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I really hate that argument "but he hasn't been used competitively" when there are so many heroes out already, lots of synergies to consider and flavor of the month varies all the time. Support heroes especially drift in and out of use, as do gankers and WS can fill both roles. Sure he could be looked ad but my impresion on him is that he is in a good place.
If witch slayer isn't good with or against silhouette, of course he won't have seen play, regardless of his own strenght.
In balance, the burden of proof is on you to show your suggestion a) does what you say it will do, b) won't disrupt balance elsewhere, and c) isn't retarded beyond belief. Until you show these three things, the last may be assumed.
WS is good against silhouette, actually. Mana drain deletes her ult or nullstone instantly + hex at zero cast time as well.
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Witch best counter to Nomad. Nomad not picked. Therefore not Witch picked.
wut?
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I r confuzzles now. WS obviously counters Geometer's bane! Geo is picked up all the time so he is always good.
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
Am I the only one that thinks the combination of hatchet + shield is way too strong?
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I personally think the combination is fine. Hatchet cannot be sold, is more effective on melee than ranged and the shield protects melee heroes more than ranged heroes from harass in lane (where they need it). This combo is only really viable on melee heroes and helps bridge the gap between the ranged vs. melee advantage in the lane.
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But let's take a look at one example: Gauntlet vs Forsaken Archer on middle lane. Forsaken won't harass him out of the lane because of the block and he will get most of last hit and denies because of hatchet. I really think that hatchet shouldn't give the damage bonus on denying, just on last hits. And the shield block shouldn't block so much. I mean, really, I wen't to pratice mode with this situation I stated, Forsaken was hitting for like 20 damage when the shield blocked, around 50 dmg when it didn't... isen't a little too much, specially on early game and since tanks can get it?
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Patch after patch, yet gunblade still had those 90s lv.1 ult cd. Yeah right, an ult that isn't gamechanger, not that strong, yet it has a long cooldown for no reason.
Make it constant 60/50 sec cd so he'll able to do gank more frequently on early game.
It was just a silly example, its more about the ammount of block and advantage specially on denies.
To avoid double post: was the Slither's ward buff really needed?
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Ok I just finished a game where i was against a Swiftblade, with my team being devourer, dampeer and I was prophet. Almost every game im against a swiftblade i lose. He's just so powerful. At one point he walked into my spawn and killed me without taking ANY damage. He just walked in, pressed one spell, walked out. Also his magic immune is SO annoying. I'm fine with Pred's stone hide but swiftblade does DAMAGE while magic immune. He's amazing early game, he's amazing late game. Who else thinks he needs a nerf?
Why a ranged carry have a passive slow that's not a attack modifier, a sklil that increases base damage and range, a 1500 range aoe skill that scales and a ****ing aoe stun that works as a escape mechanism aswell?
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I wish they had buffed its mana instead of lowering it and adding regeneration. 85 mana is a laughable amount and the extra regen doesn't really make it much better.
If I want passive regen I'll buy something else, the point of chalice was being able to have a quick burst of mana whenever you want it, in exchange for some HP.
STR heroes did actually get chalice to just spam it for mana regen, along with HotBL to recover HP. For them this is a breakeven change early and lategame improvement. so a buff overall.
On a hero like Aluna or even SR this is a buff since with high INT you get quite a lot out of the +50% regen.
but on a roamer like andro or magmus, probably a useless change.
It would also mess up those clutch plays with BC while being oom, but oh well. At least it's still enough for a TP!
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It's a buff on almost every situation, but it makes for more boring gameplay. Using your blood chalice to drop to 1HP just so you have enough mana to finish your enemy off is a very risky but rewarding play and it's harder to do when you're only getting 85 mana.
It's a small change, but it makes Chalice less interesting and fun.
Its pretty much a significant buff, can be found here.
I like it overall. It also makes more sense mechanically to have the 50% from the Scarab.
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I think ring of the teacher is the most op item in the game. +3 armor for 500 gold? basically counters a bulwark and two levels of shieldbreaker + increases mana regen/pushing potential greatly early game.
Like the new chalice, before I just used with bottle/chalice combo with mana intensive heroes early game (hag), but now with passive regeneration a bit more viable.