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  1. As a 600 ranged hero valkyrie has decent stats and average ~ good attack animation/projectile, she can already bully some heroes with just auto attacks on top of having effectively a blink, on top of having additional bonuses. 40s might be too high, but it's easy to imagine the hero getting out of hand. In terms of overall balance, her ult is good and annoying as is, but it's her Q and W that have high potential ceilings, that Q nuke can do 450 damage to a single target and that W can stun up to 5s on top of above average damage. Therefor her normal state should be just a bit lower in the power curve imo, there's also hybrid/flexibility tax. Her E also costs less than a blink, 40/35/30/25 which is already favorable in an aggressive position, in which case the cooldown isn't as important as her mana management. However i do have some critiques, her leap having a varying value means that leveling it up might do more harm than good. You want precise positioning for Q, but the leap range goes from 600 to 900 throws you off, having to readjust yourself takes time and that means dps loss. I myself subconsciously give up trying to combo it due to this. Perhaps lock the leap range to 600, increase the aura bonus and increase the cooldown reduction per level up to 40/32/24/16.
  2. Str + illu is for them to be tanky enough to not get wiped by spells and generate value by being able to stay in the fight longer. However i find Xemplar to be quite boring, the hero revolves too much around his ult so all his basic spells seem lacking without it. Regarding Tarot ult, i actually prefer when she had charges and could built it up. The way i see it, it was less about being forced to participate in kills to bring the skill up to its normal base line, but more of not having any charge is the normal base line, then you snowball and get rewarded by taking successful fight as a carry early on, and gain permanent advantage due to it. For a carry, joining fights as opposed to afk farming is already always a risk, so Tarot having a mechanic that rewarded taking this kind of risk, breaking the mold of safely afk farming avoiding fights seemed like a nice change/variance. Starkly contrasted with current tarot, who farms for a bit then crit for maximum power.
  3. With all due respect, the menu music that blasts the moment you log in is a disaster. I hate to manually delete it from the game file everytime it updates, please include the option to turn it off.
  4. You can already do this by taunting the one who kills you, you get an unique annoucement line no? Edit: misread first post, safely ignore dis.
  5. I understand, though i'm curious what the process is like to work on something in the background for 1 year+.
  6. ^ That staff effect being broken balance wise aside, that gameplay is just unfun for everyone involved imo. Being incentivized to drop everything on the ground then comeback to pick them up later, urrgh. Essentially doing a super cc for 10s+ on a carry or worse, turn him into enemy support, who will probably proceed to smash keyboard yelling on top of his lung about how stupid it is and will never play this stupid game again, urrrrrgh. The difference is like gaining gold for oneself, vs deleting gold from other players, psychological impact is different and it's a negative one. I personally would never want to see it. My Sotm suggestion: Nomad: Edge Counter duration increased by an extra 1.5s, during which nomad can cancel it by any action. (Initial 1s stays the same, then followed by 1.5s that can be cancelled). If Nomad maintains Edge Counter for the full 2.5s duration without cancelling, activates the counter toward the mouse cursor (if possible, or can just be the nearest/furthest hero in range). Reasoning: I've been wanting a different build for nomad for a while now, this will enable it while not being mandatory and isn't a 100% buff to his normal damage build. The extra duration is unbeneficial for a carry, you don't want to spend time not hitting, it is also worse vs other carries due to SH. Hence it's not a straight buff but a branch out into tank/utility builds.
  7. rezziedahl


    I brought it up because you started doing it. Did it stop the discussion from going astray or did it make it go astray itself. I addressed it because i felt like it would benefit any further discussion. What did arguing "no it's not about removing jungle, just nerfing it to irrelevancy" bring about to the table other than being a waste of time and space? Your analogy makes no sense and doesn't have anything to do with any relevance of the discussion, really pointless. Ask anyone if removing a leg from a chair/table that currently has/was built originally upon all 4 is somehow a good idea. You are not building something with 3 legs from the ground up, you are pulling from something that has 4 legs to begin with. If by not exterminating something bad at the expense of also cutting anything and everything good related to it, you are encouraging it to happen, then we might as well prevent players from playing together at all, we shouldn't encourage anything bad that can happen that way. No, saying that this encourages players to play badly doesn't make sense, you still saying this while acknowledging it's not an issue with the game, but with players, also doesn't make sense. There's no conceivable downside to buffing jungle to match laning other than what's already there to begin with. Discussing meaningless dribbles further will be a waste of time.
  8. While you're at it, please ask Garena to do something about vietnam too. Vietnam used to have its own login client, then they just dropped in out of the blue and now we can't play HoN with our regional settings on Garena, HoN doesn't show up. I have to fake ip to US and set my region to SG in order to get it to show up to launch the game.
  9. rezziedahl


    Focusing on semantics drags out conversations and it is pointless, like how i have to reiterate my argument because you went for the dry definitions instead when in reality they are essentially the same thing. Nerfing jungle to the point of not worth doing, is basically removing it, yes. We could have skipped the arguments around this entirely by not arguing semantics. Therefor let's not talk any further about this. Bad effects being players being players. Good effects being good game balance, viability of tons of heroes, and maintaining a part of the game that absolutely adds to the game's enjoyment. Jungle being viable is vital in making sure the risk/reward calculations of both team's gameplan and hero picks interesting, it allows them to be greedy and to be able to punish greed, this creates an aspect of the game where some heroes can be good at while being worse elsewhere. HoN is currently being balanced and held up with jungle as one of the pillars, removing/making it irrelevant is the same as pulling a leg from a chair.
  10. rezziedahl


    One can do literally anything and still grief in the game, conflating any mechanic to this behavior makes no sense. Jungle/suicide is already bad as is, how is nerfing it not basically removing it? I was addressing your notion that balancing jungle/suicide vs laning would somehow increase frustration to the point of not worth implementing it, despite its obvious good effects on the well being of the game. You argue semantics too much instead of addressing the core arguments.
  11. rezziedahl


    Getting rid of jungle is foolish, HoN's been built around it and heroes have been balanced around it. Certain heroes are good at certain things, good at adapting to certain situations. The existence of jungle and junglers creates another dynamic to 3 lanes, allowing some hero designs to work or even have any value. Otherwise you will see the same optimal heroes every game because the game's laning phase will have been flatten. It's a 10 people game, don't expect to be able to completely remove frustration created by other players. Also, arguing that jungle is inherently bad because "it's just killing computer controlled units" is wrong, matter of fact, it's a part of the game that made it good. Just take a look at HotS, or Battlerite (lol).
  12. Management sucks, there's no english forums, no way to communicate whatsoever. One day servers are down and we'll just have to wait and see if it comes back tomorrow.
  13. Not debating whether or not the hero needs ghost marcher and/or helm to function properly (i'd still argue yes), the hero needing instead to rush staff in itself is another symptom of the same problem. Staff being overwhelmingly better than any other item choices indicates that's just simply a bandaid to keep the hero afloat despite their design problems by giving them an upgrade unique, unfair, either bypassing their weaknesses or is uncounterable, available only to that hero unlike normal items. There are currently some heroes like that and i abhor their current states: Slither, MoA, Rally and Zephyr. There are some more that share the problem, but to a lesser degree.
  14. You misunderstand me, it's also in my opinion that Zephyr's on the weaker side right now and i'd never pick him over Ra. I'm trying to address the issue that Zephyr is intentionally put on the weaker side because of his cyclones being such an over-the-top jungling tool, if Zephyr is ever slightly above the curve, he becomes a ball of frustration and you'd sure see him picked every match as a cheese because you'd have to pick hard counters to him every game. Snowballing from the jungle plus scaling damage via survivability inherently has no legit counter and unlike Ra, Zephyr has the tools and means to be completely oppressive. It wasn't the intention to make zone control Zephyr's primary focus, it'd be a sub-theme that comes into play when Zephyr exercises his traditional identities: DoT aura/damage when you continuously stick to enemies in melee, displacing/separating enemies into his zones where he can slow and deal damage and deny favorable teamfights, and winning game by bringing the fight to the enemy's base. I believe i've enhanced these in many ways, via Gust creating a slow zone that can both hinder an enemy from escaping and prevent their allies from helping, via Windshield that rewards Zephyr heavily in melee should he takes over and maintain a position, via Typhoon that can freely be used both offensively (extra lockdown/damage) and defensively (entry denial) due to Zephyr's basic spells being self-sufficient. New gust would also be immensely useful for boosting jungle farm due to destroying trees and providing constant damage re-aggroing creeps running back (can increase duration for this). I have updated my idea for windshield. Again, it's meant to be a versatile tool that Zephyr can apply in any situation, close quarter combat/combo with gust+typhoon/defensive and/or siege zone. Attack speed is an important addition to allow some scaling with carry item choices and reinforce his winning condition by hitting structures. In the laning phase, currently he has abysmal starting stat and stat gain, all due to his jungling potential, increasing it greatly should enable him to beat out his lane, set up more ganks/kills, and use mana to farm stacked camps, easily making up for 20hp he gets per last hit in lane (not counting jungling from lvl 1 and of course, taking his new spells into consideration). Cyclone shouldn't be a problem in lane if we give him an off button like salforis, he doesn't need it to eat cyclone anymore. Q -> W is respectable with a lane mate, there also won't be a dilemma of building cyclones vs pushing lane. Having better stat line + new spells will also allow him to consider different items, unlike how currently he's forced to buy ghost marcher and rush helm of black legion. I think a mandatory rush item is bad for a hero's gameplay. It might just be theorycraft and needs testing in practice, but i think this direction has good potential, fixes the things holding Zephyr back and improves upon his design and gameplay.
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