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Haerdal

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  1. I mean that the debuffed enemy cannot attack his allies (unlike with PM W spell). The taunt will either proc on Accursed himself or Accursed allies which you can buff with Shield, hence the synergy.. As for your suggestion, I think it's pretty good. It also helps the hero in a late game fight and Cauterize natural synergy with Consumption only gets stronger.
  2. Haerdal

    New Heroes

    There's no point creating new heroes when there are so many to rework.
  3. Accursed Current SotM effect (activate while silenced or stunned) reduces counterplay and doesn't add any depth of play to the hero itself. The bonus duration part can be kept. Suggestion : Whenever an enemy hero is under the Sear debuff for a prolonged time, they're forced into a frenzied state, attacking the closest enemy hero (not a taunt, but rather Puppet Master W effect on enemies only). Adds a disable to the hero which he could use in long games (when he tends to be ignored as a support hero) and has great synergy with both Fire Shield & Flame Consumption.
  4. Oh. Well, it could be a single target spell with a short range. I chose the fast activation because Magebane relies on auto-attacks and it felt fluid that way but I don't really mind.
  5. Which part ? The effects or the way they spread ? The main suggestion idea is the new debuff which increases mana costs. Its effect would be hidden and may not feel impactful enough for the player. This is why I added a short silence so there is an immediate visible effect to it. As for the way it spreads, it could be an area around the target but since Magebane has great mobility, I gated the AoE effect around it.
  6. Magebane is a passive hero which cannot contribute much to a fight until he gets farmed. It would be a mistake to turn a late game carry into a teamfight machine but I believe that there's room to give the player something to toy with earlier into the game. Suggestion : New Q active. Activate to grant a debuff to Magebane next attack. Next attack will apply a mana burden debuff to struck enemy and enemies in a cone behind it. The mana burden debuff causes enemies to be silenced for a very short duration and mana costs to be increased for a slight duration afterwards. I chose a cone effect
  7. Current SotM effect (activate while silenced or stunned) reduces counterplay and doesn't add any depth of play to the hero itself. The bonus duration part can be kept. Suggestion : Whenever an enemy hero is under the Sear debuff for a prolonged time, they're forced into a frenzied state, attacking the closest enemy hero (not a taunt, but rather Puppet Master W effect on enemies only). Adds a disable to the hero which he could use in long games (when he tends to be ignored as a support hero) and has great synergy with both Fire Shield & Flame Consumption.
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