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Why does it matter that "He can't carry"?
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
I think his ult is too easy to evade or stun or slow or whatever.
The hero skills are very situational he just need a little tweak and he will be a great hero;
-Corpse explosion rework (range and damage)
-Maybe he store two corpses...
-Ult ? Maybe a little longer and less random, it could be great to choose either building or ennemy
Great troll in lane, his orb is hard to use because of the crappiness of its charge mechanic and his corpse explosion does buggerall damage. His ultimate would be strong if the forced synergy with explosion was actually good or it could be used outside very specific circumstances, since it can do a metric crapton of damage in the right (albeit very difficult to engineer) conditions. Doesn't have much use past the laning phase because the skills that are supposed to be good for pushing/teamfighting aren't.
Credit to Devious`, with thanks to AvunaOs for my last signature
I think a few people have touched on this, but in his current form he's a really strong support and decent counter-initiator. His two main (useful) skills: corpse toss and his passive, are amazing if you are a babysitter. You can set up easy kills and offer a lot of safety. Corpse explosion is pretty crap, but occasionally during a team fight you'll add that extra damage that is needed to turn the fight. It's probably just because a lot of people aren't used to fighting against him yet, but I've gotten a lot of rage and IMBA cries at me because of Corpse Toss.
Ignoring the damage that it does, his ult can be really useful just to block enemy heroes and cause a lot of confusion. Also, as demonstrated in the spotlight, a fair number of spells and ults depend on minimizing the number of units around to maximize their effectiveness (Plague rider, swift blade, moon queen, voodoo jester, pharaoh, etc), so suddenly spawning 10-24 units nearby can greatly decrease their usefulness, which is why I feel he is a decent counter-initiator.
It's hard to say yet whether he is balanced or not. Most people playing him at this point will be new-ish too him and haven't figured out his role in the game yet. Anyways, just my thoughts in this interesting and fun to play hero.
Zombies are more or less "corpses" themselves, so you should just be able to sacrifice the "living" ones with corpse explosion as a trade off for essentially killing a large portion of your ult. Beyond that, I kind of feel like corpses should appear quicker or last longer, probably the former more than anything else.
I bought this hero as EA because he looked very interesting,
but i am not really satisfied with him.
Played him very often now. Yeah he is funny, but i noticed that he is becoming useless since midgame.
He is sooooo fragile and squishy even with stats item.
The corpse explosion makes too less dmg.
The damage in early is nice, but the longer a game lasts the damage is decreasing dramatically.
What's the role of this hero?
I play him as support to be a little bit useful in mid and lategame.
Suggestions:
- Corpse explosion makes too few damage and there are only few situations to use it wisely.
- The ultimate should be adustable to kill half of zombies to use corpse explosion successfully. As i know it's random now.
Last edited by Forst; 01-31-2012 at 05:29 AM.
His second spell in almost useless, his third rarely has any charges unless you are willing to put up with a lot of harassment or when chasing and his ult is really random. I regret buying him...
My suggestions:
Key Binding - http://tinyurl.com/BindDemItems2
Remake votekicking - http://tinyurl.com/RmkVotekickingNao2
Ability to use item hotkeys while shopping - http://tinyurl.com/DemHotkeys2
I like him, but he certainly needs tweaking.
I like the idea that someone said about control over his ult creeps, would be great. but if that couldnt be done. maybe something to do with types of creeps that spawn from it instead?
3 types of creep:
Explosive creep = priority targets heroes, will not function until hero is within screen. aka just explodes after duration where its summoned if no heroes around.
Big creep = priority buildings, with each level maybe they gain something to be more effective against buildings, if no buildding around they attack closest enemy be it hero or creep.
Small creep = attacks closest target be it hero or creep.
Wonder if something like that would be do-able, or even be the way the lvl 6-11-16 works, you get small @ 6. small and big @ 11 then explosive, big and small @ 16.
Also storage of corpses would be a nice functionality to add in, amount stored increases numbers from ult, so by not using everything through his passive you can use his ult to be more effective in exchange?
Just random ideas, no idea if they would truely work or not
I love the idea of a shitton of zombies crawling outta the ground with the ultimate, but it's just so bad. I really don't see how on earth that skill can have that long ass cooldown.
It's so bad it shouldn't have more then 30-60 seconds of cooldown.
He would be a serious backdoor threat with any less than an 80 second cooldown.
Played Gravekeeper, enjoyed Gravekeeper, but he's a bit underpowered.
-Corpse Toss: Doesn't feel good until level 3. If it were given 2 charges at all levels and the damage/manacost smoothed to match, it would be more satisfying and more useful for early action in general.
-Defiling Touch: Very strong if you get it going consistently, but it's more finicky than it needs to be for harassment and last-hitting early (you have to keep running onto the creepwave to pick up corpses, and running off so you don't take creep damage when harassing). Allowing 2 charges to be held and slightly increasing the pick-up range would help this without overpowering the ability.
-Corpse Explosion: Suffers badly from the absence of corpses outside creepwaves, and as such isn't worth maxing early. Tweaking Corpse Toss and Defiling Touch as mentioned above would fix this, as between the two abilities you could generate 4 out of 6 corpses around a hero, away from a creepwave.
Zombie Apocalypse: What everyone else is saying. It's more difficult than it needs to be to get good damage out of it.
Last edited by ghnurbles; 02-02-2012 at 09:37 PM.
from my view he is pretty balanced, for the people qeustening the 2nd ability its alot easier to use then you think.
hes passive and stun(s) leaves corpses ON the player attacking making it easy to stack atleast 3 corpses(2 from stun 1 from passive). per stun combo which combined with W result in 140*2 +3*90(magic) dmg without even counting the dmg from autoattacks combined with the bonus dmg from 3rd.
only issue i have on this hero is surviving.
still debating on ghost/steam on him.
A couple things about him.
1. His corpse explosion sucks.
The mechanics they chose for this make it conceptually flawed. If they want to keep it similar to other nukes, it pretty much HAS to be this bad, because the ideal-case is so good. This is a skill that, as it is, is impossible to make useful with making it overpowered, or completely bland (such as the base damage suggestion - ugh i hate that idea so much). I'm not going to give a suggestion, because this isn't the forum for that, but this skill DOES need to be re-imagined.
2. Defiling touch makes his gameplay REALLY choppy.
Sure, it's unique that you need corpses for it to work, but the gameplay that creates just feels horrible. You walk around the battlefield looking for corpses, picking them up and tossing them. And if you're chasing after corpses, you're not chasing after heroes, and you can't respect the boundaries of the danger zones other heroes create. To put it simply, this skill needs a quality-of-life improvement, similar to puppetmaster's whiplash - make it more reliable somehow, instead of forcing gravekeeper to either a) stand in melee range or b) put himself in huge danger just to use this skill.
His other skills are actually pretty good, when used right. He could be a really fun hero, I think, just needs a little more polish.
My hero suggestions:
http://dream.heroesofnewerth.com/hero/WindRaven/
Gust - Druidess - Mobeus - Stone Angel
His range is too big, please make 500 he harasses melee mid heroes too hard with 20%+ passive, 1 second stun, 600 range
That and backdooring is about all he's really good at. I see no reason at this time to nerf his few good traits unless his less useful aspects get a buff. And there is a lot of those.
Your second point is pretty much what I dislike about the hero the most, with corpse explosion being a very close 2nd. I think the skill should passively generate corpses over time if corpses aren't being picked up. Be it on a timer, or number of attacks, it really needs some help to get out of the reliance on picking them up and shifting the focus away from doing his job, instead he's left cleaning up the cemetery.
As far as corpse explosion goes, there needs to be some happy medium. It's just either here or there currently. It might make the skill a little bland, but it's better to be bland and consistently useful than situationally useless/overpowered.
HONOR- If you need it defined, you don't have it.
I have played him in about 50 games so far, about half and half normal(1725~) and casual(~1650) at . So far, I would place him at about perfect balance. I think most people try to play him as semi-carry and I really do not see that in him.
What I use him for is a ganker, support and cc expert (positioning skills needed)
The current skill build I go is the exact same for shaman.
1 point in each skills, get stun to level 3, max corpse bomb, max third move, and grab ult at 10,11,16. No point in maxing stun to 4, only adds on 40+ damage (30 after armor) I dont understand why people do not like his corpse explosion, I have no problem dropping a huge bomb on people, just as its easy to heal bomb with shaman. Positioning is why this hero has a large skill cap...and if you can not position correctly, throw a corpse, passive attack with corpse, stun again, corpse explosion (270 nuke) with the + 200 from each stun, auto attack and +60 damage for passive.
The passive has 1 charge allowed, and the only change I could possibly see with him would be 2 charges allowed, still no cooldown. This would mean a slight nerf to the +damage tho because that would add an additional ~150 damage with passive, auto attack, and extra explosion damage.
Keep him where he is at, or +1 on charge, nerf +damage by 10-15, and he will be better.
The last thing in a team fight your enemies are trying to avoid are dead bodies, in a lane you should have no problem countering a push, and in the open jungle, ult first, then trap one person with stun, easy heal bomb, I usually solo any support I find with that simple combo.
Great hero imo, love the design, love the skin, best use of EA I have bought.