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Everything posted by Rezziedahl

  1. I think he's talking about his attack damage, in which case, i wonder if he's not attacking at all, only spamming Q, hence "magic hero".
  2. Maybe the in house players are doing something right with adrenaline and you aren't.
  3. I'd take warcraft3 graphic over dota 2 anyway. Same reason i'd play warcraft 3 for custom games than over dota 2's. The aesthetic sucks.
  4. Perhaps not in NA, but Adre was popular in SEA. Nitro too when she was slightly OP. Well the new halberd is a buff, so she should tick up again.
  5. Yeah turning off exclusive mode = borderless
  6. I actually don't think much is wrong with his Q. You can potentially heal even with the health regain, and the health cost acts as activation for E, same with W. I think people under sale the MS boost too much, it's a MS boost after a quick gap close that lasts for a whole 6s, useful even if you miss the meteor. It will be even more valuable if E gives attack speed, since there's more payoff to sticking close to a target. But if you must address the risk vs reward, i think lowering the meteor delay for more consistency along with reduced damage is fine. It is after all just an 1s stu
  7. The hero suffers from some internal issues with his skill functions, as well as limited item builds and his need for power farming. Either he reaches peak power before his enemies can deal with him or he does nothing. Here's some changes to address that. Q: Passively grants 1/2/3/4 hp/s regen. W: Passively grants 1/2/3/4 hp/s regen. Now gain 1 charge after taking 1.5% hp damage from enemy player controlled units for 4s, up to 10 charges (independent duration). On activation, consume charges to reduce health cost by 1.5% max hp per charge. E: Regen reduced to 1/2/3/4 hp/s.
  8. The firework is a fix to AOE bug that some people have, so that they can cast their first AOE spell in the fountain.
  9. If attack speed reduction resistance is gonna be a thing then first such mechanic must be universal and widespread first. Right now only a handful of things have that as their niche, so it'll either be too insignificant to consider or it'll make the small niche those already few things have disappear. I don't see we'll go anywhere with this. It'd be a different story if attack speed slow is a staple feature for anti-carry hero type, but well that's not the case in HoN.
  10. There are many ways for warchief to counterplay being purged. Wait for them to use spells, or stay out of range before you got SH. Q totems got 700 effective range, you can easily put them at the periphery of the battles and spam W without going in, and your team would still benefit fully from the aura. Personally i think giving warchief a need for SH is healthy design, it creates a window for his opponents to exploit and it's not as if warchief has no way around it.
  11. Moira ult pauses all buffs and debuffs, for one thing it's to combo with her Q, for another it's an unique feature. Also it's to nerf magmus.
  12. I'd like it to disincentivize trilane too, so many heroes are just done for when crushed in lane going duo and meeting a trilane.
  13. Kane's a failed creation, abandon all hope ye who tries to play him.
  14. The guy said everyone voted no, so he thought the GM by passed the vote and intervened with the game itself using his privilege. Which, if true, is worth bringing up.
  15. Are you kidding, TB has another item to reach godhood with. But kraken is slowly moving away from life threatening PK dependency, which is nice. If Cthu's W doesn't interrupt anymore, can you take a look at Rampage's W and Solstice's W? They're in the same ball park. And in Rampage's case, it's unlikely for him to travel 2000 distance to get 2s off Horned Strike, realistically he will only get 1, so overall it comes off as a nerf in most situations since it can only go from same to worse than before. It'd be better if it's more consistent in smaller values like 0.25s for each 250 dis
  16. The Q change is to apply a different damage gaining mechanic to make it independent to E+R combo. Also, you would only have max charges off cooldown if 1. Blitz is already in combat, needing to put out 5 attacks within 3s, you only get this with a semi carry build with sufficient attack speed (new W synergy) and 2. Initiating a combat with E and travel a total of 1500 distance or mix in 1 attack to lessen the distance needed. Just casually moving nonstop won't guarantee you max charges, so imo this mechanic is serving its purpose in gating Blitz's Q's max damage within those 2 specific scenari
  17. Are you talking about my reasoning about his wave nuking? By that i meant his ability to 1 shot a wave then goes else where, heroes that can insta kill wave from long range have zero to minimum risk of being harassed and ganked, which goes against what i want him to do which is gaining "value" by combating and hindering enemies, instead of power farming ignoring opposition entirely. Or at least at higher level requirement, which was what was said. It has nothing to do with his capability to gank, which i think he should not be a big creep until 4, hence having stun from lvl 1 with no bonu
  18. I don't care that a hero does damage, but i care when that hero does damage during his own stun. SB is tanky, can do damage and is generally flexible, that is good, so the stun has to go or just be a small stun. Any carry hero that has a pattern of bushwacking somebody, stunning and one shot-ing them during that stun is cancerous and gets out of hand with any slight item advantage, particularly out of invis, particularly shroud, particularly even without high cooldown. SB shouldn't have a solid stun, perhaps a silence + slow.
  19. 0.8s and 1.2s's difference can be huge, we'll have to see in practice. But if Shadowblade can reliably initiate a fight leading to a stunlock as a carry, leaving no room to react then he's leagues stronger than if it's just a minor annoying stun, which opponents can still do stuff after before supports can follow up.
  20. I enjoy playing shadowblade even current patch. Hero's versatile and is fun in lane, he can man up with WQ or harass with E. +7 to all stats and the change to Q means that you don't have to always max Q because it's too good anymore, you can max either of the 3 depending on the game. Q to soak damage, W to harass/beat down ranged heroes, E to harass melees. Low manacost and higher mana pool also mean you can spam more generously, his laning is honestly really good.
  21. Searing was too good, you use AOE spell on a bunch of creeps and instantly 3 stacks. Bought it once on armadon LUL.
  22. My problems with Blitz are: - He's a generic cc burst hero with only Quicken as his distinguishing feature. - He's overloaded with forced synergy. W R both slow, E giving himself movement speed, which inherently give each other diminishing return just so Q can do big damage with its gimmick. Not mentioning R simply replaces W as a superior version of it for most purposes. - He still has great potential with his design, which i'll now try to improve. Changes: Q: Blitzkrieg: Blitz gains charges with every attack and distance he traveled in the last 3s, each attac
  23. Dude's terrible, all over the place, and quite clunky to use. Mainly because his ult is simultaneously too good and terrible. He's forced to hold back from using his spells casually due to the prospect of missing out on everything when his ult is off cooldown but his other spells are not. So i'm trying to remedy this, with some extra fixes with some problems i have with the hero. Proposing changes: Q: Debilitate: Damage reduced to 80/120/160/200. Cooldown increased to 12s. Debilitate effect increases damage taken rescaled to 6/9/12/15%, its duration increased to 6s. Leave
  24. Happens every time 5 carry players get in a game. It's a team game, adapt and compromise. If you can't suicide you can certainly roam.
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