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Too much
Perfect
Not enough
He has a strong lane presence and strong early game/mid game, but I do not believe he tapers off late-game as badly as you presume. Salforis is melee caster so put effort into raising his mana and mana regen. Grab an item like :Nullstone: (my personal favorite) and he instantly solves his mana issues while still retaining a relatively strong defense. He is much better off when he has leeway to use his spells: he is melee caster and not a tank. He has two spells with superior magic damage to bypass magic immunity, pretty significant for a caster such as Salforis. With farm he can stand out in late-game.
I must agree Mors Certissima is not that great of a spell given that it is a tough skill shot to land, is costly, and has bugs agaisnt MA (and among several spells: Focus Buffer, maybe Fire Shield). But the initial nuke and low (4 sec) cd make up for it in how it allows Salforis to farm creep waves and neutrals much like Ra. Personally I use it mainly as a finisher when weak enemies are trying to outrun Presence of a Dark Lord and Life Tap spam. This way my enemies do not benefit from the heal factor side effect of Mors and the nuke is much easier to land.
With that 4 second cd, though, it will be too powerful to convert the damage to True damage or by removing the heal back effect on enemies. He'd have too much burst power. Salforis's other spells are good enough that he can deal with one not soo fitting spell, but one that still has alot of uses as a nuke. The Life Tap buff was very much needed, but no other buffs are neccessary.
~ Ekamo, post #2Would LS be balanced with 4 good abilities instead of just 3?
You tell me.
Just because DW offers a stun doesn't make him viable late game, you don't need to think hard why LS tapers off hard, just think what happens in late game that makes DW/Ramp redundant
I don't understand why you want an already powerful early game to be potentially broken or give him some late game viability, do not buff him
Last edited by Good_Apollo; 03-14-2012 at 04:45 PM.
Lifetap is stupidly powerful mors is pretty useless and doesnt realy synergise with his balls deep play style that requires you to be in melee distance for more lifetaps/aura.
I level stats over q, usually go nullstone into mock/fws (maybe sheep or hf depending on the team). No reason to build him tanky or dps (except for vests if facing heavy nukers), better to spend that money on stats and regen (mana).
His low lvl tower diving+massive hp swings make him as annoyable to lane against as a tremble or torturer (1on1). So far, in the 1600-1800 bracket, most people say *abuse* due to sitting on their faces with w and e >.>.
W is a bit too good imo, even though q is a bit bad and e gets less good the later the game goes. He is such an early/mid game powerhouse (inbuilt tankiness+minimock+low cd speedboost) that you shouldn't be starved from farm and kills (making it really easy to progress into late game powerhouse).
He's close to balanced, but I really feel that life tap could use a bit higher cd or mana cost. Maybe a bit of both.
And then make q a bit better in return.
His ult will stop the heal from mors doesnt it? If so then the 2 of them synegize quite well
The cast TIME, RANGE and COST on q are all terrible imho. Why would you stand still to cast q (which gives you less w) when you should be doing w/e?
But maybe q seems so bad because of w being so good >.>
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His Mid Lane Capability is through the roof. He replaced Nomad after .14 changes for sure.
Inbuilt Mini Mock with Regen (True Damage, mind you) is annoying enough. His Life Tap is just Godlike for ANY matchup. He has competetive potentional just as a good counter for Solo Heros while maintaining semi carry potentional is too much.
Nerf Life Tap, Buff Q.
Life tap is the only thing making Salf viable. A hero is allowed to have a weak spell if the rest of him works.
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I don't think you can make a cut and dry statement like that when heroes like Magmus have their random ass spells but still maintain viability through their strong synergistic spells.
Salforis feels like the same case, but maybe it's more noticeable to players since their used to the 4-skill-forced-syngery heroes S2 normally puts out. Gravekeeper is pretty blacksheep in this respect as well. It's synergistic design gone wrong but ends up working EG: In theory Hammerstorm's spells work in perfect conjunction and yet most players rarely pick up or max his 2 passives over stats.
Efficiency is key here and Salforis simply has it even if stats are taken over Q. Don't fix what isn't broken.
Last edited by Good_Apollo; 03-21-2012 at 07:09 PM.
What I would like for the hero in general would be to remove the healing and damage/attackspeed from ult, and put ult and Q onto a different hero.
I don't get why the hero designed to work AGAINST healing has to also be the hero with the most selfhealing (and regeneration) in the game.
Also, like I have stated before, his Q and R synergize decently, but in terms of their function and purpose they are pretty unrelated to W and E, which again work pretty well together.
Sooooo... what is your point? I don't really see the relation to what I said.I don't think you can make a cut and dry statement like that when heroes like Magmus have their random ass spells but still maintain viability through their strong synergistic spells.
Salforis feels like the same case.
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Why not move the MS buff from LS to MC, rescale the mana cost and increase the speed burst to compenstate for the cast time
Because all of those abilities allow him to stand up against the fat heroes like Zeph and Ra that are in the middle of the action while he takes a ton of punishment. He can live through that punishment because of all the healing he does with W and E, while at the same time dealing substantial amounts of damage with Q, W and R.
as far as i'm concerned mors is a flash farming tool to allow him to scale better into late game, it is amazing for this purpose and opens up a great many regen possibilities - you can also use it early with a 4-1-1-1 build to dump repeated mors on an ulted target which does pretty huge damage for level 7, especially if you can get 3 off instead of 2.
I really think if you buffed mors he would just be imba and that would lead to a playstyle change which i really don't want, most heroes have a strong pair of abilities and a subjective one and i think mors is far from the worst.
He has a whooping 416 mana at lvl 7, his ult cost 150, and mors lvl 4 cost 140 mana.
And you're probably going to cast tap as a gap closer, multiple times. Which cost 70 mana at lvl 1 (40 at lvl 4). ((especially since you're going to be standing still .20-30 seconds ~ casting q))
Mors is not a bad skill, it's just better to pick up w and e. Leveling w gives you almost half cd and manacost, and e gives you additional regen. The w/e build gives you insane staying/laning and chasing power (that is sustainable).
I really think w needs to be nerfed a bit. I don't think q needs to be buffed even, maybe slightly indirectly with a bit higher base or gain on int. Guess I was right (referring to post a bit up), q is underwhelming because of his other skills.
The skill itself is fine, just feels wrong on this hero (he has no mana, he has a mini mock, chasing abilities that want/require you to go melee, inbuilt tankiness).
Either forced synergy with his ult, or as a finishing move (seeing that when you leveled it early, and while using w and r you will probably have the mana for 1 q).. it just feels out of place.
edit: Forgot to mention, but: Absolutely nothing wrong with a hero/skill having drawbacks. But I'd love to see someone convince me of getting q at all early/mid game. Imho there's something wrong with the numbers.
Last edited by Glibbersmurf; 03-22-2012 at 10:32 AM.
totally in agreement with the poster above, you have to build specifically for a mors build and really it doesn't feel right for the character i've only gone it once every other game is the standard w,e build as that just feels like the character to me.