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Claudineee

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  1. Okay. Finally a guy has come in with a good brain. I agree that this is a little too much for an upgrade. But if I were to choose one, I would choose the build-up attack speed when grappling hook is engaged. I just want him to be a pain in the ass, not only at melee range because his only weakness is his ranged combat. That ain't gonna happen if the damage bar to be implemented has a 5000 damage requirement. Well if you decrease it, it may happen just as what you think so This is just an additional upgrade to his current SotM upgrade. So I was like giving some ridiculous stuffs to spice things up. Originally, it's like an All-terrain walking Riptide when on any water terrain. I'm sorry for not being clear enough Through Undertow, he could make pathways that benefits his overall map control. Doesn't your suggestion sound more broken than mine or Valk's? Two song of the seas on arrival is too OP while a Song of the Sea together with his Shell Surf is not well elaborated. How will it proc? When it touches the first enemy? Or at the end? Ok I get your point here. I was just not happy with the amount of gold you dedicated for just 20 souls. Toggling the ability to change the aura output is essential; making it passive is not balanced. But which looks more fine, mine, which decreases the cast action time of his Demon Hands that may promote an active gameplay style? or yours, which increases the armor reduction. That's passive and lazy Soulstealer Yeah. He needs 1 more hotkey... I think if we limit the number of Q to one per use and reset it right after will make him a good annoying kinesis. A cooldown reduction is a must. Reviving at will is never too powerful. If you want it 2s, then it's just almost the same as a regular ultimate. He needs that to be able to maximize his Ultimate's full potential at the best time you need it the most. I can disregard my nuke buff for his Ult, for giving him a health & mana regeneration when he receives no damage after rebirth. Isn't it stated that maximum of 1 Cataclysm volcano (primal) is allowed? It will be good if he receives damage within the first second upon activation. It will continue to attack the target after dealing the initial attack, then you'll be able to control it or just let it attack continuously Only 1 Ult, but if you activate his Ult again, it will cost you your health (like an insane degeneration at the cost of Attack Speed or Tar quake no limit) I guess 6s looks so overpowered. Then reduce it to 3s. The boost is just the best way to allow it to happen again. It won't be as frustrating as much if you make the ability move slowly as a turtle Yea. Thanks for correcting me. My intention is to spice things up in HON
  2. It's not a nerf because that's just another targeting mechanic for him. If you like to do the original way, then target the hero directly but on lesser range. Isn't the duration of the ability around 4-5s only? I dont think he can do 10 attacks at 5s unless the game is coming to end. It's like forcing Warbeast for a Forced Metamorphosis while having a reserve Metamorph (R) which is his real ability if needs to transform right away. That's right. Who knows how much gathered damage does damage bar have. Besides, the main purpose of this thread is to give a "Fun, Exciting and Interesting" staff upgrade that makes you play a certain hero with satisfaction. I also just want to give spotlight to heroes like him and the likes of Keeper of the Forest, Kraken, Ophelia, Riptide, Revenant, Bramble, etc. who are rarely seen in a match. Ultimately, I am so tired seeing the same team and same enemy everyday. Good idea. Like after eating a target, he will feel better that he can able to fly right away for some couple of seconds. I think no? Permanent Water Trail which is obtainable through Undertow only benefits Riptide who is the only hero who can walk on water even if Circe comes the way. Then isn't that better to disrupt your enemies? Besides, his ult will fulfill its purpose. Imagine a teamfight is going on and your main carry does that.. Rather than the current boosted Ultimate which does not do anything to enemies unless they break it which only make them purposely stay. I know it's weird. Of course it will end when the duration ends. ElementUser is avoiding putting those extra buttons for 5th active ability because he does it alone and will take a lot of time. Are you kidding me? In a regular game, would you buy Staff to Soulstealer? If you will, then that's the point when you give up the Main Carry Position to somebody else and be the 2nd main carry. If you a take boost from somebody, then that SoulStealer will be a real problem for the enemy. Have you played HoN before when Kinesis had a single tree/creeps lift and 'E' button is to throw all the Lifted creeps/trees to the target. He also had a 6 to 9 units Lift through his old Ultimate which I miss until now. If you fly through that Cataclysm Volcano remnant, then that Volcano will have 20% chance to be activated again. Is English your main language? Then, it is not considered as an upgrade. Can you maybe suggest a better upgrade than that? Nope. I just said it's temporary. Oh my. Do you not read well before you go against every single suggestion that I made? It's not only for the deceiving purposes as Nomad's illusion will gain 100% of his total attribute and damage. Are you .. oh my... Exactly. Damage adjusted accordingly. I hope so. Ive always wanted it like that. I somehow agree how 2 illusions can make so much damage. Exactly. That will ruin his ability when you will order a different command. Vorax becoming a ranged unit will have an attack speed adjusted accordingly Because there is another Staff upgrade going on for his Ultimate which allows allies to move. Isn't boosted healing heals Martyr and an ally to full life? I mean not totally full life if the target has so much health. But to targets with low health, it will be converted as a second health bar. That sounds lazy to me... Eh? This one is also weird like Dark Lady's. Oh yeah, i just now realize the restoration stone will make him to broken. Then reduce it to 1s invunerability and invisibility. Finally. See my point? Out-dated things in HoN make you want to create a whole book of suggestions like these. Would you buy a Staff for demented on a regular game? Or focus on support core items first? Unless the boost comes from somebody. Buti dont think they will prioritize demented boost over their main carry or the another. Yeah. Does he have a boost now? I don't have any idea. No. Parasite is just getting so much hate for being able to enter inside a unit. Well yeah, because it's his main ability. So a boost that allows to enter all heroes and units not only the ancients is simply the better upgrade for him. Moreover, Ancients have limited and ineffective abilities. And becomes too squishy at the end. Finally another yes. Oh yeah, then let your enemy forced to follow you. After casting ult to an enemy, the nearest random enemy hero next to you will get struck also by a 2nd Ultimate. Then the first version shall get up to 4-5 maximum pitfall planted. So he has a current boost right now? I have no idea. No. But for a greedy and illusive Adrenaline, auto-attacking while doing Rush is a great way while building up stacks. Over all. You agree with me. That's not 90%.
  3. Yeah, just to let the guys know. Nope, I originally wanted it to be like a Log-Bola for Gunblade, it's a grappling hook , eh? But the ultimate reason is to enhance his ranged mode effectiveness which is being overlooked most of the time. That Gunblade cannot hurt you as long as he doesn't get a closer distance to you. I want him to be deadly at melee, and a hero not to be messed with at ranged combat.
  4. Some of these are on my Reddit posts but I want to revise them so I'll write it all anyways. 1. GUNBLADE - "Gunner's" Grappling Hook (R) - boosted - cast range increased to 1000. CD reduced to 15s. Can now target on ground to throw grappling hook on first enemy hero hit. If ability is done this way, grappled enemy will be restrained and not be able to move away from him. While the target is affected by the ability, Gunblade can attack the target even at max range and gains a stackable +10% attack speed for each attack to the target. Click the ability again to go towards the target (even creeps & trees). If the ability hits a creep or a tree, no buffs will be gained. 2. WARBEAST - Alpha's Howl (W) - boosted - can't deny he is too simple and plain to play now that even his SotM boost just promotes a very lazy fighting style. So I'm suggesting to give him a damage bar to accumulate auto-attack damage from Warbeast and his 2 wolves through his Howl (W). Consuming this bar (Alpha's Howl, a created sub-ability to E) will allow him to force-Metamorph right into his wolf form after 3 seconds (and extends wolf form duration if casts during Metamorphosis) or summon another 2 wolves instead (total of 4) if desired . The damage bar will perish if Howl (W) ends prematurely. Forced Metamorphosis has a 20% chance to metamorph with a higher critical rate or summon +1 wolf. This is to put Warbeast on the same line that D2 Lycanthrope can do now. It feels like ported heroes from D2 are million miles left behind as of the moment. 3. DAMPEER - Vampiric "Stalk" - New SotM Additions - Double Click or Click to self to engage in flight mode. Allows him to have a wider radius night vision and a faster movement speed like a vampire stalking for prey but Dampeer cannot auto-attack during flight mode. Flight duration is 25s unless attacked, silenced, or activates a spell. 4. RIPTIDE - Undertow (W) - boosted - Upon casting Undertow (W), Riptide leaves a permanent water trail behind that ends right at the end of Undertow. Cast Range increased to 700(?). Undertow now grants an invulnerability when traveling (D2 Morphling) 5. BUBBLES is fine. But even as a SoTM lover, I still will not spend my 4.2K gold on him. Its boost is most likely for shrunkenhead-counter purposes and that's where all your 4.2K gold goes. Can it be a superior mini-stun applied every second? 6. DARK LADY -"Sphere" of Darkness (R) - boosted - Radius increased by 200. After casting the ability, Cover of Darkness will also continuously apply on the target area creating a sphere of darkness. Affected enemy targets will only regain their point of view if they return inside the sphere. Nobody will have a view of the inside unless he enters the sphere himself. Targeting abilities as well as ground-targeting spells will still work when you hover the cursor towards the sphere. But it's more like of guessing where the target is. 7. SOULSTEALER - New SOTM additions - Negative Armor aura must also be changed to Negative Magic Armor Aura. Demon Hands' casting time must be greatly reduced to the point wherein Soulstealer will transition from a carry to a pusher/support/magic burst. From the usual Agility luxurious items to another ways of playing him like a supportive/magic/burst like Post Haste, PK, Kuldra, Armor of the Mad Mage, Grimoire, Euls, Codex. 8. KINESIS - We know Kinesis loves to lift stuffs and trees. But his 1-tree lift before was very beneficial to escaping, chasing, and providing shield. I know this may look insane on paper but an ability steal, 1-tree lift and cluster of tree-lift (placed on W and E respectively), his shield, and his enemy lift (which may make it better if it can also affect allies for damage mitigation and saving purposes) is the best skill set he can ever have. If the tree-lift damage is too much, then damage reduction is fine. 9. DRACONIS - New SotM Additions - Leaves Cataclysm volcano remnant at the end of duration. Max of 1 volcano. 20% chance to activate the volcano again upon traveling. 10. Amun-Ra - "Devastating" Rebirth (R) - boosted - Can now revive at will or wait until he revives automatically to deceive foes. On rebirth, applies a greater Ignite (W) that affects enemies within 600 radius that knocks them back. A dying Amun-Ra is for sure in distress and needs a moment to breathe. 11. ACCURSED - New SotM additions - Before Ult ends, Accursed absorbs 10% of the last damaged received and temporarily add to his damage. 12. NOMAD - Mirage Strike illusion - boosted - Mirage Strike (E) illusion now gains 100% attribute, damage and damage taken, and mirrors Nomad abilities when casts. (This means it will be like a real Nomad coming to you but turns out to be an illusion after a moment to deceive enemies.) The illusion will continue to live for another 3s until it reaches its target. If Nomad is disrupted, stunned or silenced or when he mirrors an ability his abilities while the illusion is travelling, the illusion will last only for 3s. 13. OOGIE - "Unstable" Surge (R) - boosted - After activating the ability, activate to transform again in a terrible form that gives either a +100 Movement Speed and +100 Attack Speed boost or Removes the limit of Tar Quakes (Q) at the cost of own health per second. 14. WARCHIEF - "True" Spirit Walk (W) - boosted - The Invulnerable Spirit now mirrors Warchief which means like a real Warchief coming to attack them with 70/80/90/100% damage and All-Terrain Walking. Channeling time increased to 6s. 15. QI - A "Million" Cuts (W) - boosted - Throws a second blade after 1s. Activate again to channel the blades toward the cursor. 16. FORSAKEN ARCHER - "Heavy" Piercing Arrows (R) - boosted - Each arrow also knocks back enemies. After using all the 8 arrows within 4s, the image leaves heavy piercing arrow pickables. When picks up by Forsaken, it grants 2 stackable "Heavy" Piercing Arrows Shots that only proc forward when attacking and when Split Fire (W) is turned off. Double-click the ultimate to consume and grants 4 stackable arrows instead. 17. SILHOUETTE - 2 SHADOWS (R) - boosted - You heard it right. Now spawns 2 Shadow illusions. Like-A-Ninja swap prioritizes the nearest illusion to Silhouette. I don't know but it seems not enough as an SotM boost so I'm suggesting to reduce the cooldown of Like-A-Ninja or the ability itself. 18. PEARL - "Maximum" Preservation (R) - boosted - Can now be targeted on the ground. Activate again to reduce the circumference of the sphere, push enemies inside and trap them inside the protected area. No abilities/spells can save them from being trapped except abilities from outside. Auto-attacks and spells outside of the protected area have 25% damage reduction on allies. 19. ELECTRICIAN - Cleansing "Power" Shock (R) - boosted - Can now target Defense Structures; attack speed will be doubled while also has a 15% chance to attack with a mini-Cleansing Shock to an enemy. Repeatedly using the ability also grants +15% attack speed to Electrician. 20. SKRAP - "Trained" Vorax (R) - boosted - Trained Vorax means he becomes controllable but stays in its lane but only with 3 active skills. Attack, Defend, and Retreat. Attack means push forward. Retreat means return back to fountain. Defend is to hold its position, becomes ranged and acts like a defensive structure. However, this ability can only be enabled when on a destroyed structural post. But what if Vorax becomes as one with the structure if there is nearby? 21. LODESTONE - "Super" Shatterstorm (R) - Can now be activated to detonate early. Radius is increased to 700. Allies hit will receive Lodestone Plates for 4s. 22. CHRONOS - "Backtrack" (W) - New SotM rework - Toggle to change the ability from Rewind to Backtrack. Backtrack (W) puts the SotM effect on Time Leap (Q) which heals the health of Chronos back to the time before an event happens to him. It also greatly reduces its cooldown to 4s. However, Rewind's SotM effect still focuses on his Ult which also increases the radius of Chrono Field (R) by 200 units. 23. MARTYR - New SotM Additions - Healing a full health or semi-full health ally will completely heal and create a temporary second life bar that perishes in 3s. Works on Martyr, too. 24. GRAVEKEEPER - Zombie "Invasion" (R) - boosted - Duration is increased by 2s. Zombies picked up through Defiling Touch (E) can now be added to the amount of zombies being spawned by his Ult (max of 10 units). Zombies now have 1.5x increased starting movement speed, gain a +10% buildup overtime, and have an increased attack radius. 25. PUPPET MASTER - "Evil" Doll (R) - boosted - Any active ability of Puppet used on the doll takes the control away from the enemy player. Casting Voodoo Doll gives an Overriding Command Mark from Puppet which allows the user to use the enemy's item or cast his ability, stop/cancel/disturb his stuff, or simply move the enemy to a location. After casting Voodoo Doll, any active ability of Puppet Master casts to it will grant +1 Overriding Command (max of 2). An Overriding Command execution lasts for 1s or 2s if it's a movement or stopping command. Overriding Command mark status only lasts when Voodoo Doll is still active. I wish it can happen not only through his ult. 26. NIGHT HOUND - "Total" Invisibility (R) - boosted - Every time Night Hound uses an ability, he goes beyond his limit and completely becomes invisible which is unrevealable, unattackable, untargettable, and invulnerable. This lasts for 2s. 27. TAROT - "Farther" Scry (W) - boosted - Gives +1 more Far Scry charge. If the marked enemies are within 800 units around the target you attack, your attacks will get them both. However, if the marked target is away but within 800 units of the other marked target within 800 units of the target you attack, your attack will still seek the farther enemy until both become out of range. 28. PROPHET - "King" Raven Form (R) - boosted - Attacking or casting spells in this form will no longer lower the duration. Taking damage from enemy players will no longer remove the movement speed bonus. Increases vision by 100. 29. DEMENTED SHAMAN - "Global" Healing Wave (W) - boosted - If Healing Wave is done on a very far location or globally, it will start healing the first target then chain to the second nearest, third, until all allies around the map receives the heal. Enemies around them still receives the damage. (Like D2 Prophet's Ultimate) 30. CALAMITY - Sunder's Vault (R) - New SotM Additions - After the damage hit the center, it is released and will spread away in different directions continuously even if the ability ends already. The spread radius is 1000. It's like a firework. 31. WILDSOUL - "Lone" Booboo (Q) - boosted - If Wildsoul is away or dead, Booboo can still live and be able to attack even without his master's presence. No longer deals damage to Wildsoul when it dies. 32. PARASITE - Infest (W) - New SotM Additions - Can now infest even on tier 1 player-controlled units. Moreover, Parasite can now directly cast his spells and items even when still inside a unit. However, to reduce the frustration of being a Parasite, staying inside for too long drains the unit's effectiveness. Which means even speed, damage input and skill effectiveness are significantly reduced. 0s = 100% effectiveness 15s = 75% 30s = 50% 45s = 25% 60s = Force Parasite to consume or get out of the target. Now to give anti-Parasite fans more moments to rejoice, consuming or getting out of an infested unit makes Parasite vulnerable to damage, inflicting him a 30% self damage amplification for the sin he made. 33. MONARCH - Gust Wind (R) - New SotM Additions - is now Global. Enemies will be pushed back when the second Gust Wind comes in. 34. MIMIX - "Extra" Schism (R) - boosted - Casting an ability creates +1 Schism illusion for 30s. 35. RAVENOR - "Supreme" Blades (W) - boosted - Increases the proc to 4 attacks. Increases the radius forward up to 700 units away. Increases the number of units affected to 6/7/8/9 targets. 36. KANE - Face Off (R) - boosted - Grants 15% chance that an attack will proc Face-off. Moreover, every successful attack that Kane makes during Face Off steals 0.5/1/1.5 damage from enemy permanently. 37. BALPHAGORE - Hell on Newerth (R) - boosted - Changes the damage output from Magic to True Damage. Adds 15% Balphagore's lost health to total damage. 38. KING KLOUT - "Mega" Goblin Toss (Q) - Adds White Goblin which is the same as Green but can bounce to an ally and heal for the same amount. Adds Black Goblin which is the same as Blue but inflicts fear or stun for 1s. Ability can be activated when stunned or silenced. 39. RAMPAGE - "Royal" Rhino (R) - boosted - No longer has a delay and pushes the enemy target closer to you. However, if an enemy gets nearby or attacks you, another Greater Rhino will be applied to the nearest enemy hero nearby. 40. GLADIATOR - 1st Version - Pitfall "Menace" (Q) - boosted - Can now be casted globally. When successfully hit an enemy hero, it leaves a Pitfall mark on the area for a long time. The next enemy who steps on it will trigger it after 1s for a second Pitfall. 2nd Version - "Global" Pitfall (Q) and "Global" Call to Arms (R) - boosted - Can now be casted globally. Call to Arms (R) now has a 2x faster arriving speed. However, Showdown (W) duration is increased up to 10s if casts to self. 41. VINDICATOR - Final Chapter (R) - boosted - (Double-clicking Q and E should cast the ability on his location for QoL purposes.) When an enemy dies through kill or assist, while taking 1 intelligence from him, Vindicator applies a 1s silence in 1000 radius to enemies. 42. ENGINEER - "Advanced" Spider Mines (E) - Spider Mines now have an increased attack and detonate radius and mine count. After casting The Keg (Q), leaves 1 spider mine on the location. After casting Steam Turret (W), leaves 1 Spider Mine on the location. After casting Energy Field (R), all the nearby Spider Mines within 1000 radius will rush toward the enemies inside the field and detonate. 43. ADRENALINE - "True" Ember Shards (E) - boosted - Now also restores 4/5/6/7% current mana from auto-attacks. Also removes Shard Blast (Q) cooldown. 44. KRAKEN - New SotM Additions - Tsunami Charge (W) can now drag 5 units forward, prioritizing enemy heroes. 45. FAYDE - "Natural" Reflection (R) - boosted - Makes the ability passive. Passively removes the cooldown when no enemy is nearby within 2000 radius.
  5. Some of these are on my Reddit posts but I want to revise them so I'll write it all anyways. 1. GUNBLADE - "Gunner's" Grappling Hook (R) - boosted - cast range increased to 1000. CD reduced to 15s. Can now target on ground to throw grappling hook on first enemy hero hit. If ability is done this way, grappled enemy will be restrained and not be able to move away from him. While the target is affected by the ability, Gunblade can attack the target even at max range and gains a stackable +10% attack speed for each attack to the target. Click the ability again to go towards the target (even creeps & trees). If the ability hits a creep or a tree, no buffs will be gained. 2. WARBEAST - Alpha's Howl (W) - boosted - can't deny he is too simple and plain to play now that even his SotM boost just promotes a very lazy fighting style. So I'm suggesting to give him a damage bar to accumulate auto-attack damage from Warbeast and his 2 wolves through his Howl (W). Consuming this bar (Alpha's Howl, a created sub-ability to E) will allow him to force-Metamorph right into his wolf form after 3 seconds (and extends wolf form duration if casts during Metamorphosis) or summon another 2 wolves instead (total of 4) if desired . The damage bar will perish if Howl (W) ends prematurely. Forced Metamorphosis has a 20% chance to metamorph with a higher critical rate or summon +1 wolf. This is to put Warbeast on the same line that D2 Lycanthrope can do now. It feels like ported heroes from D2 are million miles left behind as of the moment. 3. DAMPEER - Vampiric "Stalk" - New SotM Additions - Double Click or Click to self to engage in flight mode. Allows him to have a wider radius night vision and a faster movement speed like a vampire stalking for prey but Dampeer cannot auto-attack during flight mode. Flight duration is 25s unless attacked, silenced, or activates a spell. 4. RIPTIDE - Undertow (W) - boosted - Upon casting Undertow (W), Riptide leaves a permanent water trail behind that ends right at the end of Undertow. Cast Range increased to 700(?). Undertow now grants an invulnerability when traveling (D2 Morphling) 5. BUBBLES is fine. But even as a SoTM lover, I still will not spend my 4.2K gold on him. Its boost is most likely for shrunkenhead-counter purposes and that's where all your 4.2K gold goes. Can it be a superior mini-stun applied every second? 6. DARK LADY -"Sphere" of Darkness (R) - boosted - Radius increased by 200. After casting the ability, Cover of Darkness will also continuously apply on the target area creating a sphere of darkness. Affected enemy targets will only regain their point of view if they return inside the sphere. Nobody will have a view of the inside unless he enters the sphere himself. Targeting abilities as well as ground-targeting spells will still work when you hover the cursor towards the sphere. But it's more like of guessing where the target is. 7. SOULSTEALER - New SOTM additions - Negative Armor aura must also be changed to Negative Magic Armor Aura. Demon Hands' casting time must be greatly reduced to the point wherein Soulstealer will transition from a carry to a pusher/support/magic burst. From the usual Agility luxurious items to another ways of playing him like a supportive/magic/burst like Post Haste, PK, Kuldra, Armor of the Mad Mage, Grimoire, Euls, Codex. 8. KINESIS - We know Kinesis loves to lift stuffs and trees. But his 1-tree lift before was very beneficial to escaping, chasing, and providing shield. I know this may look insane on paper but an ability steal, 1-tree lift and cluster of tree-lift (placed on W and E respectively), his shield, and his enemy lift (which may make it better if it can also affect allies for damage mitigation and saving purposes) is the best skill set he can ever have. If the tree-lift damage is too much, then damage reduction is fine. 9. DRACONIS - New SotM Additions - Leaves Cataclysm volcano remnant at the end of duration. Max of 1 volcano. 20% chance to activate the volcano again upon traveling. 10. Amun-Ra - "Devastating" Rebirth (R) - boosted - Can now revive at will or wait until he revives automatically to deceive foes. On rebirth, applies a greater Ignite (W) that affects enemies within 600 radius that knocks them back. A dying Amun-Ra is for sure in distress and needs a moment to breathe. 11. ACCURSED - New SotM additions - Before Ult ends, Accursed absorbs 10% of the last damaged received and temporarily add to his damage. 12. NOMAD - Mirage Strike illusion - boosted - Mirage Strike (E) illusion now gains 100% attribute, damage and damage taken, and mirrors Nomad abilities when casts. (This means it will be like a real Nomad coming to you but turns out to be an illusion after a moment to deceive enemies.) The illusion will continue to live for another 3s until it reaches its target. If Nomad is disrupted, stunned or silenced or when he mirrors an ability his abilities while the illusion is travelling, the illusion will last only for 3s. 13. OOGIE - "Unstable" Surge (R) - boosted - After activating the ability, activate to transform again in a terrible form that gives either a +100 Movement Speed and +100 Attack Speed boost or Removes the limit of Tar Quakes (Q) at the cost of own health per second. 14. WARCHIEF - "True" Spirit Walk (W) - boosted - The Invulnerable Spirit now mirrors Warchief which means like a real Warchief coming to attack them with 70/80/90/100% damage and All-Terrain Walking. Channeling time increased to 6s. 15. QI - A "Million" Cuts (W) - boosted - Throws a second blade after 1s. Activate again to channel the blades toward the cursor. 16. FORSAKEN ARCHER - "Heavy" Piercing Arrows (R) - boosted - Each arrow also knocks back enemies. After using all the 8 arrows within 4s, the image leaves heavy piercing arrow pickables. When picks up by Forsaken, it grants 2 stackable "Heavy" Piercing Arrows Shots that only proc forward when attacking and when Split Fire (W) is turned off. Double-click the ultimate to consume and grants 4 stackable arrows instead. 17. SILHOUETTE - 2 SHADOWS (R) - boosted - You heard it right. Now spawns 2 Shadow illusions. Like-A-Ninja swap prioritizes the nearest illusion to Silhouette. I don't know but it seems not enough as an SotM boost so I'm suggesting to reduce the cooldown of Like-A-Ninja or the ability itself. 18. PEARL - "Maximum" Preservation (R) - boosted - Can now be targeted on the ground. Activate again to reduce the circumference of the sphere, push enemies inside and trap them inside the protected area. No abilities/spells can save them from being trapped except abilities from outside. Auto-attacks and spells outside of the protected area have 25% damage reduction on allies. 19. ELECTRICIAN - Cleansing "Power" Shock (R) - boosted - Can now target Defense Structures; attack speed will be doubled while also has a 15% chance to attack with a mini-Cleansing Shock to an enemy. Repeatedly using the ability also grants +15% attack speed to Electrician. 20. SKRAP - "Trained" Vorax (R) - boosted - Trained Vorax means he becomes controllable but stays in its lane but only with 3 active skills. Attack, Defend, and Retreat. Attack means push forward. Retreat means return back to fountain. Defend is to hold its position, becomes ranged and acts like a defensive structure. However, this ability can only be enabled when on a destroyed structural post. But what if Vorax becomes as one with the structure if there is nearby? 21. LODESTONE - "Super" Shatterstorm (R) - Can now be activated to detonate early. Radius is increased to 700. Allies hit will receive Lodestone Plates for 4s. 22. CHRONOS - "Backtrack" (W) - New SotM rework - Toggle to change the ability from Rewind to Backtrack. Backtrack (W) puts the SotM effect on Time Leap (Q) which heals the health of Chronos back to the time before an event happens to him. It also greatly reduces its cooldown to 4s. However, Rewind's SotM effect still focuses on his Ult which also increases the radius of Chrono Field (R) by 200 units. 23. MARTYR - New SotM Additions - Healing a full health or semi-full health ally will completely heal and create a temporary second life bar that perishes in 3s. Works on Martyr, too. 24. GRAVEKEEPER - Zombie "Invasion" (R) - boosted - Duration is increased by 2s. Zombies picked up through Defiling Touch (E) can now be added to the amount of zombies being spawned by his Ult (max of 10 units). Zombies now have 1.5x increased starting movement speed, gain a +10% buildup overtime, and have an increased attack radius. 25. PUPPET MASTER - "Evil" Doll (R) - boosted - Any active ability of Puppet used on the doll takes the control away from the enemy player. Casting Voodoo Doll gives an Overriding Command Mark from Puppet which allows the user to use the enemy's item or cast his ability, stop/cancel/disturb his stuff, or simply move the enemy to a location. After casting Voodoo Doll, any active ability of Puppet Master casts to it will grant +1 Overriding Command (max of 2). An Overriding Command execution lasts for 1s or 2s if it's a movement or stopping command. Overriding Command mark status only lasts when Voodoo Doll is still active. I wish it can happen not only through his ult. 26. NIGHT HOUND - "Total" Invisibility (R) - boosted - Every time Night Hound uses an ability, he goes beyond his limit and completely becomes invisible which is unrevealable, unattackable, untargettable, and invulnerable. This lasts for 2s. 27. TAROT - "Farther" Scry (W) - boosted - Gives +1 more Far Scry charge. If the marked enemies are within 800 units around the target you attack, your attacks will get them both. However, if the marked target is away but within 800 units of the other marked target within 800 units of the target you attack, your attack will still seek the farther enemy until both become out of range. 28. PROPHET - "King" Raven Form (R) - boosted - Attacking or casting spells in this form will no longer lower the duration. Taking damage from enemy players will no longer remove the movement speed bonus. Increases vision by 100. 29. DEMENTED SHAMAN - "Global" Healing Wave (W) - boosted - If Healing Wave is done on a very far location or globally, it will start healing the first target then chain to the second nearest, third, until all allies around the map receives the heal. Enemies around them still receives the damage. (Like D2 Prophet's Ultimate) 30. CALAMITY - Sunder's Vault (R) - New SotM Additions - After the damage hit the center, it is released and will spread away in different directions continuously even if the ability ends already. The spread radius is 1000. It's like a firework. 31. WILDSOUL - "Lone" Booboo (Q) - boosted - If Wildsoul is away or dead, Booboo can still live and be able to attack even without his master's presence. No longer deals damage to Wildsoul when it dies. 32. PARASITE - Infest (W) - New SotM Additions - Can now infest even on tier 1 player-controlled units. Moreover, Parasite can now directly cast his spells and items even when still inside a unit. However, to reduce the frustration of being a Parasite, staying inside for too long drains the unit's effectiveness. Which means even speed, damage input and skill effectiveness are significantly reduced. 0s = 100% effectiveness 15s = 75% 30s = 50% 45s = 25% 60s = Force Parasite to consume or get out of the target. Now to give anti-Parasite fans more moments to rejoice, consuming or getting out of an infested unit makes Parasite vulnerable to damage, inflicting him a 30% self damage amplification for the sin he made. 33. MONARCH - Gust Wind (R) - New SotM Additions - is now Global. Enemies will be pushed back when the second Gust Wind comes in. 34. MIMIX - "Extra" Schism (R) - boosted - Casting an ability creates +1 Schism illusion for 30s. 35. RAVENOR - "Supreme" Blades (W) - boosted - Increases the proc to 4 attacks. Increases the radius forward up to 700 units away. Increases the number of units affected to 6/7/8/9 targets. 36. KANE - Face Off (R) - boosted - Grants 15% chance that an attack will proc Face-off. Moreover, every successful attack that Kane makes during Face Off steals 0.5/1/1.5 damage from enemy permanently. 37. BALPHAGORE - Hell on Newerth (R) - boosted - Changes the damage output from Magic to True Damage. Adds 15% Balphagore's lost health to total damage. 38. KING KLOUT - "Mega" Goblin Toss (Q) - Adds White Goblin which is the same as Green but can bounce to an ally and heal for the same amount. Adds Black Goblin which is the same as Blue but inflicts fear or stun for 1s. Ability can be activated when stunned or silenced. 39. RAMPAGE - "Royal" Rhino (R) - boosted - No longer has a delay and pushes the enemy target closer to you. However, if an enemy gets nearby or attacks you, another Greater Rhino will be applied to the nearest enemy hero nearby. 40. GLADIATOR - 1st Version - Pitfall "Menace" (Q) - boosted - Can now be casted globally. When successfully hit an enemy hero, it leaves a Pitfall mark on the area for a long time. The next enemy who steps on it will trigger it after 1s for a second Pitfall. 2nd Version - "Global" Pitfall (Q) and "Global" Call to Arms (R) - boosted - Can now be casted globally. Call to Arms (R) now has a 2x faster arriving speed. However, Showdown (W) duration is increased up to 10s if casts to self. 41. VINDICATOR - Final Chapter (R) - boosted - (Double-clicking Q and E should cast the ability on his location for QoL purposes.) When an enemy dies through kill or assist, while taking 1 intelligence from him, Vindicator applies a 1s silence in 1000 radius to enemies. 42. ENGINEER - "Advanced" Spider Mines (E) - Spider Mines now have an increased attack and detonate radius and mine count. After casting The Keg (Q), leaves 1 spider mine on the location. After casting Steam Turret (W), leaves 1 Spider Mine on the location. After casting Energy Field (R), all the nearby Spider Mines within 1000 radius will rush toward the enemies inside the field and detonate. 43. ADRENALINE - "True" Ember Shards (E) - boosted - Now also restores 4/5/6/7% current mana from auto-attacks. Also removes Shard Blast (Q) cooldown. 44. KRAKEN - New SotM Additions - Tsunami Charge (W) can now drag 5 units forward, prioritizing enemy heroes. 45. FAYDE - "Natural" Reflection (R) - boosted - Makes the ability passive. Passively removes the cooldown when no enemy is nearby within 2000 radius.
  6. Thanks for the wonderful idea. Both items are being snubbed right now. But only selected melee heroes will gain so much from this and ranged heroes will not benefit from the bash effect. So even if I want to agree with it, I believe Brutalizer should have a different upgrade and Bloodborne Maul must have a rework.
  7. After some years of trying to join the lovely HoN community, thank you for updating the forum that I only want to join in. Now, I am finally here to spread an even greater 'knowledge' to help my people. I swear I love all the staff effects that you brought recently. Tho there are some like Shellshock's, Zephyr's, Deadlift's, SoulStealer's, and Warbeast's which were all seemed to be rushed, please don't do it the way you did it to them. You know what I mean there, right? Make it more "fun and interesting" on playing every single hero, please. AGAIN, thank you for not giving up on my favorite game.(I will go at the suggestion forum for proper posting.)
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