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Whyzozerious

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Posts posted by Whyzozerious

  1. That is probably the funniest thing I've read. I guess I don't blame you for not knowing what I really did with FB. I handled all the visual effects for hero reworks, ported over avatars from HoN China, changed the loading screens, did some graphic design for tournament promotions, and a bunch of other things. 

    I also had projects that were suppose to come into fruition, such as creating more trophy avatars, halloween map, and other content.

    Avatar mods were on the side for people who like my work and RedBear is not a staff member

    • Like 2
    • Thanks 1
  2. It would help us more to identify your issue if you told us what you're working on. I've been creating avatar mods for a long time now and by no means do these mods enhance game play. Its purely for aesthetics and I guess the only thing you can manipulate that could alter game play is the attack FPS (auto attack animations) to be really smooth but I would hardly call that cheating since anyone can do that if they know what values to change.

    If you're using a mod that will enhance gameplay such as zoom out mod then yes that's not allowed. In my opinion, there are several mods currently that shouldn't be allowed, such as the stomp mod, show inventory above HP bar, rune spawn timer, etc. These mods take away the skill aspect of the game that you're required to have in order to be a better player and if you take these things away from them, then they start becoming a liability to your team due to your dependency on mods that make your gameplay easier.

  3. Sora as Monkey King

    I provided GIFs below the images so you guys can see their effects.

    8Zjm6O9.png

    Ability 01:

    JmXbU0u.png

    https://imgur.com/UJirW30

    Credits to @AtSniperThinfor the spiral VFX

    Ability 02:

    Jnhm3EK.png

    https://imgur.com/BzDDuaq

     

    Ability 03:

    QoD3mQA.png

    https://imgur.com/yQzeJZM

    Ability 04:

    90vQAt0.png

    https://imgur.com/3tF3Gi7

     

    Items:

    Staff of the Master

    GbGnL6Z.png

    Dawnbringer

    gx9o38R.png

    Shroud/Genjuro

    r9yImZN.png

    Download Link: https://mega.nz/file/1DRyATIJ#uQJeNJFjWdZSKeTs4IyvqrNHVuiOlOJqnMs3z0ffQyI

     

     

    HOW TO INSTALL:


    Move the downloaded file into (.s2z):
    -Linux: /home/username/HoN/game/
    -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\


    Mac:
    1. Press Finder
    2. Press Applications
    3. Right click 'Heroes of Newerth', and press Show containing files
    4. Open Game folder
    5. Move file here

    • Like 2
  4. Ultimecia

    Reuploaded - Originally made by: ForeverZero3491

     

    vrX54xP.png

     

     

     

    Download Link: https://mega.nz/file/xXpT0CIT#mqYEJHqqWnLdHH-6TZpt6m9av9Js98mS8ayEwvRMljw

     

     

    HOW TO INSTALL:


    Move the downloaded file into (.s2z):
    -Linux: /home/username/HoN/game/
    -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\


    Mac:
    1. Press Finder
    2. Press Applications
    3. Right click 'Heroes of Newerth', and press Show containing files
    4. Open Game folder
    5. Move file here

    • Like 1
  5. 5 hours ago, CDLX said:

    I update the post, after I created the topic I proposed to test my point by reading several reply, I will start:

     

    1. Play 25 games in jungle (with friends and in only queue) with someone who knows how to play suicidal and with someone who knows how to play the short line alone (without a support) and I can say that we lost 60% of the games.

     

    2. Our range of all the party because in some we became 5 players not 3 was only between gold 2 to diamond 2

     

    3. Both the suicidal player and the lone carry said that the hero who goes jungle generates an imbalance if or if in either of the two lines, causing that line to be lost and in some cases both

     

    4. Could you say well and what was the draft? We use the heroes that go jungle, suicidal, carry solitary with more percentage of use / victory in the game that by a great chance several are our favorite heroes

     

    5. Some of those enemy heroes who benefited from their early line stage, usually won the game (both short and long lines)

     

    6. Although I (the jungle hero) in the 25 games nobody in any game generated any complications (delay of the farm or blocking of fields) and had a good gpm and my essential items in each hero did not achieve (at the end of the early stage) I could not face by myself that enemy hero benefited.

     

    With these 6 points named (I have more points scored in a word that I believe) I hope it is enough to reconsider my request to nerfear the jungle so that the cases of 1-1-2 or 2-1-1 and a hero in jungle that I reiterate affects all the lines and does not always translate to a victory.

     

     

     

     

    1.) Then that means you guys don't know how to play jungle/suicide lane properly if you're losing 60% of your games.

    2.) That means nothing to me. There's people in diamond 1/legendary 2 that have no clue how to play jungle/sui lanes.

    3.) Suicide lane isn't a lane that's meant to be won. This is low tier player mentality. Your goal is to survive the lane without dying. And if you die, you minimize your deaths by doing many things. Lane control, ganking, pulling, etc. There's so many ways to play suicide lane. If enemy team picks a weak short farmer/support, you have a good chance of winning the lane with a hero that can win 2v1 lanes.

    4.) What?

    5.) Huh?

    6.) You probably don't have a clue how to play jungle properly. Go watch some What_You_Got jungle educational guides.

     

    Jungle does not need a nerf. Just because its there, it doesn't mean it requires a nerf because it doesn't fit your preference. Again, people need a crash course on how to play these two lanes properly. I've seen solstice players be level 4 in 8 minutes and complaining that our support didn't stack for him. I've seen suicide players complain about not winning their lane and keep dying over and over again. You're going to tell me that a short farm TDL with a cleaver is scarier than an ophelia that has pushed and ganked a shit ton of towers? Cool, by the time short farmer got their first item, a parasite would've had their abyssal skull/pk or codex to pressure lanes that are struggling against jungle ganks. Hell, even a suicide magmus would be annoying to deal with if they're camping runes and ganking. Again, most of you people need to learn how to play these roles properly.

    • Haha 1
  6. Lol sounds to me like you want to force the game to be 2-1-2. Honestly it's not even the jungle's fault. It's the people playing jungle/sui. I've seen some people who absolutely have no clue how to jungle and afk all game and I've seen some people play suicide lane thinking they have to win the lane and when they lose, they come back over and over and start complaining when they could easily minimize their deaths.

     

    If anything, I think people in the lower tier bracket need a crash course on how to play jungle/sui. This strat still works, you just gotta have the right players to do it. But if you're solo queueing and expecting games to be perfect well... You got another thing coming. If you want to run sui/jungle, I highly recommend queueing with friends that can play these roles properly and then re-evaluate your point of view again. Yes their short farm carry will get free farm but so does your jungler. An active ophelia or parasite are things to be afraid of. 

    • Like 1
  7. Can you be more specific and show us pictures or tell us in detail rather than just having us guess what this "certain skin" is? I fail to understand how this is productive by turning your rant into a guessing game without context.

  8. Yuna as Hellbringer

    cFUeIk3.png

    Ability 01 (Valefor):

    Tdmlcbn.jpg

    Ability 02 (Ifrit):

    dQyjwTQ.png

    Ability 03 (Shiva):

    N1XIE4z.png

    Ability 04 (Bahamut):

    ze5TFEI.png

    Download Link: https://mega.nz/file/5HpEzIha#CN3JaAU52wkZjju1etxJfHP_1Syea1LVwmbEp0kbclk

     

     

    HOW TO INSTALL:


    Move the downloaded file into (.s2z):
    -Linux: /home/username/HoN/game/
    -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\


    Mac:
    1. Press Finder
    2. Press Applications
    3. Right click 'Heroes of Newerth', and press Show containing files
    4. Open Game folder
    5. Move file here

     

    • Like 2
  9. Tauren Chieftain as Warchief

    Model came from the game - Warcraft 3 Reforged by Blizzard Entertainment

     

    c5p48on.jpg

     

    Ability 01:

    4qL8Pdj.png

    Ability 02:

    m33FBeu.jpg

    Ability 03:

    Geq6I7p.jpg

     

     

    Download Link: https://mega.nz/file/oWh0ES7K#SUUkZ9OhiAdZ7N2xk4IXc8Y-0i61UxFRNr4DGkXiNrg

     

     

    HOW TO INSTALL:


    Move the downloaded file into (.s2z):
    -Linux: /home/username/HoN/game/
    -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\


    Mac:
    1. Press Finder
    2. Press Applications
    3. Right click 'Heroes of Newerth', and press Show containing files
    4. Open Game folder
    5. Move file here

    • Like 2
    • Thanks 1
  10. 9 minutes ago, DragnSlyer said:

    I agree with the person who started the forum but I think he started his arguments a little badly and then got a little angry xd.

    I agree that grimoire is an element that is added to thunder and makes it too strong especially in a late game and because I believe this, it is because the cooldown times of thunderbringer abilities are too short and it has always been there is no problem with that, but it generates too much damage together with grimoire and if you add spellshards and spellshunder to it, I think it is too much magic damage that is practically uncontrollable.

    In the discussion I saw that a new item was added that reacts as to an impact and it is fine for a thunder the problem with this, is when you have it too close, the ult of thunder has a long cooldown but its other abilities do not, then That will make the item not counteract the damage when it is close to it, for the other two abilities that are around 1.5 and 6 seconds, which is a short time for an ability, the item only counteracts damage done and has a cooldown of 24 seconds or something like that I am not being exact, that means that the item will counter a single combo of the thunder and then it will do all the damage without problems.

    The question with null, I think it is a very bad item for a thunder, the cooldown of thunder is 1.5 sec in its first, he will remove the null if you are close to it. I think the best way to do it is with a Sh with a good ganking but even so I consider that it is not enough item compared to all the magic damage it has accumulated with those three items that I mentioned that in general I see that they combine it a lot.

    I would like the new item to lower the damage time done by both spell sunder and grimoire a little, it is only an opinion, to be added passively, because I think that is the problem, the grimoire is passive and yes You add to a hero that item that has a very low cooldown, there is the problem, it will begin to do magic damage without control.

    Nullstone's purpose is to cancel TB's ulti if you're farming from the other side of the map. Null isn't a direct counter to TB but it does stop him from killing you globally but that isn't the key point. Once you get a shrunken head, then it pretty much screws TB over so I don't even know why this thread is still being discussed. TB can go all these items but the fact remains that it will not stop shrunken head. And if you let a TB get that much farm, then you deserve to lose.

  11. On 6/13/2021 at 10:13 AM, Mohamed said:

    Now you just talk about analysis the video not about the main topic I don't really understand how u don't see that 30% damage not only for the ultimate but for all heroe spells Q,W,E and the ultimate is a fine increase ?!! GoP already get +10 str , 10 agi , 26 int and 20% reduce cooldowns and 20% magic lifesteal why 30% ? 10% is a fine number but 30% is too much for all int heroes spells.

    Maybe if you weren't so narrow minded, you would see everyone else's point. Again, you linked me a video of a game where a Smurf got an annihilation in a "1500 game", which pretty much loses its merit since I could do anything in that bracket and make it look OP.

    So a 5200g item that boost all magic spells by 30% with a high cooldown seems strong to you? If that's the case, then Sol's bulwark/lex talionis is OP on physical damage hero for way cheaper.

    Obviously, anything that boost your spells is strong but it's not OP. Cool you boosted your offensive ability, now how do you shut down players with shrunken head with grimoire? How do you shut down heroes with shaman's headdress/barrier idol with grimoire? How do you stop a jereziah charm or predator stone hide with grimoire? It's not as OP as you think.

    • Like 1
  12. 2 hours ago, GiveUpBra said:

    If you are a new player why on earth are you speaking about balance when you dont have a clue how the game works? This is exaclty how games get ruined when devs listen to people like you wich complain about something they dont understand deeply and just think its strong cuz they got beated by it without even trying to adapt. Right now Grimmoire its extremely expensive for what it offers.

    Well... We don't listen to everything but we do see people's concerns 😛
     

    Either way, this complaint lost its purpose the second he linked me a video of a 1500 game where a smurf killed an entire team while being ahead by a substantial amount (I could do this). That evidence alone isn't enough for us to nerf the item just because its niche on a hero like Thunderbringer. 

    • Haha 1
  13. 27 minutes ago, Mohamed said:

    @Whyzozerious We already buy Nullstone and Shrunken before 30% buff for magic damage, and those items make us immune for spells so why not make it grant 1000000000% bonus magic damage ?

    Fights not going in this way, the one who play with GoP will go for a heroe with no null or shrunken head so ? all the team will go for null and bkb ? I know u will say supports can go too with Nullstone and Shrunken and still have room to buy sup items...

    Your first argument is pretty flawed. Because we have items that counter this and that, we should buff grimoire to "10000000000%"? Are you reading anything you're typing? How does that solve your initial complaint? You're basically contradicting yourself by saying "30% is OP" but 10000000000% is perfectly fine?

    No, supports don't get the luxury of getting nullstone and shrunken head. It's not their job to carry the game. Like cactus said, punish the player who went all in on a player without defensive items? Stormspirit can help you against pyro and TB if you're a support. 

    Plus, you're investing your resources on damage items to kill one hero... So what? Magic armor and other things are also factors to consider. Also, if you let them get that much farm, then that's a team play problem for not shutting down the heroes that can flash farm? There's no perfect scenario where every game you'll come out with grimoire and spellshards and if you do, what's stopping the enemy carry with shrunken from killing you?

     

    • Like 1
  14. 31 minutes ago, Fox`Tail said:

    Hi everyone, I know it's been a long time, but I want to announce that I'm continuing working on this project.

    Right now my main priority is to test avatars and see what issues that we have. You could track the progress on https://github.com/Semptra/HoNAvatarManager/issues/5

    For now, I found a weird issue with Aluna avatars, particularly with "Aluna Red Riding Hood". When using an ulti, during its period your inventory became closed (you cannot see your items, but still can use them using key bindings). @RedBear @ElementUser maybe you guys could help me this one. What could cause this problem? Thanks.

    spacer.png

    spacer.png


    About the releases - I will do them after testing a portion of avatars. About 10 heroes at a time will do it for me. So, the next release will be during the next week (probably).

    Thank you for all the issues and feedback!

    Check the hero.entity file and make sure everything is correct there

  15. Sounds to me like your knowledge on the hero is based on what you see and you overlook what Monkey King really does. His spells are very high on mana and notice how Monkey King always go bottle first item? Yeah, you can't just spam his spells from levels 1-5 whenever you want. It literally cost 260 mana to use Q + W combo at level 3 and you're basically out of mana. Even at level 6, you got to be careful with how you spend your mana since an entire combo will cost you 290 mana and his mana pool isn't very high. The mana regen isn't that much early game and this only applies if Nimbus is active. So in hindsight, this hero is unplayable if you take away his passive mana regen. Not even a chalice would help the hero since 1 chalice usage will only let him spam one spell. 
     

     All you got to do is hit him once and he loses the passive mana regen. Dot damage like mock or something will also stop Monkey King from getting that passive regen during fights. By the time he gets to level 11 or 16, it's really not that big of a deal, it still cost him a lot of mana to cast spells until you get items like Nullstone or Hellflower to sustain his mana pool without a bottle. 
     

    Monkey King can do high burst damage but at the expense of majority of his mana pool. The hero also gets countered by early game items like plated grieves, astrolabe, and any armor items that mitigate physical damage. There's plenty of snowball heroes like Wretched Hag, Dampeer, Gladiator, and Bombardier that can either win their lane and take control of the game or lose their lane but can recover like Monkey King can.


    If that isn't convincing enough, this hero will lose to 70%, if not, majority of the hero pool such as Prisoner, Arachna, Succubus, Emerald Warden, Witch Slayer, etc) so why would it matter if he gets the passive mana regen when the hero will get stomped anyways? Also, I'd like to point out that this change was introduced in patch 4.3.5, which was many many years ago, and for some reason it is now a concern? You would need to provide more evidence to support your claim on why the hero's mana regen needs to be nerfed instead of a rant that doesn't support any of your concerns.

  16. 4 hours ago, Diabetis said:

    few people, including me... complained that those products are too annoying and cringe. So they got perma disabled.

    That is not the reason why. Please do not spread false information. The reason was because Garena requested it to be taken down. Elementuser made a post in the balance patch in regards to it. Sorry for any inconveniences.

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