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TemplarZ

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TemplarZ last won the day on December 13 2021

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  1. Well damn... this just completely ruined my day. Honestly, I don't feel like playing HoN anymore as of right now... cause I know that no matter what I do, or whatever I might buy... it will be gone forever. This has been probably the only game I've played in the last 10 years (like 98% of the time) and I really don't know where to go from here... Can we not get any updates or any new skins or any events after 20 June? Just leave it in the final version that it will be. And also please set up a monthly cost for server maintenance that the players can fulfil (ofc some will donate more than
  2. Honestly, I think that Savage Mace should be at 90% or at least 95% True Strike instead of 100%. Cause the item is a complete counter to evasion... At least give evasion a 5% chance when facing a mace so it has some usage for the amount that you've spent on it. And just on a side note, maybe make Zephyrs Wind Shield work on melees as well but the miss % halved and give 5%/10% movement speed for 3 seconds after attacking someone (like it was before but toned down). Cause Savage Mace (and melee) just make that ability useless as well.
  3. Just gotta say that the 900 range (or range in general) thing will nerf a lot of other heroes along they way if it is implemented. Take Slither, Hag haunt, Artesia (with and even without staff), Bombardier and others in that style of play which Grimoire will become semi-useless on if they get it. I'm sure there is a different approach on how TB can get nerfed. In my opinion it's the W that makes him too strong, high damage, low cd, revelation, stun and movement speed... kind of a jack of all trade skill.
  4. Damn, still no new rotation? Honestly I was the most excited about the new patch cause I thought there was gonna be some new stuff in the ticket redemption store, been saving up for a while
  5. Since we finally know the patch release date. Lemme just refresh this topic. Up up and away!
  6. Myrmidon is a pretty balanced hero atm, but there are a few cases where he becomes questionable. This is mostly for carry Myrmidon and some cases where are doombringer gets dropped and you pick it up. When you are in his Forced Evolution form, it doesn't matter how high your damage is, you will always hit for 240 magic damage. My suggestion is that if you have physical damage higher than 240, hits as extra physical damage (this of course does not work on the splash effect when you have Staff) and you start hitting with mixed damage. It's kinda funny cause if they have magic immunity on, you st
  7. Ever since the wolves got nerfed to deal 0.5 damage, Emerald Warden has become pretty underpowered and often frustrating. I can't count how many times the enemy heroes go uphill or in trees a fraction of a second before the wolves hit, and the ability deal close to no damage cause of it. I propose something more balanced to prevent his W from being useless at times. If you have seen the enemy within the last 4 seconds (could also work with 3 seconds) before the wolves final contact, they deal full damage. only if they haven't been visible for 4 seconds and the wolves hit them, do th
  8. First of all, I'm going to start this off with Frostwolf Skull, why not make the recipe for it cost 900, like for Geometers Bane and Grimoire Of Power? Isn't that the whole point of the "Brands" to be the same for every attribute. And honestly making it 100 gold more expensive won't make any difference to it. Second of all, multiple units selections. For example when I play Ophelia even though I put all my neutrals on a key bind, I would like when they are all selected to be able to place them in order of my own choosing instead of random. I have a suggestions for this on how it can be im
  9. Shadowblade is my favorite hero, but I feel like these buffs are too much. I like that the penalty finally got removed but now the E is over buffed. Keep in my, his E already does 80% of your int as extra damage with every hit, so the stun's (and maybe even the extra damage on the first hit) feels a bit much. I feel like the stun should be changed to a mini-stun, like Flints (W), just so Shadowblade has the option to cancel a tp or a channeling spell (like many other carries) but not hold the enemy hero stunned for too long. The extra damage on the first hit can stay cause it's not THAT
  10. I can't update the 32 bit version, every time I press Yes to download the newest version of HoN, the crash report thing opens and I can't download it. I even completely reinstalled the game, and the crash reports keep popping up.
  11. Oh sorry then, I apologize, I'm in that discord group but I haven't noticed the update. Thank you for taking the time and offering your services.
  12. Exactly, like I'm not saying they should be always available. If anything I support the decision to lock them up... But since they decided to make them purchasable throughout different time periods when people asked for them (and they announced their availability) it would have only been fair to give us a heads up when they decided to make them unavailable again.
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