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  1. The only thing Adrenaline needs is a penalty to his passive mana regen, if he doesn't hit his spells. Right now you can basically just spam your skills mindlessly with infinite mana. I don't know if it can be coded, but maybe let ALL the mana regen go on a 3 seconds cooldown after missing a spell.
  2. I like suggestion a lot. This + a lowered cooldown on Q upon getting staff, maybe from 14 -> 10 seconds, would be great.
  3. Voodoo Jester is honestly pretty well balanced. It has advantages in the early game, but definitely also weaknesses as the game progresses. I feel like if we start messing around with the curse too much, the hero will just drop into dumpster tier, and will never be picked. Definitely needs strong buffs to its other spells in that case. The hero is quite effective for how difficult (easy) it is to play however, but that's another discussion.
  4. Hi Elementuser, and thanks for you feedback! I greatly appreciate that you take time to take a look at my post. I do agree with you, Pharaoh is just fine in it's current state, this was just something that was on my mind for a long time. So I just give it a shot and made a forum post. Would you consider if the mana burn effect was 25/50/75/100? So half of the magic damage from the mummy walls. In this way, the mana burn could still allow for an escape in rare cases in the suicide lane or if you're getting ganked as a (solo) midlaner in the earlygame - and given the enemy is already at half mana or similar. In the mid-late game, the effect shouldn't be too noticeable. BR
  5. Pretty please. Title is self-explanatory; it would be nice to have pharaoh's mummies burn mana from heroes hit by the wall again. I remember some really fun shenanigans tableting enemies into my mummies, burning their mana, and I miss it. A bit of background: Historically, Pharaoh's walls were always able to burn mana from targets hit by mummies. Pharaoh got hugely buffed in patch 4.3, after which he received some nerfs in the following patches 4.3.3 and 4.3.5. I have copy pasted the changelog for Pharaoh from https://hon.gamepedia.com/Pharaoh#Changelog from patch 4.3 to 4.5.2 (where he received the most recent change), below. In patch 4.3.3, the mana burn effect from Pharaoh's walls was removed. Nerfs to Pharaoh were definitely justified in context of the buffs from patch 4.3, but I always felt that the hero lost some of its identity by removing the mana burn effect. It felt so justifying to have enemies chase you, just to run into the wall 2 times, having to give up the chase. In my opinion, removing the mana burn effect wasn't the correct change in attempt to scale down Pharaoh's power level. If I were to go back in time to patch 4.3.3, I would much rather have another (major) nerf on another of Pharaoh's skills, instead of removing the mana burn effect from the walls entirely. In context of HoN today - would the readdition of mummy walls burning mana be balanced/justified? Pharaoh is currently sitting at 53% win rate, and I beleive the hero has been sitting around 51%+ win rate the last couply of weeks (although I don't have screen shots - mabe you have access to this data at Frostbourne). The hero is relatively good in its current state and in the current meta, and doesn't necessarily need any buffs. The readdition of mana burn to Pharaoh's walls would arguably be a strong buff, but however, I don't think it would break the hero - as a Pharaoh, you are mostly concerned with trapping the enemy hard carry inside the wall of mummies and lock it down (hence enemies won't touch the wall this way). The change would however buff Pharaoh's laning stage, which is already strong, provided you are skilled enough to hit an enemy with a mummy wall. However, in my opinion, this is not easy to do, if your opponent is a bit careful and is aware of the mechanic. You would likely not wish to go close to pharaoh anyways, since hellfire + mummy trap is already a kill threat, without the mana burn. The readdition of mana burn to mummy walls is mostly a feel-good, nostalgic change. What change to wall of mummies do I suggest exactly? The readdition of mana burn to wall of mummies could be a strong buff in the hands of an experienced Pharaoh player, and therefore the addition should not be too powerful in its first iteration. I suggest that upon touching the wall of mummies, it should burn: 65/90/115/140 mana, as it was in patch 3.6 (pasted at the very bottom of the post). This would allow us to have the feel-good mana burn effect, without it being too punishing in the laning phase for enemy heroes with low intelligence gain and/or starting intelligence. Last comments: Hero balancing is generally a delicate matter. If the readdition of the mana burning effect comes at expense of another Pharaoh nerf, I am not sure if I want it. Pharaoh is in a good spot at the moment - not a top tier pick, but decent, and a nerf just might make the hero "not-decent". If this change is to happen, I would prefer to see it added without nerfing Pharaoh's other abilities. TL:DR; I desire a readdition of a mana burning effect on Pharaoh's wall of mummies. I beleive the effect to be core part of Pharaoh's identity, and I have missed the effect ever since it was removed. I suggest that enemies touching the wall of mummies are burned for 65/90/115/140 mana, scaling with ability level. Version 4.5.2 Wall of Mummies Can activate again while the Mummies are active to kill them early. Version 4.3.5 Armor lowered from 2.9 to 2.2. Tormented Soul Cooldown increased from 25/20/15/10 to 30/25/20/15 seconds. Wrath of the Pharaoh Magic Damage reduced from 100/200/300 to 75/175/275. Version 4.3.3 Wall of Mummies Duration reduced from 4/5/6/7 to 3/4/5/6 seconds. No longer removes Mana from affected targets. Damage type changed from True to Magic. Version 4.3.0 Base Strength increased from 24 to 26. Strength gain increased from 2.4 to 3.0. Hellfire Mana Cost increased from 75 to 100. Magic Damage increased from 10/30/50/70 to 20/40/60/80. Wall of Mummies Duration increased from 3/4/5/6 seconds to 4/5/6/7 seconds. True Damage and mana burn increased from 65/90/115/140 to 80/120/160/200. Knock back duration lowered from 1.1 seconds to 1.0 seconds. Tormented Soul Mana Cost lowered from 50/55/60/65 to 50. Cooldown lowered from 30/25/20/15 seconds to 25/20/15/10 seconds. Wrath of the Pharaoh Initial projectile touch radius increased from 96 to 125. Version 3.6.0 Wall of Mummies Mana drain on walls increased from 55/70/85/100 to 65/90/115/140
  6. Hello Elementuser Title is self-explanatory. I just played a moraxus game, in which Kinesis was free to use Telekinetic Control while my Arcane Shield was up, without any effect. Stasis Smash (Kinesis ult) might potentially not proc the Arcane Shield as well, but I cannot confirm, as there was no interaction in this game. Match ID: 159656978, at the time point 17:13 the lack interaction can be seen. BR
  7. Thank you very much for your reply! It is always nice when the developers take time to respond to the community. It's greatly appreciated Elementuser. You are correct about Predator only being a pub-hero for basically the entirity of hon's lifespan. I understand that you don't want to roll back the hero's success after just 1 patch. Maybe I was a bit too pessimistic in my argumentation before - I am actually happy that Predator restrains on leap, it fits the concept/lore of a 'predator' very well, and makes the hero viable in the meta. Looking forward to see what the predator change is. Edit, just saw the predator change as follows: Predator Stone Hide - Cooldown increased from 14 seconds to 16 seconds. - Duration reduced from 4/5/6/7 seconds to 3.75/4.5/5.25/6 seconds. I think this change is perfect, and I couldn't ask for more. I think this will have big impact, while still keeping predator in a strong spot. So happy
  8. Patch looks solid overall, can't wait to see the jungle changes in action. I think the jungle change is healthy for the game, since a lot of junglers rely a lot of on having a medium camp available (such as legio, war beast, kotf). I can't really tell if the safelane will be even more unplayable, when the medium pull-camp is made more accessible to the offlane, but time will tell. I only have 2 negative comments off the top of my head: - Seems like you butchered Hellbringer for no good reason. The change may in large part be influenced by garena map/casual mode. I don't think the hero is particularly strong in the EU/NA servers. - Was hoping for a slight predator nerf, especially to the cooldown of stonehide. At level 4 stonehide, you gain 7 seconds of magic immunity with a 14 seconds cooldown. You don't need to put much thought or care into using stonehide at exactly the right time, unlike you have to do with shrunken head. Swiftblade for instance has 5 second spin uptime with a 18 second cooldown, meaning you actually have to use the spin carefully to not be caught by a stun or immobilize. I beleive the cooldown on Swiftblade's spin was increased from 14 to 18 seconds some time ago, after a long period of negative feedback. Traditionally predator was countered by kiting him, but since the leap is now a 2 second restrain, its become much harder to escape predator, especially considering that he often gets full terror charges up on you during the restrain time. A low cooldown on stonehide cooldown was fine previously, since it was easy to escape predator once he leapt on you, and reset the fight until stonehide was down. In line with this, we should consider Predator's succes recently, sitting at 52%+ winrate every week the last few weeks, with a relatively large sample size of 2000+ games played each week. TL;DR: Now that Predator's leap restrains, I think a few more seconds cooldown on stonehide is justified. For a start we can be conservative, and increase the cooldown from 14 to e.g. 16 seconds, although I beleive the hero would be fine with a cooldown of 18 seconds, just like swiftblade.
  9. I think it would be a good addition with an ancients camp for each team. The first 5 minutes of a midwars game is usually spend sitting on your own hill, with both teams are waiting for the other to overextend. With this change, you could accelerate this dead-period.
  10. I think Zephyr is in a good spot. I honestly don't see much reason to change him at the moment. I've had mostly enjoyable games with or against Zephyr.
  11. Sand Wraith is one of the strongest heroes in the game at the moment. Free geometer's bane, global map presence, thunderclaw proccing from illusions, you name it. The hero does it all - can kill people alone, can farm, cancels out PK's with its ultimate etc. The hero also has a strength gain of +2.5 per level, which is the highest for any (carry) agility hero, making it fairly tanky in later stages of the game. If anything, Sand Wraith should be nerfed.
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