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  1. I don't get how you guys were able to make a hero who was already shitty even shitter. You guys just amaze me on how you decide changes. You made a hero who was already niche to extremely fucking niche. A list of things that just amaze me on how retarded the hero is now. 1. Why the fuck would you nerf his range on his W. Why would you even fucking keep the blink. The fucks the point of having a blink on a hero who can literally do nothing else but auto attack when he blinks in. What initiation ability does he have? What is he supposed to do? Was it your idea that he just blink i
  2. I feel like a lot of the times losing games is due to the MMR system in this game. To get through in solo queue in this game to higher ranks you literally need to play carry and carry your team every game. This is because once you keep climbing in rank past gold and reach diamond your team composition is basically you (The diamond) and paired with a bunch of gold 2-3/silver players versus gold 1 players. The MMR system puts so much emphasis on balancing with MMR that it thinks that putting 1 really good player compensates for the MMR disparity and pairs them with 4 lower ranked pl
  3. Yeah, I agree with all of this. The only expectation of the suicide I have is to not feed. I think OP has just had troubles with a bunch of bad junglers as I have had in the past as well. The thing is though is that the whole game for that team relies on the jungler having an actual impact and as you already mentioned and that is a bad recipe for solo queue lol. Otherwise you just gave free farm to a carry. The worst ones are the junglers who just keep farming the jungle. They literally take their own carries farm and do nothing with it (e.g. Salomon is a terrible jungler for this
  4. Nomad Staff - Mirage/True strike now sends out illusions of Nomad that attack heroes within a a 500 AoE. Basically like myrmidon's magic carp but with illusions of Nomad sent out. - Wanderer - Halves the distanced needed to travel for full critical charge.
  5. Was it intended for Sapphire to still receive damage from barbed by hitting her shard? I always thought that it would make sense that since she's indirectly hitting heroes by hitting her shard that the return damage from barbed armor wouldn't apply to her.
  6. Maybe to reduce the counter-play would be to cause % increased amount of damage taken to self as a trade-off. This would deter other heroes who aren't tanks from buying it since they would die very quickly. It would also make it less one-sided for tanks who are built to take damage, but also reward them at the same time if they're tanky enough to handle the increased amount of damage. For a lot of tanks it made having a lot of HP useful since soaking up all that damage could be turned back on heroes. But I do agree it was a bit too over tuned in the amount of damage given back. Bu
  7. fid1

    Lodestone Buff

    I feel like the damage reduction build-up is pretty pointless. Most of the time people who play lodestone charge it up from afar and then rocket drill into a crowd of heroes so the ultimate actually hits people. They do this from afar since if people see lodestone charging up his ultimate, then they got 5 seconds of juking time and he only has a 1.5 second stun. Hence the main reason lodestone players buy PK. Alternatively, I think it would be nice to complement his ultimate with an AOE aura slow so he doesn't have to run around like a headless chicken. Another idea could be he w
  8. fid1

    Lodestone Buff

    After playing a lot of lodestone games I feel like he's really fallen off and been forgotten. I feel like the one main thing wrong with him right now is that he's too much of a suicide bomber and his abilities aren't one-sided as they should be. Most of the time he initiates a team fight he charges his ultimate up and goes in and then uses up his abilities then dies right after because shatterstorm makes him like paper. I think making shatterstorm taper off or reducing the time shatterstorm stays on him would greatly help him be able to keep fighting on instead of 5 seconds of comp
  9. NVM I changed my mind yeah the heal is good I tested in practice a while ago and I got a low amount of healing but I just checked now again and it's much higher for some reason so maybe I was testing it wrong. That replay had that Ichor had a gpm of around 250-300 the whole game so I don't get why bother with the scaling part since he needs items to scale and he sucks at farming. Why not make it a static heal amount? Would make it more balanced throughout the whole game instead of making it stronger late game since the nerf on his W certainly nerfed his early game.
  10. Yeah his heal still sucks; the math don't lie.
  11. Yeah well his ultimate heal still sucks. A spell sunder on a spell caster could still probably easily out damage his heal anyways. Also, at like 2200 hp level 16 he can only pump out a 400 hp heal after 7 seconds while a nymphora can pump a 300 hp heal at lvl 7 after 3 seconds.
  12. Bruh of course it's gonna be a little higher right now since more people are trying him out and nobody has yet to adapt to him. Some Int caster can just buy spell sunder and his ultimate is useless.
  13. Overall, I feel like Ichor got a net nerf this patch. Sure he's a healer who has a heal that "scales" into the late game it has to scale up a LOT to be even good, whereas other healers have great heals right from the start to the end of the game. I feel like by trying to differentiate him you nerfed him into the ground now. His early-mid game just became non-existant since his transfusion was his key ability that made him a viable pick up since he could babysit and protect key heroes throughout the whole game, but barely will be able to now with only 20% damage reduction. His ultimate
  14. The only things a Warbeast uses his ultimate on is escaping, fleeing, or doing kong, so there's not really a lot of things to do with it. No person who plays Warbeast uses his ultimate as a travelling tool for farming, atleast not any good one wouldn't. He wouldn't be able to go for kills or run away from ganks. Like any other jungler/farming hero, he would need to be able to stop farming and be able to TP in and fight, so he wouldn't waste his ultimate which has a 1+ minute cooldown on using it to go to different lanes. I don't know what you mean by beserker's effect is limited t
  15. The stuff I listed counters Shrunken head. Bola goes through shrunken, using storm spirit on self stops warbeast, void talisman can't be countered unless he buys harkons which would be very late game while supports can use it early game because it's cheap. They can also just simply TP away right on sight like most people do when bloodhunter ultimates them because he doesn't have a stun. There's so many ways to stall out the time warbeast has on his ultimate before he becomes useless. I don't get why he can't get a staff of the master where once he kills someone he can get an extra
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