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I've been playing tremble over the weekend and notice that i've changed how I play him. Used to be I would have shudder nearby helping deal out damage but now I usually either forget to summon Boris or send him off to place down mounds for me to use later accidently leaving him in a creep wave where he gets quickly owned. Also with the mounds now awarding decent money to the other team I try to defend them more rather than just let them die while in lane.
- SS range nerf was too much on top of making it more expensive.
- The Slither buff is nice, though it wasn't needed.
- I can understand the rangenerf to Torts ability, though I disagree with the dmg nerf, especially at low levels
- DM nerf probably a bit too much
The rest is more or less ok, though I didn't expect the DS nerf and I'm still indecisive about the nightvision changes.
Geomancer added effect of SOTM is very S2, idioticly having ANOTHER effect. But not disappointing at all because there are no hopes from me.
Shudder, way too late, really late.
But I saw mostly nerfs so right direction but very far from perfect or good.
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Engi is a great pick and just because he's hard to play doesn't mean he needs changes. Do you people seriously not follow the competitive scene?
Not only is he one of the best teamfight heroes in the game, his skill and item builds are also hugely flexible. He can play initiator, hard support, and gank/roam all to a strong degree.
Drunken Master nerf too stronk. If you are going to reduce drink charges gained per channel to a maximum of 10, at least reduce the cooldown from 20 to 15 seconds. A good DM never fights with less than 15 charges, and the charges acquired if an enemy hero dies is too unreliable.
Before nerf: 16 charges accumulated every 20 seconds = 0,8 charges per second.
After nerf: 10 charges accumulated every 20 seconds = 0,5 charges per second.
The perfect balance: 10 charges accumulated every 15 seconds = 0,67 charges per second.
This. Or maybe change drink charging mechanics. Something like keep the channel, but gaining charges over time. I mean. Press W, and stay there. At lvl 1, 1 charge per second, max of 6 charges. And should be channeling 6 seconds for 6 charges. Lvl 2. 2 charges per second, max of 12. Lvl 3, 3 charges per second, max of 18, and lvl 4, 5 charges per second, max of 20 charges. The nerf makes drink annoying to use during a battle, or before one.Drunken Master nerf too stronk. If you are going to reduce drink charges gained per channel to a maximum of 10, at least reduce the cooldown from 20 to 15 seconds. A good DM never fights with less than 15 charges, and the charges acquired if an enemy hero dies is too unreliable.
Before nerf: 16 charges accumulated every 20 seconds = 0,8 charges per second.
After nerf: 10 charges accumulated every 20 seconds = 0,5 charges per second.
The perfect balance: 10 charges accumulated every 15 seconds = 0,67 charges per second.
The other things are fine.
I can't be bothered to dig out my old posts on the matter, but the problem with DM is (was?) that he never had to build survivability, and could build nothing but the most effective damage-dealing items in the game. Any nerf he could be expected to take would be along those lines. A lower cap on the number of drink charges does this to an extent (reducing regen by Acquire's calculations, by 7.5hp/s (from 20hp/s to 12.5hp/s), equivalent to a free lifetube and a half). Theoretically it also reduces how effectively DM can apply the damage items he has picked up, but as long as you still have 4 charges, you get the bonus mode of each ability still. A step in the right direction, but actually not enough of a nerf to bring DM to an actually sensible point in the game instead of being batshit overpowered.
The only thing that bothers me is how much stormspirit was nerfed... I wish they would've at least left the cast range be.
450 range on stormspirit is ridiculous.
At least we have some balance patches now, let hope they are more frequent.
The DM changes were intended to be a hard limit on the amount of ridiculous self-buffs he could have up. Now, unless people are dying - he has to choose. Either way, he suffers.
The Stormspirit range nerf was something that needed to happen anyway. To be fair, I suggested a range of 300, because it is/was almost a foolproof save on anyone with an escape mech on a skill. Giving it a 300 range puts it more in line with something like Andro swap, where you sac one hero for the extended preservation of another.
Behemoth re-buff was a pander to the stupid sheep that loiter the competitive scene that honestly believe that Behemoth would somehow become more viable as a roamer with increased lower duration on Fissure wall. The thing is, it'll just encourage the same lanes as before against a potential Behemoth - heroes with escape mechanisms, or a tanky dps hero with a pseudo-escape and a babysit healer (ds lulz).
It was a stupid change, and goes against every ****ing thing achieved for the good of the game by nerfing some of these stupid overpowered heroes and the insane capabilities they had that could never be overlooked.
Let me spell it out plain for you
Angry people complain about the things I do
I'm not changing direction, I'm stepping my game up
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.
Anakha is alive, yey!
Also, did you guys know that with the new magic armor on Elementals you can two shot burst down them with any normal two AOE nukes? Something that seemed to be overlooked but IMO one of the most important changes this patch.
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What do you mean normal two AoE nukes, they vary widely in damage ;p
@Deth... this build still is very valid... it isn't because the 'side arrows' cannot proc anymore that the build isn't valid... she can still output outrageous DPS...
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Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
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Stormspirit overnerf.
DM overnerf.
Shudder > Boris
Rest was good.