SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Improvement to Legionaire's Whirling Blade Mechanics to Enhance Proc Reliability

View Poll Results: Should Legionaire spin after a fixed number of attacks or remain random?

Voters
181. You may not vote on this poll
  • Random is frustrating. I approve of your design tweak.

    112 61.88%
  • Random is fun. Leave it as it is.

    69 38.12%
Page 3 of 3 FirstFirst 123
Results 41 to 58 of 58
  1. #41
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Blacksmith's ultimate can never be skill based though. If you could choose when to multi it would be... well you can imagine. If all randomness were removed you'd have to rework him completely.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  2. #42
    The idea is good but the numbers need some tweaking.
    Lets say u are a lvl 7 legio u have max blade 1 chrage and 1 taunt and you charge 3 heroes also around lvl 7 if they all have some decent items there attack speed is 1(including your extra att speed from legio charge) then u taunt. those 3 will place at least 2 attacks (since your taunt last 2 seconds lvl1) then u dealt 200 damage to 3 heroes, if the continue attacking 2 seconds later it is 400 and that all forced whirls if you have 2 not forced, it is just to sick and u dealt that solo to 3 enemy's without support.

    If you tweak the number to 65 damage it would be much better. then i would really say yes
    Shame on the ones that have wings, but don't use them to fly.
    Death angel - Word of the Wise



    Lhune <3<3

  3. #43

  4. #44
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Quote Originally Posted by Thear22 View Post
    Lets say u are a lvl 7 legio u have max blade 1 chrage and 1 taunt and you charge 3 heroes also around lvl 7 if they all have some decent items there attack speed is 1(including your extra att speed from legio charge) then u taunt. those 3 will place at least 2 attacks (since your taunt last 2 seconds lvl1) then u dealt 200 damage to 3 heroes, if the continue attacking 2 seconds later it is 400 and that all forced whirls if you have 2 not forced, it is just to sick and u dealt that solo to 3 enemy's without support.
    Let's replace suggested numbers with current numbers:

    The idea is good but the numbers need some tweaking.
    Lets say u are a lvl 7 legio u have max blade 1 chrage and 1 taunt and you charge 3 heroes also around lvl 7 if they all have some decent items there attack speed is 1(including your extra att speed from legio charge) then u taunt. those 3 will place at least 2 attacks (since your taunt last 2 seconds lvl1) then u dealt 175 damage to 3 heroes, if the continue attacking 2 seconds later it is 350 and that all forced whirls if you have 2 not forced, it is just to sick and u dealt that solo to 3 enemy's without support.

    14.3% increase in level 7 damage. Huge difference.

    While this makes Lego do a little bit more damage after level 7, it actually deals less damage levels 1 thru 6... which means his early game jungling farm will be nerfed slightly. So is this an overall nerf or an overall buff? Well it's neither.

    87.5 damage per spin every 3 attacks would be the same overall damage as the current mechanics. However, having the damage be a constant 100 looks nicer.
    Last edited by MacroHard; 09-27-2011 at 04:08 PM.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  5. #45

  6. #46
    Quote Originally Posted by OmGiTzJoKeR View Post
    No, because it would make him stupid op in team fights and ganks, etc. If I'm right about all this I'm reading, he spins after being attacked 3 times. You pk into an enemy hero pushing with tons of creeps in their lane, taunt everything, and the hero instantly dies because you were attacked by 20 things at a time, causing 600 instant damage. Then you charge ulti bye bye.
    Also, you are forgetting the cool down. So it would take a second or two to get the attacks off.



    Not so sure i like this change as the whole intent is to get rid of the RNG even though there are many other heroes that use it as a mechanic. It is simply a way to get ppl to not be dependent on it for immidiate damage. If you don't like the skill enough to not play the hero, suggest a new hero in the appropriate boards. You seem to have a very good sense of the appropriate numbers to use.

  7. #47
    Not a bad idea, but I don't like it for one reason:
    I enjoy doing massive damage with the spin (based on luck)
    But something like this should definitely be implemented, but maybe with a slight tweak to the numbers.

  8. #48
    I don't think this change is needed. I've played legionnaire often enough to say that a camp of catman isn't such a big deal. Sure it's annoying on level 1, but that's why you can go to the easy camp and pull camp to get some levels.
    The first thing you need to do when seeing a catman camp is to pull it anyway, so there are extra creeps => faster proc chances => more spins. When low on hp, use a health potion do another camp and kill the camp later. (or just kill them directly after the potion)
    So I see no problem with a 2 man camp, never felt any big trouble when farming in the woods either (even when dying twice in a row in the same camp, such a LOL moment).

    When it comes to crazy proc's and spins after each attack, well lucky him. But I've also seen legionnaires that needed 12 attacks for a proc twice in a row, you could say this is why there needs to be a change. But later on in the game it won't do much any more and no one will look at the proc's, as your only goal will be taunting as many people as possible and making them immobile so you or your team can clean up.

  9. #49
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jan 2010
    Location
    Rotterdam
    Posts
    6,002
    Well taking random out takes a lot of effort with loads of items / heroes. Doing this for legio particurarly sounds nice, but it needs to be optimized.

  10. #50
    Quote Originally Posted by Broodje View Post
    Well taking random out takes a lot of effort with loads of items / heroes. Doing this for legio particurarly sounds nice, but it needs to be optimized.
    Other random things are impalement of torturer, critical strike %, dodge %, .... It's part of the game and the spins are one them. (if you are looking for examples)

  11. #51
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jan 2010
    Location
    Rotterdam
    Posts
    6,002
    Most importantly uphill miss chance. Worst random of the game, shouldn't be in here imo.

  12. #52
    /signed, remove all overly random elements. (Crits etc are fine, imo)

    Then fix
    zzzzzzzzzzzzzzzzzzzz

  13. #53
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    To clarify I have no intention on removing ALL random elements.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  14. #54
    Quote Originally Posted by MacroHard View Post
    To clarify I have no intention on removing ALL random elements.
    I know you didn't mean it like this (it would be boring if they did), I only think that legionnaire should stay one of the randomish heroes. (reason was posted above somewhere)
    Let's make HoN more noob friendely
    http://tinyurl.com/NoStatsMM
    http://tinyurl.com/ItemComponents
    please vote for my idea and tell me what you think about it

    Send me a personal message if you want me to look at your thread, I'll gladly help you.

  15. #55
    I know this ruins a fun part of the gameplay. You just cant imagine when we are in a pc club and we have a luck/proc/ hero like legio and then the moment when he is 1 whirl from kill and aggros creeps and we all shout spin spin spin baby and then it procs and we are all like yohoo yeah..

  16. #56
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Bump. Time to bring this bad boy back to light.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  17. #57
    Sorry, I voted no because like the option says, random is fun!
    Imo the game needs moooore randomness, or at least more heroes that utilize a random factor for something.

  18. #58
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    shameless bump

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •