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Staff of the Master - Suggestions Thread


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Fayde (Yet Again) - Umbral Dance

After using Reflection, gain a subskill on R with 3 charges. Using a charge lets Fayde perform a 600 range blink strike on a target that triggers her Reflection damage and gives her 1 second of Shadow Walk.

After breaking the initial invisibility, the remaining charges last for X seconds or until they are all expired. Successive Umbral Dances after the first deal only Y% damage instead of the full amount.

 

This will give her an alternate initiation option as well as make her really slippery, playing into her fade into shadows idea. There's an issue where you sometimes have to lose the massive Reflection break damage to cover a gap with Burning Shadows so this should also help with that aspect. She will be able to strike backlines, move around and set up great line stuns instead of just relying on being a one and done hero. Additionally, it gives her some anti-tank properties, as Reflection's Damage scales based on current health.

Edited by Hubaris
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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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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

Aluna

Power Throw

New Staff effect: Heroes hit by an Emerald Red Effect enhanced Power Throw will be killed instantly if they are under a certain health % threshold.

Percentage Health Kill Threshold: 14%/16%/18%

 

 

Sir Benzington

Knightfall

New Staff effect: activate to instantly jump into the air for 5 seconds. While in the air you may choose an area globally to land. If no area was chosen you will fall back down to your initial position. Aoe Fall Damage increased to 300/450/600.

 

 

Magmus

Steam Bath

New Staff effect: While in Steam Bath Magmus has 10/15/20 additional magic armor. Steam Baths AOE damage effect lingers for 5 seconds after it is canceled. 

Edited by Stahlzeit
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Rampage staff suggestion: boosting Stampede

Upon impact, applies Greater Rhino effect.

Greater Rhino deals 100/175/250/325 Physical Damage, apply current level of Horned Strike, and pushes enemy unit up to 350 units toward Rampage after 2 seconds delay.

Thought Process:

  • Some people can't let Greater Rhino go.
  • Win-win solution to both Chain that Binds fans and Greater Rhino fans at least.
Edited by datfizh
Increase the delay to chain-stun the ability.

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8 hours ago, Ladonien said:

Circe:

When used the ulti on a enemy hero, gets the ulti upgraded by staff during the duration.

Problem with this one is that not every hero has a Staff upgrade currently, which makes it sometimes do absolutely nothing. It's kind of the same problem Empath has which is a shame.

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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27 minutes ago, Hubaris said:

Problem with this one is that not every hero has a Staff upgrade currently, which makes it sometimes do absolutely nothing. It's kind of the same problem Empath has which is a shame.

But it is something, since Circe doesnt have any staff effect yet.

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  • 3 weeks later...

Gladiator, new Staff of the Master effect:

[E] Flagellation

Increases the bonus damage from 20/40/60/80 to 60/80/100/120. Can now target a location to deal the same amount of true damage. Cooldown is increased for 2 seconds, when used in this manner.

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  • 4 weeks later...

Magmus Staff of the Master suggestion: boosting Eruption

Besides the current Staff of the Master boost, ends the channeling early only reduce the number of pulse release instead of completely wasting mana and put the ultimate on cooldown. Knocks up enemy units by 0.5 second for every 3 pulses of ultimate they take.

Thought Process:

  • Fail-safe staff boost similar to Lodestone's staff boost and disable feature on staff boost similar to Glacius' staff boost.
  • This suggestion is proposed because current Magmus' staff boost is not worth the cost.

Ichor Staff of the Master suggestion: boosting Bloodrush

Also increases Stun and Debuff duration upon application by 10/15/20% to enemy heroes in aura and heals allied heroes in aura by 0.5/1/1.5% of their max health per attack.

Thought Process:

  • Ichor's design plays around debuff so this suggestion suits him.
  • Ichor's ultimate grants attack speed and this suggestion brings Keeper's old ability back, mechanically.
  • The suggestion can't be afforded by usual item so it should have a place.

Witch Slayer Staff of the Master suggestion: boosting Silver Bullet (eliminating the current boost)

Deals bonus damage by percentage difference between Witch Slayer's current mana percentage and target's current mana percentage. (see here for few detail)

Thought Process:

Pyromancer Staff of the Master suggestion: boosting Blazing Strike (eliminating the current boost)

Change targeting scheme to Superior Magic. Deals default magic damage and sends 3/4/5 auto-attacks to target in quick succession. 50% of damage dealt to target damages enemy in 600 radius to target. (see here for better explanation)

Thought Process:

  • Slight synergy to Fervor on applying negative effect.
  • Simple damage boost is quite boring.

Circe Staff of the Master suggestion: boosting Twisted Visage

Can control Circe pre-ultimate during Twisted Visage duration but limit to only her abilities (similar mechanic as Empath's As One but she controls 2 heroes).

  • Circe and her transformed form shares mana.
  • Twisted Visage is off cooldown during transformation and she can activate it to have another transformation for the rest of duration (the transformed form channels the ability instead of real Circe).

Thought Process:

  • Circe has no Staff effect yet.
  • This boost rewards micro-management even more.

Gravekeeper Staff of the Master suggestion: boosting Zombie Apocalypse

Transmutes valid enemy units in radius and adds the number of zombies equal to the number of transmuted units.

Thought Process:

  • Anti-summoner Staff boost so the overall damage isn't soaked away but instead increased.
  • Gravekeeper has no Staff effect yet.
Edited by datfizh
Magmus...
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  • 2 months later...

Skrap

Unleash Vorax

New Staff effect: As long as Vorax is alive creeps in his lane move and attack 25% faster and give only 50% gold and experience bounty. The affected lane also spawns creeps every 15 seconds.

 

 

QI

Enlightenment

New Staff effect: QI passively gains a radiating Aura. Dealing 1 Superior Magic Damage every 2 seconds in an area of 250. This counts as Ability Damage.

Edited by Stahlzeit
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Blood Hunter SotM:

Hemorrhage applies Blood Crazy (Q) to all target affected with it.

 

Straightforward. There is still no item that grants an AoE Silence effect so there is no issue with item redundancy here. I think it would be a pretty good reward for a subpar item, as hitting 2-3 people with an extra Silence could prove to be very dangerous. Even though Blood Hunter can't increase the durations by attacking (as he can only hit one at a time) it would also help to trigger Feast as they will have Blood Crazy on them, giving him a little more survivability as well.

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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Flux has an underwhelming SotM effect. Global range provides very little benefit, +100 distance range overshadowed greatly by Restoration Stone. 

I suggest a new SotM effect for Flux:

Enemies affected by Discharge become affected by "Gravity Fluctuation". Enemies affected by this state are pulled to the ally heroes within radius (An ally hero of the enemy, capped at 400/500/600 radius from the center of the enemy hero) at a speed of 30/40/50 units per second (Stacks per each ally per direction). This state lasts for 5 seconds. This state is superior magic and can not be dispelled (Like Salforis Ultimate). This effect does not apply restrain. 

On top of that, applies an additional instance of "Release" effect which causes enemies to take an additional 10% damage on Pull Polarity, and deal 10% less damage on Push Polarity. The effect caused by Flux Ultimate stacks with his Q, causing a 20% increased damage taken or 20% reduced damage dealt based on Polarity. This effect is capped at 20% and unable to stack further with Restoration Stone. This state is not superior magic. This state can be dispelled.

 

Explanation:

Flux together with Restoration Stone already provide a maximum of 1600 unit displacement distance, which is a +800 increase in distance units. SotM merely provides +100 for almost the same price tag.

Usually Flux will initiate a fight when the enemy team is in no greater separation distance than a 2000 radius, meaning any additional radius units are redundant in fight efficiency. This means that there will only be a very minor slight niche use in helping an ally across the map; the scenario is extremely rare and not worthy of 4200 gold.

The new suggested effect acts as a mass confusion ability, acting to hinder all the player's instincts regarding timings/distance/speed - shifting the movement speed constantly depending on the allies around him, acting as an invisible gravitational spider web; promoting an interesting and different way to play Flux and to conduct a teamfight with Flux in the team.

The secondary effect is intended to be a niche effect that provides an additional edge over the enemies.

 

Edited by Lunarios
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On 1/24/2021 at 9:59 AM, datfizh said:

Magmus Staff of the Master suggestion: boosting Eruption

Besides the current Staff of the Master boost, ends the channeling early only reduce the number of pulse release instead of completely wasting mana and put the ultimate on cooldown. Knocks up enemy units by 0.5 second for every 3 pulses of ultimate they take.

Thought Process:

  • Fail-safe staff boost similar to Lodestone's staff boost and disable feature on staff boost similar to Glacius' staff boost.
  • This suggestion is proposed because current Magmus' staff boost is not worth the cost.

Ichor Staff of the Master suggestion: boosting Bloodrush

Also increases Stun and Debuff duration upon application by 10/15/20% to enemy heroes in aura and heals allied heroes in aura by 0.5/1/1.5% of their max health per attack.

Thought Process:

  • Ichor's design plays around debuff so this suggestion suits him.
  • Ichor's ultimate grants attack speed and this suggestion brings Keeper's old ability back, mechanically.
  • The suggestion can't be afforded by usual item so it should have a place.

Witch Slayer Staff of the Master suggestion: boosting Silver Bullet (eliminating the current boost)

Deals bonus damage by percentage difference between Witch Slayer's current mana percentage and target's current mana percentage. (see here for few detail)

Thought Process:

Pyromancer Staff of the Master suggestion: boosting Blazing Strike (eliminating the current boost)

Change targeting scheme to Superior Magic. Deals default magic damage and sends 3/4/5 auto-attacks to target in quick succession. 50% of damage dealt to target damages enemy in 600 radius to target. (see here for better explanation)

Thought Process:

  • Slight synergy to Fervor on applying negative effect.
  • Simple damage boost is quite boring.

Circe Staff of the Master suggestion: boosting Twisted Visage

Can control Circe pre-ultimate during Twisted Visage duration but limit to only her abilities (similar mechanic as Empath's As One but she controls 2 heroes).

  • Circe and her transformed form shares mana.
  • Twisted Visage is off cooldown during transformation and she can activate it to have another transformation for the rest of duration (the transformed form channels the ability instead of real Circe).

Thought Process:

  • Circe has no Staff effect yet.
  • This boost rewards micro-management even more.

Gravekeeper Staff of the Master suggestion: boosting Zombie Apocalypse

Transmutes valid enemy units in radius and adds the number of zombies equal to the number of transmuted units.

Thought Process:

  • Anti-summoner Staff boost so the overall damage isn't soaked away but instead increased.
  • Gravekeeper has no Staff effect yet.

I like all this ideas, especially Circe staff effect. That is probably the best suggestion here. Well done (no sarcasm). But I don’t understand how to control two heroes at once, when one hero is hiding?

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15 hours ago, Bethrazen said:

I like all this ideas, especially Circe staff effect. That is probably the best suggestion here. Well done (no sarcasm). But I don’t understand how to control two heroes at once, when one hero is hiding?

Good question. I assume the boosted ultimate of Circe will have similar case as Parasite's Infest but it has similar freedom as Empath.

Edit: The transformed form also replaces Circe on applying the 2nd ability and 3rd ability.

Edited by datfizh
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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 eventually be read! Thank you for all your contributions 🙂 

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  • 2 weeks later...

For war beast, make his staff of the master now taper off slowly. So like 15 seconds of the full ultimate and have his ultimate effects then slowly taper off for 10-15 seconds or something instead of ending abruptly. Something like he slowly loses the movement speed bonus/health bonus or something. 

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26 minutes ago, fid1 said:

For war beast, make his staff of the master now taper off slowly. So like 15 seconds of the full ultimate and have his ultimate effects then slowly taper off for 10-15 seconds or something instead of ending abruptly. Something like he slowly loses the movement speed bonus/health bonus or something. 

I disagree for few reasons:

  • He's already hard to be chased and he could chase flee enemy easily.
  • His Staff boost is quite decent already if given by someone; free max health, free Riftshards, and increased attack speed are no joke.

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

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Normal War beast is hard to farm outside the jungle. WB also isn't easy to get full 6 slot items. But if you chose between SOTM and heart. I could say SOTM is far better

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The thing is that warbeast's ultimate cooldown is a whole 65 seconds.  He has 16 seconds to chase down and kill people. Sure he has huge movement speed but he has to chase to get every hit in and not get disabled while doing so. He has no lockdown at all and so lots of items/abilities can be used to waste those 16 precious seconds he has to do dmg. I think people forget that most of the time warbeast spends the first 3 seconds of his ultimate just chasing towards his target. Not to mention that people can just teleport out right when they see him just like people do to Bloodhunter when he uses his ultimate leading to a lot of frustration. 

 

I think his current staff of the master is pointless since sure having those buffs become permanent sounds good, however, warbeast becomes a walking creep after his ultimate since literally every hero can kite him and he isn't a threat anymore. So giving him those buffs permanently doesn't make a much of a difference since those buffs only matter when he's in his ultimate form and able to chase down heroes. 

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