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Attempt of balancing Adrenaline including a minor rework to make him more interesting and valuable


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Simplest solution: remove the hero.

Just kidding (or am I).
 

 

In any case, Adrenaline is one of those heroes that are either way too strong or frustrating, or way too... i dont know... useless.

There have been plenty of attempts to balance him in the past, most of which adressed his spawns and his Q, aswell as his mana regeneration.
But in my personal oppinion his actual issue is the way his stacks work in general.

By redesigning his dash most of his problems could be resolved in one go and he could turn into an actually beneficial AND unique hero that STILL is an asset to the ENTIRE team.

Also slightly altering his Q damage could resolve a few of the heroes early game issues in terms of powerlevel.

 

Following my rework proposal, at the very end of each I will include a few thoughts.

 

Shard Blast

Quote

Current:
Range: 800
Mana cost: 35% of Max Mana

Target a direction to throw a projectile, dealing 50 / 100 / 150 / 200 Magic Damage to the first enemy hero it hits and applying 6 / 7 / 8 / 9 Dread Stacks if Rush is leveled.
-Projectiles that hit bounce off the target into the air. If Adrenaline catches the projectile, he
regains 35% of his max mana.
-If the projectile hits the ground, it will
spawn an Ember Shard for 5 seconds.

Proposed Change:
Range: 800
Mana cost: 30% of Max Mana + 10% of max mana up to 70% for every consecutive cast within 3 seconds of the last cast

Target a direction to throw a projectile, dealing 30 / 60 / 90 / 120 plus 8% of the targets current HP as Magic Damage to the first enemy hero it hits and applying 4 / 5 / 6 / 7 Dread Stacks if Rush is leveled.
-Projectiles that hit bounce off the target into the air. If Adrenaline catches the projectile, he
regains 80% of mana expended.
-If the projectile hits the ground, it will
spawn an Ember Shard for 5 seconds.

The problem with Shard Blast was it's early game harassing power due to it not having any cooldown, recycling it's own Mana and the passive Manageneration if failed to do so.
In Increasing it's Manacost gradually and reducing the amount of mana returned if catching the projectile, that issue for the most part resolves itself and a cooldown may be removed again.
Additionally, by converting part of the abilities damage dealt to current HP damage instead of flat damage, it synergizes better with his entire HP based kit and also proves less potent while still viable during early laning stages, while simultaneously maintaining it's lategame viability against HP heavy heroes to allow him to remain a threat for high HP targets but simultaneously allow low HP targets to still stand a chance. Please also refer to his proposed Dread Stack mechanics for further information on the application of those.

Rush

Quote

Current:
Range: 450
Mana cost: {40}% of Max Mana

Target a direction to dash 450 units, dealing 20  True Damage to enemy units you pass through and consumes all Dread Stacks on them, dealing an additional 1% of the enemy unit's Max Health per Dread Stack consumed.
Passively causes autoattacks from self and illusions to apply 2 Dread Stacks on a target, lasting 6 seconds and refreshing on hit.
Maximum of
12 / 20 / 28 / 36 Dread Stacks. Destroys trees.

Proposed Change:
Range: 450
Mana cost: {40}% of Max Mana + 10% of max mana up to 70% for every consecutive cast within 3 seconds of the last cast

Target a direction to dash 450 units, dealing 60 / 80 / 100 / 120 True Damage to enemy units you pass through and consumes all Dread Stacks on them, dealing an additional 0.7% of the enemy unit's Max Health per Dread Stack consumed.
Passively causes autoattacks from self and illusions to apply 2 Dread Stacks on a target, lasting 6 seconds and refreshing on hit.
Maximum of
12 / 20 / 28 / 36 Dread Stacks. Destroys trees.
Dread Stacks reduce the affected units Damage output by 1% per stack
Dread Stacks now are applied as a True Debuff, meaning they go through immunity but may be purged or dispelled.

Changing those Numbers allows Adrenaline to catch up again when falling behind, by allowing him to utilize Rush to farm even if to only a minor extend enabling him to do so.
In addition, the damage dealt through Dread Stacks would be decreased to accomodate for the increased true damage, and the additional utility provided through Dread Stacks. This would ultimately also turn Adrenaline into an asset to his team as he not only just nukes someone away but may now effectively be utilized to keep enemy nukers or damage dealers at bay when the team does not have an advantage, succesfully ridding him of his ridiculous "kill or be useless" state he is currently suffering from.
Allowing opponents to purge them also grants them counter measurement toward being just suppressed by an army of illusions or shards.

Effectively this forces Adrenaline to make a decision on whether to continue playing as aggressive (but dealing slightly less damage via the means of nuke) as before, or putting his newly won utility to good use by using it as a means of controlling rather than just bursting.

Additionally, increasing the cost of subsequent instances of the ability also deals with the frustrational factor alot of people feel when having to chase or being chased by an Adrenaline.

Ember Shard

Quote

Current:
Passively grants Adrenaline Mana Regeneration equal to {3,4,5,6,7}% of his max Mana per second.
If Adrenaline kills an enemy hero, he receives
{20,40,60,80,100}% of his Max Mana ({5,10,15,20,25}% for non-hero units).

Proposed Change:
Passively grants Adrenaline Mana Regeneration equal to {5,6,7,8,9}% of his max Mana per second.
If Adrenaline kills an enemy hero, he receives
{20,40,60,80,100}% of his Max Mana ({5,10,15,20,25}% for non-hero units).

Alternatively:
Passively grants Adrenaline Mana Regeneration equal to 10 + {4,5,6,7,8}% of his missing Mana per second.
If Adrenaline kills an enemy hero, he receives
{20,40,60,80,100}% of his Max Mana ({5,10,15,20,25}% for non-hero units).

In order to make up for his increased Mana Cost and Decreased Dread Stack damage, mana regeneration may be elevated again.
The alternative suggestion would allow adrenaline to remain a threat and potent when played active on a low mana pool and force him to consider his manapool and regeneration when it comes to full combo as it will take him significantly longer to regenerate mana, the more mana he has left / already regenerated.
 

Potential Staff of the Master addition:
Activate to turn into a stationary Shard for up to 10 seconds. After 2 seconds this ability may be activated again to end your state early. While transformed you can not be stunned and you are permanently restrained and immobilized (can not be purged). During your Ember Shard state you have 1600 units attackrange and deal 50 / 60 / 70 / 80% of your attackdamage to your target and all other spawned Ember Shards will focus the same target as you and receive global attackrange. While in that state you may cast Shard Blast but neither Rush nor Death's Halo. You receive +5 Attackspeed per Dread Stack on your targeted opponent while in this state. Your Attacks in this state will only deal physical damage and may be amplified by Attackmodifiers, but not altered in their Damage Type (Harkon's Blade).
22 seconds cooldown, beginning after the state ends.

Basically an attempt in giving the hero an alternate approach that still synergizes with the rest of his kit, mostly curious how people would respond to that idea on him as I personally think it actually fits his kit supremely well.

 

Eat me alive ?

Edited by MerryHONmas
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  • 2 weeks later...

The only thing Adrenaline needs is a penalty to his passive mana regen, if he doesn't hit his spells. Right now you can basically just spam your skills mindlessly with infinite mana. I don't know if it can be coded, but maybe let ALL the mana regen go on a 3 seconds cooldown after missing a spell.

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