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Everything posted by Rezziedahl

  1. 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
  2. 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.
  3. There's also the possibility of being too used to the old hero he hasn't adapted to the new one yet.
  4. Geo ult can be very strong since it can be chained with Q, making it a long range 3.5/4/4.5s AOE chain stun. But yeah on its own it's a pretty meh delayed stun for an ult, with visuals that enemies can see and avoid. I'll put my own thoughts in: Crystal Field: Now does 2 explosions after 1.5s and 3s. First explosion does 150/225/300 magic damage and applies 40% slow for 1.5s. Second explosion does 150/225/300 magic damage and stuns for 1.5/2/2.5s. Also about Earth's Grasp make it so the target also takes full damage if it's affected by slow, it's really underwhelming.
  5. I previously attempted to brainstorm changes to W: Lion's Pride to improve Midas functionally and further flesh out the hero. Today, i'll make a more comprehensive thread with more changes and a more cohesive vision in mind. Changes: 1. Primary stat attribute changed to strength again. Slightly increase starting str/gain and reduce starting int/gain, making Midas a ranged spellcaster bruiser hybrid. Reasoning: Being a nuker that can clear wave, hard stun up front and escape/initiate, the only reasonable approach imo to make him balance niche wise is t
  6. SEA region is ip banned, you'll have to use a proxy app. But the ping is probably too high anyway.
  7. Even though i did address your points? And even though the end of your posts are "pls don't ban me" or "just ban me it will prove my point"? Because thread was made before the patch, the only posts after the patch are reworks that involve reworking E. Turns out jumping in mid way assuming things is bad. Opinion that seems to be shared if you converse with people playing the game or active on the forums, which comes from actually engaging in discussions. Turns out jumping in mid way assuming things is bad. Player base is tiny because EU took over after Wza resigned
  8. Because you consider it a buff to an already strong hero, even though it's kind of not? He will just change, lowering his effective range from 1800 to 1200 will mean something. Besides, the thread was made before this patch's buffs. And balancing the numbers, not touching the abilities, if you've been around for a while and engage in some conversations you will have seen why not. And since you can't tell that HoN's balance under ElementUser has been popular among players and wildly different from Wza and his predecessors, 10 years of doing the same thing is the assertion that begs
  9. Coming from a guy who didn't manage to connect the dots that reworking E will also mean removing extra Q range. Also irony is rich, calling someone else a snob when every assertion you made begs for humility. Do assume that someone else knows something you don't.
  10. A thing about this is that, it becomes a permanent defensive tool for magmus. Every time enemies close in on him, he can just cast it, then cancel when they retreat, then do it again. SS has this, but he's squishy and doesn't have invis and the Q dash stun that magmus has. This would be too huge of a buff.
  11. I have considered that, however i've also made some new changes to Overgrowth, which should also increases EW's farm, so for now i don't think EW needs more farming tools, and opted for it to be closer to current version. For better visualization, new W's usage would be as follow: you activate and spawn 2 wolves, they will function the same as they currently do by pouncing on targets within 1000 range, if not they will remain for 8s until they find a target. By using Q, you can send them off toward a direction for 1000 range, increasing their effective range by another 1000 range t
  12. I have made revisions to Q,W and E and rewritten my post to be clearer and easier to navigate, please go over it again for my newest fine tuning ideas. I also provided more detailed, clean reasonings for the changes. I've made sure that even with the changes, EW will still feel largely the same to play in most cases: you can still click heroes with Q, W still reliable in lane, E is much better now just without manual detonating. I see people are confused about why i think W should be changed. Well the biggest reason it would it got nerfed with 50% damage penalty while t
  13. I think Artillery needs major changes no matter what, the hero is only functioning with LRM in practice, and due to this the hero only has 2 statuses, too weak and too frustrating. Q no longer doing reduced damage to creeps means that now pushing against an Artillery makes one wanna kill himself. So far, i fail to see a mechanic like Bunker Down remedying any of it, it still provides bonus range on Q, even more damage, and will only make a change in the very rare scenarios where standing and shooting is somehow more appealing than repositioning and wait for Q to recharge. As long a
  14. Can confirm Tablet doesn't always break chain ¯\_(ツ)_/¯. Just don't use tablet instantly when the target is still faraway, wait till they get pulled next to you first.
  15. The Jack of all trade part of the hero comes in the form of all starting stats increased from 18 to 25. Which mean you now have a solid hp and mana pool, armor, etc to out duel and lane at whatever lane you want and can comfortably bully it for quite sometimes if you don't somehow fail miserably. You are also supposed to transform that kind of head start into whatever you want, semi-carry type items that will still scale reasonably well since you only lost 1 stat gain per level - 25 all stats at max, or the tanky QW spam type, granted it will be less effective and less incentivized
  16. I'm surprised people are upset over WS not getting any buff. It's quite obvious to me that he's gonna get a rework, so any attention and effort to buff/nerf/reevaluate current WS would be wasted. Just forget the hero exists for a couple patches.
  17. Target is pulled behind rampage for 200 range, tablet is 300 range, do math. How you are convinced a 3.5s physical stun at worst and 3.5s physical stun + 1000+ range displacement + phys damage at best is bad is beyond me. You won't convince me that Greater Horn Strike is better at anything other than doing a bit of front loaded damage. Also, fringe cases, with 3.5s stun you can ult enemy mid fight, pull them for 3s then pk within the last 0.5s. This also means you can lockdown someone ganking you long enough to pk away.
  18. I never said anything about using charge during chain. You have expressed, however, your zeal in undermining the discussion by using any twisted mental gymnasticing necessary. Using tablet did sometimes break the chain, however that was due to the fluctuating distance between rampage and the chained target, as such you would break the chain when you use tablet during the moment when the chained target was lagging behind. But if you bothered to watch the spotlight at all, it explicated said the break range was 600, meaning they addressed it, they even showed you could blink in a sho
  19. Pretty sure old ult was removed because it would have been OP with a charge that starts out full speed and has everything walking unlike what he had at the time. All i can tell you is that, you don't lack ways for rampage to be mobile enough to disengage/re-engage in combat and/or be tanky enough to disincentivize enemies from targeting him or intentionally draw fire away from your allies because now you do have something that deserves their attention. All of which are currently irrelevant with current ult because it's an one click lackluster spell that either give you enough damag
  20. People don't seem to remember the old ult was the only thing of redeeming quality old rampage had. If anything, turning the hero that can zero in a target from across the map, away from the generic cc burst pattern that everyone and their mother seem to have by giving him utility is one way to make the hero fun and viable beyond can-this-hero-do-more-generic-burst-cc-than-this-hero. I for one, tried to make rampage work back in the days, and whenever i didn't get counter ganked and killed with the sheity charge, i could easily one shot most heroes. Running full duration
  21. Increase strength to maximize the max hp increase aspect of the item, then make it give damage based on flat amount of hp missing, not %. Done. Bloodborne Maul is bad because it barely gives more HP than heart (or doesn't even, don't remember), minus the regen. Essentially meaning that you don't have any reason to buy Maul, since regen = longer combat time = more damage + not dying.
  22. Due to various flaws i see in the hero: low skill floor and ceiling, lack of meaningful player input, frustration factors, inadequate mechanics that fail to realize the hero's theme and fantasy, i'd like to propose some changes. Q: Silencing Shot: Is now a skill shot, shoots an arrow that deals damage and silences the first enemy hero hit. Cooldown reduced to 8s, projectile range increased to 1000, cast range remains 700, silence duration rescaled to 1.5/2.25/3/3.75s, other numbers stay the same, or rebalanced. Can target enemy hero to dual target them, similar to Witch Slay
  23. If anything, zerker and prisoner don't need any nerfing.
  24. Rezziedahl


    I was saying that Nitro depriving you of decision making in itself is not bad, just like any other hero with stun. She's just over the top due to it being too powerful in the early laning phase, in which case nerfs are fine without needing any design changes. Nitro needs a push back to make her Q complete, there's no item choices that forces enemies back even though there is PK as an item to bypass a number of heroes' limitations. If there's no pushback mechanic on the hero then Q won't function as a skill.
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