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Back during DotA times, Spirit Breaker was often a common played pub hero who dominated early, mid, and late game with his capable abilities to isolate a hero permanently from a team fight as well as solo ganking a stand-alone hero flawlessly.
Now, Rampage has become a pitiful and underplayed shadow of his former port.
Most players can understand that S2 is trying to implement their own ideas into these heroes to prevent them from being completely identical to their DotA copies, but the fact that heroes like Rampage have been nerfed in becoming not worth playing is something that needs to be fixed! With this said, I would like to propose a set of hero changes that could contribute to Rampage reverting back into the beast that he could have become.
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1. Changing or Improving Rampage's Might of the Herd skill
In most cases, Rampage is often played as a solo type hero, with his skill synergies to actually focus on one hero as well as the massive dps that he is capable of dealing. Since the creation of this hero, Rampage's Might of the Herd skill aura never gave him the additional attack bonus that he needs, seeing how it adds less attack compared to Spirit Breaker.
Spirit Breaker's Empowering Haste:
Level 1 - Grants 4% additional damage of his movement speed.
Level 2 - Grants 8% additional damage of his movement speed.
Level 3 - Grants 12% additional damage of his movement speed.
Level 4 - Grants 16% additional damage of his movement speed.
Rampage's Might of the Herd:
Level 1 - Grants 4% additional damage of his movement speed.
Level 2 - Grants 6% additional damage of his movement speed.
Level 3 - Grants 8% additional damage of his movement speed.
Level 4 - Grants 12% additional damage of his movement speed.
You might not think this is a big deal, but when you've maxed this skill along with Steamboots, you are missing out on 25 additional damage that you could have received if Might of the Herd was made identical to Empowering Haste.
If this cannot be changed, please consider completely rewriting the skill so that it can focus mainly on the attack damage granted to Rampage rather than his movement speed. Though his aura does help his team chase down enemy heroes, it is a skill that setbacks on his own role as a carry hero.
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2. A less noticeable Stampede ability at 4th charge
One of the unique powers of Rampage is the element of surprise. You could be ricing a lane for all you know, when suddenly, a fast and stealthy hero appears from the side of your screen and before you know it, you're trapped right where it wants you. This is the how most situations should appear to be when a Rampage makes contact with a enemy hero. Some people may disagree that this is a contributing factor to why Rampage is Rampage, but I believe that it is something worth noticing.
Back in DotA, when Spirit breaker met his last level of Charge of Darkness, he would literally fade in with his surroundings, though slightly visible. This tipped the element of surprise in the Spirit Breaker's favor, since the enemy hero would have to react to the threat, then command an escape. Rampage, however, does seem to try to blend in with its surroundings, but the Stampede dust animation along with the lightened glare on Rampage's hero model make him a highly noticeable target.
Here is an example of a Rampage during a Stampede...
Along with this fact, something tells me that Rampage's stampede speed limit is slower than Spirit Breaker's charge of darkness, though I could be completely incorrect. Just another thing to look into.
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3. Rampage's Horned Strike and Favor of Sol dealing Physical Damage
Some think that magic damage is actually better than physical damage. This actually isn't completely true. The only situation where magic damage would be better than physical damage is when the magic armor of a hero is lower than the physical armor of a hero. Int heroes such as,
,
, and etc. start off with physical armor 80% less of their magic armor. Since their stat gain on agility is so insignificant, physical damage literally rips through these squishy heroes early to mid game with ease, saving the trouble of them becoming inferior later game.
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Now that I have stated my reasons on why and how Rampage can be improved, please criticize on my thoughts as well as include your own changes that could benefit Rampage in the future.
Liang`
Last edited by Liang`; 03-10-2010 at 11:41 PM.
My apologies, I've posted in the wrong section of the forums. If a mod could be so kind to move this, I will kiss you in the butt.
Liang`
Might of the Herd - Grants 4 / 8 / 12 / 16% of Rampage's movespeed in damage.
...yeah.
level 1 - +12 damage
level 2 - +25 damage
level 3 - +38 damage
level 4 - +51 damage
i would say thats 4/8/12/16%.
edit:
Spiritbreaker:
Greater Bash - Damage type: magical
Nether Strike - Damage type: magical
Rampage:
Favor of Sol - Moves Rampage next to his target after a 1 second delay, dealing 100 / 200 / 300 bonus Magic damage.
Horned Strike - 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.
also, both Sb and rampage, when charging a target, the enemy is warned when Sb/ramp is 2500 units close. moving at 522 movement speed, that gives the target almost 5 whole seconds to "react to the threat."
I Really don't see the difference between the two.
Last edited by Donnn; 03-11-2010 at 12:10 AM.
please don't kiss me in the butt.
if you want this in balance you have to post it there we don't move posts to the balance section.
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