Jump to content

Bersk

Verified members
  • Content Count

    53
  • Joined

  • Last visited

Community Reputation

8 Neutral

Recent Profile Visitors

246 profile views
  1. Magmus utility from his stun is so high that makes him relevant in most part of the game imo. He can itemize flexibiilym for which I think that buffing him in any way outside of a better SOTM effect, would tip his power too much as a position 4 or even 5. Regarding a possible SOTM effect, I consider that improving his steambath could give him enough reasons to go for the upgrade, and could allow for even more diverse itemization. Some of the changes I have in mind for his W would be: - No longer has a cooldown. - No longer a channeling but a self cast area spell which ends if Magmu
  2. Nice! All the best wishes for the tourney!
  3. 15% for each ability. You could proc more than 1 ability in 1 hit
  4. Not sure about numbers suggestions, but there are some things that, from my perspective, could be changed to make Prophet feel better to play: 1. Change Invigorate back to a targeted spell. From my experience, right now feels really clunky to use for a spell that has 800 radius. While it might be fine during laning phase, as soon as Prophet is with more than 1 teammate, he has to position in a restrictive and sometimes poorly way to get the spell to affect the desired teammate. If I recall correctly, it got changed to the current way after the Prophet revert, but not sure what was the rea
  5. I think he is talking about the command to turn the in-game graphics to a pseudo 2D. I also asked that kinda recently. The command still works! You have to activate the console (Ctrl + F8) and type: exec 8bit If you want to turn it off, the command is exec non8bit Hope that helps
  6. Tremble change was done at the same time as Tundra's iirc, where the pets became no longer controllable as to make them "easier" to use and not be at the bottom of picked percentage. Up to this day, I'm quite surprised that Tremble design kept that change while Tundra's one was reverted. Still, as Diabetis said, I also consider that current version is fine, but also believe that it would be a lot more interesting to get controllable Boris back, since it is what allowed for a higher skill ceiling on the hero. Issue is that I don't think that the current design will be balanced with a contr
  7. What about giving the item an active part, that instantly damages you for X amount of health that after that recovers over time for double the amount. Would allow for a quick damage increase under certain conditions, and could be balanced by numbers or cd
  8. I do also think that a rework is needed for him to get a better direction without being a one-trick pony and also overlapping with other heroes. Your rework suggestion seems a good option @Rezziedahl though I would prefer if the W rooted instead of stunned, considering that it is a targeted long range spell. Root duration could get higher thiss way since it has more counterplay
  9. Dear Santa, If you are still there, I only wish for Noroi Accursed, and for HoN to last even more years. Happy HoNmas to all!
  10. Bersk

    Shadowblade

    I think the main issue with the initial iteration is that each skill grants stats. This makes Q too good early game, and is which allows you to transition from a carry that an die early to a hard carry, without the requirement of investing in an specific build. Maybe change the focus so, instead, each skill gives you more if you invested in an attribute? For example, Q will give you armor and magic armor as a multiplier of your strength stats (0.2x for armor, 0.05x for magic armor). Same idea for both W and E too. This will reduce his initial laning phase survivability, make the use of R
  11. The issue with that part is that it will overlap and overshadow Flint in it's own niche (tbh, Flint could really use something like the bunker down ability)
  12. Well, FB could choose the main topic for each poll and rotate, like choosing a hero or an specific effect for each.
  13. Yes, but that is the idea even from the initial design (which didnt hit the mark at all, since he could, well, burst any hero). Heroes should have strengths and weakness that make you want to pick them in good situations and adapt, not just pick them and be able to snowball regarding the circunstances and the line-up of the enemy team
  14. While it might not be the most glaring issue in the game right now, I believe that the Restrain effect is an important topic that warrants a discussion. It has been a vicious cycle brought by the focus in burst kits; heroes had to be tanky or slippery to survive burst, which as a result brought heroes that required more burst as to not allow heroes to go away with one of the multiple escape mechanism available in the game. Not sure if completely true, but from my experience, the Restrain effect got introduced as a more balanced way to counter the increasing escape mechanism that plagued H
  15. Bersk

    Pharaoh

    On another hand, the scissor-stone-paper rule was already broken with the buff to pred
×
×
  • Create New...