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S2 Support Helpdesk | Signature by Lhune!
IMO kinesis change is actually really huge....== Optimizations and Bug Fixes ==
- Frostwolf Skull: Frost projectile works with all heroes properly now
- Artesia: Wander Range fixed so she gets feared correctly
- Artillery: No longer works in Tournament Mode
- Berzerker: Chain Spike scripting fixed so it works properly on enemies who use Shrunken Head
- Kinesis: Inherent Defense will now work with Harkon's Blade, no longer works with Barbed Armor
- Warbeast: Health Regen fixed to properly be 1
gaining 50% of his atack power in shield everytime he attack give him MUCH more carry potential...
a harkon blade, charge hammer and hellflower kinesis is really hard to kill due to almsot endless shield.
Those three items on most heroes make them pretty hard to kill, because they've already killed you.
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S2 Support Helpdesk | Signature by Lhune!
He has little safe for his auto-attack to do against enemies, and due to his attack + starting armor, trading hits isn't very favorable. He also has no form of slows or disable before lvl6, which means he is a very low threat target.
His current aura has a range if ~700 on lvl1. 700 means that most ranged heroes will be safe of its effects most of the time, and attempting to get them into range of the aura often puts you into unfavourable positions.
Other heroes, like Silhouette trade attacks really well, and have other potential to kill beyond that. For SR to be "on par" in terms of laning presence, his aura having a proper range would help a lot, since constantly keeping enemy HP down prevents them from going on him without being in danger of getting turned around on.
If you play Necrolyte in DotA you should be able to notice how much of a difference it makes if you can keep enemies in the aura range over longer time periods, which helps him out quite a bit.
That's not really true as heroes that pick up those three items are likely to not have much in terms of HP. For Kinesis, just getting off the Charged Hammer active on yourself can provide quite a lot of bonus HP, although I'd say without any proper base HP pool those three items won't make him too tanky.Those three items on most heroes make them pretty hard to kill, because they've already killed you.
(Plus getting Mock is just way more awesome)
Last edited by Skyve; 05-07-2012 at 12:55 PM.
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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All changes positive. Finally after two years, the heroes I hated most for being useless (Vindi, Sol Reaper) are getting some love. Not to mention that these heroes are most played by my best clanmates.
Change on the Master of Arms is great, because the red mode was useless early on before.
I don't think you understand the notion of balancing a game in small steps, if you think such changes result in nothing changed.
(by definition, something has changed, because a change has been enacted - however minor. Even visibility buffs/nerfs are good because it allows more people to theoretically pick the hero for at least a short amount of time, increasing the amount of data S2 can use to evaluate the hero's role, strengths and weaknesses)
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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S2 Support Helpdesk | Signature by Lhune!
Okay, nothing changed isn't really true. I just think they could easily do a lot more than they're doing, it's not some unknown myth that Magmus is OP and needs a nerf just for example but most such heroes with the occasional exceptions of in the end irrelevant nerfs such as this Magebane one aren't even touched.
Last edited by Salem1; 05-08-2012 at 02:45 AM.
regardlesss, SR really needs a bit more than he got, nothing really addressed his real problems, apart from maybe that little extra range on his heal at lower lvls.
Emerald Warden is never nerfed. His mana pool compare to the cost is ridiculous.
What's with the new -int heroes with +3.0 growth lately. Gravekeeper is understandable that he can be a semi carry but Rift, Eliona, and Monarch? The one that suppose to be the carry like Revenant has only int growth of...2.7
Geomancer can barely engage in the battle considering his health and armor as a melee hero. His third ability is like the most useless thing I had never seen. His ult delay is also rediculous. 1.5s is enough for a 300 radius ult that have the same damage output as Hag's ult with over 400 AOE
Madman and tremble are like ceased from existence.
You put a 5.0 int gain on Glacius and you aren't going to start building him as a carry. IDK, I think int gains on int heroes are mostly irrelevant. Heroes with stronger spells (Polly Witch) have a natural mana pool that depletes them when they use everything whereas heroes with weaker skills (Glacius, Monarch) can spam them more.
Energizer OP?You best be kidding me.
Now I see it and use it more like a choice between boots or stats.
With 35 sec CD its fine.
not really, I see SR as usable now. It doesn't change that 90% of the playerbase still won't be able to utilize him as he takes some advanced positioning and game knowledge to properly use in a team, but IMHO buffing him any more (probably the things you are espectinf to be buffed) will cause him to become a broken pick that skilled players will abuse once again, just because some nabs wanted him to be accessible to their feederific playstyle.
Imho he's fine now, still not a top-tier pick, but usable in the right setup. Throw him in a team of 3-4 tanks/pushers, give him a solo lane or allow him to take some stacked neutral camps for farm, watch unstoppable push team insue.
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FOR ALL THAT IS HOLY~!
Don't worry guys, Lodestone won't be getting picked up in competitive, your balance forum regulars have assured it in this Lodestone balance thread ;)
http://forums.heroesofnewerth.com/showthread.php?470528-Lodestone-First-Impressions&p=15618341&viewfull=1#post15618341