Jump to content

Rezziedahl

Verified members
  • Content Count

    107
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Rezziedahl

  1. Rezziedahl

    Nitro

    Any disable prevents you from making choices anyway, and Nitro simply has a stun. I don't think the problem is that she has a stun, but that the combination of Q's orb walk + damage and W's stun knockback is too effective and threatening in the early game, when you don't have enough options to counter or endure it. Simple solution, nerf Q's shrapnel damage at lvl 1 and 2 and/or increase manacost. If you can't go against her 1v1, which i think should be an intended feature, then you should have an option to endure her.
  2. Instead of refunding 6s which is 50% of 12s, it sets the cooldown to 6s after 3s had passed - 9s left. Which means it only refunds 3s - 25% cooldown refund. Edit: Duration is actually 4s instead of 3s, which means the actual refund is even less.
  3. You asked and you shall receive. No drunken fist wasn't invented by jackie chan, it's ancient. Not that it matters, just righting something i see on the internet.
  4. Drunken Master is a classic chinese kungfu trope. That said our DM is quite unique and i haven't seen anything resembling him.
  5. Alright we're not getting through to each other. You didn't refute the fact that it's intended for Magebane to have abysmal winrate. EU recent also said he's fine with Nomad as is (low winrate, fine as is due to design flaws), taking that into account i'm certain Magebane's case is the same. Yes magebane gets blown up by literally everything, hence avoiding all conflict being his playstyle, you made my point while saying it's incorrect. How is a hero with literal 6s blink not slippery, whether or not another hero is more slippery one way or another is not the point. And las
  6. How about the fact the ElementUser himself said some heroes are ok to have lower winrates. Any hero can be viable if you buff the numbers enough, but we don't do that, mostly. Magebane is a hero that avoids all conflicts, playing hide and seek the whole game until he's an unstoppable 6 slotted machine. Forcing 5 enemies into chasing him, and 4 teammates into buying him time. That's one thing i don't want to experience, but you're entitled to your preferences. This particular change you want would increase frustration a lot, because it's gonna make Magebane even more slippery, more di
  7. The issue is not whether or not magebane is viable, but whether or not he's frustrating to play against, that's the reason he's currently not viable. He's put below the winrate curve, it's intentional. Point of pushing for a rework is to make the hero balance without raising frustration level of everyone involved. If you are putting him up there again, by making him even more frustrating to play against, then it's a no no. Don't use dota as a reference, that game is now so far gone you can't compare it to HoN anymore. That game tolerates designs such as techies and tinker, which is why i
  8. Nomad ult, on a basic skill slot, on a hard carry that has blink, is insane and would counter nearly everything, yes. The only reason Nomad is not broken with his ult is because he has nothing else going for him except invisibility. Imagine nomad blinking in, decking you in 3 hits and everything you manage to throw at him in that short time frame is "NO RETREAT"ed, and then blinking out. Magebane already needs to have his hp so low to compensate, he needs to be able to be killed easily if caught, that's his counter. You want to put on him something that not only nullifies incoming spells,
  9. No. No. Current magebane getting something that counters the entire hero pool that use single target or projectile is stuff of nightmare. Slippery afk farm hero with innate superior Nullstone, bleh.
  10. Hero falls like a brick and does little in the late game. E being negligible pvp and R falls just short of being useful late game imo. R doesn't proc that reliably, either played around by SH, expires without much result, or proc during bad/irrelevant moments. Because it's a delayed effect really, 2s is enough to unload all the spells and burst down your allies, and unlike legio he doesn't get extra armor or exponential return damage. For a hero with such strong early game to have 45% winrate means his late game is really bad, he can't capitalize advantage at all. Don't think you sho
  11. Grinex is indeed powerful early game but his late game is still awful, drops harder than rock. He could use SoTM buff imo.
  12. Played DM just now, felt absolutely terrible. There's a few design flaws that need to be addressed. Drink costs mana, and it's reactive. In order to fight at full capacity, you need to spend 2s to drink, when being initiated on, that's bad. Drink gives only 16 charges and costs 50 mana at level 1, Q+W combo alone costs 180 mana, so you don't have the mana to pre-emptively drink every time there *might* be a fight, that's double bad. You need all 3 spells to be fully functional at lvl3, and now you need to spend an extra 50 mana on top of that, bruh. Drink only stops feeling clunky wh
  13. I think it's because of the shield's dps. If it's a toggle it'd be free damage. I wish there is a another toggle button though, put it at D, that automatically reuse shield when depleted. In fact, make it happen, then you can nerf his Q all you want.
  14. +1 for PTP artillery. LRM is too one-dimensional, having the whole kit basically just different ways to empower this one skill makes the hero a one trick pony that doesn't fit anywhere. PTP re-introduced the hero with multiple weaponries that were functional on their own, both fitting the name Artillery and synergizing well. Save for PTP itself, which were flat dps increase to all other skills with no differentiating utility. For this earlier i suggested a version which had cooldown proc, and %proc during cooldown on each unit. That fires 0/1/2/3 additional rockets to other targets to mak
  15. Faster vaulting would definitely help, for both sides. Less air time for the enemy to be able to pint point MK's location quicker, faster movement so it's less of a vulnerable melee range spell in the late game. Also, current vault's long cast time also means less hitting time so it's actually dps loss to use vault. Faster vault would fix or alleviate most of my problems with MK.
  16. Anti-mage and hard carry will always be oxymoron. A hard carry will be anti-mage by default in the late game, if he's a hard carry there's no niche for anti-mage. Magebane is just a hero with blink and 1.45 BAT. If we're to explore the theme he will need to be anything but a hard carry.
  17. Nomad ult on a basic slot with 3s cooldown KEKW
  18. Personally, Magebane is an unfun hero who makes 9 other players suffer, either make him weak or make him gone. 6s blink on a flash farming hero is pure aids. So yeah, i'm in favor of a rework or at least a rebalance to shift him to something else. Keep everything iconic about him, a passive Q that burns mana and deal bonus damage, a blink W, and a nuke ult that's based on missing mana, yet a few numeric changes and some added features could change the hero into something else entirely. After all, the current Magebane's capacity as a hero is simply his blink. 1.45 BAT + some gimmicky bonus
  19. One thing that absolutely wrecks MK is the fact that his vault gets worse over time. Not stronger, not the same, but worse. Recently i haven't seen a MK win if the opponent is anything decent. I just feel so reassured knowing there's a MK on the enemy team, and dread when vice-versa. Timing gets tighter as the game goes on, and spending time doing vault is not only a loss of damage, it's time wasted being in the critical melee range. It's a noob trap and an expensive escaping spell by mid-late game. I wish there were other purposes to vault other than flat damage to justify it.
  20. Title. I've been fine for the longest time then suddenly this happens. These are screen shots of Ctrl f8 panels i took right after the freezes happened. This happened out of no where so i have no idea what could have caused it. Update: uninstalling nvidia sound driver solved this. My HoN still freezes for 1s periodically when it plays new sounds though.
  21. Rezziedahl

    Rampage Buff

    The thing about slow is it's only valuable if you're already winning and wish to stop the enemy from running. If you're weaker however and lack any tool to turn the fight in your favor, slow doesn't mean much.
  22. Rezziedahl

    Rampage Buff

    EU, i have said this before, but will you consider removing inherent stun on Q so rampage can have it on E back? There's no significant reason why it must be on Q as far as i'm aware, by changing Q's contact into an attack it can proc E stun immediately, then rampage will still only have 2 stuns. We can change rampage's Q into granting 30/40/50/60% debuff/stun reduction for 3/3.5/4/4.5s when successfully charged or something like that, giving him a reason to consider maxing anything else other than E.
  23. Rezziedahl

    Rampage Buff

    I think having the charge starting off slowly but becoming unstoppable when ganking globally is awful. First, in a normal combat situation, Rampage will indeed become useless and unfun when not having ultimate due to the charge starting slow, making all sort of input from the player useless. Second, how do you balance a ganking hero that started from the other side of the map that is immune to all sort of things you can do for the first half of the game without making him really really bad. The original Rampage had this issue, only balanced out by the fact hero was a big creep in walking
×
×
  • Create New...