View Full Version : Lawn Nome
serrath
02-17-2010, 09:59 PM
Cost 1200 gold
Lawn Nome x2
(Ward)
Mana Cost 160
Cooldown 60 sec
Duration 15 sec
Range 400
Radius 600
If an enemy (creep or hero) enters within the range (400) of the Lawn Nome, the Lawn Nome activates, stunning all enemies within the radius (600) for 1 second. If not activated within duration (15 seconds) the Lawn Nome expires, without triggering its effect.
This item would be horribly, horribly overpowered if more than one was purchased at a time, so I would recommend that there be a limit of one Lawn Nome total available, which can be repurchased every 5-8 minutes (but again, to a maximum of one in your entire team's inventory & on the ground).
https://www.auntsharonsattic.com/store//catalog/images/39692.jpg
OJPhoenix
02-17-2010, 10:46 PM
Its a trap!
I dunno about this... stockpile them up till late game then have everyone throw one of these things right after each other and wipe out the team with massive stunnage. Unfortunately I can't see any way around that, killing off the whole team because you had heaps of stuns at your disposal could easily finish off and win the game. If it wasn't for that or you can come up with a way to prevent this then yeah sure maybe then we got ourselves an item.
serrath
02-17-2010, 10:52 PM
Max of one purchased, I think I sorta said (or tried to). And of course, spread 'em out 5-8 minutes. Anything past that and you're encroaching on Chronos' ability.
OJPhoenix
02-18-2010, 01:26 AM
You did say that, but you also said roughly that you could buy 1 every 5-8 minutes. So at the start of the game, I buy one, 5-8 minutes later, HeroB buys the next one, 5-8 mins later, HeroC buys the next one.
Eventually after 25-40 minutes, everyone has 1. Now lets see some stuns!
Thats the problem, there needs to be a weird limited like
Shop contains 1, Takes 8 Minutes to recharge. Will not Recharge until Purchsed Lawn Nome is used or destroyed.
Thus preventing what I described.
With something like that in place, then yes we could have something going. Thats what I meant. :)
serrath
02-18-2010, 06:50 PM
You did say that, but you also said roughly that you could buy 1 every 5-8 minutes. So at the start of the game, I buy one, 5-8 minutes later, HeroB buys the next one, 5-8 mins later, HeroC buys the next one.
Eventually after 25-40 minutes, everyone has 1. Now lets see some stuns!
Thats the problem, there needs to be a weird limited like
Shop contains 1, Takes 8 Minutes to recharge. Will not Recharge until Purchsed Lawn Nome is used or destroyed.
Thus preventing what I described.
With something like that in place, then yes we could have something going. Thats what I meant. :)
Thanks, clarified.
OhBob
02-18-2010, 09:15 PM
Paying 600 gold for a 160 mana 1s 600 AoE stun is too much.
Aggressive wards are in 99% of the cases a bad idea. I mean, you can buy some great stuff with all that gold. It is overpowered when used more than two times in a row, and having a mass disable every 20 minutes of game with mess up strategies.
If they can't be used in a row, its uses are even more reduced.
Urizen
02-18-2010, 09:26 PM
The lawn gnome should just be converted to a permanent, mega-slow moving sight ward that goes invisible when standing near trees. To balance it, the price should be high and the bounty large for it..
OJPhoenix
02-19-2010, 01:36 AM
1 for the team, prevented abuse as I stated, good start.
I have to agree with DaneiLmc a bit on this one still, for only 1200 gold, get some invisible hero to sneak around the enemy team and chuck this right on top of them.
Purchasable Initiation. Even without Invisibility, Blink in there and do it.
Initiator Heroes are considered exceptionally powerful, you know what would be even worse than using this to substitute the Initiator?
Having Behemoth Blink Initiate with all 3 spells, and then drop this ward. That is a Genocide right there.
I have to agree this item could be far too overpowered.
I like the idea though, it really would be too good though unless some other method of limitation can be thought up, and I can't think of anything.
serrath
02-19-2010, 03:56 AM
It's a one second stun, and it costs 1200g. The idea is that if you're buying this item, you just passed up completing a recipe. The cost is the factor that mediates its strength. Perhaps if I make it drop on death?
OJPhoenix
02-19-2010, 11:07 AM
Yeah I realise the cost is high, and has to be, but its still +1 second stun on Behemoth because it waits for them to move, ergo get out of his current stun lock. Your right on lack of a Recipe though, helps give it some balance, I'd be crying it it cost much less.
Drop on death... I fear would make it less likely bought, oh **** I dropped it now they have 2... I'm thinking it might be safer not to have aggressive wards, but I'll see what others think of this as well.
Twiggie
02-22-2010, 10:56 AM
have kongor drop one.
LightofdaY
02-26-2010, 09:56 AM
reminds me of plants vs. zombies!
Shoryucas
02-28-2010, 01:02 PM
just.. need to... stun... tempest... ah here we go!