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Skills i'd like to see buffed in future updates.

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#161 Entrails

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Posted 15 April 2016 - 12:04 PM

And that is a problem?

yes. they end up healing not dying



#162 Burnt

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Posted 15 April 2016 - 05:24 PM

That's why agha for PV exists.

sorry what's PV?


totally BURNT


#163 Entrails

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Posted 16 April 2016 - 03:24 AM

sorry what's PV?

i guess thats Poison noVa



#164 Whiteboard

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Posted 16 April 2016 - 05:21 PM

yes. they end up healing not dying

I dont follow tbh, ill hit the punchline instead.

 

If its a mechanic faulth and they end up healing when death was imminent - it needs to be fixed.
- Disregarding the nature of the antihealing mechanic freqnuency of reducing your hitpoints to a previous state with a minor reduction.

 

If you're complaining about Iceblast being tedious to use, I will disregard the complaint.

 - This is what seperates Dota1+2+Lod from the mainstream mobas that wants to draw in the mindless herds. I prefer it that way.

 

Some kinks are needed to keep things instresting and satisfying.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#165 Hillomunkki

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Posted 16 April 2016 - 08:14 PM

There needs to be an ability designed solely around killing people near the fountain. Thankfully, I've got one:

 

ThunderesQ's Wrath:

 

Deals damage equal to the maximum health of the closest building. Hits everyone including you and your team mates.

 

EDIT: It has some cool synergies with other spells, Power Cogs are considered buildings and only have 3 health. How convenient.

 

EDIT2: On a more serious note, Poison Nova is already really fucking good even without the regen-blocking aspect. You people are just used to retarded burst damage.



#166 Whiteboard

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Posted 17 April 2016 - 02:21 PM

 

EDIT2: On a more serious note, Poison Nova is already really fucking good even without the regen-blocking aspect. You people are just used to retarded burst damage.

 

Well spoken.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#167 Jiminy_Cricket

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Posted 26 May 2016 - 05:35 AM

Presence of the Dark Lord - in addition to the current skill (Armor Reduction: 3/4/5/6)  -8/12/16/20% magic resistance and move radius from 900 to 1000



#168 Entrails

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Posted 26 May 2016 - 08:12 AM

Presence of the Dark Lord - in addition to the current skill (Armor Reduction: 3/4/5/6)  -8/12/16/20% magic resistance and move radius from 900 to 1000

magic resistance should be 6.66/12.666/18.666/24.666 lmao



#169 Whiteboard

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Posted 26 May 2016 - 06:12 PM

Presence of the Dark Lord - in addition to the current skill (Armor Reduction: 3/4/5/6)  -8/12/16/20% magic resistance and move radius from 900 to 1000

Either buff values or add a funky mechanic.

 

Ancestral already removes magic resistance.

 

Keep the drafting pool uniqe.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#170 Burnt

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Posted 26 May 2016 - 07:37 PM

Either buff values or add a funky mechanic.

 

Ancestral already removes magic resistance.

 

Keep the drafting pool uniqe.

 

- Sincerely, Whiteboard.

Pit aura is underpicked. hmmm maybe we could re-work the buff part - give bonus attack speed in addition to damage while units died in the aura? Or even also bonus movement speed? Just a thought...


totally BURNT


#171 Jiminy_Cricket

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Posted 26 May 2016 - 09:34 PM

tc aura is different.  It only removes base resistance.  the aoe on it is 275 which means it sucks.  make PotDL worth taking!



#172 Whiteboard

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Posted 27 May 2016 - 10:32 AM

tc aura is different.  It only removes base resistance.  the aoe on it is 275 which means it sucks.  make PotDL worth taking!

True dat.

 

Presence should still stick to it's theme of armor reduction.

 

I refer to my old proposal using Desolate mechanism:
 

Level 4: -10 Armor. Each unit affected by aura gains 5 stacks of 1 additional armor removed. (Total of 15).

 - 1 Stack removed per allied unit within 200 radious of affected units.

 

Numbers can be tweaked as desired. A flat aura armor reduction is a vauge pick in terms of power as it is.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#173 Hillomunkki

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Posted 28 May 2016 - 12:17 PM

tc aura is different.  It only removes base resistance.  the aoe on it is 275 which means it sucks.  make PotDL worth taking!

 

We've already gone over this, stop spreading false information.

 

Natural Order increases magical damage taken by 33%, there is no way of removing the inherent magic resistance in the hero armor type.

 

Devotion Aura however has an extra setting for removing base armor.



#174 Whiteboard

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Posted 29 May 2016 - 10:42 PM

Dragon Blood - Now grants 1% HP regen of your max hitpoints per second.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#175 Jiminy_Cricket

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Posted 29 May 2016 - 11:56 PM

Dont do that to dragon blood.  It's already strong.  Gravekeepers Cloak on the other hand needs something to boost it.  1% hp regen might work.  Sounds about right, really...



#176 Whiteboard

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Posted 30 May 2016 - 12:37 AM

Dont do that to dragon blood.  It's already strong.  Gravekeepers Cloak on the other hand needs something to boost it.  1% hp regen might work.  Sounds about right, really...

 

Dragon blood is a joke of a skill.

 

The HP regen is neglectable 20 minutes into the game and aint worth maxing during lane phase.

 

The armor points also becomes redundant past mid game with carries getting to dish out damage.
- They usually have SnY or Skadi for dealing with beefy heroes late game thus kiting you. 
 - Armor wont save you, neither will 5 HP regen.

A blink or stun can.

 

Most skills in offense or utility surpasses the value of Dragon Blood.

 

Alternatively, grant Dragon Blood - Increasing HP regen as your % health drops.

 

#Gravekeepers Cloak:

See my previous suggestion - Keeping each layer for brief X seconds after initial damage is taken.

 

- Regards, Whiteboard.


GG humanity, as always.

#177 Jiminy_Cricket

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Posted 30 May 2016 - 02:41 AM

alternative suggestion:  up dragon blood by causing attackers to lose the same amount of life per second as it heals.  lasts 2 seconds.



#178 Entrails

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Posted 30 May 2016 - 05:29 AM

Dragon blood is a joke of a skill.

 

The HP regen is neglectable 20 minutes into the game and aint worth maxing during lane phase.

 

The armor points also becomes redundant past mid game with carries getting to dish out damage.
- They usually have SnY or Skadi for dealing with beefy heroes late game thus kiting you. 
 - Armor wont save you, neither will 5 HP regen.

A blink or stun can.

 

Most skills in offense or utility surpasses the value of Dragon Blood.

 

Alternatively, grant Dragon Blood - Increasing HP regen as your % health drops.

 

#Gravekeepers Cloak:

See my previous suggestion - Keeping each layer for brief X seconds after initial damage is taken.

 

- Regards, Whiteboard.

Imo Dragon's blood should just increase str and 0.5% regen, 1% is too op for a passive skill, and grave keepers layers layers should be permanent and layers remove per certain of dmg taken somehow like huskar passive but the opposite



#179 Whiteboard

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Posted 30 May 2016 - 11:53 AM

Imo Dragon's blood should just increase str and 0.5% regen, 1% is too op for a passive skill, and grave keepers layers layers should be permanent and layers remove per certain of dmg taken somehow like huskar passive but the opposite

 

1% is irrelevant during a fight.
1% is pathetic at laning phase.
1% helps you sustain in late game while dancing in and out of combat with people.

 

Giving it bonus attributes will simply make it a steroid skill - Instead of being a defensive passive.

 

At best, this 1% can be tipping the scale of having a remaining 20 hitpoints from the total damage recieved/gained during a fight.

Or give you an edge while a storm has just began it's dance back and forth in Fog of War, restoring 300 ish hitpoints before engaging once more.

 

This is my concept of this suggestion.

 

#As for Gravekeepers - Im sticking to my suggestion of having a timer for how long each layer lives instead of HP bar.

 - Example: First auto attack hits, Timer starts of first layer:
During this time you get full bonus from defence until its timer has expired -> Going to next layer with lower values -> Repeat.

 

- Sincerely, Whiteboard.


GG humanity, as always.

#180 Entrails

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Posted 30 May 2016 - 02:43 PM

1% is irrelevant during a fight.
1% is pathetic at laning phase.
1% helps you sustain in late game while dancing in and out of combat with people.

 

Giving it bonus attributes will simply make it a steroid skill - Instead of being a defensive passive.

 

At best, this 1% can be tipping the scale of having a remaining 20 hitpoints from the total damage recieved/gained during a fight.

Or give you an edge while a storm has just began it's dance back and forth in Fog of War, restoring 300 ish hitpoints before engaging once more.

 

This is my concept of this suggestion.

 

#As for Gravekeepers - Im sticking to my suggestion of having a timer for how long each layer lives instead of HP bar.

 - Example: First auto attack hits, Timer starts of first layer:
During this time you get full bonus from defence until its timer has expired -> Going to next layer with lower values -> Repeat.

 

- Sincerely, Whiteboard.

how about no more armor, 1% hp/sec regen and make it fortified armor







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