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fid1

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  1. For war beast, make his staff of the master now taper off slowly. So like 15 seconds of the full ultimate and have his ultimate effects then slowly taper off for 10-15 seconds or something instead of ending abruptly. Something like he slowly loses the movement speed bonus/health bonus or something.
  2. fid1

    Qi Insane Damage

    I don't get how this has still gone unnoticed but Qi is a broken hero. Exhibit https://www.youtube.com/watch?v=eI8qmbs-Mb8&t=572s at 18:40. Literally one instance of Qi ultimate did that much damage. This recent patch even saw a huge buff for Qi making his ultimate faster and better at lower levels. There's other instances of the ultimate dealing insane amounts of damage in the video as well. I don't get how any carry is supposed to deal with a Qi and react that quickly to an ultimate that can 1 shot them and has 1200 range. The silhouette in the video even had shrunken head
  3. fid1

    War Beast

    I always felt warbeast was lacking since he always had a timer on how effective he was. 16 Seconds of time to deal damage is very short with a relatively quite long cooldown. A lot of disables/storm spirits and time travelling to heroes adds up it just feels like a waiting game for the enemy team until he becomes completely useless and easy to kite after his ult goes away.
  4. fid1

    Qi

    Qi is a one trick pony that purely relies on scaling of other heroes auto attack damage. He is pretty mediocre in the early/mid game, but in late game is where when everyone else has some damage for his E to actually be good and actually overpowered. He basically destroys all agility carries late game and there's literally nothing they can do about it since it's all superior magic besides his spinning blades. I would like to see him be more relevant in the early/mid game and tone down his scaling of his E for late game.
  5. Anyone else feel like her damage is just way to much? I've seen her so many times burst down heroes even at low levels doing 1k damage almost instantly since she has almost permanent 400 attack speed when she wants. I've also always found silhouette to be much harder to kill than any other ranged hard carry. She's also supposed to be a relatively squishy hero but she her grapple ability has an extremely long range (like half the screen) and a disjoint ultimate with a built in grimoire that makes her way better than almost all ranged carries in terms of survivability. Since her E
  6. I really agree with the movement speed change. He is so weak because of this unnecessary slow ass movement speed just like Glacius. Witch Slayer is like a worse version of Pyromancer currently. All Witch Slayer has is an extra 3.5 second disable over Pyromancer; there stuns are basically the same. On the other hand, Pyromancer has huge damage from his Q and his passive E which more than makes up for the difference in their ultimate damage in the early game, which ALSO surpasses Witch Slayers ultimate damage later. His staff of the master is WAY better with a huge ass 1200 AOE nuke compared to
  7. I fail to see how his current ultimate his better. There's a full second delay between the activation of his horned strike and the effect allowing for the enemy to use abilities and items making it much easier to counter. With chains that bind, the effect is instant and no room for countering when timed with his charge stun. His current ultimate has a laughable toss back effect whereas chains that bind can actually displace a target. The reason Rampage was an actual anti-carry back then was because he could charge through everyone and bind the carry and take him back to his team where they cou
  8. It seems like a useless item. A hero that would get bloodbourne maul would already need to have good survivability items to handle taking that much damage to reap its rewards. If a tank is already capable of handling that kind of damage, then they would most likely buy other much better items like a sheep or bola for utility or riftshards if they really want more damage output. There's a certain point that becoming more tanky results in diminishing returns in terms of usefulness and that's why you don't see that many behemoth heart pick ups by tanks since utility items are much more impactful
  9. Firstly, his current ultimate is way easier to counter since there is a 1 second delay. Now when he charges and stuns the enemy he can immediately chain up the guy, thus reducing the potential for the enemy to counter with geos, sand wraith w, blinks, storm spirit, void talisman activation, etc. The only way he can now get countered is if another hero is nearby to use those items you listed to save them. Secondly, this can potentially give rampage more damage from his ultimate since he can auto attack or drag the guy really fast synergizing with this movement speed buff from his w. His c
  10. Magebane is just a useless hero and there's just much better heroes to pick to be honest. Pretty much the only way he can survive the early game and farm is if he's against a suicide and he has a support. Compared to other hard carries such as Dark lady or Madman who can actually hold their own much better and farm just as well with their movement abilities, I see no reason to pick Magebane ever in a game. It seems so stupid to me for a hero to have to rely on a single item (Runed Cleaver) in order to be effective in the game and even then Magebane is still a lackluster hero. I don't see the p
  11. fid1

    Rampage Buff

    I still think his ultimate needs to be changed into something better. It can be easily avoided by most carries (since that''s who he's going to be focusing 99% of the time) by a pickup of geometers bane which almost all carries grab these days. A geometers bane can stop both his charge and his ultimate with ease. These easy counters on Rampage especially hurt when considering he's a single target hero and therefore if his abilities fail in a fight he's just a walking creep. At least before Rampage was able to actually disable the carry for a couple of seconds with his chains instead of them ju
  12. fid1

    Rampage Buff

    For a long time I felt the old rampage was fine and was able to do what he was mean't to do. Rush into the enemy team and initiate team fights and cause chaos by chaining a hero and bringing it back. Now I feel that his old role has completely gone and he can no longer effectively initiate and is easily stopped by the enemy team. Reasons: 1. Easily countered/stopped He used to have magic immunity build up on his charge but now literally anything can stop his charge . Stuns, immobilization, you name it. What's even more frustrating is certain heroes can just click 1 button
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