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Dimminishing Return needs a harder tweak.

Balance Nerf

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#1 Whiteboard

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Posted 14 December 2014 - 01:41 AM

Self explanatory.

 

Stuns still rules supreme with no contesters other than 1-hit-kill builds.

 

I'd suggest halving the duration right from the second applied stun.

 

Old Tabel being:

 

1:st - 100%

2:st - 75%

3:st - 50%

4:st - 25%

 

New table example:

 

1:st 100%

2:st 50%

3:st 25%

4:st 0%

 

Reason being simple, in competetive envoirrments ganks are swift and a single stun is enough to do the job.

Usually scenario consists of a nuker/stunbot unloading his skillset in 0.4 seconds and then leaves to do other things.

And that was the gank. Real gameplay emerges if the target didnt die during that damage routine - but thats a diffrent topic.

 

It's an eye sore watching low-players and poor performance still have the upper-hand simply because it can be compensated for.

If they couldn't, they are doing something wrong. That shouldn't be rewarded or compensated by their oppononents inability to act.

 

Final words, I expect retards to argue against this. And nothing will change.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#2 DracoL1ch

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Posted 14 December 2014 - 07:26 AM

replace all stuns with ministu + maximum as/ms slow (+silence probably?) -> some stuff become imba, like lycan's ulti. you'll have no chance to stop that bitch. either items do - still fully able to use them meanwhile "stunned".

 

stuns as they are imbalanced in many ways, but still required to handle dozen of skills. suggested system doesnt affect exampled "first stun go off -> have fun, im out". Still 100% would be enough to seal the deal.

 

its require another remake, just like one-hitters. any good ideas there?


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#3 sewww

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Posted 14 December 2014 - 12:01 PM

i Suggest  HS mode ( harmless stuns) where  the stun duration is reduced by 60% on default



#4 Whiteboard

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Posted 14 December 2014 - 12:18 PM

Chronosphere, reverse polarity, black hole, primal roar.

 

If you cant kill a player with these, during these durations - you're doing something wrong.

 

What you're suggesting is individual players alternatives towards other individual players actions. That such a scenario will be forsaken alltogether.

 

Nonsense.

 

There is above mentioned skills that gives the user massive amounts of influence as it is. And incase that wouldnt be enough, you can always use ghost staff or cyclone yourself. Stealth, blink, escapes. Theres plenty of alternatives.

 

The issue is that people are stuck in their comfort zone, knowing that stuns will solve all their problems.

 Most of the time, they are correct. More often than not.

People know this, and hence is the most picked type of disable amongst all disables.

 

---

 

Now assuming, that Shapeshift cannot by stopped by any means at all besides stuns. Implement new things to counter it.

Example a spell, that returns all morphed units to original form.

 

---

 

As for suggestions on remakes, im stumped honestly. Besides adding more content to counter-act old issues. I'd say, so far HS mode is the best shot atm.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#5 Ech0

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Posted 14 December 2014 - 12:35 PM

Aslong as these stay inside -EB i'm cool with it. In -BO stuns are one of the lesser problems and should not be tampered with.



#6 Whiteboard

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Posted 14 December 2014 - 02:07 PM

@Ech0, yes this is strictly within -eb (Extended balance).

 

And I appreciate that mentality.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#7 DracoL1ch

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Posted 19 December 2014 - 09:51 PM

What about option "one stun / +dmg ability per player" on -eb?


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#8 Whiteboard

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Posted 22 December 2014 - 06:13 PM

I got no problems with nukes, personally that is.

 

And on an objective stand point against additional damage. That is just the core mechanic that others mechanics branch out from (mostly).

Which shouldn't be tampered with.

 

I would however enjoy if 2dpp was reduced to 1dpp.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#9 Hillomunkki

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Posted 27 December 2014 - 11:44 AM

Global cooldown for stuns.



#10 Whiteboard

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Posted 28 December 2014 - 08:31 PM

#GlobalCooldown@Stuns

 

I honestly dont believe global cooldown would solve the chain-lock situation.

 

Belief propaganda aside, other sources are common to be a factor during a hero clash. 

Ontop of that, it wont change anything unless the < All other > stunning / disabling abilities are locked longer than the disable timers.

 

If it does pop above a stun duration. I would be satisfied personaly.

 

I do not find it to be an objective solution that is satisfying however.

 

And in which case, instead of silencing / "ability-locking" the caster. I find it more genioune to have less crowd-control involved at all. Rather than delayed.

 

(My most favoured method has been explained in a previous thread "Breaking the stun-meta".)

 

- Sincerely, Whiteboard.


GG humanity, as always.





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