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Incorrect.
Withering Presence:
If they changed the b value from 0.3 to 1 or 2, it can be a very useful buff to him; subtle but useful.Code:<onframe> <setvar0 a="target_maxhealth" b="0.004,0.006,0.008,.01" op="mult" /> <setvar1 a="var0" b="-1" op="mult" /> <setvar2 a="var1" b="frametime" op="mult" /> <changehealth a="var2" /> <compare a="target_health" b="0.3" op="lt"> <kill target="target_entity" /> </compare> </onframe>
EDIT: So YES he does have a 'kill' command on his aura. The problem can lie in regeneration.
Last edited by Hubaris; 04-10-2012 at 06:29 PM.
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
With sr being one of my favs(dont bother checking for plays on this acc, only a sub) I feel that all he needs is more mana efficiency definitely needs a 3.0 int gain a lot more than other heros (WTF defiler?)
His base stats are terrific and he can do his role of a tanky semi carry(I swear to god if you call him a support ill kill your ****ing family and eat their ****ing souls )
My idea is to add a different effect to the Staff of The Master on SR.
Since the aura, at least in my opinion, is one of the worst spells in the game mainly because it's magic damage, why not add another effect to the SoTM which makes the aura go like 3-4% hp per second for a few seconds when he last hits someone with his ult? The rest of the hero is fine, but the aura is completely useless early and late, and that small change could give him some more "presence".![]()
Please double check your facts before posting in Balance.
The aura is NOT magic damage. It is direct health removal (essentially true damage) and it is far from useless. On the contrary it is very powerful and buffing the % is a dangerous prospect. I agree with buffing the range at level 1, but anything else is probably going too far.
We're all naked underneath these clothes.
Tripling the effect is quite dangerous, yes - but upping the % incrementally really isn't. It's incredibly underpowered atm because it's hard to apply it from level 1 - which is where it shines.
Its not the same as True Damage. In theory it applies a direct HP removal but it cannot be amplified or reduced by effects such as Hellflower or Armordillo.
Upping the amount of health removed and the amount of HP required to 'kill' the target would be ideal in conjunction with his range nerf reverted; as it actually allows him some power in the early game which he desperately needs.
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
Vote for my popular suggestion: The Chiprel strike team! http://forums.heroesofnewerth.com/sh...d.php?t=249679
![]()
How about if his aura would remove 1% hp from enemy heroes and add 1% hp to allied heroes? Is this too crazy?
Correct:
Code for Legios Ultimate. Clearly says Kill.Code:<onimpact > <pushstack a="300,450,625" /> <compare a="target_health" b="result" op="lt"> <kill target="target_entity" /> <playeffect effect="effects/impact.effect" source="target_entity"/> </compare> <damage effecttype="Magic" amount="150,250,350" /> </onimpact>
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
there seems to be a lot of misconception in this thread. i think i read some people commenting on the heal.
imo sr's biggest weakness is his reliance on farm, reliance on levels, and being mediocre in the laning stage. there is no quick and easy fix for this hero, but a good start would be his horrid movement speed and changing his aura so that it's at max range on all 4 levels + increase % a little bit.
- Intentionally misquoting users
- Bandwagon statements with non-constructive intent
lmfao the desperation is hilarious --^
SR himself is fine. What he truly needs is better mid-game items.
Buff Nome's Wisdom (+armor, replace Neophite's Book for Amulet of Exile or something cheaper).
Replace Acolyte's Staff from Frostfield Plate. Something like:
Glacius's Scepter
---Neophite's book + Apprentice's Robe + recipe (700)
---16 int
---slows target by 40% for 4 seconds. 100 mana. 30 seconds cooldown.
Glacius Scepter + Platemail + recipe (700) = Frostfield Plate
Frostfield will still be pure int/armor, easier build-up with a more useful mid-game component.
Sorry for charging the subject of the thread but I think that changes would balance A LOT of others underused/powered heroes like Accursed or Balphagore.
http://i.imgur.com/0i87R.jpg
Post isn't in the right place.
While that buff is perhaps cool in some ways it would make him pretty OP if one asks me.
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
I think it was powercreep that shat onmore than anything. Before the days of
and such, Soul Reaper was considered a top tier pick. This was before his most recent buff, too.
My Blood Hunter skills rework: http://forums.heroesofnewerth.com/showthread.php?t=403916
Defiler ****ing needs that int gain, and don't you dare try and say otherwise. Have you seen her damned mana costs? She eats through mana faster than our old buddy Soul Reaper does.
Anyways, SR's problem lies within the fact that he shines in no category. Carrying? Defiler and Torturer are better picks (Defiler isn't even strong). Supporting? PFFFT HAHAHAHAA FAGGOT. Anti-carrying? Pestilence, Corrupted Disciple, Gauntlet, and etc. His only real role is that he can create a huge hp differential between his team and the enemy team, but he can't even do that well due to mana costs, movement speed, and durability.
http://www.youtube.com/watch?v=JG-g3t97g-g&feature=BFa
This is how ALL ARTS devs balance their games.
And THIS is how you shut down Pimp Slayer
http://www.youtube.com/watch?v=EFOH8KrR1xY
So how do people like the most recent changes?
IMHO, we still need a slight reduction to regen rate via Withering Presence... like maybe -50% innate regen when affected by WP.
Soul Reaper needs his Presence to be able to kill a player who is at 1.5% life ish. As of right now it kills at 0.3% and with regeneration it almost guarantees you will never die to it. Its a fairly noticeable change when dealing with even something like ~10 regeneration which is standard on heroes now.
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
I like Soul Reaper.
He's one of my favorite ones. Although I know there are alot of crybabies (no offense)talking about SR.
It's about mastering his slow attacks, and yes he will be the underdog early game and yes, he does need quite some farm mid-late to perform well.
Patience. Something alot of people are lacking.
Usually I just go carry build with high survivability and stamina for more support to team and push strategy.
Or I just turn down my enemies cold and go class cannon codex, It's my favorite but it's more risky and more selfish.
His aura nerf (?) makes me always level it lastly because it has zero significance until latest battles.
I know new heroes are sickening compared to this old one therefore yes he might need some kind of buff if you think about that aspect.
However I can't decide if he's borderline or too weak, good evening.