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  1. 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
  2. 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
  3. 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
  4. 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!
  5. Bersk


    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
  6. 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)
  7. Well, FB could choose the main topic for each poll and rotate, like choosing a hero or an specific effect for each.
  8. 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
  9. 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
  10. Bersk


    On another hand, the scissor-stone-paper rule was already broken with the buff to pred
  11. Bersk

    Ward meta

    I think the core issues were kinda remedied with the change to counterwards. I dont find your initial point that much of an issue, since the early worm should get the advantage in that case, and while you can take the Vision ward away, now rev wards are less of a binary fight, giving also more flexibility for vision wards placement.
  12. Maybe make the cooldown reduction faster if there are ally heroes around X radius?
  13. Not sure if this has happened before and was reported or if it is something new hence I wanted to share it first in General Discussion. I played a game in the afternoon in which hellbourne team's Swiftblade player abandoned the match around the 12 minute mark. Besides that, around the 20-something minute Hellbourne team, it seems that the hellbourne team conceded, which was weird cause there wasn't a message about them calling for the vote. The game jus showed the message about the match ending and us winning, but everything froze from there, none of my teammates could move, and there was
  14. I have two thoughts about some balance effects. 1. Do you guys consider that Behe's SOTM should stay with the current CD? It's still good, but I consider that having the jump sub-ability cooldown is a better power scale for a SOTM upgrade. Is the mobility in such a low CD the main reason? Is it more specific, like giving him an annoying escape? Could giving the sub-ability a 3-sec CD on damage be a viable exchange? 2. Do you consider the previous buff to Pred (giving the restrain effect) is a good direction of balance? Up until now, I still feel that it got rid of one of the natural weakne
  15. Engineer (New Effect): Spider mines (Advanced Spider mines): Spider mines gain a new sub-ability. You can use the new sub-ability (Crawling command) to command the spider-mine to reposition itself in a 1000 radius (following pathing). Has a cooldown of 5 seconds and no mana cost. Mines can be detonated while moving with this ability. Limit of mines increased to 8. This upgrade allows to power up other interesting aspects of the mine ability besides the damage. While the damage is not directly improved, having control of the mines after the initial position could allow for better
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