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arachna was just fine, why did you up the attack count on the spider to 6, now it does 6x225 damage on lvl3 and an 80% slow, that stacks with the 4x40% from arachna's q spell? that's absolutely ridiculous. it seems that every patch this game has just goes further and further downhill, everything being done is based around stats(that ruin the game) instead of balance. we realize this is a beta and you're working on balance, but it doesnt take a genius to figure out that what you've done to arachna and other heroes(such as soulstealer being able to get souls from poison wards but those wards not able to be denied) just doesnt work. it's not like you even have to test it in a patch, it's easy to sit there and say "man, an 240% slow and 6x225 damage is pretty OP"
Thank you for your continued work on this game and i hope that my criticism isnt taken the wrong way.
That spider takes a **** load of damage now. I had zephyr with radiance, and I swear the the stupid spider took 4 hits and stayed there. Maybe I missed it once or twice and was just hitting some other creep, but srsly ... it should die in 1-2 hits from a char with that much +damage.
Mod Edit: What does this bring to the thread Thadan?
Last edited by Rippsy; 08-04-2009 at 11:19 AM. Reason: http://hon.slawed.net/view.php?nick=Daigo&View+Stats=View+Stats!
i think her orb should have at the very least a 3/2/1/0 cd prolly a 5/3/1/0 cd
Arachna is perfectly balanced, you've gotta remember that we should be balancing for competitive and not public play really. Arachna is a typical carry, fairly weak early game (hp wise at least) and quite strong late. Even then though...A couple of hard and coordinated nukes would probably take her down late too.
Early game she's basically drow..I really don't see the problem. I'm aware she can orb walk but I'm fairly any semi-decent dual lane could keep her down unless you had a babysitter. Proof that orb walkers aren't amazing, just look at DotA, the only orb walker that is a top pick is viper at the moment and maybe silencer with the right lineup.
Lane control from orb walkers is nice, but Arachna is still not 'strong' early game unless you go 2-3 bracers which will gimp you anyway.
And Hit n' Run makes another widow...
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Her ultimate is rigged to high hell. Okay, let's simplify things for people since for some dumb reason they think she's fine.
1.) The ultimate hits for 225 x6. This means it's only mitigated by armor. On an int that's likely going to be atleast 1000 damage.
2.) Not only is it an 80% movement slow, it's an 80% ATTACK SPEED slow (or was it 60%?) that stacks with her orb that's 40% move and 20% attack slow. That means that it's almost impossible to kill on your own and even with teammates can take time due to it's tiny size.
3.) Magic immune. Ints are pretty much screwed at this point if they encounter her solo (or even with a friend, she can easily kill the int lickety split).
4.) This leaves the only option for int users is to try and kill Arachna herself before she kills them. One problem, she gets near magic damage immunity from her armor and it removes debuffs. So unless you're decked out with more items than her (cyclone and polymorph probably your only chances of living) you're guaranteed dead and you didn't even hurt her much.
5.) BUT WAIT! THERE'S MORE! (love ya, Billy) The spider also REVEALS INVIS! Making her the ultimate killer of invis heroes too.
6.) Remember that combined 80-100% attack speed slow? She's also the bane of all agility/strength heroes too.
7.) And remember that 120% movement speed slow (more like 92% or something at best, but whatever). That makes her pretty much UNTOUCHABLE by any melee hero even WITH a disable. Because....
8.) She has AMAZINGLY fast projectiles and attack animation. She can hit you with her slow, run a bit ways out and hit you again with ease and only take one hit in return.
9.) And let's not forget her ultimate has a cooldown of THIRTY SECONDS (or was it 40?) making it one of the fastest cooldown ultimates with the highest potential damage.
I know what the devs were trying to do here. They were trying to make flashy version of Viper's ult from DotA, but they rigged the living hell out of it in the process.
How to fix Arachna:
1.) Reduce her turn speed and projectile speed a bit. Make it harder for her to "kite" someone.
2.) Reduce her orb's movement slow to 35% at lvl 4.
3.) Reduce spider's damage to 150 at lvl 3, and reduce hits to 5.
4.) Remove spider's magic immunity, but give it half-duration on debuffs cast on it and 40% magic resistance. Give ints the options to blow everything to escape her.
5.) Reduce movement attack slows to 60% at lvl 3.
6.) Raise ultimate cooldown to 50 seconds at lvl 3, but reduce cooldown on lvl 1 by 25 seconds.
Bam, she's no longer so OP she's a MUST pick and now people can actually COUNTER her.
public play is what makes a game sell, not competetive. a lot more poeple will be playing this non-comp.
100% agreed with. people who say "just kill the spider" are obviously the same people who said "just disable madman" 5 patches ago. easier said than done, especially in a team fight.
arachna is drow from dota
Basically, she is Broodmother of DoTA.
Brood was and still is OP in DoTA, and now she's just as bad here. Atleast there's consistency.