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Thread: [2.5.22] Patch Reception

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  1. #21
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    Quote Originally Posted by Skyve View Post
    The changes to SR are very minor. I mean the only thing that effectively does anything is the change to the range for his Q.

    And none of those changes adress the issue he has with his lane presence.
    What issues does SR have with his lane presence? I'm genuinely interested; been picking up SR more of late (and I've played against him a bit recently).

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  2. #22
    == 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
    IMO kinesis change is actually really huge....

    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.

  3. #23
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    Those three items on most heroes make them pretty hard to kill, because they've already killed you.

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  4. #24
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    Quote Originally Posted by Gorb View Post
    What issues does SR have with his lane presence? I'm genuinely interested; been picking up SR more of late (and I've played against him a bit recently).
    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.

    Those three items on most heroes make them pretty hard to kill, because they've already killed you.
    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.
    (Plus getting Mock is just way more awesome )
    Last edited by Skyve; 05-07-2012 at 12:55 PM.

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  5. #25
    Quote Originally Posted by Salem1 View Post
    We never do more than take baby steps in the right direction... why are there no changes? is it ignorance, fear, incompetence or a mix?
    Or is the real ignorance here that you don't realize taking baby steps not drastic changes towards the final goal is the correct way to go about things?

  6. #26
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    Quote Originally Posted by _Lateralus_ View Post
    Or is the real ignorance here that you don't realize taking baby steps not drastic changes towards the final goal is the correct way to go about things?
    Correct way if you don't want anything to change, sure.

  7. #27
    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.

  8. #28
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    Quote Originally Posted by Salem1 View Post
    Correct way if you don't want anything to change, sure.
    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)

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  9. #29
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    Quote Originally Posted by Gorb View Post
    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)
    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.

  10. #30
    Quote Originally Posted by somethingodd View Post
    Classic S2 baby steps, but it's in the right direction.
    better than making huge steps and ruining the game. thats how it works

  11. #31
    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.

  12. #32
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    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.

  13. #33
    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.
    Critique my guides:
    Plague Rider
    Glacius

  14. #34
    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.

  15. #35
    Quote Originally Posted by man_guy View Post
    You put a 5.0 int gain on Glacius and you aren't going to start building him as a carry.
    Actually, I prolly would start fielding glacius mid with the intention of getting items on him. Would that be "building him as a carry" is up to you, but it definitely would give him an edge.

  16. #36
    Quote Originally Posted by colondee View Post
    All changes positive. Finally after two years, the heroes I hated most for being useless (Vindi, Sol Reaper) are getting some love.
    Vindi got some gay prison anal rape love for sho.

  17. #37
    I still think I wasted my money buying Soul Reaper

  18. #38
    Quote Originally Posted by LongDonSilva View Post
    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.
    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.
    -

    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

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