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LokiAuric

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  1. Devourer + Revenant Huge map roaming potential and finding anyone is pretty much them dead. Also on-demand invis, then dual invis, means hooks can be done from inches away. Also the -magic armor from rev means all of their abilities to massively more damage. Can also be done with Flux + Revenant
  2. It's not like the tier is important. Getting this much HP in any game without it ending is a pretty massive win regardless. Feel free to try though!
  3. Probably could get huge, but would take a lot more kills to get near Bramble's HP. Probably would get more base damage though.
  4. Sadly, I needed steamboots to actually chase someone and the demonic aura allowed me to get assists for heroes I don't have the chance to actually touch.
  5. MW Game# M160807625 Completely non-scripted (as in, enemy team was trying to win, not in league with us) game. Bramble with 221 stacks on chomp, 2.7k chomp damage every 3 seconds, 17 stacks of corrupted blade and 880 base damage. We were a 5-lock, just as an FYI Enemy team tried to BD all game so 3 of 5 stayed to defend while Bramble and Flint went to get kills. Really fun game and massive Bramble that, at one point, was 1v5 the entire opposing team. Special thanks to my entire team for really playing it slow - backing when needed, becoming defenders of the shrine and suppo
  6. Please please please put up Scorpio Slither! Been waiting forever for it to be on sale since I missed the original release due to a sick family member years ago I will be forever thankful!
  7. Hey there FB staff. I'm interested in buying a couple limited edition avatars - Zodiac Scorpio Slither for example - and I haven't seen them be available yet, even for gold. Any chance these avatars will go back on sale in the shop for gold/silver? Thanks and apologies if this was asked before! - Loki
  8. That was Riftwars (AKA shufflepick) mode. I still play it sometimes, though I have a hard time getting more than 6 people in at a time. So much fun! Gauntlet Q or rampage E on a ranged hero is absurdly strong btw. Especially if you add Blitz mode to it - you can have like 20 gaunt Qs active at once and just explode anyone/anything.
  9. I get what you're saying, but the delay on the ulti is what makes the push back to you useful. You wouldn't want to see a delay on the damage from normal horned strike. Maybe the staff would turn the slow back into a stun+extra damage based on movement speed? Agreed. Also, I'm pretty sure you can't PK when chained to someone. I was giving an example - if you WERE OR ABLE to charge during chain, which you aren't. No mental gymnastics here, just a thorough takedown of your arguments. We'll see how it plays out, but I expect it will go in the same way as when it was first introduc
  10. I mean, this basically. Except 3, no idea how that would work. First off, when you've chained an opponent, you're unable to blink or use movement abilities, so you can't charge away. Let's say, though, that you didn't charge in at the opponent and you can charge while bound, what do you charge? You're trying to isolate the enemy, so you don't want to charge another player, so you charge a random enemy creep? It wouldn't help you at all.
  11. Drag never, ever, did 50-60% of an opponent's HP in damage, unless it was an underleveled support, dragged for the entire duration and maybe a few ranged allied autos. The reason the chains were removed in the past was because they were a glitchy mess that did very little damage and didn't sync with his kit. His whole kit is getting in fast, how does he get out after chaining someone? He can't charge out, he can't PK away, he doesn't have the strength gain that used to make him tanky. It's a real mess. His current ulti is great to put on escaping opponents to bring them back to you. It's
  12. Agreed, it muddled his style and the chains that bind don't work into his kit - he's meant to go in and kill. He's always had a hard time escaping, especially s you can't charge when you have someone chained and you have to charge an opponent (creep, hero or neutral). See above, but what you're asking is Rampage fundamentally changing - that was the idea of Iron Hide when it was given to him a while back, but it didn't work well. There's a big difference between going in and nuking someone, then tossing them back to you (wherever you are) and trying to drag them back. Fu
  13. I disagree. Yes, you can distill the damage as a nuke and the stun with other stunning ultimates, but the part that send the opponent towards rampage is pretty awesome, as it plays (played) into Rampage's kit of moving opponents out of place. I agree that the chains move opponents as well, but artificially, not organically if that makes sense. Basically, ties that bind force you into a choice - move them for damage or use it as a long disable. Also, as I said earlier, Rampage lost many protection mechanics that allows him to run into a group of enemies and pull out the important target. C
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