Without or with balance mode other bashes have penalties for ranged heroes so why not give Gbash reduced % for ranged heroes.
Last time I checked, bash and timestop/lock does not have penalties on ranged models. Only Greater Bash does.
It's not a typo, with Aghanim's and lvl 3 you deal 200 dmg/sec and in team fight you could deal up to 1000 dmg if you hit all five heroes for only 60 mana. On top of that dmg follows you where every you go unlike other ultimates that have cd and require positioning. I'm not saying that Nova is op, far from that, but with bloodstone or sadist you can keep Nova activated for quite a while. Not to mention that silence or stun wont deactivate PN.
Then it deals 200 dps in an aoe. Not 1k in an aoe. Thats what area of effect does.
I can imagine Chain Frost, Echo Slam,Sonic Wave dealing far more damage in an instant when taking multiplication into account as to regard total damage dealt over a timeframe, per cast, per mana spent.
You cyclone that hoe and step back and kite that fucker. You don't engage him where and when he is the most powerful, you strike him where he is weak.
- This is called the Art of War.
Otherwise, a new meta is in order if this is a dominating-surefire pick every game. Per example, mana depleting abilities.
- Mana leak that hoe and he cant do shit.
As Pulse Nova is, no changes are to be made.
Dude, in any mode you get 30sec cd with Aghanim's and with Octarine it goes down to 22.5sec. There is no reason to leave fountain area with this skill. You can gank, push, help team fights anywhere every 22.5/30 secs and all your spells will refresh by the time you come back as well as your hp and mana.
Once you relocate you throw everything you have, return after 12sec, repeat and so on, just plain stupid.
Thats what you get for playing a broken game mode.
Instead of having an ultimate, you get to warp around the map doin stuff in the moment and being very flexible for your team.
Now you get an ultimate, since I assume you play a broken game mode - thus you get more power.
- Taking note on "you throw everything you have", sounds like a nuker with too many abilities. I suggest playing a more balance game mode.
I agree and when that happens it's teams fault but you can reduce Greed's numbers a little bit and postpone the feed.
Tweaking/nerfing Greed would only mean: It changes nothing (when you dont nerf enough) - people still gonna overfarm pretty quick and land the smackdown on players around 30-40 min mark.
Or when you nerf too much - it falls off the radar completly after people realise Greed is now a waste of time.
So either the community can actually begin to counterplay afk-farmers by placing wards and roaming woods'n such or delete Greed from the map.
Again this is the unfortunate nature of Greed.
- Git gud.
Some spells I forgot in first post:
- Deafening blast: with Aghanim's is just OP, AOE is so huge that you can disable whole team. These roles belongs to Black hole, Ravage, Reverse Polarity and spells alike not regular spell with 24sec cd.
Please remove all around effect and replace it with two blasts in front of you, for example.
And it also pushes all units away from the casting point of origin, thus not an effective wombo-combo 5-man wipe unlike Black Hole which does the exact opposite.
Weave: re-work it and make it more useful/pickable. Instead of getting/losing armor for the whole duration make it work like a Static Link. Your armor increases/decreases for 16sec and after that it stays increased/decreased till the end of duration. This way you could benefit the max armor for X seconds instead of only last second.
- Agreed, for the sake of LoD (and ignoring Dota principles/standards) this skill could use a rework.
It usually ends up in 3 scenarios:
- Victim notices armor reduction and fucks off to prevent disaster.
- Victim is clueless/arrogant/stupid and pays the consequences of lacking 20-30 ish armor.
- You lack the power to do anything regardless of the armor diffrence.
Preferably i'd like to see weave giving thicker ticks at higher intervals rather than a high frequent increase/decrease.
- Say, 5 armor per 5 sec change - And leaving the final reduction/buff with a lingering 10-20 sec duration.
- Death ward: Too weak in mid and late game and some buff could be very welcome. Yellow text says that Aghanim's gives more dmg and extra bounces which is not the case, you get only extra bounces and dmg stays the same. Not sure if this is a typo or bug but if Aghanim's is meant to increase DW's dmg please make it happen because it is too weak and relies on others spells to be effective.
Death Ward has the same unfortunate nature as Greed does.
Too little, too much.
Kill the entire team by pressing D, or little is accomplished.
Other skills should be buffed accordingly to make success for this ability - like buffing Presence of the Dark Lord.
However, the fucking aghanims should be fixed at all costs.
- Regards, Whiteboard.
GG humanity, as always.