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Alright, seeing how this item is literally in every single game since it actually is really good item I was wondering if it may be too good on some heroes. One of them I have in mind is Keeper Of the Forest.
Since he can farm in jungle basically risk free and non stop people usually get this item rather early to push lanes. So why should this item, which is meant to be bought as a "team item" be so good on heroes like Kotf?
So my suggestion would be to make it charge based, seeing how S2 likes charges so much. Hereīs the explanation:
You get charges based on how many allied or enemy heroes are in the radius of the item. Maximum of 3 charges. The item itself starts at +2/-2. With 3 ally/enemy heroes you get 3 charges, each charge giving +1/-1.
It may sound rather rough since jungling heroes would benefit so much less than they do now but since it is a team item it should be used as one.
What do you think?
Would be too huge nerf to the item?
E: Changed the amount of charges given by each nearby hero from +1/-1 to +2/-2 maximum of 3. As suggested by [DRD]Repugnance
E2: Changed it again a bit.
Last edited by Tippa; 03-06-2012 at 08:55 AM.
love the idea, it is already an op item which lets people like kotf solo push towers. this item promotes individual play and by a much lower prices reduces armour just like shieldbreaker which costs much more.
your idea of making it charged based on how many heroes are around is magnificentlove it
+/- 1 is a bit too low per hero, imo, though
it should be +2 per hero, with a max of 5
that way you get the full benefit out of it from at least 3 heroes without it being totally useless
Well it can be tweaked ofcourse but the main idea of the item effectinevess depending on nearby enemy/allied heroes would still stay the same.
So this item would be useless to carries and/or gankers. This is a big nerf for the item.
I think the idea of having it give +/-2 armour per hero would balance it out a bit more for gankers as they would only have to have 3 other heroes there to get the maximum benefit. with 2 heroes there it still makes a lot of difference and unless you are someone like![]()
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, who don't need the effect, you will be ganking with someone else thus getting almost the full benefit.
Waaaaaay too much of a nerf. I'm not sure what all these people in this thread are talking about saying "This item is already OP" because it has already been nerfed in the recipe cost (700>900) and the armor aura (5>4) and I think it's fine as it is. If your changes are made there will be literally no point in picking up the item apart from having it as a component to complete Daemonic.
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It is a nice suggestion, but when you are alone, this 2000-Gold-Item will give you nothing more than a 550-Gold-Ringmail, right ?
I highly recommend that the Passive Armour should increase as Aura Armour decreases. The total given Armour is still a constant 10 for the balance.
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I really do LOVE this suggestion. Haven't thought of it myself, but it sounds really great with those changes.
On the number side I would like it to be +/- 2 armor per charge (mentioned before) and with the suggestion #17 came up with about the armor on the user being the same no matter what.
+1 here!
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