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fid1

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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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