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  1. #1

    Flint Beastwood [2.5.18]

    Flint Beastwood has slowly diminished from the competitive scene and there are several reasons for that. I will try by best to list all of the heroes short-comings and explain why having the longest range is not enough in this new meta:

    (1) Flint has one of the slowest movement speed in the game (Devourer is the only other hero that is slower than Flint). This games him highly susceptible to ganks and there is really nothing he can do when he sees a disable soon to come his way.

    (2) On top of being one of the slowest ranged carry, Flint is also very very squishy. Among the popular range carry pick-ups right now, Flint is near the bottom of the barrel when it comes to starting health pool, health pool increase rate per level and starting armor. All these things again make him an easy target for ganks.

    (3) Although he has one of the best attack animations, he can not take advantage of that perk due to him having the worst early game damage. What good is having the second fastest projectile in-game (first being Engineer) when the attack damage is minuscule. He can not contest last-hitting against any other range or melee hero and has to rely on his unreliable chance based hollow-point shells to be able to get any denies or creep kills.

    (4) Due to him having minuscule attack damage in the beginning of the game (36 at level one), he really has no harassing potential early on. Range carries are suppose to be stronger in lane than melee carries but Iron Buckler makes his harass damage to be 16, which is not noticeable at all. I mean you can literally be pew-pewing at a Zephyr or Blood Hunter or Kraken or any Melee hero mid and they can simply ignore you and continue farming. You can't contest last-hitting, you can't even scare them away with harass, seems like he doesn't have much going for him in the early game.

    (5) For being so useless early game, Flint really doesn't have extra-ordinary scaling into the late game. While other carries can afford to build some form of survivability and still dish out mad damage, Flint can only be considered a threat if he goes full-on attack damage. Going full-damage on such a squishy hero means that he is very easy to be taken out, if the opponents play their game correctly.

    (6) For being so squishy and having the worst movement speed with no escape abilities, Flint really has no real utility for the team. His only-reliable slow has been nerfed to make it have an almost negligible impact and his mini-stuns are very unreliable (getting one or two off really will not make that much of a difference, since the duration of the stuns is like 0.2 seconds). He does have a reliable mini-stun ultimate, but the skill takes roughly 2 seconds to be effective (1.7 seconds cast time + ~0.3 seconds projectile travel time)..

    (7) His steroid skill scales with attack speed, and even if you get a lot of said attribute, he does not seem to deal enough damage. Basically his steroid skill is more of a disruptive skill than a real-carrying skill.

    (8) Finally, most of his damage is single-targeted which is a very big reason why he is not a good contender for carrying at the moment. He does not have the potential to deal 1200, 1400 or 2400 damage to 3+ heroes with his ultimate (MQ, FA & Soulstealer respectively).

    (9) Finally because of this tanky meta that we are in, Flint Beastwood really can not drop heroes fast-enough. He can not afford to opt for full-on damage builds because doing so would mean, he will die within the first 2 seconds of the fight against smart teams. Neither does he become a threat if he opts for partial survivability and partial damage.

    So all in all, there is no real reason for picking Flint over any other popular range carry at the moment. The hero might be good in absolute terms, but balance is achieved through relativity and right now Flint's power is completely useless in relation to other popular picks.

    This, however, is my opinion and reasoning for why the hero is not picked at all in recent tournaments, you are free to digress constructively. But if you do acknowledge Flint to have been completely overshadowed, then the question becomes how to bring him back? Does he needs his mini-stun proc'cing to become more reliable? Does he need to be made for innately tankier or more innately agile? Should he be given insane damage scaling or a better way of scaling other than attack speed for a chance based flat damage boost?

    What does Flint need to become a real Beast and not just by name?

    PS: DOGKaiser said in a podcast (like 3+ months ago) that he was wary of the hard-carries not being able to carry situation. He said, on the matter, that he didn't know how long the average length of the competitive game lasted, so he couldn't adjust the power-level of said hard-carries accordingly.

    However, he promised on the podcast, that he would make heroes like Flint, SW, Chronos etc become relevant quicker, once he got enough information (observations). Unfortunately, more than 3 months have passed, and we see absolutely 0 changes towards these forgotten souls.

    Aside from balance discussion there is a suggestion flying around to increase his reliability, check it out by clicking here if you are interested.
    Last edited by FurryTuna; 05-26-2012 at 01:08 PM.

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  3. #3
    Games don't last long enough for him to be relevant. The same can be said for every other hard carry that doesn't see play.
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    You've basically pointed out all of the downsides Flint has, while mentioning a single perk (fast attacks).

    Flint is a hard carry with 810 range. The reason he is so flimsy and slow is because of this. Most hard carries have survival mechanics, just because if they didn't, they wouldn't be able to live, as most hard carries are melee. If he was tanky on top of being 810 range, it would be absolutely ridiculous.

    As for his early game, at level 6, he has 225 + 355 damage of burst. Very few other heroes can boast this sort of burst, and certainly fewer can do this damage from as far away as Flint can. Explosive Flare is such a powerful all around skill it is ridiculous. It pushes lanes, slows, gives vision, does good damage, has a huge radius, gives Flint easy last hits on towers, can farm, and is piss easy to hit with. Flint has a perfectly good early game entirely because of this skill.

    This is not the metagame for Flint, but this doesn't mean he needs buffs.

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    Quote Originally Posted by Benny0 View Post
    You've basically pointed out all of the downsides Flint has, while mentioning a single perk (fast attacks).

    Flint is a hard carry with 810 range. The reason he is so flimsy and slow is because of this. Most hard carries have survival mechanics, just because if they didn't, they wouldn't be able to live, as most hard carries are melee. If he was tanky on top of being 810 range, it would be absolutely ridiculous.

    As for his early game, at level 6, he has 225 + 355 damage of burst. Very few other heroes can boast this sort of burst, and certainly fewer can do this damage from as far away as Flint can. Explosive Flare is such a powerful all around skill it is ridiculous. It pushes lanes, slows, gives vision, does good damage, has a huge radius, gives Flint easy last hits on towers, can farm, and is piss easy to hit with. Flint has a perfectly good early game entirely because of this skill.

    This is not the metagame for Flint, but this doesn't mean he needs buffs.
    ^this right here

    Also your first point is entirely wrong. Flint's micro stuns and his Flare allow him to slow his enemies down making it harder for them to close. This means he actually can get away from people. The SLOWEST hero in game is bar none. EVERY single other hero in game has either a way to impeded his enemies progress or a way to expedite their retreat. has neither of these and has the same base MS that flint does. On top of that his ranged nuke can't hit towers (to help him get the last hits on those), doesn't deal as much damage (shorter CD isn't really that great considering it's generally weak) and doesn't grant vision.

    Try playing Flint more as a semi-carry than a hard carry. He has enough nuke damage to pass as one anyway.
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  6. #6
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    Quote Originally Posted by SicKronic View Post
    ^^^^^^ soo ture this guy must suck with flint dont understand he is one of the best carrys out ther if played by skilled player
    The problem is, being the best carry out there (potentially) in HON is not enough, especially in this current meta. Practicality is what matters. How often do you see Flint be on the winning side (even in trilane setups, Flint was picked but more often than not he would lose)?

    What incentive do competitive people have to pick such a risky squishy carry in hopes of extending the game past 45-50 minutes (wherein Flint is not ganked much and has had decent hero kills along with creep kills), when they can pick an FA or Valkyrie or Silhouette and almost guarantee to end the game around 30 minute mark?
    Last edited by foxmindedguy; 06-01-2012 at 01:52 PM.
    Every hero below has one or more new ability effects, Check them out:
    FESTER: http://forums.heroesofnewerth.com/showthread.php?492343
    FRIGID: http://forums.heroesofnewerth.com/showthread.php?488679
    FAITH: http://forums.heroesofnewerth.com/showthread.php?456864
    FANGHORN: http://forums.heroesofnewerth.com/showthread.php?487251
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  7. #7
    Quote Originally Posted by foxmindedguy View Post
    The problem is, being the best carry out there (potentially) in HON is not enough, especially in this current meta.
    That's the thing about the metagame though: it is transient. Just because a hero is perhaps not viable right this second, does not mean they need balancing. Armadon was a complete joke pick for a couple of years, but recently you started seeing him all the time because the meta shifted to one which suited him. This is not a Bad Thing(tm) and doesn't need "fixing" - it actually adds depth to a game to have heroes, units, whatever that aren't necessarily considered viable, because it allows creative teams and players to innovate with them. Anyone who followed competitive Brood War even a little will know how often that kind of thing happened, and how infrequent balance patches were. They did alright, afaik.

    tl:dr just because a hero isn't being picked this month doesn't mean they need buffs

  8. #8
    I'd say a buff in his starting strength and perhaps strenght gain would do, buffing him to much will put him in an imbalanced state.
    He's just not the kind of hero you'd want in this meta game, that + the fact that he's not the best hero at the moment puts him in a rough spot.

    You also have to consider the fact that frostwolf (previously core on flint) was heavily nerfed for ranged and especially ranged agi heroes, it is pretty much the only item that boosts your damage aswell as giving survivability (the slow was huge with flints range).
    Perhaps just introducing a similar item (obviously a little less powerful) will do?

  9. #9
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    Quote Originally Posted by FurryTuna View Post
    (1) Flint has one of the slowest movement speed in the game (Devourer is the only other hero that is slower than Flint). This games him highly susceptible to ganks and there is really nothing he can do when he sees a disable soon to come his way.

    (2) On top of being one of the slowest ranged carry, Flint is also very very squishy. Among the popular range carry pick-ups right now, Flint is near the bottom of the barrel when it comes to starting health pool, health pool increase rate per level and starting armor. All these things again make him an easy target for ganks.
    Both low survivability and low mobility are to balance a 800+ range hard carry that scales really, really well with items into late game.

    (3) Although he has one of the best attack animations, he can not take advantage of that perk due to him having the worst early game damage. What good is having the second fastest projectile in-game (first being Engineer) when the attack damage is minuscule. He can not contest last-hitting against any other range or melee hero and has to rely on his unreliable chance based hollow-point shells to be able to get any denies or creep kills.
    His animation is the best in the game. Damage problem can be solved with stat items early game, and with 2.9 agi gain it's not a problem once he gets a few levels.

    (4) Due to him having minuscule attack damage in the beginning of the game (36 at level one), he really has no harassing potential early on. Range carries are suppose to be stronger in lane than melee carries but Iron Buckler makes his harass damage to be 16, which is not noticeable at all. I mean you can literally be pew-pewing at a Zephyr or Blood Hunter or Kraken or any Melee hero mid and they can simply ignore you and continue farming. You can't contest last-hitting, you can't even scare them away with harass, seems like he doesn't have much going for him in the early game.
    Who said "ranged carries are supposed to be stronger in lane than melee carries", except for the logical range benefit? And even then, just because he doesn't hit for a lot doesn't mean he doesn't hit. The melee heroes you are taking as examples either have self-regeneration capabilities or are ridiculously tanky ( is both), both balancing factors considering they're melee and they NEED to be able to withstand harass from heroes like . Otherwise you might as well remove melee hero viability.

    (That said, take examples like who aren't tanky or have any regenerating skills, and with constant harass you can easily push them out of the lane. But do you focus on harassing or last hits as a hard carry? If "flint can't harass" is a problem for you, I really don't know why your thread got approved.)

    (5) For being so useless early game, Flint really doesn't have extra-ordinary scaling into the late game. While other carries can afford to build some form of survivability and still dish out mad damage, Flint can only be considered a threat if he goes full-on attack damage. Going full-damage on such a squishy hero means that he is very easy to be taken out, if the opponents play their game correctly.
    has ~600 damage burst at level 6, all from 600+ range. I won't say that's a useless early game. On top of that, a with a few cores (Shield Breaker, Geometer's Bane) can eat up most heroes mid game. As you keep adding items to him, his effectiveness goes on increasing as he can disrupt heroes like few others with his constant ministuns. If you go Frostwolf, it's even worse since you're slowing them. Sure, you aren't doing a lot of damage, but you're doing a decent amount of consistent damage and slow. It's a tradeoff between damage or utility; I think it's a good thing that he is meant to make that decision depending on the team he has and he's going up against rather than have a single item build that works against any lineup (coughcough).

    (6) For being so squishy and having the worst movement speed with no escape abilities, Flint really has no real utility for the team. His only-reliable slow has been nerfed to make it have an almost negligible impact and his mini-stuns are very unreliable (getting one or two off really will not make that much of a difference, since the duration of the stuns is like 0.2 seconds). He does have a reliable mini-stun ultimate, but the skill takes roughly 2 seconds to be effective (1.7 seconds cast time + ~0.3 seconds projectile travel time)..
    Wrong. Just, simply, wrong.

    (7) His steroid skill scales with attack speed, and even if you get a lot of said attribute, he does not seem to deal enough damage. Basically his steroid skill is more of a disruptive skill than a real-carrying skill.
    Seem to? How about you get some numbers to back up your claim? Anecdotal (and that too perceived) evidence is useless and best not argued around.

    (8) Finally, most of his damage is single-targeted which is a very big reason why he is not a good contender for carrying at the moment. He does not have the potential to deal 1200, 1400 or 2400 damage to 3+ heroes with his ultimate (MQ, FA & Soulstealer respectively).
    Every hard carry is single target (primarily), simply because their damage scales with items and levels. The AoE carries are semi-carries who carry by out-farming and out-leveling the other team. Put a against any of them with equal levels and equal farm and will outcarry by a mile. Get your concepts straight.

    (9) Finally because of this tanky meta that we are in, Flint Beastwood really can not drop heroes fast-enough. He can not afford to opt for full-on damage builds because doing so would mean, he will die within the first 2 seconds of the fight against smart teams. Neither does he become a threat if he opts for partial survivability and partial damage.
    The problem isn't with ; the problem is with tanky heroes who can blink or in general close the gap between themselves and ranged heroes (like 's charge) which is what screws over. His range is his survivability, which is why when was popular in the competitive scene you saw heroes like picked up who could close that gap. Now, since every hero has some sort of blink, 's advantage isn't that much of an advantage. Where the problem lies, I'll let the others decide.
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    Quote Originally Posted by Anakha View Post
    ... HoN competitive scene for the most part is a cesspool of uncreative circlejerkers that are unable to think outside of the box or think critically about item acquisitions. They are mostly led like sheep by the few innovators within the scene, which the sheep then follow blindly since they all play against each other constantly and thus have trouble developing any kind of distinctly different playstyle, since they all get sucked into trying to copy the "best" strat at any given time.

  10. #10
    Quote Originally Posted by painkiller` View Post
    Both low survivability and low mobility are to balance a 800+ range hard carry that scales really, really well with items into late game.



    His animation is the best in the game. Damage problem can be solved with stat items early game, and with 2.9 agi gain it's not a problem once he gets a few levels.



    Who said "ranged carries are supposed to be stronger in lane than melee carries", except for the logical range benefit? And even then, just because he doesn't hit for a lot doesn't mean he doesn't hit. The melee heroes you are taking as examples either have self-regeneration capabilities or are ridiculously tanky ( is both), both balancing factors considering they're melee and they NEED to be able to withstand harass from heroes like . Otherwise you might as well remove melee hero viability.

    (That said, take examples like who aren't tanky or have any regenerating skills, and with constant harass you can easily push them out of the lane. But do you focus on harassing or last hits as a hard carry? If "flint can't harass" is a problem for you, I really don't know why your thread got approved.)



    has ~600 damage burst at level 6, all from 600+ range. I won't say that's a useless early game. On top of that, a with a few cores (Shield Breaker, Geometer's Bane) can eat up most heroes mid game. As you keep adding items to him, his effectiveness goes on increasing as he can disrupt heroes like few others with his constant ministuns. If you go Frostwolf, it's even worse since you're slowing them. Sure, you aren't doing a lot of damage, but you're doing a decent amount of consistent damage and slow. It's a tradeoff between damage or utility; I think it's a good thing that he is meant to make that decision depending on the team he has and he's going up against rather than have a single item build that works against any lineup (coughcough).



    Wrong. Just, simply, wrong.



    Seem to? How about you get some numbers to back up your claim? Anecdotal (and that too perceived) evidence is useless and best not argued around.



    Every hard carry is single target (primarily), simply because their damage scales with items and levels. The AoE carries are semi-carries who carry by out-farming and out-leveling the other team. Put a against any of them with equal levels and equal farm and will outcarry by a mile. Get your concepts straight.



    The problem isn't with ; the problem is with tanky heroes who can blink or in general close the gap between themselves and ranged heroes (like 's charge) which is what screws over. His range is his survivability, which is why when was popular in the competitive scene you saw heroes like picked up who could close that gap. Now, since every hero has some sort of blink, 's advantage isn't that much of an advantage. Where the problem lies, I'll let the others decide.
    ^this <3

    flint is fine.. its those ridiculously strong str melee carries thats an issue

  11. #11
    Flints problem is that hes outclassed by other heroes. Theres no reason to pick him over say sil or valk.

  12. #12
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    i think he would be alot better competetive or lets say 'teambased' then he would ever be solo. Sure he can do well in solo, as for KS and bla bla but you really need a great team that let him stay in the back and do his sick damages from a nice range for him to really play his role right.

  13. #13
    Quote Originally Posted by KingKraft View Post
    i think he would be alot better competetive or lets say 'teambased' then he would ever be solo. Sure he can do well in solo, as for KS and bla bla but you really need a great team that let him stay in the back and do his sick damages from a nice range for him to really play his role right.
    The problem is, like many people said, the blink roster has been increased and is used more frequently. The Krakens and the Amun-RAs can easily run past Flint's team and whack him like 2 times, making him fall on the ground saying "HAAALPPP MEH!!!". Flint needs some help to be able to stay relevant with all the power-creeping that is going on. Either that or take away distance closing spells from most of the heroes, ESPECIALLY STRENGTH HEROES.

  14. #14
    Quote Originally Posted by FurryTuna View Post
    The problem is, like many people said, the blink roster has been increased and is used more frequently. The Krakens and the Amun-RAs can easily run past Flint's team and whack him like 2 times, making him fall on the ground saying "HAAALPPP MEH!!!". Flint needs some help to be able to stay relevant with all the power-creeping that is going on. Either that or take away distance closing spells from most of the heroes, ESPECIALLY STRENGTH HEROES.
    That only happens when you have bad positioning or bad teamwork, besides, if you are playing against ra with no disables you have already lost.

  15. #15
    Quote Originally Posted by painkiller` View Post
    Both low survivability and low mobility are to balance a 800+ range hard carry that scales really, really well with items into late game.
    What late game? Currently, the games are pretty much over when some "superheroes" get Helm of the Black Legion. I also am completely oblivious to your idea of him scaling enough to outcarry say a Magebane or a Silhouette or any other popular carries used currently.

    Quote Originally Posted by painkiller` View Post
    His animation is the best in the game. Damage problem can be solved with stat items early game, and with 2.9 agi gain it's not a problem once he gets a few levels.
    Even if you get a punch dagger or two duck boots and a pretender's crown, you still can't compete against Logger Hatchet Melee heroes or Range heroes with similar items. Of course, your hollow-point shells might be able to get you a few last hits, but you can't predict when your mini-stun will proc. So last-hitting with Flint, early on, is not skill dependent but chance dependent.

    Quote Originally Posted by painkiller` View Post
    Who said "ranged carries are supposed to be stronger in lane than melee carries", except for the logical range benefit? And even then, just because he doesn't hit for a lot doesn't mean he doesn't hit. The melee heroes you are taking as examples either have self-regeneration capabilities or are ridiculously tanky ( is both), both balancing factors considering they're melee and they NEED to be able to withstand harass from heroes like . Otherwise you might as well remove melee hero viability.

    (That said, take examples like who aren't tanky or have any regenerating skills, and with constant harass you can easily push them out of the lane. But do you focus on harassing or last hits as a hard carry? If "flint can't harass" is a problem for you, I really don't know why your thread got approved.)


    You can certainly not last-hit against a Pebbles or a Deadwood, although you could harass them to a certain degree. And your criticism that "Flint can't harass" issue is shitty for thread opening is completely grudge-based. I have mentioned in the very first paragraph of the opening post that I am attempting to justify why Flint is not picked. "Flint can't harass" is one of the many reasons I listed and, therefore, should not be taken by itself for thread opening consideration.

    Basically the idea was to show his weakness in all points of the game, which is true. Currently, at every time-frame of the game, there is a hero that can perform better than Flint. He does not have an seeming edge anywhere, hence the outclassed claim.

    With that said, LEARN TO DEBUNK PROPERLY. What gave you the implication that out of the 810 words I wrote, those 3 words were the entire point of the argument. Where in the world has me or the moderator said that Flint can't harass is the ONLY reason why this thread was opened. I was simply highlighting his weaknesses and my intention to do so have been mentioned in the second line.

    Quote Originally Posted by painkiller` View Post
    Every hard carry is single target (primarily), simply because their damage scales with items and levels. The AoE carries are semi-carries who carry by out-farming and out-leveling the other team. Put a against any of them with equal levels and equal farm and will outcarry by a mile. Get your concepts straight.
    Moon Queen, Maliken, Puppet Master and Gladiator are not considered hard-carries anymore by your definition. All of said heroes scale incredibly well with damage and do almost all of their damage through auto-attacks, but heh a late game Gladiator one-shotting the opponent's entire-team with one whip is a semi-carry. A Maliken who gets 100% to 30% cleave is also a semi-carry, cuz AOE spells. NP

    Quote Originally Posted by painkiller` View Post
    The problem isn't with ; the problem is with tanky heroes who can blink or in general close the gap between themselves and ranged heroes (like 's charge) which is what screws over. His range is his survivability, which is why when was popular in the competitive scene you saw heroes like picked up who could close that gap. Now, since every hero has some sort of blink, 's advantage isn't that much of an advantage. Where the problem lies, I'll let the others decide.
    Yes, I agree that is perhaps the largest part of the problem (but we can not consider this to be the only factor, otherwise we will have Omitted Variable Bias). With that said, let me quote my second line of the opening post to you: "I will try (m)y best to list all of the hero's short-comings and explain why having the longest range is not enough in this new meta".

    PS: I agree with the other things you said, but please learn to leave your biases behind when posting in the balance forum.

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    Quote Originally Posted by FurryTuna View Post
    What late game? Currently, the games are pretty much over when some "superheroes" get Helm of the Black Legion. I also am completely oblivious to your idea of him scaling enough to outcarry say a Magebane or a Silhouette or any other popular carries used currently.
    Nobody uses anymore, maybe we should buff again? +3.0 str gain, yeah? After all, carries in HoN in 2012 are pretty much heroes that are innately tanky or can be built tanky.

    Also, just because games are over before heroes like can reach their peak doesn't make the hero weak/broken/imbalanced/whatever. It means the game isn't balanced to allow all strategies to play out equally. It's a fault of the environment the hero is put in, not the hero itself.

    Even if you get a punch dagger or two duck boots and a pretender's crown, you still can't compete against Logger Hatchet Melee heroes or Range heroes with similar items. Of course, your hollow-point shells might be able to get you a few last hits, but you can't predict when your mini-stun will proc. So last-hitting with Flint, early on, is not skill dependent but chance dependent.
    I'm guessing you're also the kind to not go Soulscream rings because they don't build into anything late game and whatever farm you do get is better put into straight out late-game items?

    You can certainly not last-hit against a Pebbles or a Deadwood, although you could harass them to a certain degree. And your criticism that "Flint can't harass" issue is shitty for thread opening is completely grudge-based. I have mentioned in the very first paragraph of the opening post that I am attempting to justify why Flint is not picked. "Flint can't harass" is one of the many reasons I listed and, therefore, should not be taken by itself for thread opening consideration.

    Basically the idea was to show his weakness in all points of the game, which is true. Currently, at every time-frame of the game, there is a hero that can perform better than Flint. He does not have an seeming edge anywhere, hence the outclassed claim.

    With that said, LEARN TO DEBUNK PROPERLY. What gave you the implication that out of the 810 words I wrote, those 3 words were the entire point of the argument. Where in the world has me or the moderator said that Flint can't harass is the ONLY reason why this thread was opened. I was simply highlighting his weaknesses and my intention to do so have been mentioned in the second line.
    Your "reasons" for why isn't picked ("at every time-frame of the game, there is a hero that can perform better than Flint") can be applied to 70% of the hero pool. They aren't unique to alone. Squishy, low damage, no recovery-ability, low mobility. I tried to tell you that these aren't 's WEAKNESSES but what keep him BALANCED. The reason they look like weaknesses is because monstrosities like exist. Your balance gripe is misplaced. I don't need to debunk anything because your premise is flawed.

    (I don't hold a grudge against you; I don't know you or anything about you. I'm just taking your arguments at face-value and I think they're stupid. Look past YOUR thinking that I hold a grudge and maybe you'll see what I mean.)

    Moon Queen, Maliken, Puppet Master and Gladiator are not considered hard-carries anymore by your definition. All of said heroes scale incredibly well with damage and do almost all of their damage through auto-attacks, but heh a late game Gladiator one-shotting the opponent's entire-team with one whip is a semi-carry. A Maliken who gets 100% to 30% cleave is also a semi-carry, cuz AOE spells. NP
    None of those heroes are hard carries, no. MQ/Gladiator/Puppet all carry by having more items than the other carry. Equally farmed, and having equally farmed and proper lineups, they will NOT be able to carry against someone like . Maliken is the exception simply because his ultimate gives him AoE presence, but even then, you wouldn't clump up against him if you have a brain, and he can only focus one hero at a time because autoattacks only hit one hero at a time. Ergo, hard carries (who are carries because their autoattacks scale into late game) are primarily single target. Make sense?

    (And one shotting enemy teams? Lol. If that's true, why don't we see picked? Sounds pretty strong to me? Stop watching Youtube clips of pubby s. Those gimmicks don't work against half a brain.)

    Yes, I agree that is perhaps the largest part of the problem (but we can not consider this to be the only factor, otherwise we will have Omitted Variable Bias). With that said, let me quote my second line of the opening post to you: "I will try (m)y best to list all of the hero's short-comings and explain why having the longest range is not enough in this new meta".

    PS: I agree with the other things you said, but please learn to leave your biases behind when posting in the balance forum.
    My problem is that you're not arguing about "Why does have a charge for positioning when he has a AoE attacked and non-channeling tempest ultimate?", but you're saying "Why doesn't do 50-60 base damage and have 900 HP at level 6 that will help him carry faster?". You're just adding to the powercreep instead of fixing the game in general.


    Edit: On a sidenote, my anger is probably misdirected. This from PrestonLee sums up pretty much what I want to say:

    Quote Originally Posted by PrestonLee View Post
    I don't post on Balance forums much anymore as in general I think it's a complete waste of time when it seems the balance team has NO IDEA how to actually balance this game anyway, but I really feel you took a really bad direction in terms of changing Vindi and you need to fix your sh1t or lose even more respect from your community.
    It's just annoying to see people who don't see how ****ed up the balance of this game is and when they do, they're trying to "fix" the wrong things. Yes, S2 doesn't need to listen to this, but it also means that the members of the community with the initiative to fix the balance are incapable of doing it. Kinda like how our countries are led by people who have the initiative to run for office but are incapable of actually doing any "fixing".
    Last edited by painkiller`; 04-09-2012 at 08:56 AM.
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    Quote Originally Posted by Anakha View Post
    ... HoN competitive scene for the most part is a cesspool of uncreative circlejerkers that are unable to think outside of the box or think critically about item acquisitions. They are mostly led like sheep by the few innovators within the scene, which the sheep then follow blindly since they all play against each other constantly and thus have trouble developing any kind of distinctly different playstyle, since they all get sucked into trying to copy the "best" strat at any given time.

  17. #17
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    Quote Originally Posted by painkiller` View Post

    Edit: On a sidenote, my anger is probably misdirected. This from PrestonLee sums up pretty much what I want to say:



    It's just annoying to see people who don't see how ****ed up the balance of this game is and when they do, they're trying to "fix" the wrong things. Yes, S2 doesn't need to listen to this, but it also means that the members of the community with the initiative to fix the balance are incapable of doing it. Kinda like how our countries are led by people who have the initiative to run for office but are incapable of actually doing any "fixing".
    Just thought I'd respond to this. Part of the reason why S2 is more nervous about nerfing the majority of the hero pool (not just because all those changes at once would be a balance nightmare) is because people naturally take buffs (positive changes) better than nerfs (negativechanges). When was the last time you liked taking a pay cut? Sure if that pay cut came with a reduced cost on EVERYTHING else sufficient that it wouldn't make much of a difference to your purchasing power overall it wouldn't actually hurt you, but you'd still complain about the pay cut amirite?

    Also, S2 wants a shorter game. Generally speaking, 50 minute farmfests are boring and are part of what make this style of game prohibitive from newer/more casual players. The casual gamer market is far larger than the more hardcore market. You want a good example? look at the Wii. Sold better than either the Xbox360 or the PS3 even though both the Xbox and the PS3 were more powerful and the PS3 had a larger base following.

    Anyway on topic FB is still one of the stronger hard carries in game. This game does not support hard-carries though so all of this class of hero will feel underpowered compared to the rest of the hero pool.
    BUNNY LOVES YOU!

  18. #18
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    Quote Originally Posted by painkiller` View Post
    Nobody uses anymore, maybe we should buff again? +3.0 str gain, yeah? After all, carries in HoN in 2012 are pretty much heroes that are innately tanky or can be built tanky.
    If no one uses Arachna anymore and you are not seeing the meta-game to shift any time soon to favor her (which I don't even know what it would be), then she does need tweeks. And you see them happening, first the nerf on the duration of her carapace got semi-reverted going from 6 seconds to 3 seconds to 3 / 4 / 5 / 6 seconds.

    Quote Originally Posted by painkiller` View Post
    I'm guessing you're also the kind to not go Soulscream rings because they don't build into anything late game and whatever farm you do get is better put into straight out late-game items?
    You are trying to disprove my points by predicting that I am a noob. Er... Not logical whatsoever. Try to debunk the points I have posted, do not try to win arguments by e-peening (or whatever you kids call it nowadays).

    Quote Originally Posted by painkiller` View Post
    Also, just because games are over before heroes like can reach their peak doesn't make the hero weak/broken/imbalanced/whatever. It means the game isn't balanced to allow all strategies to play out equally. It's a fault of the environment the hero is put in, not the hero itself.
    You are talking about Flint's potential here but contradict yourself in the statement below:

    Quote Originally Posted by painkiller` View Post
    (And one shotting enemy teams? Lol. If that's true, why don't we see picked? Sounds pretty strong to me? Stop watching Youtube clips of pubby s. Those gimmicks don't work against half a brain.)


    So therefore I ask you: If Gladiator can't one-shot people, is it the fault of the environment or the limitations of the hero? As far as I know, Gladiator has the potential to one-shot people. The reason you don't see him get picked is the same reason you don't see Flint get picked: Reaching their potential is not feasible. Any team with half a brain knows how to not get one-shotted by Gladiator, similarly any team with half a brain knows how to prevent Flint from becoming a Beast.

    Quote Originally Posted by painkiller` View Post
    It's just annoying to see people who don't see how ****ed up the balance of this game is and when they do, they're trying to "fix" the wrong things. Yes, S2 doesn't need to listen to this, but it also means that the members of the community with the initiative to fix the balance are incapable of doing it. Kinda like how our countries are led by people who have the initiative to run for office but are incapable of actually doing any "fixing".
    I do see how ****ed up the balance of the game is, but when you know that the developers wish to continue on this path, then your only other option is power-creeping. Ideally I would want DOGKaiser to completely gut off Kraken's Charge, Cthuluphant's Charge, Amun-Ra's Charge, Legionnaire Charge, Predator's Leap and Tundra's Charge (because their DOTA counterparts do not have a gap-closer {I know Cthu & Amun-RA do not have said comparables}); but I know this expectation is not realistic.
    Last edited by foxmindedguy; 06-13-2012 at 02:04 PM.
    Every hero below has one or more new ability effects, Check them out:
    FESTER: http://forums.heroesofnewerth.com/showthread.php?492343
    FRIGID: http://forums.heroesofnewerth.com/showthread.php?488679
    FAITH: http://forums.heroesofnewerth.com/showthread.php?456864
    FANGHORN: http://forums.heroesofnewerth.com/showthread.php?487251
    FAUST: http://forums.heroesofnewerth.com/showthread.php?487077
    FENDER: http://forums.heroesofnewerth.com/showthread.php?453333

  19. #19
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    My problem with Flint is that he's good in theory but in practice he has one severe problem in every phase of the game because of one root problem:

    1) One of the lowest base damages in the game for last hitting. I'll leave it at that, everyone knows why 36 - 42 base damage on a ranged hero without a spammable nuke is really poor against mr. melee who hits for 65-70+ and is immune to auto attacks and ranged heroes with more minimum damage than your maximum damage. Not saying you can't manage anyway, especially vs some heroes, but it's a great disadvantage - imagine if another ranged agi carry like CD got nerfed with 10 less base damage, it'd be (or at least be perceived to be) the end of the hero. You do have the second-fastest animation in the game but that can be worked around by the enemy simply timing his last hits which is something they do anyway.

    2) Because he has no farm after the laning phase unless you're just much better at last hitting than your enemy, he doesn't deny or whatever it'll not only take him a while to get a solid carry item, it'll mean that he will need to farm instead of help and if he does help he won't be able to do more than Q+R whereas the enemy :fors: does Q+R and then murders things with auto attacks that do much more damage than Flint's. But at least Flint does have Q+R.

    3) He has no real nor sustainable flash farming and so he cannot quickly come back from a bad early or even mid game like some other carries can. He's not alone in this, he's just one of the heroes most susceptible to it, especially as he is also easy to kill if you can catch him farming compared to other carries with some manner of escaping. Due to this lack of farm he will transition from Q+R into Q+R+auto attacks that would've hurt 5 levels ago. And if you picked this guy for carrying (which you do since he sucks otherwise) then being able to pick off supports in the late game isn't impressive, he needs to be a threat to the enemy carry which he won't be - even supports won't really care.

    And this is all traceable to his base damage. Even Soulstealer has just 1 less min and max damage. I'd say either just buff his base damage or buff it and remove some/that damage from W.


    PS. Flint still won't see the world outside of the hero roster because there are many heroes that are much too OP for him to handle. Teams comprised of heroes that are OP and just get worse when combined with other OP heroes like :YouGetThePoint: won't care whether he has 10 more base damage or not but it'll at least let him lane.
    Last edited by Salem1; 04-08-2012 at 05:56 PM.

  20. #20
    Tbh you could make a thread called half of the hero pool since they all suffer from the same thing flint does - the top tier heroes are to good as jack-of-all-trades. And to steal sentence from a favorite website of mine, tvtropes- Power Creep also tends to lead a game beyond it's pre-defined limits, with one of two results: it will becomes a competition of mindless speed, or of predictable slow strategies.

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