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Upcoming change suggestions for fun and balance


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#1 Jiminy_Cricket

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Posted 09 March 2018 - 02:56 AM

Upcoming change suggestions for fun and balance:
 
-huskar blood:magic resistance cap reduced at every level.  5% nerf.  This is the strongest defensive skill.  It can be nerfed 
 
and it will still be the strongest defensive skill.
 
-dispersion: to 9/14/18/21 and 8/12/15/17 for str heroes.  Dispersion got over nerfed.  Tanks are a fun part of the game.  There was a time when they were too large and in charge.  Not anymore.
 
-bh ww now disables non-ultimate passives for 3/4/5/6 seconds.
 
-silver edge: passive disable increased from 5 to 6 seconds.
 
-axe call stun duration down .1 second at every level.  Also level 1 call seems to only give armor bonus for 1 second.  
 
Something broken about it.
 
-sentry ward cost from 100 to 90. 
 
-perm invis: now comes with -1 armor and -5% magic resistance.  
 
-heartstopper aura: +.1% (1.5 to 1.6%) and gains +1 hp regen for every enemy hero present in the aura.
 
-troll form: stun duration from 2.0 to 1.8.
 
-fervor: no longer reduces building armor.  edit: no longer reduces armor on anything.  Fervor/troll stun is such a strong combo.  It does not need armor reduction.  Still will be picked a lot and be strong.
 
-chem rage: hp regen from 70 to 60.
 
-reincarnation: slow from 40 to 33%.
 
-fireblast: damage down 5 at every level.
 
-hellfireblast:damage down 5 at every level.
 
-presence of the darklord: +1 armor for every enemy hero present in the aura.
 
-static field: back to being a defensive and offensive skill.  
 
-octarine core: back to healing with passives but reduce to half the % that spells get.  Same should go for items
Items heal for half the % that spells do.
 
-diffusal blade: mana burn lvl 1 from 25 to 40.  lvl 2 to 50.  20 for melee illusions 
10 for ranged illusions.
 
-haunt: cd from 130 to 130/120/110.
 
-supernova: can refresh your ultimate but not an ally's.  The game is more fun when this exists.  If you can refresh your 
 
ally's zues mc, the game is a bit on the luck/broken side.
 
-germinate attack: works on melee or ranged again.  The one hit on melee is pretty rare (to get a really good one) and quite 
 
counterable.  It's a component of a legit build.  How is germinate on melee OP when invis skymage with a stun, sky ult, and mc 
 
not OP? It can be good but it's not insane.
 
-suicide attack no longer loses gold 
 
-tooltips updated to describe skill better.  For example, requiem of souls doesnt explain how much damage will be dealt on 
 
each level.  Hoof stomp doesnt state the radius of the stun.
 
-fix stats sid error msg.
 
-ess from 2/3 to 3/4 on ranged.
 
-toss/ava combo bonus reduced from 20 to 10%.  This combo is already very strong for a stun.  
 
-cast time of earthshaker, pitlord, tree improved to .3.  
 
Heroes that could use a stats boost:  (note the stats might not be perfect estimates of what the hero needs.  Tune as you 
 
wish.)
 
-Earthshaker int +1. Agi and int growth +.1.  Base hp regen to 1.5.
 
-Sven base hp regen to 1.5.
 
-Rhasta str +1. Int, str, and agi growth +.1
 
-KOTL str +1.  Int, str, agi growth +.1
 
-Broodmother base hp regen to 2.0
 
-Chen int +1. agi, str growth +.1
 
-Lich +1 int.  str, agi growth +.1
 
-Enigma +1 int.  Str, agi growth +.1
 
-Space Orc +1 str, +.1 str growth. Base hp regen to 1.5
 
-Witch Doctor +1 agi. +.1 str, agi, int growth.
 
-Crystal Maiden +.1 agi, str int growth.
 
-Necrolyte +.1 agi str int growth
 
-Zues +.1 agi str int growth
 
-Morphling +.1 agi str int growth


Edit:

-Glaives:  reduce bounce damage by 5 %.  Reduce bounce range by 5 %
 
-Shadow raises: reduce damage by 5 at every level.  Lvl 4 300 damage (still crazy but somewhat reduced).
 
-If possible allow more combos such as devour and omnislash.  Many combos you cant pick and should be able to.
 
-Increase cd on axe call by 2 seconds.  This on top of reducing stun duration by .1 second at every level.  (.4s in total).
 
-Ball lightning damage reduction 10%.  Infinite blinks is op.  It doesnt need to damage that much.  Riki blinks about 4 times and gives 100 bonus damage.  With essense aura you can ball like 10 times and do good damage to aoe.  Ball is very strong on a good player.  A pro ball lightning player can easily carry a team.
 
-Essense aura + mana shield.  50% protection from any source is pretty amazing.  Not sure what can be done about this but a 10% nerf would help to balance. 
 
-Sleight of Fist: reduce cd on level one by 6 second and level two by 4 seconds.  Pretty long cd for sof.
 
-Pulse Nova:  scepter slow mechanism looked at.  Pulse nova over rides more than 522 move speed.  You can have max haste (bara) and 3 fiery soul triggers and pulse nova will still slow you to something like 250.  That's crazy.  Pulse slow is too much.
 
-Battlefury: move from 35 to 50% cleave.
 
-Sven cleave: move from 65 lvl4 to 100.  Scaled 40/65/85/100.


#2 Vordik / Captain_Elk

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Posted 09 March 2018 - 12:51 PM

Dispersion is still powerful, bro

Static field passive damaging was very bad experiment.

Chemical Rage on 3 lvl regenerating is not so much problem.

Octarine Core... no comments.

BH ww invis removing passives в†’ lower duration. From 1.5 to 4.5 sec mb.

Suicide squad + cd from 80 to 110/100/90/80

And i don't agree with Berserker's Blood. AM passive is very OP now at low lvls.

 

And i agree with most of your suggestions

Especially with minus armor/resistance at low lvls of Perma invis. But maybe give back hp regen.

 

+increase Slithereen Crush cd



#3 Jiminy_Cricket

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Posted 09 March 2018 - 03:27 PM

Dispersion is especially weak on str now and on agi heroes it's just ok.  It used to be good.

Chem rage is picked almost every game.  Why do you think?  Because it's op.  Dropping some hp regen will help.  Perhaps -5 at lvl 2 and -5 at level 3.

Static field is nice as defense and offense.  If it really is too strong then drop 1% off it from 11 to 10.  The defense makes it counter mc stuns and for that, we thank it.

Magina's passive stronger than huskar's?  Your'e wrong about that.  

 



#4 Vordik / Captain_Elk

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Posted 13 March 2018 - 06:29 PM

Dispersion looks like worse than intented on STR heroes. Maybe problem is there.

 

Chemical Rage.

I was speaking about regeneration at 3 lvl. That's nothing, but decreasing at all levels looks better.

But it's ot OP. Flesh Golem better in many situations. Just trust me :)

 

Static field. I said all.

 

Yes, stronger. There's bad idea to walk with low hp anyway.

Especially when AM pass have 30% chance to reflect spell even at 1 lvl. I said them to reduce chance at low levels, but no reaction.



#5 Vordik / Captain_Elk

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Posted 16 March 2018 - 03:14 PM

Just see this. Did you still think this shit is not OP?))

I was very sleeping during this game and make many mistakes. Enemy have much pure damage and doom/demonic purge, which removes passives with aghanim (what means fast push needed).

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#6 Jiminy_Cricket

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Posted 16 March 2018 - 04:51 PM

it looks just ok.  You had sunder, which saved you many times.  You were dying a lot.  Just lucky the other team didnt have hard carries.  Try your luck vs troll form bt or chem rage.  Dispersion is kinda weak now.  No octarine heal.  Cant use str heroes.  No supernova haunt.  Sad times.



#7 Jiminy_Cricket

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Posted 13 May 2018 - 04:41 PM

Please do this or something close to it.  So tired or perma bash troll. 20-1 hero almost every game with 4 double kills and 2 triple kills.  Troll bash can perma stun you, easily.  Very reminiscent of the old bara bash.

-troll form: stun duration from 2.0 to 1.8.
 
-fervor: no longer reduces building armor.  edit: no longer reduces armor on anything.  Fervor/troll stun is such a strong combo.  It does not need armor reduction.  Still will be picked a lot and be strong.





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