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Posts posted by Rezziedahl

  1. 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 stun.


    I have a dream, where Amun-Ra buys lifesteal to farm jungle and it won't be a meme.

    Also, ult should just give Ra full E charges when reviving.

  2. 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. Now deals 75% damage to non-hero units (or 50%). In addition, give 0.8 attack speed per charge (16/24/32/40 max).



    - By giving the hero innate regeneration, you reduce his dependency on rushing helm/headdress timing, improving his feast or famine status. And by spreading it out over all his skills, it scales all the way till lvl 14 as opposed to 7 when you only put it in his E, limiting what you can give him.

    - W now synergizes properly by rewarding soaking damage, instead of strictly punishing. Which, again, reduces his dependency on hitting early tank item timings in order to offset the cost.

    - Amun-Ra is a clunky work, but he's kept alive by a good farming tool, but in turn it also keeps him underwater because farming is pretty OP. People often complain that he does nothing with his farm in the mid/late game, yet his only strong point is farming, which creates a friction between low level, where you win by just out farming opponents and they will let you do it, and high level gameplay. So i suggest nerfing his farm to be more in line with other heroes in order to buff his other aspects that are more consistent between brackets.

    - Additionally, E will give attack speed. This is a call back to his old flavor, it's also to balance out his nerfed farming and branching him out to attack damage item choices.

  3. 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.

  4. 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.

  5. 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 distance. or 0.5s for each 500, if there's some reasons it should remain a high threshold.

  6. 15 hours ago, ElementUser said:

    I don't like Q, for the sole reason that the mechanic does nothing while it's on cooldown. By the time it's up, you'll be max charged anyway! So having that mechanic there makes no sense. It also feels bad if you only start gaining charges right after it comes off cooldown, because HoN is a fast paced game & Blitz will generally want to use his Q off cooldown.


    W is a cool concept and makes him go fast - but is it really needed? If anything I can just add AS gain on Blitz on his current W to give him that flavour.


    E is broken without gating it behind something else, you'll almost always be able to buff up yourself and your ally to a speed that may as well be max speed even at level 1-2 in the laning phase. I like the design where you get more MS if you use it on yourself, but that only serves to increase the nuke damage cap on Q slightly.




    In the end, I won't implement much of the proposal

    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 scenarios, but does give Blitz insane damage - 375 damage, if he could maintain this play pattern while he would be doing minimal damage with Q if he was stunned prior to using it.

    In the end this Q change is independent, doesn't force you to use both haste speed on self and massive slow on enemy - which is always a waste, rewards semi carry build and has built in counter. I don't think the mechanic makes no sense as i explained above.


    W i would say is needed, reason being what you talked about afterward, making it AOE means 1 less point click, it's also giving blitz utility in sighting heroes around himself. The reason i think Blitz doesn't need another slow on W is that, his Q is a stun, his E is haste speed, and his R is an ultra anti-SH slow, his current W doing a lesser degree of E and R mixed together is redundant, unless his design has problem and he somehow needs more of the same thing.


    E, i agree. However, it was my impression that the scaling on E was to tier its effectiveness against slow, so i didn't want to put the number too low. If we're to explore the concept we can try different numbers, say 30/40/50/60% bonus MS on self and ally, increased to 60/80/100/120% if used on self. Using on self wouldn't only mean increasing (old)Q damage a bit, but actually counteract the effect of slow.

  7. 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 bonus damage.

  8. 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.

  9. I can't find either of those files in garena's HoN's folder, we remade it though, i only checked the server's name.

    Lagging as in incredible spiking, like a slide show, for the majority of players in the match. I was hoping to make a list here so you can give it to your garena associates.

  10. 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.

  11. 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.

  12. 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.



    Q: Blitzkrieg:  Blitz gains charges with every attack and distance he traveled in the last 3s, each attack gives 10 charges and every 30 distance traveled gives 1 charge, up to 50 charges. Target an enemy to deal 85/115/145/175 + 1/2/3/4 magic damage per charge and stuns for 1.2/1.3/1.4/1.5s. Cooldown rescaled to 12/11/10/9s. (Maximum of 135/215/295/375 magic damage).

    - Traveling for 1500 distance within 3s will give Blitz max damage, great for initiation and/or during a fight/chase. However Blitz will need to ramp it up by attacking and moving around if you catch him off guard, being disabled for 1~2s will severely reduce his charges, making it a built in counter play for its great damage). Thematically fitting for great momentum vs when it's broken - blitz.

    W: Changed to Overclock: Activate to instantly deal 20/40/60/80 magic damage and grant Overclocked to nearby enemy heroes for 5s. Overclocked heroes are Sighted and Blitz gains increasing attack speed over time toward them. Blitz gains 30/40/50/60 attack speed per second, peaking out at 90/120/150/180 after 3s. Radius: 550. Manacost: 100. Cooldown: 24/20/16/12s.

    - Is a debuff, doesn't work vs SH.

    E: Quickening: Target an ally to grant both them and yourself 50/75/100/125% movement speed for 2.5/3.25/4/4.75s, or target self to gain double that amount and 25/50/75/100 to your maximum movement speed cap for the duration.

    R: Fine as is.



    - Q reworked in order to not be entirely dependent on a 5s delayed slow of a W + E or R to deal any damage. E -> Q is still a great initiation tool, but not mandatory as the only option. Q deals massive damage at 9s cooldown and now has healthy synergy with the rest of his kit.

    - W made to be a good stand alone spell and also has good synergy with the rest of his kit unlike current one being just a redundant slow. Being a debuff, you can counter W by having purge, it won't be a true carry steroid even with SH. 

    - Both spells now pushes for auto attack boost/synergy making Blitz a true semi-carry/support hybrid.

    - E can able to be shared, scrap this if too op or whatever.

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