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AgentZer0

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AgentZer0 last won the day on April 5

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  1. Not a fan, just because I've played HoN for 7 years without ban pick and don't really feel that more bans have increased the quality of games.
  2. I basically took a random sampling of players from a high bracket game - https://hon-stats.herokuapp.com/match/161264747 - and guesstimated their boots preferences from their last 20+ games: https://hon-stats.herokuapp.com/player/shorkan - looks like 7-3 split in favor of steamboots https://hon-stats.herokuapp.com/player/_AP0CALYPSE_ - 9-1 split in favor of ghost marchers https://hon-stats.herokuapp.com/player/Bazooi - 6-4 split in favor of steamboots https://hon-stats.herokuapp.com/player/AKUM4` - all ghost marchers https://hon-stats.herokuapp.com/player/CaptainHuGGe
  3. I second the Ghost Marchers point. At the very least rebuff phased effect to 5-6 seconds and/or increase MS addition to 65 to still hold a speed niche over Steamboots. Edit: Just to explain myself more thoroughly, I've always been a diehard advocate for Steamboots because as a mid player I truly believe its raw strength + stat-swap paired with bottle/power supply makes Steamboots the significantly better boots choice for the majority of the hero pool. Imo this was still true when Ghost Marchers offered good competition with +70MS, +24 damage, and at least 4s of phase. So, following this l
  4. Just want to highlight how much I appreciate Mana Battery being returned to the game - felt like a fresh breath of nostalgia to even just see the icon and although the game impact isn't too big, it's a reminder to me of some great days of HoN in the past when you can start off with a mana battery and decide later to build it into a Power Supply (or not). But more importantly, I appreciate it as an example of FB staff willing to listen to players for input and very glad it was implemented so quickly when several players jumped on the issue in a recent thread.
  5. What no ghostm archers pls lmao. always go steamboots and learn to treadswap - you shouldn't struggle with mana between bottle, power supply, steamboots. Aim for PK by 15 minutes latest - you could have it as early as 11-12 min in good games (350-400 gpm) while also already having steamboots, bottle, power supply. Also spellshards isn't worth it in serious games - you will never get the chance to get solo kills more than 3x times in serious games and more often than not you'll need to work with a teammate, so the added solo-kill potential from spellshards isn't worth it. In most
  6. Adding to the chorus of +1 Minor Totem buildups, I'd like to suggest Healing Ornament having its recipe removed in factor of more minor totems as part of its build up (it's another early-game laning item that competes with Soulscream Ring/Power Supply/Iron Shield and imo giving it more stats makes it more viable to compete with those other options).
  7. I rarely play supports and always start with Zamos (for lack of knowledge) so I won't disagree with your points there. But I play mid often followed by carry, and you've hit at the core of the problem: Hatchet + Shield, but mostly Hatchet, are quintessential items and too strong for what they do. Let's look at some of the most common variations of a melee mid hero starting build in Gold-Legendary TMM: 1) Generic = Hatchet + Shield + blights (pot/totems optional), 2) Bottle rush = Hatchet + blights/pot, 3) Maximal last-hitting = Hatchet + 3-4x totems + blights (even between these builds, t
  8. Imo it's been this way since very early in this game's history when hatchet + buckler became really strong and so if you're melee there's no more point going 2x +3 primary stat items, 2x totems, and 2x regen anymore. Hatchet has since gotten buffed so if you're a ranged farmer, you all but need to pick it up as well. And since the inception of Zamos Orb, 90% of support heroes will start with it. I don't like how rigid this all is, but I appreciate some efforts made to try and diversify early starting builds e.g. Lunar Tear/Golden Apple etc. What I'd like to see is a nerf to Hatchet for bo
  9. I'm not convinced about +40 damage at all levels.... Gladiator's whip alone only does +15 damage at lvl 1 and I'd imagine Shadowblade's bonus damage should scale (linearly) with levels e.g. 20/30/40/50.
  10. This is a very thorough analysis, my hats off to you sir! I just want to include a note that ties things even more to practice: ballpark avg. hero armor on a team starts to go pass 10 armor at around 25-30min game (usually the distribution is such that there are 1-2 heroes with >10 armor (AGI carry/Bulwark carrier), 1-2 heroes with ~7-10 armor (priority 2-3 farmers), and 1-2 heroes with 5-7 armor etc. (supports) at around such a time stamp), so use your best judgment to determine whether a Shieldbreaker would still make sense at different points of the game.
  11. You don't even need Cleaver on Shadowblade anymore for him to snowball - his strong laning presence also makes him a viable choice now for solo mid. He has the bulkiness, base damage, and armor to compete against strong melee midlaners e.g. Deadwood/Tremble and the harass potential, range, armor to compete with even strong ranged midlaners e.g. Pyro, Ellonia, Hag etc. Few if any INT ranged heroes can trade hits since Shadowblade has their long range AND more hp + armor.
  12. Ehh you're not wrong on all counts. I suggested physical damage semi-carries like MK/DM/Tremble etc. that can use Shieldbreaker well but it's true in practice you're still better off with other items that grant also mobility/survivability in addition to damage e.g. Shroud/Firebrand etc. Having Lex Talionis in game also negates the need for Shieldbreaker since those heroes can have nearly the same -armor effect for much cheaper. That said, Silhouette is actually the perfect example of a hard carry able to put Shieldbreaker to really good use - I still Game 1 of Hon Tour World Finals (2014?
  13. Well... yeah if Shieldbreaker doesn't allow those heroes like MK/DM/Tremble/Nomad to deal more consistent damage than a Riftshards during the mid-game then there wouldn't be much point to suggesting it lol. In terms of the math, Riftshards will usually start doing more consistent damage than Shieldbreaker once hero armor values become higher (as it diminishes the -armor effect of Shieldbreaker) especially towards late game. You'll also notice heroes like MK/DM/Tremble who can effectively utilize Shieldbreakers possess physical damage spells/-armor spells that are further augmented by the -armo
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