MacroHard 151 Posted July 6, 2020 Share Posted July 6, 2020 14 hours ago, ElementUser said: Intelligence grants Mana, Mana Regen, and.....that's it How about making intelligence also give magic armor, analogous to agility? Or cast speed? 1 Toxicity breeds toxicity. Break the cycle. Link to post Share on other sites
LokiAuric 8 Posted July 7, 2020 Share Posted July 7, 2020 12 hours ago, MacroHard said: How about making intelligence also give magic armor, analogous to agility? Or cast speed? Because it would be overbalanced as a stat. Currently each stat gives 2 secondary enhancements: STR provides HP and HP Regen AGI provides Attack Speed and Armor INT provides Mana and Mana Regen If INT were to provide any further benefits by itself then the others would have to be rebranded as well. Link to post Share on other sites
datfizh 38 Posted July 7, 2020 Share Posted July 7, 2020 1 hour ago, LokiAuric said: Because it would be overbalanced as a stat. Currently each stat gives 2 secondary enhancements: STR provides HP and HP Regen AGI provides Attack Speed and Armor INT provides Mana and Mana Regen If INT were to provide any further benefits by itself then the others would have to be rebranded as well. Agree on this. If the 2 enchantments idea should be kept, my choice goes to mana regeneration to be replaced by something else because the there's less or no mechanic of a hero relying on mana regeneration too much unlike max mana. 1 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 Link to post Share on other sites
Hubaris 104 Posted July 7, 2020 Share Posted July 7, 2020 9 hours ago, datfizh said: Agree on this. If the 2 enchantments idea should be kept, my choice goes to mana regeneration to be replaced by something else because the there's less or no mechanic of a hero relying on mana regeneration too much unlike max mana. Mana Regen lets you farm harder, fight longer, push further all without having to go back. For some heroes, it's core to their builds. Not everything needs to do everything. 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? Link to post Share on other sites
datfizh 38 Posted July 7, 2020 Share Posted July 7, 2020 7 minutes ago, Hubaris said: Mana Regen lets you farm harder, fight longer, push further all without having to go back. For some heroes, it's core to their builds. Not everything needs to do everything. Fair point. Though my previous statement didn't intend to make most heroes losing their mana regenerating capability, it could be replaced by having innate mana regeneration instead. The downside I find about innate mana regeneration is the dependency to items in order to scale through the game, unlike mana regeneration from intelligence that scale through both level and item. In the end, I still choose mana regeneration over mana gain to be replaced with new enchantment if the two enchantments are the limit for new enchantment. 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 Link to post Share on other sites
Poseidon 17 Posted August 16, 2020 Share Posted August 16, 2020 On 6/10/2020 at 6:28 AM, Bersk said: What I really would like to see is to change the Magic Lifesteal part of the Item to a Spell Damage Lifesteal. Could open the use of the item to other heros, which would also go in line with its counterpart, since you are not hardly restrained to not buy them (Geos for the case of the dispel, Frostwolf for the active slow; while Grimoire is more binary to the idea of having magic damage) IIRC the original implementation of grimoire had spell damage lifesteal. I used to get it on Deadwood for the lifesteal from his ult (I believe the cooldown reduction was on spellshards at that time). It was a pretty fun build. Link to post Share on other sites
iDEXTER 0 Posted September 16, 2020 Share Posted September 16, 2020 I think Grimoire of Power should just be reverted to its original release. It used to be one of my favorite items in the game. Link to post Share on other sites
datfizh 38 Posted September 17, 2020 Share Posted September 17, 2020 17 hours ago, iDEXTER said: I think Grimoire of Power should just be reverted to its original release. It used to be one of my favorite items in the game. Oh, was that the one amplifying spell damage? I also liked it because it helped scaling up late-game damage to non-auto-attack carries. 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 Link to post Share on other sites
HenryCase 7 Posted September 23, 2020 Share Posted September 23, 2020 On 7/6/2020 at 1:59 PM, MacroHard said: I still think the core design is flawed. The cool down and magic lifesteal benefits casters. The searing effect benefits attacking. This is fundamentally why I insist that the searing effect should be applied through the application of damage, not just normal attacks. This small quality of life improvement would go a long way towards Grimoire viability. This sounds super interesting. Link to post Share on other sites
Hubaris 104 Posted September 23, 2020 Share Posted September 23, 2020 On 9/17/2020 at 3:58 AM, datfizh said: Oh, was that the one amplifying spell damage? I also liked it because it helped scaling up late-game damage to non-auto-attack carries. Decreasing cooldowns does in fact increase your damage (but with way more benefit). Grimoire allows for some really strong spell cycles on heroes and does a lot more than a dull +% damage buff. 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? Link to post Share on other sites
datfizh 38 Posted September 24, 2020 Share Posted September 24, 2020 (edited) On 9/23/2020 at 10:20 PM, Hubaris said: Decreasing cooldowns does in fact increase your damage (but with way more benefit). Grimoire allows for some really strong spell cycles on heroes and does a lot more than a dull +% damage buff. Agree on that statement but there are drawbacks for benefit of cooldown reduction compared to spell damage such as additional mana spent and making the ability on-cooldown. Nonetheless, I like the cooldown reduction. Speaking of old Grimoire, it used to increase auto-attack damage based on mana cost. How about if the percentage of mana cost acts as a buff to deal magic damage on abilities instead of auto-attack? It could be damage overtime replacing current searing effect to lightbrand and its upgrades. Edited February 2, 2021 by datfizh Phrasing the statement. 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 Link to post Share on other sites
ElementUser 839 Posted September 26, 2020 Share Posted September 26, 2020 Went through this thread again, thanks for all the feedback! 1 Link to post Share on other sites
devoautist 5 Posted September 27, 2020 Author Share Posted September 27, 2020 we appreciate this! I rlly think grimmore needs somes changes, specially cuz of his benefits X costs Link to post Share on other sites
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