|
|
Information: http://www.hondb.com/?hero=swiftblade
How could he be competive:
- good scaling with crit, slashes between ulti and counter attack
- blade frenzy is known for allowing easy first blood
- ulti has good damage potential if you catch somebody alone and good for ganking
- magic immunity ability
Why isn't he competive:
- no stun, slow, blink or anything that lets him chase well
- needs farming to stay viable lategame, item dependant once blade frenzy gets obsolete
- counter attack isn't such a good retribution passive compaired to dissipation
- can still get outcarried
- ulti is very luck dependant
- magic immunity doesn't remove debuffs, so not such a great escape ability
- only works in a team with supporters that can snare/stun for him and have creep clearing abilities
Discuss
PS: Sinistering, I hope you don't mind me stealing your title (had the impression you stopped with these threads)
I don't mind you taking the thread title. I actually encourage people to use the foundations I try to lay out in order to assert conversation amongst the forums. Anyway, on-topic:
Swiftblade isn't competitive because he lacks disable. The primary metagame for HoN revolves around initiation and disable. Without it, heroes tend to lack. His early game will be good for sure, especially with a disabler in the lane. However, his damage would never get out because he's agility (meaning low health) and has no disable (can't gank efficiently). Overall, in the current metagame, Swiftblade is not good enough to be considered a competitive hero.
Looking For Testers!
Thank you to AvunaOs for this excellent banner.
[F4F]
Mindwave, The Telekinetic - Lightwave, The Light Entity
The weirdest thing about the transition from hon to dota (for me) is the little changes (in either abilities, or game engine) that make a certain hero just.... Complete trash compared.
Now I'm not saying that jugg was a first pick or anything, but he deff was someone to contend with. Were there better picks? Yes. But I don't know how many games I've seen where a cm jugg lane just destroyed, giving him what he needed to carry.
But now... I honestly think it's how his spin opperates now that just... Makes me miss dota in that aspect.
Oh.. and his heal back would be nice.
his spin + tp is near guaranteed escape from almost every ganker, but yeah because he doesnt have disables nor does he have an awesome heal, he isn't very competitive. Hella fun to play though.
Needs too much farm to be useful, so many heroes do his job better, his magic immunity has so many drawbacks past early game... unless we see a decent skill replace counter attack, he's not competitive
Negative. He's not even as strong as Juggernaut in DotA, since he lost his wards.
*Counter-Attack is a POS skill compared to healing wards. So leveling +STATS until level 21 is viable.
*With Healing Wards Jugg is able to hold D on towers if all allies r dead against 5 players, 1v5
*He can escape with Assassin's Shroud.
*He can slow with Nullfire blade
*Usually I can out level popular carries by 2-3 level's and outfarm them
*2x Ult = 4,000 damage, 2x Ult + SoTM = 5,000 damage. Enough to wipe em out in team battles? YES/NO.
*Crit = free riftshard = 5,500gold.
He's one of the few carries who is good all game. He can get Bloodlust, he can gank/teamfight with Blade Frenzy/Swift Slashes, and he can carry late game.
Weak carry. He needs Glacius to really dominate a lane. Glacius is a poor hero unless your team is built around 3 other heroes who severely need mana and your team can mainly do a 4v5 lategame.
Can own, but it's a pretty weak pick compared to the imba carries that HoN created.
You don't pick Glacius if you intend to play endgame, man. If you're playing to win early-game, however, Glacius is a great pick.
Swiftblade 's fairly dominant early game, so, if your focus is early game, then he might be a good pick. MIGHT being the keyword, here.
No Swiftblade sucks. Anyone who gets killed by Swiftblade early game deserves to lose. Just dominate and harass him in the lane due to his paper HP and just avoid getting disabled. Not hard at all to win against a Swift/Disable lane.
His ulti really needs to scale with items like it does in dota. I have absolutely no idea why it isn't like this? 150-250 physical damage pr. slash sucks and I'm not even sure Runed Axe works on his ulti anymore either..
Also counter attack needs to get changed, it's such a bad skill. Why would you want counterattack on a hero with no hp at all?
Not sure what should be in counter attack's place though..