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Community Dream Patch - Brainstorming thread


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iam glad and happy for your efforts all of you tbh i appreciate that thank you guys for letting this game standing .

 

i know this game right now is better than any other moba games i tried most of them HON now and was the best .

 

if just more heroes and skins add from time to time nothing more will be perfect 

 

do you think guys with everything and the situation is that possible ? 

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There's not much you can do about developer resources. The parent company has to accommodate for that.    Even if players donated a million dollars, that doesn't mean they can get what they

How to handle queue times on so many game modes?? easy! Guild Wars for example has automatic rotating events for it.  Give us 4x or 5x silver rewards at certain times. Queue times for the modes w

Hi guys, If you wanted to ever write your own dream patch notes or introduce certain changes into HoN, I would like to see them. Note the following expectations: There should be 0 expe

24 minutes ago, ZLOfm said:

 

Listen, maybe then it will be easier for us to negotiate with Garena or who is there now about the purchase of the game and the source code? How can you even negotiate with them?

It's not for sale and it's their IP. 

They have been approached at least once a week about selling the IP, the answer is always no from the higher ups. These aren't from random players either, they're from serious prospective purchasers.

Edited by ElementUser
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I don't know if it's too late already, but there is one small thing I forgot to add - Flux SotM.

It's a little bit redundant and weak (the effect), in practice it only adds +100 pull/push distance. (while a restoration stone for +/- almost the same price adds +800 pull/push distance)

Can it be changed to something more impactful?

 

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13 hours ago, Lunarios said:

I don't know if it's too late already, but there is one small thing I forgot to add - Flux SotM.

It's a little bit redundant and weak (the effect), in practice it only adds +100 pull/push distance. (while a restoration stone for +/- almost the same price adds +800 pull/push distance)

Can it be changed to something more impactful?

 

While it not should'nt simply add more push/pull distant we should discuss if a bond/restrain effect can be added.

Pure damage or slow is also disregarded imo. I'd like to see some kind of 1.5 sec of perplex and fear or with the addition of 3 second restrain afterwards. 

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I've always thought games would be more fun if the jungle is extended on Kongor's side. Another camp close to the ancients. It always have seemed a bit off to me that there's only an ancients jungle camp on the Kongor's side. It will allow the long lane/suicide more versatility. I also believe it might help in games that snowball hard, since enemy players will likely look to control your jungle and you'd be forced to either fight or split-push the other lanes. I wonder what other people think about this and if it's even achievable?

Edited by _stix
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Ouch, I forgot to reserve page 3. Well, in the end I still stick to update the first page of my post about dream patch.

If anyone wonders about my intelligence regarding this game, then consider yourself visiting this thread:

Alternatively, visit this blog below to see the compiled version of the threads/posts I made on this Official HoN Forum:
newerthbrainstorm.blogspot.com

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War Beast's SotM effect is problematic for 3 reasons:

  1. Routinely obsolete - The effect becomes completely useless while WB is transformed. It literally does nothing.
  2. Decaying value - During mid/late game, the ult's cooldown becomes shorter, causing SotM's effect to have even less value as WB will be transformed more often.
  3. Lack of synergy - Aside from bonus HP, the SotM effect provides mostly offensive bonuses when War Beast needs to be the most defensive (ultimate on cooldown).


Here is my suggestion:

War Beast

Metamorphosis
- Staff of the Master effect change (to pre-existing):
* Previous bonuses removed.
* Increases duration of transformation by 1 second for every count of 'Primal Rage'.
* Optional: Instead, increase move speed bonus while transformed by 8 for every count of 'Primal Rage'.
* Optional: Instead, increase critical chance while transformed by 2% for every count of 'Primal Rage'.
+ Note: counts of 'Primal Rage' cannot be gained before SotM is acquired (see skill below). 

Primal Rage
- Staff of the Master effect addition (new):
* Allows you to cast this skill to target an enemy hero within 1000 range, reducing the target's cast time by 50/60/70/80 and granting vision of the target for 10 seconds. If the target dies while affected by Primal Rage, cooldown is refreshed and War Beast gains one count of 'Primal Rage'. Cooldown: 20 seconds. Mana cost: 50.

Summon Hellhounds
- Staff of the Master effect addition (new):
* Hellhounds' max health increased to 550/600/650/700 and attack speed/time/cooldown are matched to War Beast's.

Edited by Ravath
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As a potential carry, Riptide lacks proper scalability in his kit. My SotM suggestion provides some scalability and farming utility to open up avenues for carry roles.

Here is my suggestion:

Riptide

In My Element
- Staff of the Master effect addition (new):
* Gains cleave while on water.
* Increases agility while on water: 20 + 30%/45%/60%/75% Agility
* Maximum number of puddles increased to 3/4/5/6, with cast range of 1000.

Edited by Ravath
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Reverting oogie nerfs made since 4.3.3. Mostly in regards to ulti duration and cooldown.

Reverting the rework of armor of the mad mage, or reinstitute ultors heavy plate.

I miss the old jade spire and would in bias like its return.

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Dream patch remains a dream after all. I congratulates some Newerthians here getting their suggestion implemented and soon immortalized.

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If anyone wonders about my intelligence regarding this game, then consider yourself visiting this thread:

Alternatively, visit this blog below to see the compiled version of the threads/posts I made on this Official HoN Forum:
newerthbrainstorm.blogspot.com

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