Yes / Yes with changes
No, rework the item / Item not neccessary
Storm Maul: Thunder Claw + Brutalizer
6100 (Total) = 3000 + 3100
Thunder Claw gives: 15 attack speed, 24 damage, 20% chance to proc 150 damage lightning that bounces once (or twice, cannot recall)
Brutalizer gives: 10 str, 10 agi, 20 damage, 25% chance to proc a 1.4 sec bash
Storm Maul: 13 str, 13 agi, 60 dmg, 35 attack speed boost.
25% chance (13% chance for ranged) to proc a 150 magic damage to a single target and apply a 1.5 second stun (2.7 sec cooldown)
Shackle: single target 1.5 second immobilize that also deals damage equal to 1 attack. Physical skill with 70 mana cost, and 30 second cool down. The same unit cannot be effected by this skill more than once every 30 seconds. Range: 600 units
*NEW TARGET STATE ADDED*
Maimed: when the passive of the item procreates onto the target, it will also apply Maimed for 2.5 seconds after the bash ends, causing the target to not be able to use any teleportation skills, including portal key, active blinks and tablet of command.
THE PROCREATION OF THIS ITEM DOES NOT STACK:with Basher, charged hammer, or thunder claw. To be clear this item is an exclusive attack modifier that does not effect regular "orbs" but will not stack with others of its kind.
PURPOSE: This item allows melee heroes to possibly take advantage of basher late game. It is an item that would give thunder claw a different form of being upgraded allowing it to have other use than being a sub form of Charged Hammer. This item also allows range to have a possibility of using bash but is not recommended as the percentage to stun is low. It's shackle skill provides a great counter to shrunken head and assists to kill targets on the run. Also it will be a good item to prevent heroes with teleportation skills from escaping.
The items damage was changed to 60. Range proc chance changed to 13%. Bash cool down dropped from 2.8 to 2.7 seconds. Maimed timer increased to 2.5 seconds post-procreation.
Last edited by Vulcan; 02-03-2013 at 01:31 PM. Reason: Balancing to increase power of the item while clarifying the item.
bump. Cmon people atleast look at it and say whats wrong or if you like it
Hmm seems like a good concept but I wouldnt be sure if it would work, imagine a whole team getting this item and the auto attack stun lock that would happen along with chain lighting. I can foreshadow events of infinite stun lock with flint and then a graphical related crash due to mass chainlighting stun etc. but thats just an opinion other than that I personally love the idea of adding another use to items such as thunderclaw and basher.
but it would be the same deal as a whole team going basher, besides there are cool downs on a single person's bash, and lastly there is no chainlightning its a single target proc. but thank you for actually stating what you think and ur opinion is respected
It's just that this item would completely outclass savage mace. Savages bash is physical (magic > physical lategame). It may have about 30 more damage but this has the +IAS and bash (and that bash > ministuns), plus it has a pretty powerful active too. I like the concept but the numbers could be tweaked a little. Gonna hold my vote for now.
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I always appreciate it when the HoN community puts in the effort to make suggestions to improve gameplay. So, thank you for taking the time to make this item suggestion.
With that said, I do not believe the item is viable. It adds nothing to the current meta-game. It is, for all intensive purposes, just another damage item. I promise I'm not picking on you, I am just too lazy to type this exact same post in just about every suggestion. Simply put, the suggested item brings nothing new to the game. The bottle at its inception was revolutionary. Logger's Hatchet, also, greatly impacted the game. To a lesser extent, striders.
I am opposed to adding new items just to combine other items, or just for newness sake. The shackle ability is neat-ish... but it provides the same benefit of a basher. Because I am opposed to all item suggestions that do not alter the meta-game I am voting no. I do however, appreciate your suggestion and keep up the good work.
-from a sucky player
Timidbeast / Random1
I'm actually having postive thoughts on this as I do think the basher could do with being upgradable, but I wouldn't buff the stun duration or cd. And I'd drop the active completely. Maybe even nerf the stats so it purely is thunderclaw + brutaliser.
This way it isn't broken. Anyway again my thumbs up as the brutalizer is a horrible item late late game when it really should help a melee's late game.
You could change it to on chance it triggers a chain lightning, the target you are attacking gets hit for 1s stun, takes 140 magic damage, with the chain lightning hitting 2-3 targets with less damage per jump (120, 100, 80 etc), with an increased cooldown (4-5s?). This way, the idea of thunderclaw is retained.
Something to that effect, I'm not sure, but I like the idea of the item, it just needs a slight change.
Last edited by C00KIEMONSTA; 07-23-2011 at 01:28 AM.
I like I would like to see more route that could be taken for dmg items maybe it could cost mana on it's stun activation?
This is a really good idea. It would take two underused items and make them somewhat viable.
All the naysays have poor reasoning.
ty for the support people. i believe it adds a twist to late game potential
Sounds like a very good lategame item to make melee carries more useful!
it takes too much damage away from charged hammer, doesnt that lightning bounce twice? so you lose 300 magic damage per proc..
I'm holding my vote though.
This item is too good for the already completely imba range vs melee discussion.
14% is too high for range. They can already kite almost any melee hero to death with fws and it's utter retarded superior magic slow. On top of that, with this they get yet another snare/kite tool which goes through shrunken..
This + fws, and you won't see a melee hero ever again.