the only thing wrong with him is the instant cast, full damage absorption shield. make it instead a % of damage gets absorbed, not all of it
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Based on my experiences both together with and playing against Gunblade, i think he's way too powerful in the laning phase.
600 range, 2.2 strength gain, high armor, high attack damage, low cast animation, above average speed and strong nuke ability is just too much to handle.
If he lanes with a babysitter with a reliable stun/slow (e.g. ) there's just not much you can do besides heavy gank investsments and good timing.
And when it comes to ganks, he's too hard to kill because of his shield together with ghostmarchers and defensive items.
What i'm asking is, are there any counters against him? What to do in lane?
What is this supposed to mean? He has a ridiculously late (I'm not sure what adjective is appropriate here, but I'll use this) cast-point (), and slow projectile speed.low cast animation
He's easily outlasthit by everyone (and I mean everyone) worth their salt, and you deal with him the same way you deal with any high-range carry (Hint: set up early ganks). A Gunblade shutdown early has almost no way of recovering.What i'm asking is, are there any counters against him? What to do in lane?
Imo, he's pretty well balanced with the game. He's a carry, so he needs items, but he lacks any decent aoe spells that Flint, FA, Valk have (His q is pretty narrow, and will usually only hit 1-3 hero's). He has to get close to get make use of his passive and do decent dmg, which most other ranged hero's don't have to do, and even with the shield, unless well farmed is pretty weak on the front line. He his shield does help him escape if it's up (He loses the speed buff if the shield gets taken down), but most of the other range hero's also have decent escapes as well.
As an after though, He's pretty much like arach, only a little weaker? since her snare can be constant, her utl is a shroud killer, and she buffs all ranged with her passive.
Last edited by Mordikye; 03-20-2012 at 06:55 PM.
Other can do his job much better , his ult is useful so far as a shieldbreaker with 4 sec active time and 80 sec reuse... his shield is for f..k sake 180+1.5 x Agi in general game you have about 100 agility .His mana pool is super low and his passive is BASE DMG which is purely a joke
His ultimate needs a lower cooldown especially at later levels. His agility gain needs improvement. The shield isn't that good at all except for the move speed bonus. It should scale better.
Change the ultimate animation from shooting harpoon to leap and slashing enemy with his blade maybe?? oh and lower the coodlown. 30 Second should be enough.
Weak ulti; A few hundred magic dmg+a slight armor reduction on that cd, having it at 30 sec would make a lot more sense, though I don't really like it regardless.
Situational steroid; It's nice in ganks but the usage in teamfights is very situational, you have to give up the ranged heroes biggest advantage without getting anything to offset it (iron buckler, hatchet, runed etc).
Horrible attack point+projectile speed; Not much more to say, it's significantly worse than most ranged carries (not just flint and cd).
On the bright side his q and w are solid spells and his statgain+base ms is really good (huge str gain for a ranged agi). I think he's slightly underpowered at the moment (there's just not much reason to pick him up over a valk/silhu/fa) but a cd reduction on his ulti (or preferably change the skill completly) combined with a slightly better attack point and he'd be perfectly fine.
Good vs melee, bad vs range.
He is easy to ignore. If you just always move away from him then he doesn't hit very hard. His ult stun is really short and you can just stun him after he uses it.
His slow is also not that easy to hit. It also takes time to get all 3 off. It is possible for him to get 1 off and then get stunned. Unlike someone such as FA who throws out the volley and it is totally out (or not out and therefore not on cooldown).
But then he wrecks melee carries that try to go toe to toe with him since he gets to start beating on them from ranged and then when they get to melee he hits like a truck as well as having good defenses from shield.
In the end it is really just terrible design of a hero.
my thoughts are
The duration of -armor from ulti is way to short, the ultis cooldown and manacost is almost a HUGE joke compared to what it does. Low damage for a rank3 ulti, good -armor but only for 5 sec and a tiny stun.
The range is great.
Hes passive spell is a joke too earlygame, because it doesn't work for lasthitting creeps. However skill 1 and 2 is so great early that maybe it doesn't matter, but it would be better if you were not locked to pick the same spells the same way always each match.
Overall a good hero. He is not very hard lategame but the power he provides early and mid CAN make him strong late.
His 2nd skill agility shield scale needs to be boosted up.
at max lvl the bonus is 1.5x agi, so if you increase 100 agi, which costs you roughly 8000 gold, it absorbs a whomping 150 more damage.
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Definitely not a hard carry hero.
He is a semi carry. The hero is useless after using his Q and R abilities, which are pathetically weak against any non-intellect hero, and late game. The shield is over rated.
There are many stronger heroes that get overlooked because they're not EA.
Last edited by Bluegender; 03-23-2012 at 07:27 AM.
So, you don't really need to purchase health for this guy, because purchasing agility does the same thing through his shield?
His W ability is fine as is, with its shitty scaling. Else it should be his ultimate ability and his hook can become W that could do less damage. Another option would be to let it scale higher, like 3 to 1 instead of 1.5 to 1 and remove the baseline absorb. Then again, Master of Arms also has a shield or something that feels like his ultimate. Now that shield feels like it prevents all damage for like 5-10 seconds. Not very unique.
Last edited by Bluegender; 03-23-2012 at 02:44 PM.
The shield is post-mitigation. It becomes better with higher armor, so it scales with levels + directly and indirectly with agility. It's fine.