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  1. Hmmm I have to say, I agree with this analysis of the hero concept. I think you have an accurate understanding of how he is actually played, (fast cleaver -> flash farm with blink) and how he is severely misnamed. I'd be interested in seeing what a real anti-mage hero would look like. I feel like Magebane and Dark Lady kind of fill similar roles in terms of what their kit lets them do. They both have: - Damage buff for auto attacks - Escape/mobility Although I like TDL more for last-hitting in lane with her slow, makes her feel like a safer choice, although she's not quite
  2. Astrolabe and Striders costing more as a support is kind of painful. ? Grave Locket having less utility kind of makes sense, but in general "life is harder for supports across the board" is the only tangible thing I'm noticing so far.
  3. In my opinion, the Hellborne jungle's most valuable ward spot is this one: Anywhere on that spot and you get vision of: - Rune - Important ganking paths - Two creep camps It's the vision of those 2 creep camps that lets you double stack them easily by standing around where Empath is now. Although with these jungle changes, I'm not so sure stacking the medium camp is a good at all idea anymore, since during the laning phase at least, it looks to be more of use to the Long Lane. Now, if we go over to the mirror of this spot on the Legion side: We have a problem. A ward pl
  4. Well aren't you a cleverboi. Years of fancy HoN maths & graphs explaining things, still putting out the good ideas. gj I think this is quite smart, my only question would be about how this would relate to gold coins vs silver coin prices. Would a definite conversion rate need to be nailed down? Or perhaps a fixed Silver price and the fluctuating Gold price to incentivize purchases?
  5. No, but Apprentice's Robe (+6 INT) is. I agree with MacroHard, that would be the most useful build. This would be a nice quality of life change. Whenever I build Steamboots I always build Gloves of the Swift if I'm getting it from the side shop, allthough, I am a very greedy speedy boy and I tend to try to get Ghost Marchers on everyone.
  6. bruh I've used the Test menu like, hundreds of times, for some reason I've never seen or paid attention to the Clear Charges or Max Charges buttons. I'm gonna be so annoyed/amused if they do what I think they do.....
  7. If there's a way to do that, I sadly don't know about it. Would have been way faster than what I did. You can see the match time is like, 4-5 hours or so? Maxing Bramble's Passive: Manu311 is correct. I spawned a ton of level 1 Scouts and Empaths, gave Bramble a mock and 3 behemoths hearts, turned on auto refresh so he'd never die, sat him in the hellborne well. Then right after Bramble I put in lvl25 Soul Reaper for his passive, gave him a Mock, Spellshards, Spell Sunder, an alternate version of Behemoths Heart from the item spawner (for some reason it also has a smaller mock-like abilit
  8. This I disagree with. MW is a fun, casual, faster-paced mode where you have more teamfights occurring more frequently, it scales faster, failure is more forgiving and you have a much better chance of getting geared up. It's a fun sort of, showcase of the game's action and hero ability interactions. FoC ranked matchmaking is much more strategic and tactical. A slower but longer and more intense burn, the actual real game, the full experience. Much more grounded and serious. Most of the time you'll be playing FoC, but sometimes you don't have time for a full game or you don't really have
  9. These are what I think the issues are personally: - Blind Bans I really don't like bans being blind personally. If 10 total bans is too few, perhaps both entire teams could have 2 bans any member can use after their first? Total of 14? - Boss Personally, I don't like the boss adding doombringers into the game. Midwars usually involves a lot of deaths on boths sides, the odds you'll lose it are far too high for it to be worth it imo. However, I'm also not super sold on Zorgath and Transmutenstein as the boss. Power Rune is only a buff for the next teamfight that only 1 player gets, T
  10. Which hero in your opinion is the most aggressive in lane? Ideally in a dual lane, support/carry lineup, my goal being to make a short list of heroes to pick from when I really need to keep whoever I'm laning against off my carry so they can farm. My first thought would be something like Voodoo Jester or Martyr. Strong attack damage, you're strongly discouraged to trade attacks since their abilities have big kill potential, especially VJ. I've heard arguments made for Slither in the past, but if anyone outranges him and so much as looks at him too sternly, he doesn't get much of a chanc
  11. CHOMP! When off cooldown, your attack Chomps the target, dealing 5 / 6 / 7 / 8% of Bramble's Max Health as bonus Magic Damage and putting the skill on cooldown. Staff of the Master gives you 10% Max HP and 1% more for every kill or assist. Every now and then when I'm testing alt avatars to see which ones I want, or testing builds on certain heroes, I'll try and see if there's a way that hero could one-shot Kong. Finally found a hero that can do it. It's not remotely feasible, but I wanted to see if it would keep working even with Kong at his max strength and the answe
  12. I disagree regarding Tarot. With her, it's tied to her auto attacks, which is something you do quite often and reliably for free. I've never felt like her crit's were a problem either way. Doesn't happen too much, not too little. Not to mention when you card someone, you get a flat +10% crit chance on them. With Blacksmith, I think because you aren't always casting fireball on people, it's easier for it to feel as if you're the one getting absolutely shafted by your ult instead of the other team. Or perhaps more precisely, as if you don't have an ult at all. Maybe his ult could be so
  13. Kinda like Legionnaire? I think that could be cool. For abilities like that it's kind of balancing like, The Dream (tm) that it could proc on anything vs. the sometimes harsh reality of you getting absolutely garbage luck. It's why I hate and never play Blacksmith. I've never had games with him where I get lucky, granted I've only ever played him a few times, but out of those times I only ever got 1 4x Fireball, and a couple 3x. For multiple entire games. To me, it's severely put me off ever playing him.
  14. I've got 2 nitpicks regarding balance. The first is regarding the current iteration of the Sacrificial Stone. Personally, I see no reason to ever purchase it. An upgrade to the Power Supply is interesting, but it's recipe costs 525g, and for that price you only get +2 to all stats, with the potential of +4 to all after a kill. The other potential benefits include "8 seconds off your respawn timer, 50 health to nearby allies upon your death, +10% healing" Those first 2 are planning for failure, they only impact your play when you die. The 50hp only has a chance to impact people who a
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