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Thread: Rampage Changes (Mobility)

View Poll Results: Do you support these changes?

Voters
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  • Yes, all of them.

    29 54.72%
  • Only Stempede.

    9 16.98%
  • Only Horned Strike.

    0 0%
  • Only Favor of Sol.

    2 3.77%
  • None.

    13 24.53%
Results 1 to 15 of 15
  1. #1

    Rampage Changes (Mobility)

    Rampage is a bad hero as we all know.

    I believe he mainly lacks mobility, between his charge and ult that have cast times way to long to do anything good in combination when a team fight breaks out.

    So here are some suggested changes for his abilities, don't be too rash on the numbers. It's all about the concept changes.

    His base stats really seem fine to me -

    Strength 23 (+2.5)
    Agility 17 (+1.7)
    Intelligence 15 (+1.8)

    Damage 45-55
    Armor 5.4
    Move speed 295
    Attack type Melee (100)
    Attack rate 0.59

    So to the skills



    Stampede



    Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until reaching the target, stunning them.

    Original :

    Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every 4 seconds. Gains magic immunity at 3 charges. Applies Watch Out! to target when Rampage is within 2500 units.
    When Rampage reaches his target, he stuns him for 1/1.5/2/2.5 second.

    Changes :

    Keep the same charge ability, with removing the Watch Out! debuff. Also letting the revealed effect on the target last 3 seconds after Stampede hits or is canceled, as well as the magic immunity if you have the 3 charges (along with the usual movement speed and unit/tree walking). He will deal 25/50/75/100 magic damage per charge along with the stun. That's up to 75/150/225/300 magic damage with the full 3 charges.

    If the target is within 600 units of him he will instantly jump to the target at 1100 ms. Stunning for 0.75/1/1.25/1.5 seconds and dealing 50/100/150/200 magic damage.

    This is the range on the leap in-game, to give you an idea.

    Click image for larger version. 

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    Might of the Herd


    Really no problems with this one, a defining aura for Rampage.

    Horned Strike



    There is a chance Rampage's rhino unleashes a devastating Horned Strike when he begins an attack, doing bonus damage and pushing then enemy backwards.

    Original :

    17% chance on attack to stun and push back the target 140/180/220/260 units over 0.95/1.15/1.35/1.55 seconds, dealing 25/50/75/100 bonus Magic damage.

    Changes :

    Add an additional movement and attack speed stealing effect. This will add a movement/attack speed steal charge for every hit Rampage successfully lands on an enemy hero. He will also gain a charge from from a successful Stampede or Favor of Sol hit.

    Each charge will add 1% movement and attack speed to rampage, while removing 1% of movement and attack speed from the enemy he it. Up to 4/6/8/10 charges. All charges on an enemy hero will be removed if they have not been hit for the last 5 seconds. The movement/attack speed reduction debuff may be on various enemy heroes at a time, all adding to Rampage's charge stock, but he may not break current max amount of charges, no matter how many speed reduction debuff charges he has on different heroes.

    We could also consider doing the same thing they did with Chronos making it so every 4th hit will trigger a bash, instead of it being a chance proc.

    Favor of Sol



    Rampage, favored by Sol, calls upon his power to move so quickly he instantly appears next to an enemy hero of his choosing, dealing damage and pushing them back.

    Original :

    Moves Rampage next to his target after a 1 second delay, dealing 100/200/300 bonus Magic damage and triggering a level 4 Horned Strike on the target.

    Changes :

    Instead of increasing the damage for each level it will add additional strikes. You will perform 1/2/3 level four horned strikes, each dealing 100 bonus magic damage, with one second between each strike. The total stun time would be 1.55/2.55/3.55 seconds. If he is stunned while performing these attacks he will resume how ever many strikes he had remaining after the stun. Each strike will affect the same enemy you targeted pushing them in the same direction when the first hit struck. Each of these strikes will perform a movement/attack speed steal charge. (Thank you VitaTimH for the idea).

    As of now all the Staff of the Master upgrade does for this is take it from a 60 second cool down to a 20 second cool down. I suggest adding an additional effect to it by causing it to deal a level four horned strike to all enemies in melee distance of the direction Rampage is facing once he moves next to his target, in a 500 frontal cone. This will only occur on his first horned strike. This will apply a movement/attack speed reduction charge to all enemies hit by the horned strike, as well as adding to rampage's movement/attack speed charges as usual.


    Conclusion :
    Well, I like for you to assess these changes for yourself, but I believe these changes will give Rampage the unique attribute of being able to out maneuver his opponents much more efficiently now than previously. Obviously the movement speed steal is directly linked to aura's effects, which should benefit him pretty well. Main thing here as well is how much better his new leap stun will make him for lanning, right now he was a very delayed stun for any saves for kill attempts to be made in lane. This also allows him to stay true to his ganking role by keeping the charge and removing the dumb Watch Out! debuff.

    Last edited by War_Mech; 02-14-2010 at 04:59 PM.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  2. #2
    I like Stampede. I think removing Watch Out! and adding the leap is a little overkill, though.

    IMO Horned Strike isn't interesting enough... 2 MS per strike? And he already has his MS skill. How about like 1% MS / 1% AS per strike? Damage can be reduced to compensate.

    For Favor of Sol, I honestly don't like it at all. The SoTM forced synergy seems like quite a lot, and... IDK it just doesn't sit well with me, though.

    An idea I got from reading your suggestion, though: what do you think about Favor of Sol doing only 100 Magic damage throughout all levels, with each level doing an additional blink strike (SORT of like Swift's ult...)? I think this would make for a very interesting change, as it also synergizes well with your Horned Strike movement steal, and it also changes Favor into an amazingly excellent disable and not just blink strike on steroids. However, maybe the strikes should be linked a little to lower that crazy 4.65 stun duration.

    Maybe something like this:

    Moves Rampage next to his target after a 1 second delay, striking 1/2/3 times for 100 Magic damage each and triggering a level 4 Horned Strike each time for a total stun time of 1.55/2.55/3.55 seconds.
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  3. #3
    Thanks for the ideas man, I just removed the Watch Out! debuff because I thought it was always a dumb idea to lower his ganking power when other heroes can do it so much better. Of course the leap is so he can have a better time doing something a lot quicker in team fights, and can also be used to get your ult off on someone when they are where you want them.

    Changing the speed steal is an idea, I'll wait for a little more feed back. I didn't want to make it too complicated, I mean it is a already a bash ability now with another side effect (kind of like chronos' now).

    I don't believe the Staff of the Master would be a must for Rampage with the buff I gave it, it would simply let him play a good role of an initiator if he got it. It would still be kind of rare to hit more than 2 people with hit.

    You idea for favor of sol is neat, I'm just not sure whether you meant it always hit the same person or it bounces around, exactly like Swift's I assume it bounces. It is a good idea to consider, I only fear of the perma bashing it would add to him.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  4. #4
    Bump

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  5. #5
    No, it would only affect one target. Damage dealt would be the same, but amount of hits for stat steal, knockback distance, and stun duration would be increases. Cause really, 300 mana at level 3?
    Suggestions
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    [SM] Bodysnatcher Complete
    [SM] Gaoler Complete
    [SM] Landshark Complete
    [SM] Sonolith Reviewing
    [IR] Archon Reviewing
    [IR] Raijin NEW!

  6. #6
    Ok after thinking about it some more, I like it I am going to keep the staff of the master option for on the first hit however. I want to see what people think of that.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  7. #7
    Ok I'm also going to go with your idea of making the steal take attack speed and percentage based, he really does need it and this will give him somewhat of an anti-carry power.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  8. #8
    Bump, want some more feedback on this one.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  9. #9
    Bump...

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  10. #10
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    I like it. Not much I can say.
    Although, the original combo for Rampage is usually Stampede someone and then ult him. With your ideas that combo will deal 400 - 600 damage if you have level 3 ult (not including the SoTM buff). Not many melees are able to deal such dmg

    But you got my vote! ( ^ . ^ )b

  11. #11
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    I definitely like the short range leap thing on Stampede - all these changes at once might even be a bit strong though.
    The bonus on his passive would be...ok i guess.
    The Ult...mhm...compare it to Panda: almost the same length and he has to CHANNEL it...

    Some interesting ideas - but in fact i'd rather see him become Chaos Knight instead of Spiritbreaker I don't like his concept in general. Doubt his skillset can be made competetively viable without a complete remake or you end up making him OP in Pubs.

  12. #12
    I think Rampage is a pretty decent hero when played right but I agree that he is in no way near to be a good hero pick overall. I don't really like most of the suggestions but I do think that what Rampage needs is a buff to his Stampede and some of you're ideas to it I like. A revamp of Stampede that I would like to see would be these changes:

    - Remove Watch Out (I agree)
    - Add the magic damage that TS suggested to Stampede (I also like this, numbers seems OK)
    - Stampede: If used on an enemy within X units Stampede will instantly generate 3 charges (giving Rampage magic immunity) and the effects of Stampede will last Y seconds after the charge has ended (X should probably be around 600-1000 units, Y should be something like 5-20 seconds)

    I really think that Rampage's weak point is Stampede and with these changes it could make him more attractive. It would also make Rampage a better initiator for when you haven't gotten the time to build up a charge.
    Last edited by Jezam; 03-29-2010 at 12:11 PM.

  13. #13
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    No, everything u said is wrong. Rampage is perfect, i rarely go negative with him. Learn to play with him and stop sucking or just leave him alone and stop complaining.

    PRO HERO, obviously after the update, he was revised and they still think he should be changed, and there right...
    Last edited by Banhammerr; 03-29-2010 at 02:04 PM.

  14. #14
    Quote Originally Posted by Banhammerr View Post
    No, everything u said is not only wrong, but gay. Rampage is perfect, i rarely go negative with him. Learn to play with him and stop sucking or just leave him alone and stop complaining.

    PRO HERO, obviously after the update, he was revised and they still think he should be changed, and there right...
    I do think that all the changes TS advocates is too much but come on, you can't honestly be serious if you think Rampage is a competitive hero as it is right now...


    Other then my post above I also looked at Rampage's skills and I think you could easily buff the aura with a few % at each level giving 5/10/15/20% increase.

    Also, to make his ulti really good combined with staff I would say skip the lowered CD altogether (maybe even up the CD with this change) and instead let SotM do the following:

    Favor of Sol (with SotM):
    Rampage, favored by Sol, calls upon his power to move so quickly he instantly and randomly appears next to enemy heros within X units for a total of Y times, dealing damage and pushing them back.

    Activation
    Moves Rampage next to multiple, random heroes within range after a 1 second delay, dealing 100 / 200 / 300 bonus Magic damage each time and triggering a level 4 Horned Strike on the target. Each jump has a delay of 1 second.

    PS: With SotM, Favor of Sol would not be a skill you target with but instead you just activate it and Rampage starts teleporting to random heros within the range limit. If you activate this ulti and die before the 1 sec delay it still goes off (this is how it is now also) and Rampage will teleport for Y times if there are heroes close enough even after death (now how cool is that?!)! The amount of jumps (Y) should probably be around 3-5 times.
    Last edited by Jezam; 03-29-2010 at 12:09 PM.

  15. #15
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    1 problem, while using stampede on someone like scout, it will reveal him until u get within centimeters of hitting him. Even right b4 stun hits, he will instantly disappear and u will stop running. That should definitely be fixed.

    Literally within centimeters of hitting him....


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