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Yes !
No !
1) Smoke Bomb - No changes , this skill is fine as it is .
2) Pounce - increase cooldown a bit because it is a bit too spamable in fights : New Cooldown - 32/24/16/8 seconds. Reduce bonus damage by half.
3) Passive - Does 15/30/45/60% of Night Hounds agility as a bonus physical attack , in addition have 5/10/15/20% chance to apply Wounded on attack.Wounded have 3 seconds of cooldown time. Targets affected by wounded can't be affected by it again until it expires.
Wounded - Movement is slowed by 3/6/9/12% for 0.66/1.26/1.92/2.6 seconds
Deals 25/50/75/100% of enemys primary stat as a magic damage 5 over 15 seconds
- Made slight changes to the passive , now instead of agility it does targets primary stat as a samage over time.
4) Ulti - Night Hounds becomes invisible when out of fight with 3/2/1 seconds of fade time. When invisible Night hounds have-10/0/+10% boost to its movement. Deals 30/60/90 bonus damage and applies Wounded on first attack when invisible.
SoTM Effect
Ulti - Deals 60/90/120 bonus damage on 1st attack
have 0/10/20% boost to his movement speed
Smoke Bomb - Night Hound can now place 2 smoke bombs ( mechanic similar to Pandas 1st skill )
Last edited by kpobococ; 03-07-2010 at 09:41 AM.
So, um, make the passive even more of a must get?
Apart from that interesting changes, although why would SotM effect a non-ult skill?
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Night Hounds Passive is a bit crappy atm , yes it does do great damage from the back but apart from that its pretty useless , most enemys will turn face to face asap , those little changes i made just make it more usefull.
As for SoTM i thought it would be a nice change to actually affect other non-ulti spells.
His 'new' passive seems a bit overpowered to me ATM. Seems a bit unfair vs Agility characters. But I vote on the idea, not on the numbers.
Nice idea.
Suggestion for Wounded:
Movement is slowed by 3/6/9/12% for 0.66/1.26/1.92/2.6 seconds
Deals 15/30/50/70% of enemys primary stat as a magic damage 5 times over 15 seconds
Have a cooldown on applying wounded of like 5 seconds. Otherwise NH becomes just a ''Wound the enemy'' hero. Invi > wound > invi > wound > invi > wound.. and so on.
Nice idea. Concerning numbers , any hero at lvl 25 non-geared have around 120~ of his primary stat and geared hero would have around 200 or so ; that means at lvl 4 wounded would do 120/200 of magic damage per tick , not counting magic defence , seems fair.Not to mention it can be cured/removed
NH is fine.
[F4F]
Contest Heroes:
Arcane Warrior | The Unknown
Recipe Items:
Enfeebler | Possessed Scimitar
Basic Items:
Glove of Astral Absorption | Spike Shield
I must say I think id prefer not to give him a negative movespeed at the first level of invisibility, the 3 second fade can be painful enough for one as squishy as him, start at 0% sure, but not negative, that feels like overkill.
Otherwise interesting changes, unsure if I want those changes or not so I'll think about it.
NH is fine how is it, most of time enemy will run away from him/out of smoke so you can easy backstab + pounce put you on the back.
+ if you play teamfight, you are supposed to go on when fight started = people don't see you jumb on them and get owned.
Heroes Suggestions are a place for *new* hero suggestions only. As this is a remake, I'm moving this to Other.
He needs NO CHANGE.. and definitly not something that makes him more op!
how about making him invis at lvl 5 and give him a deathward at lvl 6? : ))))))))
who remembers those good ol' days ?
The hero is crap atm...for several reasons. Your remake basically doesn't fix any of these problems.