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Staff of the Master - Suggestions Thread


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Finally have some time to go through some SotM suggestions from this thread & I'm sure some of them will show up in the next patch & in the future!    The contributions here will eve

^ That staff effect being broken balance wise aside, that gameplay is just unfun for everyone involved imo. Being incentivized to drop everything on the ground then comeback to pick them up later, urr

1) halfed cooldown (or more), doubled max range (almost), exponentially increasing attackspeed, inheriting movement mechanics.... if this were a "choose one" thing, fine, but this is ridiculously brok

Hi people of NA/EU server I'm from SEA server and I've been a HoN player since its debut. I'm writing this in regards to Draconis and his status now because I've used him all week and i found out the impact he has before and now is really substantial. I hope the people in charge in the game development read this and I'm still supporting the game because I just bought gold the other days to purchase terminator pebbles :))

It seems his ability two fly around the map is all what he has because ultimate isn't that powerful and Staff of the Master boost is kinda lacking. Though, I admit the cooldown reduction of Staff boost is so good to the level of annoyance to opposing team but he can't do any once locked down. His damage output isn't that great even in lock items matches. 

I reviewed his old video spotlights and other videos came out so I still remember his previous abilities, but I don't intend to return him back at full probably 50% as a suggestion. My suggestion is just bringing back his ability to perch on his ultimate as Staff of the Master boost and increase damage overtime of his ultimate. Also, the perched volcano should be able to be destroyed by few hits and using his teleport on destroyed tower spawns volcano. When perched, his attack and abilities range get increased. 

By implementing my suggestion, he won't be overpowered nor insignificant to the team clashes.

 

On 7/11/2020 at 10:20 PM, datfizh said:

Rephrasing the post, I apologize for the phrasing mistakes and my inability to phrase all the sentences.

You could post your idea by using my quote of your rephrased sentences to this link: https://forums.heroesofnewerth.com/index.php?/topic/459-staff-of-the-master-suggestions-thread/

If I may give my opinion, here goes mine:

Will he be unable to move when perched? I guess it should work like Goldenveil perching ability. Though I have mixed feeling about your suggestion because the once invulnerable volcano becomes vulnerable if Draconis perching it from my understanding of your post, I could get wrong idea.

If I may suggest, he should be able to perch himself to volcano by right-clicking it instead of using his teleport in his Staff boost.

 

 

 

 

Edited by darkside03
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Fayde Staff Upgrade

Sources of non-DoT damage from Fayde now cause a stack of Shadowscarred for 4 seconds reducing  Mana and Health Healing and  Mana and Health Regeneration received by 20% per stack. Shadowscarred stacks to a total of 5 times, and are removed one at a time.

 

While Saforis is the king of anti-healing, Fayde originally was with her Reflection's debuff. There is still room in the game for an anti-healing ability, especially one that can hit an area of effect. Fayde has the unique ability to weave in and out of the field with Shadow Walk, hit multiple people with her near instant Cull, and set up devastating blows with Burning Shadows. Additionally, Fayde tends to fall off in prolonged fights or against heroes who have heals due to the way her Reflection damage is applied (over time and based on their current Health), this will help offset that while also greatly amplifying her teamfight potential. By adding an effect like this, you can also make use of items like Frostfield on her or burstier damage builds in the form of Thunderclaw or Twin Blades, giving her some new builds outside of a single blast and wander around until cooldowns reset. This also plays into Cull's mana burn which can allow her to have great utility against heroes like Oogie, Electrician or Doctor Repulsor.

As a whole I think it adds something unique that isn't a pure upgrade to the hero and should be considered for that reason.

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I need to know something, Newerth. The way we used to be together... I... I don't mean lately, but before... It was real, wasn't it?

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Engineer (New Effect):

Spider mines (Advanced Spider mines):

Spider mines gain a new sub-ability. You can use the new sub-ability (Crawling command) to command the spider-mine to reposition itself in a 1000 radius (following pathing). Has a cooldown of 5 seconds and no mana cost. Mines can be detonated while moving with this ability. Limit of mines increased to 8.

This upgrade allows to power up other interesting aspects of the mine ability besides the damage. While the damage is not directly improved, having control of the mines after the initial position could allow for better grouping of them in one spot (though this could still follow the current restriction). But the important point is that mines could now be used for scouting or for reposition traps in the middle of skirmishes. It could also be used as a better farming tools with neutrals, allowing one to put mines before their spawn, and the using the mines to kill them while still farming in lane.

 

Ichor (New Effect):

I have two options in mind for him.

1. Transfusion (Interfusion):

Ichor's attack damage becomes the attack damage of the targeted unit while linked. (or maybe gain a percentage of it if the effect is too strong)

A simple but strong addition. Gives Ichor a possibility to become a heavy hitter if he links to a carry hero, but one will have to consider if a different item build to get them most of it, or to become a bigger annoyance if left alive for too long as a support.

2. Saint's Blood (Blessed Blood):

Saint's Blood gets a targeted effect. Ichor can cast his E on allied units to transfer his passive for 5 seconds. Has a 10 seconds cooldown, and Ichor loses his passive ability while the buff is active on his ally.

I think this upgrade could be interesting, since it would allow Ichor to focus and link and enemy hero while still being able to protect his carry. My only issue is that I feel it could overlap with Accursed role too much, hence the two options for upgrade.

 

Torturer (Change of effect):

Instead of the current upgrade to his ult, Torturer gets a new passive ability. Everytime that Torturer activates an ability, he gains everything-walking for 3 seconds.

This changes allows Torturer to become a true haunting spirit at the cost of smart use of his abilities. Giving him better flexibility to move around the map will give him better chance potential as long as he has enough mana. He still needs vision, and trees will stay along his path, so there will still be ways to kite him, but the Torturer player will have better reposition options.

 

Puppet Master (Change of effect):

Voodoo Puppet no longer has an upgrade.

Whiplash get an activable targeted effect (Cursed Puppet):

Spawns a Cursed Puppet near self that is linked to target. Any debuff or state taken by the Cursed Puppet is transferred and doubled to the targeted unit, but no damage is transferred. Has a maximum Health of 500/750/1000. Lasts until the target gets more than 1500 units away from the spawned Cursed Puppet, or until the Cursed Puppet is killed. Same cooldown and manacost as Voodoo Puppet, and cannot be cast on the same unit as Voodoo Puppet or onto the Voodoo Puppet itself.

The upgrade goes away from the burst build on Puppet Master and focuses more in his disable capabilities, allowing him to play a better role as a support or semi support if desired.

Edited by Bersk
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  • 2 weeks later...
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Nomad Staff Upgrade

Sandstorm radius increased by 150 units and duration increased by 1 second. Enemies in Sandstorm have their vision range reduced to the range of the Sandstorm and are given a 50% miss chance.

 

Nomad just has damage right now and minor utility on Sandstorm, I propose to give him some unique utility on the spell instead of just giving him more damage (which basically any item can do). This will allow him to weave in and out of fights a lot better, increase his survivability in a new way (by adding Miss chance), and generally disrupt enemy teams. Additionally, by blinding enemies you can more easily bait them into attacking Nomad which can trigger Edge Counter.

 

Quote

Ra Staff Upgrade
While under the effects of Ashes to Ashes, enemies deal % less damage to heroes other than Ra. The % increases with the amount of stacks of Ashes to Ashes Ra has.

Ra has never had the problem of staying alive, so this aims to give him a unique passive that actually makes him the center of attention by dampening enemy damage while they burn from Ashes to Ashes. Ra can now run into enemies and reduce incoming AoE for allies, force enemies to focus him down to gain their damage back, or make them reposition. Additionally, by being the focus, Ashes to Ashes gains more charges letting Ra get even more value as he gets beaten down.

Edited by Hubaris

I need to know something, Newerth. The way we used to be together... I... I don't mean lately, but before... It was real, wasn't it?

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King Klout: Goblin Toss

No longer have charge (or max charge increase to 20)

Increase cast range by 300, and damage deal by goblin toss

Add a sub ability: Change the current Goblin. 1s cooldown

Edited by w3_StarBoy

HoN SEA Player

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  • 2 weeks later...

Gunblade SOTM:

Add a sub ability: Change attack type to melee (allow Gb to build Melee item). 3 seconds cooldown

Passive: Add 20 attack damage when on range mode or 20 agility when on melee mode, 15% chance for attack to deal 1.5x damage on hit when on melee mode

----

Total 30 agility when on melee mode if GB build SOTM himself

Edited by w3_StarBoy

HoN SEA Player

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On 8/31/2020 at 3:22 PM, w3_StarBoy said:

Gunblade SOTM:

Add a sub ability: Change attack type to melee (allow Gb to build Melee item). 3 seconds cooldown

Passive: Add 20 attack damage when on range mode or 20 agility when on melee mode, 15% chance for attack to deal 1.5x damage on hit when on melee mode

----

Total 30 agility when on melee mode if GB build SOTM himself

Because version 4.7.9 already covers Gunblade's melee capability. I propose this staff boost suggestion from your idea:

Gunblade: boosting Grappling Hook

  • Reduces cooldown to 5 seconds.
  • No longer deals damage, applies stun and armor reduction if this ability doesn't reach a maximum charge yet. Has a maximum 80/60/40 charges, a charge is refreshed per second.
  • Consumes all accumulated charges of this ability if maximum charge is already reached on next activation.
  • Increases less damage dealt of grappled target to 50% and increases grapple's duration to 4/6/8 seconds.

Thought process: An optional boost to Gunblade to turn himself into pseudo-melee hero without making him an obvious range-shifter like other range-shifter (Maliken and Wildsoul to name few).

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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  • 2 weeks later...

Maliken: Instead of current effect, change it to his W (Like on MOA, merge it's effects)

Doctor Repulsor: Remove the perplex state when using ulti as well or at least remove the perplex after landing

Magebane: Change the W boost into his E (making it into a passive AOE effect)

Berserker: Instead of boosting his Q, slightly increase damage output from ult (like 1 or 2% of HP), berserker staff rn is basically useless

 

The princess is always in another castle

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  • 3 weeks later...

spacer.pngGladiator

Flagellation:

Staff of the Master imbues Flagellation now with orb effects. Additionally, for every real enemy hero hit reduces the cooldown of Pitfall by 1 second.

 

+To prevent misunderstandings - Gladiator has to buy orb effects such as Harkons, Shieldbreaker etc. SotM only enables the bonuses

Edited by Sn1ke
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spacer.pngAmun-Ra

Ashes to Ashes:

Increases Health Generation to 2/3/4/5 and Magic Damage dealt to 30/40/50/60. Additionally, for every 10% max health missing, Ra gains 1.5 Magic Armor. (Maximum of 13.5 Magic Armor)

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On 7/29/2020 at 8:24 PM, Hubaris said:

While Saforis is the king of anti-healing, Fayde originally was with her Reflection's debuff. There is still room in the game for an anti-healing ability, especially one that can hit an area of effect. Fayde has the unique ability to weave in and out of the field with Shadow Walk, hit multiple people with her near instant Cull, and set up devastating blows with Burning Shadows. Additionally, Fayde tends to fall off in prolonged fights or against heroes who have heals due to the way her Reflection damage is applied (over time and based on their current Health), this will help offset that while also greatly amplifying her teamfight potential. By adding an effect like this, you can also make use of items like Frostfield on her or burstier damage builds in the form of Thunderclaw or Twin Blades, giving her some new builds outside of a single blast and wander around until cooldowns reset. This also plays into Cull's mana burn which can allow her to have great utility against heroes like Oogie, Electrician or Doctor Repulsor.

As a whole I think it adds something unique that isn't a pure upgrade to the hero and should be considered for that reason.

This is an awesome suggestion. I just made a post regarding suggestions on Fayde sotm and something like this would be really original and cool.

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Devourer (eliminating current boost; proposed to boost Devour)

  • Devour buff duration on Decay is increased to 20 seconds and after that the effectiveness is gradually decreased over 10 seconds (Total 30 seconds duration).
  • Devour deals bonus damage (and heal) by 0.6/0.9/1.2x of Devourer's strength.
  • Devour buff lasts 7 seconds and its effectiveness is gradually decreased over duration
  • Devour buff also increases Guttling Hook's range up to additional 340/370/400 (should be non-boosted effect).
  • Every 100 post-mitigate damage taken reduces Guttling Hook's cooldown by 0.3/0.4/0.5/0.6 second (should be non-boosted effect).
Spoiler

Thought Process

  • Devourer's current staff boost is only feasible because of the cooldown reduction, the cast range could be covered by Jade Spire much earlier than building Staff.
  • Just throw some ideas to buff Devourer and create a synergy out of them.

Behemoth (eliminating current boost; proposed to boost Fissure)

  • Change the name after granting the boost to Newerth Split. 
  • Second activation on Fissure deals 80/120/160/200% of Behemoth's attack damage to enemies on Fissure's damage radius as physical damage and apply attack modifier on them.
Spoiler

Thought Process

  • Behemoth's current staff boost just follows the initiator trend to have an initiation tool without making his power out of control.
  • This suggestion is proposed to boost his actual initiation tool in different way than the said initiator trend.
  • This suggestion is inspired by Dota 2 Monkey King's Boundless Strike.

Update pt. 1:

Berzerker (slight rework of current Staff boost):

  • Change the name after granting the boost to Death's Door Manacle. 
  • Chain Spike calculates Berzerker's health than target's health for execution threshold.
  • The rest of the current boost remains the same.
  • Carnage activation no longer grants bonus damage so it gets replaced by a passive to grant bonus damage equals to 5/7/9% of Berzerker's missing health (should be non-boosted effect).
Spoiler

Thought Process

  • Berzerker's current staff boost is rather weak and quite impractical in most case because his current kits is sufficient enough without Staff boost.
  • Carnage's bonus damage taken when active is a mere drawback so this suggestion is proposed to make that liability looked in different way.

Update pt. 2:

Flint Beastwood (slight rework of current Staff boost):

  • Change the name after granting the boost to Bounty Shot. 
  • Money Shot leaves a crosshair for another 4/7/10 seconds after the cast, revealing the target and anything around them like the pre-casting crosshair. Also applies Sighted effect to crosshair target.
  • The crosshair of after-cast can be seen by both enemy and ally.
  • Whoever kills a real hero with the crosshair on them refreshes the cooldown of Money Shot (no longer apply the effect whenever Flint gets a kill).
  • The rest of the current boost remains the same.
Spoiler

Thought Process

  • This suggestion is proposed because often time the items choice for Flint's current boost is sub-optimal than other item choices with no boost.
  • This proposed change will justify the choice to make Flint a burst support hero rather than a burst carry hero from his current boost.

 

Edited by datfizh
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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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  • 3 weeks later...
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Endless Dead - R (Gravekeeper SotM)

When casting Zombie Apocalypse, it also spawns a Gravestone at the location. The Gravestone dies after being hit once by a hero or when a second casting of Zombie Apocalypse happens. Otherwise it lasts indefinitely.

The Gravestone pulses energy, casting Corpse Explosion in a large area around it every X seconds spawning 2 wretched or unstable zombies (randomly determined). Additionally any consumed corpses rise as a Wretched or Unstable Zombie if it was a creep or an Undead Champion if it was a hero.

Note: Wretched, Unstable and Champions do not count as corpses for creating more corpses with Endless Dead.

Reasoning.

I think that Gravekeeper has a huge identity crisis as a hero and I've always loved the idea of Zombie hoards. This effectively will give him more sustained damage in fights, as well as the ability to perform longterm sieges at a tower; which can put pressure of teams defending their last bastion (their Barracks). It can over some time, grind them down much like a zombie apocalypse.

This also has the ability to drop a Zombie Apocalypse midfight and keep the corpses flowing, as well as more pulses from the Gravestone.

Ultimately it gives Gravekeeper some new utility while also trading off on other items he would normally get.

Edited by Hubaris

I need to know something, Newerth. The way we used to be together... I... I don't mean lately, but before... It was real, wasn't it?

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Succubus' Call - Reworked SotM on R

When activating Succubus' Hold you may use it again while channeling to start making the held person walk toward you as long as the channel remains active. Activating it again will stop their walking.

Enemies walk at their current movement rate.

 

Reasoning:

Her current Staff just lets her move about and cast spells, but honestly it pales compared to Shrunken Head or a Jade Spire putting her out of reach. This iteration will instead add to her already devastating kit by making her able to pluck people out of fights or effectively initiate during situations where it would be too dangerous for her or her team to go in.

There is counterplay as Succubus' location can be tracked by the way the target is being moved, as well as by stunning or silencing her to break the hold.

I need to know something, Newerth. The way we used to be together... I... I don't mean lately, but before... It was real, wasn't it?

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  • 2 weeks later...

Soul stealer Staff rework

-Instead of increasing max soul. now makes dread (E) toggle ability. 
-Physical mode passively applies -2/-3/-4/-5 armor+ grants soul stealer additional +0.75 damage every soul collected.
-Magic mode passively applies -2/-3/-4/-5 magic armor + Grants 2 cast speed every soul collected .
 

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Nomad Staff of the Master:

R: Upon succesful activation grants Nomad 1.3 seconds immunity. Upon unsuccesful activation reduces the cooldown by 25% and reduces damage taken by 15% for 3.3 seconds.


the idea is to make the ultimate less of a gamble for the player but not too strong for the opponent. effectively Nomad still "stuns" himself during the activation but with multiple incoming projectiles now doesn't have to perform millisecond gambles anymore. Note that he will still take damage, just won't be affected by stuns, ministuns or slows for the duration.
Additionally to slightly reduce trust factors if the ability does not get triggered, it's cooldown will be slightly decreased and to still have ANY beneficial effect it minorly decreases the damage he takes for the next few seconds, to increase chances of survival.
One of the issues other than it being a "all or none" gamble with the ability in my oppinion, always has been the fact that Nomad effectively stuns himself during it's activation which is why i added an additional 0.3 seconds to both effects to compensate for that.

Q: Now doubles the rate at which E generates charges for the duration, and grants Nomad 10/12.5/15/17.5% Evasion on all attacks from within the Storm and double that from outside (does not stack with other Evasion Modifiers).


Here the idea was simply to make Q less of a one sided ability and grant Nomad some benefits that are valuable on their own too, similar to Zephyrs Cyclones. The numbers are mostly to display the idea and can be changed but personally (and from what I heard others agree) Q is an absolute lackluster in terms of viability to the Nomad himself.

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