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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

Some more suggestions for SOTM effects.

Circe: Doppelganger cooldown is reduced to 4 seconds whenever it is used to create an illusion of Circe. Deceive cooldown is reduced to 4 seconds.

Kinesis (additional effect): Thoughtstealcan now is also castable on allied heroes, controlled units, and neutrals.

Goldenveil (additional effect): Perch can now also be used on gadgets (including wards) and structures.

Apex (additional effect): While using the channeling effect of The Burning Ember, a pulse of fire that does 50 damage (non-DOT) will be cast every 2 seconds in a 1000 radius. This pulse destroys trees.

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Accursed 

Current SotM effect (activate while silenced or stunned) reduces counterplay and doesn't add any depth of play to the hero itself. The bonus duration part can be kept.

Suggestion : Whenever an enemy hero is under the Sear debuff for a prolonged time, they're forced into a frenzied state, attacking the closest enemy hero (not a taunt, but rather Puppet Master W effect on enemies only). Adds a disable to the hero which he could use in long games (when he tends to be ignored as a support hero) and has great synergy with both Fire Shield & Flame Consumption.

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Tarot 

It's sad that she does not have any staff till now

Suggestion 1:Far Scry

Every time tarot atack she has 25% to cast Far Scry on any visible unit. Be it hero or Cree. 

 

Suggestion 2: Luck of the Draw 

Every time tarot is ataked she have 25% to reduces the demage by 2x 2.8x or 3.6x

It's like a defensive critical

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On 7/24/2021 at 4:01 AM, ComeAndFeed said:

Tarot 

It's sad that she does not have any staff till now

Suggestion 1:Far Scry

Every time tarot atack she has 25% to cast Far Scry on any visible unit. Be it hero or Cree. 

 

Suggestion 2: Luck of the Draw 

Every time tarot is ataked she have 25% to reduces the demage by 2x 2.8x or 3.6x

It's like a defensive critical

If I may interpret your 2nd suggestion, it means the damage taken by Tarot having a chance to be absorbed by multiplication of Tarot's attack damage. Is that what you meant?

Spoiler

Accursed, SotM additional effect: resets Cauterize cooldown upon Flame Consumption activation and sets Cauterize cooldown to 1 second during the duration of Flame Consumption.

Thought Process:

  • The idea is inspired by Abbadon's Aghanim effect.
  • Cauterize will synergize better with Flame Consumption.
  • The boost opens up new item build for Accursed utilizing the boost.

 

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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On 7/31/2021 at 4:55 AM, datfizh said:

If I may interpret your 2nd suggestion, it means the damage taken by Tarot having a chance to be absorbed by multiplication of Tarot's attack damage. Is that what you meant?

Nah sounds more like enemy only does 50% / 35,71% / 27,78% of its attack damage to Tarot

 

Edited by Stahlzeit
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On 8/3/2021 at 9:07 PM, Stahlzeit said:

Nah sounds more like enemy only does 50% / 35,71% / 27,78% of its attack damage to Tarot

 

Yeah, that could be the case.

Here, another proposed suggestion for Staff of the Master:

there is none yet.

Edited by datfizh
test

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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Night Hound - increase bonus damage from agility when attacking from behind to 70%/100%/130%/160% +/Or
                      -When casting a pounce create a MUCH SMALLER version of smoke cloud that lasts 1 second at the location you land

Nitro - Increases the duration of over time by 1 Seconds and attack speed increase from 100- 500 - 200 to 700 

Nomad - Staff of the master now merges mirage strike and true strike into Great Mirage Strike granting the attack speed and 
              - bonus damage from True strike and the invisibly from mirage strike.

Sapphire - ultimate now has no cast animation targets are silenced for 1 second once the crystallization effect has ended/stops.

Sil - increase the amount of blade from death lotus from 4 - 8. increase damage when passed through from 45 - 60. increase damage when struck
    - from 300 - 450

FA  - Increase the AOE of crippling volley by 50%. change it from a immobilize to a superior magic stun. magic damage is also superior.

Gun Blade - Increase damage of crippling slugs from 90 - 150. can now select a target and bullets will seek them out or a location same as now.
          - Increase agility multiplier on shield from 1.5 to 3

Riptide - effects of in my element now linger for 20 seconds after leaving water OR in my element now becomes an active passive that leaves a small puddle 
        - after every 8th attack. puddle lasts 15 seconds

TDL - Taint soul now applies cover of darkness to the target for 1.5 seconds

Circe - Grants the boosted effect of any ability you steal + the max level of that ability. also lowers cooldown of twisted visage by 20 seconds

Oogie - When attacking a enemy hero with kindled fury, steal 8% of their current/ max mana pool dealing 80% of the mana stolen as magic damage.

Skrap - Vorax is no longer visible on the mini map on enemy team nor is he announced on spawning

WarChief - Honestly couldn't think of anything for this hero that wasn't just completely over powered.

Grave Keeper - increase charges of corpse toss from 2 to 3. Defiling touch now throws up to 4 corpses at a target each dealing 80 physical damage 
             - and a 40% + 5% slow per corpse.

Drunken Master - Drunk Charges are now passive.

Glad - pit fall and showdowns cool down reduced to 8 seconds each.

Adrenaline - team mates and adrenaline can leave deaths halo freely. leaving grants a 20% movement speed boost for 2 seconds OR
         -  enemy's inside deaths halo have unlinked vision. enemy's vision reduced to 200

Igor - Cant think of anything that wouldn't be simply over powered. 

Rampage - cant think of anything that wouldn't be simply over powered

Ravenor - charges of ultimate can now be maintained on creeps but will not increase. Max charges now 300.

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Bastón de Warchieft del maestro

1. El tótem de llamas ahora rebota hacia 2 héroes enemigos

El tótem de vida ahora genera 2

3.El poder de los ancianos ahora agrega una nueva habilidad, un tótem lento que reduce la velocidad de movimiento en un 25% en un área de 700, el rango de uso de esta habilidad es de 600

 

I think it will help the hero warchief a lot since in the late game he reaches a stage where he is no longer strong, he is more a buffer for the whole team and his new slow totem ability would help a lot in team fight

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17 hours ago, hydraraid said:

Master's Staff of Warchieft

1. The Flame Totem now bounces towards 2 enemy Heroes

Life totem now spawns 2

3.The power of the elders now adds a new skill, a slow totem that reduces movement speed by 25% in an area of 700, the use range of this skill is 600

Please post in English only.

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3 minutes ago, hydraraid said:

 

it's in english

Master's Staff of Warchieft

1. The Flame Totem now bounces towards 2 enemy Heroes

Life totem now spawns 2

3.The power of the elders now adds a new skill, a slow totem that reduces movement speed by 25% in an area of 700, the use range of this skill is 600

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Slow totem seem a good idea but not worth for 4k2 gold.

And Flame totem bounce to 2 enemy isnt good also.

Spawn 2 life totem at same time is broken.

----

My feedback

- Flame totem attack speed increase 100%, damage decrease 40%, attack bounce to an addition enemy, attack 8 times

- Life Totem attack speed increase 100%, damage decrease 50%, heal 8 times, now also slow the enemy around

- Lightning Totem attack speed increase 50%, attack 3 times (up from 2)

- Base cooldown decrease

- Number attack required to destroy each totem now is 2 (up from 1)

 

Edited by w3wstarboy
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17 minutes ago, w3wstarboy said:

El tótem lento parece una buena idea, pero no vale la pena por 4k2 de oro.

Y el rebote del tótem de la llama a 2 enemigos tampoco es bueno.

El tótem de desove 2 vidas al mismo tiempo está roto.

----

Mi retroalimentación

- La velocidad de ataque del tótem de la llama aumenta un 100%, el daño disminuye un 40%, el ataque rebota a un enemigo adicional, ataca 8 veces

- La velocidad de ataque del tótem de vida aumenta un 100%, el daño disminuye un 50%, cura 8 veces, ahora también ralentiza al enemigo.

- La velocidad de ataque del tótem del relámpago aumenta un 50%, ataca 3 veces (en lugar de 2)

- Disminución del enfriamiento base

- El número de ataques necesarios para destruir cada tótem ahora es 2 (en lugar de 1)

 

and the slow totem would be good in team fight it would be something like its power that the tusk of dota 2 has that slows and can move it but in this case you could not just select the place where you want to place it but the advantage is that you can use it several times in Combination with your ultimate power even though to be destroyed I need 2 to 3 hits

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22 minutes ago, w3wstarboy said:

El tótem lento parece una buena idea, pero no vale la pena por 4k2 de oro.

Y el rebote del tótem de la llama a 2 enemigos tampoco es bueno.

El tótem de desove 2 vidas al mismo tiempo está roto.

----

Mi retroalimentación

- La velocidad de ataque del tótem de la llama aumenta un 100%, el daño disminuye un 40%, el ataque rebota a un enemigo adicional, ataca 8 veces

- La velocidad de ataque del tótem de vida aumenta un 100%, el daño disminuye un 50%, cura 8 veces, ahora también ralentiza al enemigo.

- La velocidad de ataque del tótem del relámpago aumenta un 50%, ataca 3 veces (en lugar de 2)

- Disminución del enfriamiento base

- El número de ataques necesarios para destruir cada tótem ahora es 2 (en lugar de 1)

 

staff of the master would be a good item since warchieft is armed with a tank and the staff gives you life intelligence just what it needs so its staff should not be op because the attributes it gives it is precise

 

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Rampage STOM: Increase Might of the Heard effects to 15% and Applies as an Aura in a 600 unit radius for allies. When activated the effect reduces armor of enemies by 2. This new effect and the movement slow resonates with allies stacking for up to -10 Armor and -175/250/325/400 Move Slow if all 5 allies on an enemy. (Think Behemoth Ultimate calculations)

Niche but small benefit for Rampage which turns to a late-game support option seeming as though Rampage is a ganker.

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Monarch (Change of effect):

Cleansing Wind (Purifying Wind):

Target Type from Target Position to Target Vector. Range from 1400 to Global. The target vector is used to determine the direction in which the gust will be casted. The cast time of this ability is increased by 0.1 for every 1000 units of distance between the casting point and Monarch current position. The spell always affects Monarch even if she is not touched by the gust.


While the current SOTM effect can be really strong, more often than not, as a support one would prefer other items over a conditional second wind, which might not come in time to give your teammates and advantage. This change gives a lot of value to the SOTM effect, as globally assisting your team with a strong purge is not currently available in the game. There is certain degree of counter, as Monarch still has to target the wind and keep the cast time in mind.

Edited by Bersk
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Goldenveil

In addition to the current effect, it gives an additional ability
"Contract to kill"

Cast Time: 0.2 / 0.8 seconds
Target Unit Enemy Heroes
Type - Superior Magic
Range: 3000
Cooldown: 100 seconds

Choose an enemy hero to mark him, and get 4 tokens(Greedgutter).
While Goldenval is in a radius of 3000 around the marked hero-reduces the recharge of perch and plunge by 2 times, and Greedgutter stuns opponents for 2 seconds
The ability is not active while the marked hero is alive. The marked hero does not see the label

Remove Mark when Goldenveil or marked hero died

 

Scrap
it gives an additional ability
"Crazy Riding!"

Cast Time: 0.2 / 0.8 seconds
Target Unit     
Type - Superior Magic
Cooldown: 125 seconds

Passive-Scavenge increases the damage of Vorax. (pre 4.1.4) and enemies no longer see Vorax on the map(sound effect removed too)
Active-choose a Vorax to ride it! While Skrap is riding Vorax - you can choose targets for Rock Smash (press attack), range
Zoomerang and Mousetrap increases by 500, and the attack range by 400.
At the same time, Scrap is invulnerable, but receives 5% of the damage that Vorax receives(except for the damage that he deals to himself)
Scrap can't Dismount while Vorax is Alive

Edited by SJW_LGBT
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Lord Salforis

The Undying(additional effect)

Remove Max of 50 damage. If an enemy hero died under the effect of The Undying and if the effect lasted less than 8 seconds from the moment of casting - The Undying is triggered on a random enemy hero in any part of the map (this trigger cannot be triggered again)

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Gravekeeper
Defiling Touch
There is no need to pick up a corpse anymore. A hero or a building under the action of Defiling Touch becomes a new target for zombies, during the action of Zombie Apocalypse

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Drunken Master
For each used ability and attack for 3 Point Strike activates Untouchable for 1.5 seconds(75 Attack Speed
Negates enemy single-target abilities and projectiles that targets or hits you) on yourself. The duration of the action is added up

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Lodestone
Shatterstorm (additional effect)
While accumulating charges pulls enemies to Lodestone at a rate of 150/175/200 units per second within a radius of 1000
If there were enemy heroes or units within a radius of 300 at the time of activation, then the damage for each hero increases by 100, and for a unit by 30

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