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Thread: [2.5.9] Elder Parasite

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  1. #21
    Honestly, for the item to even be considered it would need to be 5-10% extra damage taken or maybe less.

    As stated previously, the item gives no stats at all and takes up an atk modifier slot(with a crappy one at that too). There is no way that anyone would pick an EP instead of the current shieldbreaker on a chronos or any carry.

  2. #22
    +100 AS is nearly double damage early in the game (starting AS is ~120). It is the most slot and cost efficient AS item in the game. If there was a shorter activation time (like 6 seconds), you can minimize / eliminate the extra damage taken penalty around your team's disables.
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  3. #23
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    It's kinda hard to balance an item like this though, I mean sure it's kinda crap and throws many games but in some situations it's like spot on. Those situations are just so few and most of the time it's a throw item.
    Stats are like women in bikinis, they are interesting to look at however they don't show you everything.

  4. #24
    Make it toggle-able, rescale the numbers and combinable with insanitarius. Think about it.

  5. #25
    Quote Originally Posted by Horizon View Post
    Make it toggle-able, rescale the numbers and combinable with insanitarius. Think about it.
    Parasitarius


  6. #26
    needs a bit of a rework tbh. the fact that its a modifier makes it undesirable in comparison to other modifiers.

    tbh if you really want lifesteal on your carry then get abyssal.

    Like give it something else instead of lifesteal or just remove lifesteal and remove dmg taken increase?

  7. #27
    Quote Originally Posted by Horizon View Post
    Make it toggle-able, rescale the numbers and combinable with insanitarius. Think about it.
    I thought about it, i think it would be awesome to have another addition like harkons (toggleable orb). That would be like the staple Berzerker item

  8. #28
    To be real, you have 6 item slots:

    1. Boots
    2. Tp Scroll
    3. Power supply
    4. Vestment
    5.
    6.

    So, in 90% of the time, 3 slots are obviously taken away, not that often even 4.
    Sometimes for support-Heroes even 5 or 6(because of Wards and anti-wards)


    Would you like to have an item, that gives you no Health, no Mana, no Regeneration, no Damage and that for 1900 in your inventory slot?
    Or would you just get a Bracer or try to make an escape/tank/positioning item?


    And now again:
    Is the item really underpowered?
    or is it just that the meta-game let no room for it?


  9. #29
    Not at all. Lifesteal has always been the trash orb, since it's a lategame orb. There is no real lategame anymore, so it's not worth picking up.
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  10. #30
    Quote Originally Posted by Anakha View Post
    Not at all. Lifesteal has always been the trash orb, since it's a lategame orb. There is no real lategame anymore, so it's not worth picking up.
    +1 The most useless orb atm is lifesteal. Even the nerfed manaburn is better.

    Why cant we just simply remove this item? Would be great not having another game ruined when the early-fed hardcarry picks up this rotten **** and puts himself onto carnage.

  11. #31
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    How about an upgrade? Part of the reason heroes take Whispering Helm over this item is because it upgrades into Satanic, which is just an incredible item. An upgrade with the same active (maybe less damage amp) + some damage, some lifesteal, and maybe some str would make this more viable as an item, while taking away some of it's problems (crappy orb slot eater that is a risky active, and doesn't really scale well into late game).

    Essentially a more DPS based Satanic, as opposed to a survival based Satanic. I love high risk high reward items, and a late game EP would be exactly that.

    Please don't remove this item though, it's so good situationally D:

  12. #32
    Quote Originally Posted by MadPsycho View Post
    Situationally when? Describe one situation that is even somewhat plausible where this item would be a valid pickup. The biggest reason why this item used to be so great on Chronos was because Chronos had a percent based stun. With the introduction of cooldowns to the bashes, stacking attackspeed to lock down a hero using a passive bash is no longer viable.


    You have a point. I'm just trying to say that I see no way in which a remake of this item would be beneficial for the meta, considering it's an early-mid game item and we have so many of those currently dominating the charts as it stands. Imagine a buffed EP with a SB; shieldbreaker is the most efficient early-mid damage dealing item atm, and this fact means it synergizes incredibly well with +AS -- +%MS is also always useful. I can imagine a lot of heroes becoming incredibly broken with a buffed EP.

  13. #33
    EP is an item you pick when you're behind. You get a lot for a little, but only if you can control or mitigate risk to an acceptable extent.
    That's the entire purpose of the item, and I think that's important to keep in the game.
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  14. #34
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    The main problems with this item, at least to my eye (from a design point of view) is that it:

    • Takes up an Attack Modifier (already mentioned)
    • Provides no bonus statistics (already mentioned)
    • Adds extra vulnerability while the item is granting you its main benefit (this is important)

    Now, whether this is a result of power creep or simply redundant(/bad) design, I wouldn't even begin to comment.

    However, as has already been mentioned, it is relatively cheap and provides relevant bonuses to certain hero types (farmers, gankers with insane early/mid game burst damage compared to target defenses). The Attack Modifier we can't feasibly remove. As said above, that would make combining it with existing Attack Modifiers stupidly beneficial. Overly so.

    Granting it random stat bonuses wouldn't make sense with the design ethos that S2 appear to be heading in with the buildup changes to items like Astrolabe, the inclusion of Grave Locket, etc. Unless, of course, this item it remade (recipe reduced, requires another item). This is the simplest way of perhaps widening the accessibility of the item. That said, the fact that it grants no stats while also making you squishier while you're meant to be using it renders it a double-penalty if you're using it for anything other than farming and/or are Chronos with Trolofield.

    So the last option we are left with is combining it with a superior/lategame item in terms of altering that item's recipe, which is far more complex than simply attempting to remake EP itself. However, it could possibly result in a better result than the former suggestion.

    However, we're getting onto Mechanics and/or Suggestions with this, so I'll leave my 2 cents here.

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  15. #35
    it has such a bad stereotype this item, but it can be insanely strong in certain situations and in the right hands.

    I think there is no reason to change something that isnt broken, just because the majority of players cant use it correctly.

    Or maybe we should buff Town Portal Scroll aswell because alot of players seem to not buy those either...

  16. #36
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    Quote Originally Posted by Anakha View Post
    EP is an item you pick when you're behind. You get a lot for a little, but only if you can control or mitigate risk to an acceptable extent.
    That's the entire purpose of the item, and I think that's important to keep in the game.
    Why pick EP when behind when you can pick up other items that cost much less and keep you in fights longer?

  17. #37
    Quote Originally Posted by jookie View Post
    Why pick EP when behind when you can pick up other items that cost much less and keep you in fights longer?
    Like what?

    This'll be good.
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    Maintaining my name, the same way I came up.

    Truth is, I thought it mattered
    I thought that music mattered.
    But does it? Bollocks!
    Not compared to how people matter.

  18. #38
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    Bracers. etc

    Never seen anyone go for EP when they're behind. Link me a game where this has occurred.

    If a team has an advantage over you, I don't know why you'd buy an item with an active that kills you faster.

  19. #39
    Quote Originally Posted by Anakha View Post
    Not at all. Lifesteal has always been the trash orb, since it's a lategame orb. There is no real lategame anymore, so it's not worth picking up.
    Exception would be helm of the dominator which we saw alot on certain heroes in the past (...), as an early pick-up.

    However, right now there is no reason to get it over shieldbreaker. Ever.
    Gooby pls...

  20. #40
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    Actually Macrohard does a good explanation as to the benefits of EP and why it can be picked up (for its cost)

    Huge Spoiler below soz.

    Quote Originally Posted by MacroHard View Post
    The chronos' stun and rewind makes it pretty complicated. However, without a stun or built in block, it becomes straightforward...

    When does extra damage from activating EP exceed the 15% extra damage taken, assuming only auto-attacks, no stuns, and no evasion?

    • D1 = your damage
    • S1 = your attack speed (unactivated)
    • A1 = your armor
    • B1 = your base attack time
    • D2 = enemy damage
    • S2 = enemy attack speed
    • A2 = enemy armor
    • B2 = enemy base attack time
    • F1 = your damage factor = 1/(1+.06*A2)
    • F2 = enemy damage factor = 1/(1+.06*A1)


    Extra Damage Output:
    damage with +100 attack speed - damage without +100 attack speed
    D1*F1*(2+S1/100)/B1 - D1*F1*(1+S1/100)/B1

    Extra Damage Received:
    (amplified damage - lifesteal with +100 speed) - (regular damage - lifesteal without +100 speed)
    [1.15*D2*F2*(1+S2)/B2 - 0.17*D1*F1*(2+S1)/B1] - [D2*F2*(1+S2)/B2 - 0.17*D1*F1*(1+A1)/B1]

    Extra Damage Output > Extra Damage Received:
    D1*F1*(2+S1/100)/B1 - D1*F1*(1+S1/100)/B1 > [1.15*D2*F2*(1+S2/100)/B2 - 0.17*D1*F1*(2+S1/100)/B1] - [D2*F2*(1+S2/100)/B2 - 0.17*D1*F1*(1+S1/100)/B1]

    1.17*D1*F1*(2+S1/100)/B1 - 1.17*D1*F1*(1+S1/100)/B1 > 0.15*D2*F2*(1+S2/100)/B2

    D1*F1/B1 > 0.1282*D2*F2/B2*(1+S2/100)

    When this is true, activating Parasite will do more good than harm. This can also be applied to multiple targets of multiple damage types...

    D1*F1/B1 > 0.1282*D2*F2/B2*(1+S2/100) (values for enemy 1) + 0.1282*D3*F3/B3*(1+S3/100) (values for enemy 2) + 0.1282*D4*F4/B4*(1+S4/100) (values for enemy 3) + ...

    Against a single target, or even multiple targets, this will almost always be true (as long as you do not get stunned) such that you can continue your attack uninterrupted. Because of this Shrunken Head should probably be strongly considered while using EP.

    Example:
    Equal base attack times of 1.7 -> B1 = B2 = B3
    Your damage is 180 -> D1 = 180
    Enemy damage is 210 and 150 -> D2 = 210, D3 = 150
    Your armor is 20 -> F2 = F3 = .455
    Enemy armor is 15 and 22 -> F1 = .526 (based off the target you are attacking)
    Enemy attack speed is 100 and 85 -> S2 = 100, S3 = 85

    180*.562 > .1282*210*.455*(1+100/100) + .1282*150*.455*(1+85/100)
    101.16 > 24.50 + 16.19
    101.16 > 40.69 ?
    True.
    Elder adds more damage than damage received, even against two enemies. And as you can see, there is still much room to spare.

    Note that your own attack speed drops out of the equation. So elder parasite, when it comes to adding damage compared to damage received, is equally effective whether you have +30 speed or +300 speed. oO


    It has a place in the game. It adds raw DPS and move speed. In a 1 on 1 fight with a Shrunken, it outputs a seriously high amount of damage. Yes the modifier sucks a wee bit, but you get what you pay for.
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