Yes, impliment the new changes
No, leave him be
Rampage is an awesome idea for a hero who has unfortunately never found his place in Newerth, I propose a few changes and an entirely new ultimate which could finally make him viable and ultimately make him a useful and enjoyable hero to play. Please endeavour to read to the end, or at least the ultimate remake. Cheers.
This is a great ability, but unless your opponents are very careless or vision impaired, it is easily thwarted by retreating or calling allies for help. Additionally there seems to be an unintentional flaw in its mechanics and 'Horned Strike' It appears that Horned Strike will not proc whilst the target is in charge bash, which is a problem if rampage enters his swing timer just as the charge stun ends, the enemy hero has time to react before the Horned Strike lands. Not sure how to fix this...just thought i'd make its existence known. Furthermore I believe the fix to Stampede would be by placing a debuff on the target hero when Rampage is say...900 range? Of the enemy hero they are 'Chained by Fear' or some such where their movespeed and turnspeed is lowered, thus allowing Rampage to hit his target without getting face-penetrated by the gathered enemy team. The ability makes sense because seeing a bad-ass warrior dude riding a rhino towards you would certainly be terrifying, and the mechanics are kinda cool.
TLDR Overview- Stampede now places a debuff on the enemy hero when he enters 900ish range of them 'Chained by Fear' where the hero has their movespeed and turnspeed lowered considerably.
Might of the Herd -
As much as I tried to conjure another revamp of this ability I couldn't think of anything worthwhile, the ability works well, with it at lvl 4 and steamboots Rampage reaches 391 MS (above average with marchers or boot varient) and gains 46+ dmg. Soulstealer only gains 60 which is halved on death. The slow effect is great if timed after bash. Nothing needs changing. Kudos S2
Horned Strike -
The latest Horned Strike is a very useful tool, although if it procs at a bad time after charge Rampage can lose a kill or even die. There is a mechanic to this ability which is often overlooked and that is 'Moving 1000 units will reduce the cooldown by 1 second' and this seems rather useless, allow me to explain. If you Horned Strike someone, they will not! travel 1000 units which won't lower the cd on your particular target, maybe if you kill one person and move onto another it may have some use? but the way I believe it is meant to operate is that if you Horned Strike a target, then use The Chains That Bind and run away, bash should be off cooldown. This isn't so, even if you move 1000 units with them which is no mean feet, there is still a second of cooldown left which ultimately gives them time to react.
The Solution? I believe the fix for this ability lies in reducing the cooldown units travelled to a lower value and possible the bash could increase cast time by say...50% for 1.5 seconds after the bash (coinciding with the movespeed buff) for the problem lies in enemies stunning, blinking etc once you initiate. This could provide some more control for Rampage.
The Chains That Bind -
I'll begin by highlighting the flaws of this ability. Firstly the damage it deals at lvl 3 is approximately 400, which isn't even close to other ultimates. Additionally, Rampage is dealing no extra damage during the meagre 3.5 seconds and unless he has a shrunken head lasting a whole 3.5 seconds unperturbed is rather difficult.
I propose another massive overhaul of this ability into something more innovative and useful.
'Beefcake Blast' is a completely new and intense ultimate that provides team-fight presence and finally some aoe for this badboy. Before I continue, the image below is the approximate distance and hitbox of the ultimate.
Beefcake Blast is a very fast charge-like ability which moves rampage 800 or so distance (it cannot be clicked short like kraken's charge, Rampage will always travel 800) the enemies hit by the frontal cone of this ability suffer 140/280/420 magic or physical...not sure, damage and also are effected by a 'Horned Strike' knocking them back the same distance and dealing equivalent damage to the rank of Horned Strike.
Reasoning - Rampage is lacking in any form of aoe and teamfight presence, this ult allows him to initiate and disable the enemy team, similar to hellbringer...of sorts but with less aoe and more damage. Additionally the idea of it ALWAYS traveling 800 range means rampage can't simply faceroll one target with charge/bash/ult and still be on top of them. It will need some intricacy to be used effectively.
(to my knowledge, move speed is units per second)
lvl 1-150 mana 140 dmg + horned strike 600 units per second 100 sec cd
lvl 2-200 mana 280 dmg + horned strike 800 units per second 80 sec cd
lvl 3-250 mana 420 dmg + horned strike 1000 units per second 60 sec cd
To justify the hitbox outside of Rampage's model, I cannot demonstrate what I envisage, but with cool animation/effects a frontal cone with pretty lights and angriness would be superb.
I know it has been a long read...but for everyone who made it the whole way, thanks! And please vote!
Last edited by Sycko; 12-16-2010 at 09:43 AM.
Taedian is cool.
That awkward moment when you receive a 'No' vote 15 seconds after posting the thread.
Real men read threads.
Agreed that he needs change. I love you man.
P.S. Beefcake Blast? For real? Change it to a stampede, which makes sense with your wide cone for Rampage to be flanked by 2 or more powerful rhinoes, called Stampede, or maybe Horatio's Stampede, or maybe even Rhino Charge.
please edit this in!
lolyouredead, quality hero designer 2010
"Keeping the trolls out of Dream."
Go on...click the link... You know you want to...
NO. Are you gonna say that succubus has no presence in a team fight just because she doesn't have an AOE skill too?
Rampage has an AWESOME ultimate already. He completly stuns the enemy without the need of channeling and on top of that he may change the location of that target, wich is a BIG DEAL. The damage done by the ultimate isn't a lot, but it's balanced since he binds and move's them. In a team fight, stun 1 enemy for a long time is a lot of presence! No magic immunity can hold it.
Stampede: You can try to time right your hits so the enemy won't escape... If he has no escaping skills such as blink, the movement slow of second skill is enough to trigger the next horned strike. That debuff you are asking for would be overpowered and unessesary.
If you get 522 movement speed with stampede then use ultimate right away on enemy and run on 522 MS the damage will be pretty great, and your enemy will be taken to ganks easily.
The horned strike is fine the way it is... I mean, the 1000 units walked to reduce 1 cooldown wasn't made to be use IN the battle... If you got your hornedstrike proced in a creep for example and now u must charge to that hero on the other side of the map this will help you prepare a horned strike for that battle. AS SIMPLE AS THIS. No other ways to be used. They removed the chance horned strike to make a tanking good damage hero on rampage, not an all attack speed devastation that he was. I prefer the old horned strike, but LEARN THIS: The 1000 units walk is not a flaw, it's suppose to be this way, that doesn't help in battle or may be accelerated like kraken's passive skill.
Oh and the reason its 1000 units to reset his horned strike is for when you are using a portal key or tablet... Kinda why portal key is on his recommended items..