SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Harkon's Blade

View Poll Results: Do you think the general idea behind this should be implemented?

Voters
6. You may not vote on this poll
  • Yes.

    1 16.67%
  • No.

    5 83.33%
Results 1 to 8 of 8
  1. #1

    Harkon's Blade

    Eh, might as well throw it out there. I would like to see Harkon's Blade remade as the following, to allow a greater variety of heroes access to this item:

    Current:

    Harkon's Blade
    Cost: 5100
    Components-
    Great Arcana
    Acolyte's Staff
    Recipe (725)

    Effect:
    35 intelligence
    25 damage
    10 attack speed
    150% mana regen
    Toggle- On attack, drain 75 mana from self. Deal 100% damage as Magic. Decease the target's Magic armor by 5 for 3 seconds.

    I personally have an issue with the build-up required as well as the very limited variety found within this.

    Suggested alternative:

    Harkon's Blade
    Cost: 6000
    Components-
    Vorpal Sword (3250)
    Harkon's Sigil (2750)

    Effect:
    30 Intelligence
    40 damage
    20 attack speed
    100% Mana Regeneration
    On attack or single-target spellcast: Apply Harkon's Blade to the target for 4 seconds.
    On attack: 20% chance for the attack to be dealt as Magic damage.
    Toggle: Can be toggled on to deal Magic damage on every attack, but each attack costs 50 mana.
    Harkon's Blade effect
    -5 Magic Armor

    Vorpal Sword:
    Cost: 3250
    Components-
    Broadsword
    Steamstaff x 2
    Recipe (250)

    Effect:
    35 damage
    15 attack speed
    On attack: 15% chance for the attack to be dealt as Magic damage.
    Toggle: Can be toggled on to deal Magic damage on every attack, but each attack costs 50 mana.

    Harkon's Sigil
    Cost: 2750
    Components-
    Scarab
    Neophyte's Book x 2
    Recipe (425)

    Effect:
    20 Intelligence
    75% mana regen
    On attack or spell-cast: Apply Harkon's Sigil to the target for 3 seconds.
    Harkon's Sigil effects
    -4 Magic Armor. This effect does not stack with Harkon's Blade.


    I feel a much greater number of heroes would be able to benefit from this alternative when compared to the current version available. Support heroes and skill-based heroes wouldn't need to attack for their skills to benefit from the magic armor reduction, because it would be applied through single-target spells. Carries would be able to benefit from this change by having a different on-attack proc item to choose from.

    Eh, whatever. Don't feel like explaining it more. The general idea is to split Harkon's Blade into two separate items that could be combined to get the current Harkon's, so it has an easier build-up and more heroes can access the portions of Harkon's that the hero they've chosen would find desirable.
    Last edited by Beroya; 03-29-2010 at 09:57 PM.

  2. #2
    Might as well bump.

  3. #3
    did not harkons get a nerf by increasing the cost from 50 to 75 to make the item usefull on more heroes... ? xD Because of the tremendous damage output that's possible with such an item ur describing.

  4. #4
    Offline
    Account Icon
    Join Date
    Aug 2009
    Location
    The Land of Oz
    Posts
    3,868
    id prefer 20% of the damage is dealt as magic rather than 20% proc chance. Chance should be avoided where possible
    [Guide]
    The all inclusive guide

    From the author of Tip of the Week.



  5. #5
    The increase price of 900 gives Harkon's Blade-
    -5 int
    +15 damage
    +10 attack speed
    + 50% mana regen
    20% chance to to proc without mana cost
    gives -5 magic armor without mana cost

    This item may be OP and is definitely not underpowered. So why, would you make it so much better for the cost of of a steam staff.

  6. #6
    Quote Originally Posted by Stalias View Post
    The increase price of 900 gives Harkon's Blade-
    -5 int
    +15 damage
    +10 attack speed
    + 50% mana regen
    20% chance to to proc without mana cost
    gives -5 magic armor without mana cost

    This item may be OP and is definitely not underpowered. So why, would you make it so much better for the cost of of a steam staff.
    Actually, it's -50% mana regen, and the final product is only better in the regard that a larger variety of heroes can use it without crippling themselves.

    The 15/20% chance to proc as magic damage is to give very late-game carries an item choice alternative compared to other similar chance-based effects. For example, Thunderclaw costs 3000 gold, and it would clearly have higher burst potential when compared to this item during mid- to late-game.

    As to your complaint that I'm asking for the magic armor reduction to be passively added onto all attacks, I felt that would make it a more viable item on damage-based intelligence heroes across the board, rather than only allowing the longer range attack-based intelligence heroes to see any benefit from this item.

    While I'm sure my numbers are off, 900 more gold is a noticeable increase when an item already costs 5.1k gold. I used mostly the stats given from the components, and added a slight amount onto the final item (Harkon's Blade) while keeping the components (Vorpal sword and Harkon's Sigil) lower than the combined ingredients.


    I could reduce the mana regeneration by an additional 25% on both the blade and sigil, and I could also reduce the final value of the intelligence to 25 instead of 30. Of course, I'd like someone more intelligent than the person I've quoted to post a response of whether they think these alterations would be beneficial to the general balance behind my suggestion.

  7. #7
    Quote Originally Posted by Beroya View Post
    As to your complaint that I'm asking for the magic armor reduction to be passively added onto all attacks, I felt that would make it a more viable item on damage-based intelligence heroes across the board, rather than only allowing the longer range attack-based intelligence heroes to see any benefit from this item.
    OK...what int heroes are you talking about....blacksmith is the only int hero without range...this item is mostly for int heros...there's nothing wrong with the item to begin with. So pretty much...you use blacksmith....A LOT, because you want this for "damage-based intelligence heroes" but not for " longer range attack-based intelligence heroes". :/ if you want your hero to be op...ask for it, you'll sound just as stupid as you do now.

  8. #8
    Quote Originally Posted by DeltaKlata View Post
    OK...what int heroes are you talking about....blacksmith is the only int hero without range...this item is mostly for int heros...there's nothing wrong with the item to begin with. So pretty much...you use blacksmith....A LOT, because you want this for "damage-based intelligence heroes" but not for " longer range attack-based intelligence heroes". :/ if you want your hero to be op...ask for it, you'll sound just as stupid as you do now.
    Thanks for the massive assumption. I've played blacksmith a total of three times times out of 700 games, and that's not what I'm talking about. I'm actually talking about all the intelligence heroes with less than stellar attack animations and/or lower attack ranges that deal damage through skills rather than autoing.

    The entire idea behind Harkon's blade is that it makes non-carry intelligence heroes into semi-carries and that it's supposed to help magic damage skills scale a bit more after early-game. Essentially, it's meant to be the intelligence hero's item counter to an opposing team which has chosen

    Currently, the only heroes which can use this item to any visible effect are ones with the following:
    -A very good ability to farm or gank without repercussions in order to gather gold quickly.
    -A relatively good attack animation, in combination with a range of at least 450 or higher.
    -A natural crit (if the item is to be rushed).
    -A large mana pool to pay for the blade to be active, mostly unused from skills from longer cooldowns or lower mana costs.
    -Should be an intelligence hero, as the general stats are rather low for the cost for non-intelligence heroes.

    I hope you can figure out which heroes fit that mold, though your post suggests otherwise. Note how many intelligence heroes are excluded. In fact, note how many heroes in general are excluded. Then compare it to Shieldbreaker.

    It is for this reason that I feel Harkon's Blade needs to be changed such that a larger pool of heroes may utilize its effects. The best way to do that is to reduce the intelligence and mana regeneration and increase the damage. Furthermore, I feel the magic armor reduction would be better seen as a passive reduction that's added onto single-target spells so intelligence heroes that are skill-based with at least one single-target spell would have some incentive to purchase it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •