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Lunarios

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Everything posted by Lunarios

  1. Ichor's W (Transfusion) transfers debuffs from ally to self, and from self to enemies on use. However, I've had a game where I was unable to transfer the mini-stun from Demented Shaman's Entangle, as well as the damage-over-time portion of the same skill. It was on two occasions, one where I was unable to transfer it from myself back to Demented Shaman; and one time where I was unable to transfer it from my ally to myself.
  2. Keeper of the Forest has hard-counters such as Electrician and Monarch, that are able to trivialize his Ultimate; and he doesn't perform very well with EP and Ghost Marchers against a good support or certain heroes (Chronos, Moira, Monarch). I think the addition of an offensive aspect to a primarily passive hero is a good thing, and if removed would return him to where he once was.
  3. Lunarios

    Adrenaline

    I'm really happy to hear that. I understand very well what you mean by his main problem, as I believe I experienced it first-hand by having to buy items from all the spectrum of attributes (Agi, Int, Str). It may be contrary to my current opinion, but to my eyes it is fortunate - as I just wanted to see Adrenaline changed for the better, be it drastic or moderate changes. I'm really looking forward towards the next patch, uncovering the new methods to be used with the future changes
  4. Lunarios

    Adrenaline

    So the closer we get towards the next patch, and the more games I play with Adrenaline - I'd like to give an update regarding to where I see Adrenaline. As of now, I have played a total of 123 games with Adrenaline ever since he was reworked, of which 46 are won games and 77 are lost games - standing at a total of 37.4% win rate. (Which is an improvement, I may say, since when I was at the 50 game mark - I stood at ~28-33% win-rate). Most of the games are at the 1600-1900 MMR bracket. What I can say is - the better I get with the hero, the better I know his limits, his interactions
  5. I personally feel 6 is too little. 8-10 would feel very good.
  6. From my experience, just ignore whoever is annoying you. Many games people have threatened to report me while I was trying my best to perform well to my opinion. Sometimes I was trying my best and got 0-15. I really did not attempt to feed, was trying my best, but my tactics failed and the opponent overcame me. In result, you have everyone on your team saying they will report you and you will be banned. You can't imagine how bad this feels, it makes you really angry inside - especially if you do end up getting banned for that. But you know what? You don't get banned for that. You kno
  7. From my recent experience with Tremble (I've played enough games to get a good feeling for him), I think he's either too squishy or too weak. In the laning phase it's difficult to secure a lead not because you lack harassment potential, but because you are very fragile. By the time you reach a stage that you can actually pull off some moves, the enemy has gotten stronger and it becomes complicated. It takes some farm and protective and offensive items to begin seeing Tremble's true power (Shrunken Head/Shieldbreaker), but sadly choosing SH means your damage is not that great, while choosi
  8. I'd just like to address a few points that I feel are important to me as an Artillery Player (it is one of the heroes that I play best with and feel most comfortable with). Doesn't really farm that well - The new change in the recent patch addressed this issue completely in my opinion. His farming ability is excellent now. If he doesn't excel early-mid game, he really falls off - I'd say that about many heroes, his improvement curve is rather linear, which may be unattractive to some players. He doesn't have clear and well-defined breakpoints, rather just gaining damage as he gains
  9. I don't think these changes take away anything at all from that unique position. I enjoy the solitude and knowing what I have to do and when, and having rewards given based on proper usage of mechanics and timings. Focusing it on teamplay is because it's where your head should be when you've had enough of the first aspect of being a jungler - as at some point, you have to leave the jungle and start participating the team game.
  10. Legionnaire on lane is rather useless, especially the lane cutting strategy as experienced players know how to deal with it to properly shut it down. Legionnaire middle is a possibility in my eyes, however, it is far more effective for him to be in the Jungle, where he belongs, as a Jungle hero. Yeah, it is possible to lane with sui/support Tempest, sui KotF, support Draconis (as it is also possible to support with Tundra, Artillery, etc.), however; the question remains - is it more effective than had the hero been in the Jungle to begin with? Theoretically if you give Empath Dawnbri
  11. I think this matter is quite more complicated than it seems to be at first glance. Let's begin with the matter that as a Jungler, your impact on the game and overall relevance drops as time goes on. Every minute, a carry becomes stronger, a semi-carry acquires items; and you do the same as they do, however, they will be stronger than you if given enough time - that's the nature of being a carry, semi-carry and a jungler. As a jungler, you have to learn to maximize potential gain from your neutral creeps within the best time-frame possible, while at the same time helping your t
  12. Lunarios

    CC 15

    After you experience games that you literally bleed from your fingers in order to win them, you time every last hit perfectly, gank, buy the correct items for the situation - and despite all that, you still lose, because offlane Devourer decided to go for Codex and go farm woods, your brain becomes pre-conditioned to detect signs of potential grief, even if such grief does not exist in reality. Many times people are playing 10 games in a row without a break, there is a lot of adrenaline involved in their bodies, their ability to perceive reality in a calm and logical manner is hindered -
  13. Lunarios

    Adrenaline

    That is very true. In my first 30 games with Adrenaline I felt like most of the time I am damaging my team more than helping them, accidentally trapping allies in bad positions, or creating a situation where I am trapped with the enemy - or my team is trapped with the enemy. It takes a while to master the ultimate and various interactions, because it has so many uses - deny enemy teleport, protect yourself from enemy, trap enemy with you, save ally, etc. Though the main problem I think is that his tankiness and survivability needs to be amassed through items, which is quite problemat
  14. Lunarios

    Adrenaline

    I've been waiting for a thread such as this to pop up - it was inevitable in my opinion. In the first 3 days since Adrenaline came out, I played every night all night with Adrenaline - reaching 40 games with Adrenaline and a staggering 25% win rate. When everyone around me got frustrated and mad, I kept trying and trying and trying to see if there's something that I'm missing. I managed to reach a very high degree of control over a hero that is very difficult to control, at least the way I see it. I've even had a few games that I've managed to actually get a bloodlust mid (with very
  15. Lunarios

    Adrenaline

    If you pull off the correct moves, it's very powerful and something that I enjoy very much is that it creates a lot of chaos and confusion in the battle. I think if he is changed from agi to str it would help this hero immensely. Mostly because one of the issues that I keep running into is a dilemma between utility, damage or health. Want more utility? you'll have to be vulnerable and weak for a while. More damage? you'll be vulnerable and sluggish. Health? you'll struggle to upkeep your spells. At the very least, if he is changed from agi to str, it would help make this trad
  16. Lunarios

    Shadowblade

    I like the idea where you can choose which stat you want to invest it, but not be able to switch from STR to INT to AGI carry mid-game; as in, it has to be a decision that is made before the first or at least second item is purchased. I remember the old Shadowblade, where you had an absurd health pool, and you could switch between modes freely without penalty.
  17. Lunarios

    Adrenaline

    Yeah..might as well be true..sadly Don't get me wrong, I still love the hero and the idea behind it. It's just so incredibly difficult to pull it off correctly that you just start thinking that maybe it's not a problem with your skills as a player but with the hero itself.
  18. Lunarios

    Shadowblade

    I personally like the idea of the "jack-of-all-trades" idea, but unlike what the recent changes suggest - I like it in a hard-carry style. I have a serious problem with calling Shadowblade a support hero, and I just can't see it happening. He is designed as a carry, he acts like a carry, scales like a carry, and I just see him as a carry. I personally like the idea of building Shadowblade in a STR, AGI, or INT style carry. I see people going sometimes STR carry, sometimes AGI carry, I like the INT carry style (SotM + Dawn + Kuldra for very fast manaburn, evasion null from kuldra, and rang
  19. Lunarios

    Adrenaline

    Yeah that's exactly where I've been going too. I usually go mid with bottle/chalice/ghost marchers, then next item is nomes. I then usually decide whether it's nullstone or building towards dawnbringer based on situation. If he manages to put himself in his comfort zone, he can deal an absurdly scary amount of damage.
  20. Lunarios

    Adrenaline

    I'm just sad because people haven't seen what I've seen. Out of 8 fails there are 2 successes that are absolutely amazing, entire teams get separated and annihilated, people are puzzled and have no idea what happened. It just takes time to get better at him and learn how to play him to reach those successes.
  21. Lunarios

    Adrenaline

    After many losses, many flames that I've received, many games with a banned Adrenaline, many attempts to lane with him, I think I've found out what is he about. Let me tell you what he's not - a short farm carry, a support, a jungler or a sui. I question his ability to duo-long as well. But let me tell you what he is - a mid-lane hero, with the most rewards given correct play. Yes, he is brutally punishing to make mistakes with. He has severe mana issues, difficult to play correctly, almost no harass mechanic, very little farm potential early on. But, to me, he is li
  22. Dunno man, Mid Wars is a fun mode, I personally almost never play it, but when I do I'm really not taking it too seriously - I think balancing it too much would make it competitive, and in the end it's just a fun mode
  23. Anyway, it looks like there's much room for discussion regarding this item. I hope it promotes change.
  24. What about just reversing the text description on it? Why does it have to be "When damaged"? Can't it be "When damaging enemy heroes, gain 1 charge for every 15 post-mitigation damage dealt" (ignoring splash of course) Is it a possibility? Kind of fits the item name as well "Bloodborne Maul" - a Maul carrying the blood of its enemies.
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