it is not limited only to VJ's stun.
Epidemilk
07-11-2012, 10:28 PM
Curse range so short! Stun cooldown so long! All mana costs kinda high! But maybe, just maybe, these weaknesses are necessary due to his strengths. Leave him alone.
zstarkey42
07-13-2012, 07:00 PM
He already got a minor buff last patch. I think he's fine.