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Str - 17 + 1.6
Agi - 22 + 2.3
Int - 18 + 2.3
Armor - 2.58 (13%)
Damage - 43 to 49 (450)
Movementspeed - 300
Blitzkrieg - Singletarget Enemy
Type: Magic
Range: 500
Cast Time: 0.5 Seconds
Mana Cost: 100 / 110 / 120 / 130
Cooldown: 10.0 Seconds
Blasts target enemy for 75 / 100 / 125 / 150 Magic Damage and stuns for 1.25 / 1.5 / 1.75 / 2.0 Seconds. Deals additional Magic Damage equal to 25 / 40 / 55 / 70% of your difference in movement speed to the enemy as Magic Damage.
Movement speed damage caps at 106 / 169 / 232 / 295.
Pilfering - Singletarget Enemy
Type: Magic
Range: 550
Cast Time: 1.0 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 13.0 Seconds
Applies a link to target enemy dealing an initial 25 / 50 / 75 / 100 Magic Damage lowering their Movement Speed and increasing your own. Drains 10 / 20 / 30 / 40 Movement Speed and deals 18 / 24 / 30 / 36 Magic Damage each second for 5 seconds or until the target moves more than 700 units away.
Once the link is broken, charges are removed every 0.5 seconds.
Grants 800 day and night clearvision of the target while draining.
Quicken - Singletarget Ally Unit (Hero, creep)
Type: Magic
Range: 500
Cast Time: 0.7 Seconds
Mana Cost: 40 / 45 / 50 / 55
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7
Boosts target ally movement speed by +100% for 2.5 / 3.25 / 4.0 / 4.75 seconds.
Lightning Shakles - Singletarget Enemy
Type: SuperiorMagic
Range: 700
Mana Cost: 140 / 200 / 260
Cooldown: 150.0 / 100.0 / 50.0 Seconds
Blasts an enemy with pure energy dealing 225 / 325 / 425 Magic Damage to enemies in a 200 / 300 / 400 Radius around the target reducing their movement speed to 100 for 3 Seconds.
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Blitz has been in EA for a couple of days now, so have it at!
Macro's thread for those mechanical nerds amongst us.
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A decent support hero, kind of a weird hybrid Myrmidon/Andromeda role.
Really lackluster as a ganker, I see no real reason to pick him over a Pebbles or Gauntlet.
Well, his ultimate would be a great set-up skill if it had 400 static AoE on all levels.Really lackluster as a ganker, I see no real reason to pick him over a Pebbles or Gauntlet.
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Ultimate needs Hammerstorm Q-like AoE indicator (which I can do).
Also E doesn't have a secondary effect and Blitz is no Dark Seer. So yes, he needs something else on E.
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It pains me to see so much forced synergy stacked on top of 1 hero.
He really doesn't need Dark Seer's spell at all to be honest, I'd even change it with a passive that grants him bonus movespeed and extra auto attack damage based on the speed difference between him and his target.
How are they playing hero X in EA I wonder sometimes. He just seems horrible, short range, bad stats and stat gains, no cast range on anything, and his ultimate is a worse version of Glacius's Q (ok it slows more for a shorter period).
Simple hero, slightly weak, but a decent offensively oriented support. Pilfer breaks incredibly easy and his ult has a ridiculous cd at level 1 for no apparent reason.
Has a rubber duck named "Mr. Quackers."
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The first skill is pretty good, the rest are mediocre to bad.
-The ultimate has an unholy-long cooldown on the first two ranks for something with such a small effect radius.
-Pilfer is a single-target skill that deals a "massive" 280 damage over 5 seconds. The maximum slow lasts 0.5 seconds after the five second buildup. It's lacking in some department: burst, acceptable damage for requiring 5 seconds, or disable after successfully staying in range for 5 seconds.
-Quicken is my second-favorite skill, I just hate the range limit. And if the hero could have a passive movespeed boost, it should be here.
Looks like Shadow Blade gets a pet...
He feels really bad...
His/her...
...q is quite okay.
...w is just not good.
...e has a really bad duration compared to draconis and gunblade which also get more than just a ms buff.
...r is not bad but I dont like the cd at all for what it is doing.
I really do not get why I bought this Hero after testing him in practice...
I guess I hope for some buff or better rework.
I think its ridiculous that damage boost on Q is "capped". Like, in theory you can be at 522 and your target at 0, that would result in ~365 damage boost with max rank of Q. Whole 70 damage increase in situation which probably is going to happen once in 10 games. I know this isn't really balance but you have to wonder what hero "designers" were thinking while working with this hero.
Designer A: This is going to be so great, Q of this hero will have synergy will all his other 3 skills.
Designer B: Wow, this looks amazing, so much depth. Like you can go E->R->W->Q or E->W->R->Q. Just wow man, i really think you brought your A game here but aren't you worried that he might be too strong with all this synergy? Like Kinesis had synergy but this is wow, on another level.
A: You think? Hmm i guess we could cap max damage increase on his Q so on his combos W would results only in dot damage and not in actual damage increase due to movement difference.
B: **** man, thats clever, like you really have to think if you want to do E->W->R->Q or E->R->W->Q now.
Next thing i find funny is that stun, damage and bonus damage on Q scales. Damage, dot and ms steal on W scales. R scales with cd and damage. When you look further you see that he isn't late game carry, he looks like he should be supporting. But he has 350 range and rather low lane presence at level 1 so i guess he should be roaming? Too bad that he can't really create kill situations at level 1 either.
Only thing i like is E. Everything else is mind boggling.
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a stun/immobilize makes you unable to move, but does not actually modify your ms.
also, ms is capped from below by 100 regardless of how slowed you are.
so the ms difference will never exceed 422, hence the "cap" values on his Q skill.
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I don't understand why they felt E needed to be so horrid. Making it 522ms just makes more sense. It's not like people have been crying about Surge for years, it's arguably DS's mehest ability.
Conversely, I don't even understand why his W does damage. It does poultry damage, and the status effect suffers from having to be balanced around it having damage at all.
The damage cap makes little sense as well. The general design philosophy of having conditional abilities where the condition is easy to fulfill, but the magnitude of the effect caps low also makes little sense to me: hard condition, high cap abilities make for more interesting and diverse gameplay.
only way they could increase cap is make minimum movespeed under 100 or make max movespeed over 522. Notice how 422*the % damage bonus at each level is = to the 'max' damage cap.
math is hard right?
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There are plenty of ways around that. Measure a stun or immobilise as 0 ms, do it based off how many units they moved in the last 1-5 seconds depending on how you want the ability to function.
The effect as I read it is more damage against relatively less mobile heroes, there are a lot of ways to achieve that.
Thinking is hard, amirite?
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I would like to remind people to pay attention to the subforum rules, which clearly indicate that suggestions should be avoided at all costs.
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!
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