|
|
I feel this hero is very weak in HoN, even so more than the Dota equivalent, despite having a better 2nd skill.
I think whirling blade has to be made into magical damage personally - this would greatly boost this hero with his farming ability, especially since most creeps have no magic armour - but have normal armour. A lot of heroes also start to gain significant armour in the course of the game, making this ability much less useful. Yes, shrunken head will counter this, but the benefits outweighs the cons imho. For this hero to be more viable, maybe you will have to make his main ability, being whirling blade, not be a RNG based ability, but rather like puppet masters whiplash and chronos' bash, that every x hit proc's it. I see no balance issue with this, considering the ability has a cool down.
Secondly, his charge skill needs to be more like tundra's jump, even if it means you remove that debuff on enemies.
These few small changes, can transform this hero into something enjoyable and more importantly, competitive HoN viable.
His skillset is fine, just needs to be made a little more usable by buffing blade proc rate/base MS/taunt duration/whatever else you like.
Credit to Devious`, with thanks to AvunaOs for my last signature
Yes please. I love the concept of Legi, but still give moar procs plox and then he's fine.
I too would like to see his "charged" turned into some sort of leap/blink ability. Even if it is a weaker version of Portal key and cannot be used as an escape mechanism. Portal key being core on heroes is a real kick in the nuts.
Also, changing his RNG system. If you are attacked and do not proc a whirl, your chance of proccing the next whirl increases by 3% incrementally. Lets say you are hit 10 times without whirling, on the next hit, you have 47% chance to whirl. Once you whirl, it resets back to 17%.
His ultimate also shouldnt be the ultimate KS ability
A less terrible ultimate would indeed help.
Credit to Devious`, with thanks to AvunaOs for my last signature
Ultimate can be changed to a % chance mechanism, like this:
target at 100% HP: 0%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 99% HP: 1%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 98% HP: 2%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 97% HP: 3%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
.....
....
...
..
target at 5% HP: 95%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 4% HP: 95%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 3% HP: 95%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 2% HP: 95%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
target at 1% HP: 95%+5% chance to instantly kill the target. Deals 150 dmg if not triggered.
That would be level 1, level 2 should increase the damage done if not triggered, level 3 as well.
I know that doesn't make him competitive but at least will be a fun hero like BS.
P.s. numbers of % might turn to be op, dunno, but you get the idea of what I wanna say
^ He doesnt need more % based skills.
It could be something as simple as dealing the 300/450/600 damage as physical, or if they are under that as pure. Or it could be something else entirely.
I think he needs a better proc rate on higher lvls of Whirling Blade.
Maybe making the CD from: 0.7 / 0.65 / 0.6 / 0.55 to: 0.75 / 0.65 / 0.55 / 0.45?
too bad he wont be able to deal with the hunters if its magic damage.
Raise the % procs to 20, and see what happens. He procs way less than in Dota for some reason, despite having the same numbers.
Maybe give him back his old second skill, and put the +attackspeed -damage onto his first skill.
That might make him overpowered
But regardless, I feel like the effects of the second skill seem like they should have always been attached to the first skill
This guy >>have:
A)
-42% win rate in 1750 PSR average 5v5 non-EM games > http://maide.ca/~foxi/herostats.html
-4 worst win rate of the game.
B)In competitive games:
- Never used in competative games!!
He is a broken hero;
1-He is 100% more effective in jungle but he need stay AFK for 20 minutes unable to help his partners in this time.(he is not a effective ganker while jungle like).>> Bad cost x benefit for a jungler.
2- He need a huge farm for a hero that is not a effective semi-carry.(bad cost x benefit).
3-He is a initiator that need huge farm for can iniciate effective and don't gives enough damage in teamfights like(bad cost x benefit).
4- He is not a good ganker because his skills sets don't do enough damage for a solo kill or or teamfights.(bad cost x benefit).
Conclusion:
I don't think he needs a total RMK, but his Taunt and Whirling Blade need tweaks,his second skill(does not fulfill his function as initiator/gank) this skill only work well for jungle and a 100% jungle hero that can't gank sidelanes and have to stay afk for 20 minutes is not good and his ult is like a single nuke with melee range and need requirements to the target( HP below 300 / 450 / 625 to kill) which aims to KS your carry kill.
In my opinion he need tweaks in skills 1 e 3 e RMK in skills 2 e 4.
My suggestions:
1-Taunt:
Reduce the cast time from 0.8 seconds for 0.5 Seconds.
Explanation: His cast time is too slow for hon more quick engine.
This will improve his gank and starter abilities.
2-Terrifying Charge:
RMK : make a single target blink skill like NH pound,can't be used on allies
Type: Physical Range: 700 Cast Time: 1.0 Seconds Mana Cost: 50 CD: 20 seconds
Damage: 100
Explanation: This will resolve his starter problem,increase his gank potencial and he will can focus on buying tank items.
3-Whirling Blade:
the problem: random skill only hurt him instead of helping.
suggestion: make he spin every time he received five attacks(like cronos passive work).
Explanation: this will resolve his farm problem because he is a very dependent items hero and he will can semi-carry(tank) with this buff.
4-Decapitate:
RMK: Lego tosses his axe in the direction of his enemy back making him bleed,dealing damage based on his current weight(30% of total HP) and reducing their target move speed (50%) for 5 seconds.
Type: Physical Range: 150 Cast Time: 0 seconds Mana Cost: 120 / 160 / 200
Cooldown: 75.0 / 65.0 / 55.0 Seconds
Explanation: He will not have more a KS ult skill, with this new skill his gank potencial will increase and he can use his ult to help his team to get the kills.
Last edited by Who`CaReS; 09-27-2010 at 02:55 AM.
His Ult is ridiculously out of place. Whole concept of his Ult needs to change, none of this "I was made to ks" bullshit on a hero that shouldn't be taking the kills.
Change his Ultimate to Hamstring. A very powerful slow with some damage packed on. Also give a % chance to proc blade while you're attacking.
I find it worrying that all of the Legionnaire balance threads have had his name spelt wrong.
I have returned![]()
I think his ulti is fine, doesn't need a buff - nor do I think such drastic changes are needed as suggested on this thread.
You would be surprised just how useful the hero would be with just
- Magic damage on whirling blade
- No more RNG based whirl blades
Having the 2nd skill in some sort of leap ability and lowered casting time on taunt, would be bonuses ofcourse. But I think we shouldn't do too much, don't want to end up with an overpowered hero.
Would just be nice for the hero do to some consistent damage. In all the HoN games I have played, I never seen a PK/taunt combo do much damage, compared to the devastating damage I am used to seeing in Dota.
could make whirling blade charge based...an incoming hit = a charge. Additionally, incoming damage (before mitigation) could contribute to a charge... i.e. 100 damage incoming adds a charge.
This would add some scaling and add additional procs when taunting heroes vs creeps...increasing procs late game.