Jump to content


sunnymarcell

Member Since 29 Aug 2013
Offline Last Active Nov 11 2013 04:09 PM

Topics I've Started

Thoughts on balance in v3a

29 August 2013 - 09:17 PM

- Fixed Charge of Darkness always dealing level 4 Greater Bash damage (if you do not have Greater Bash), now deals damage according to Charge level

 

A well needed fix/balance. It was basically an autowin combo with nether strike, at least for me. It will probably remain a good spell, especially in aggressive stunner lanes.

 

- Call Down is now pickable with Rearm but can't be upgraded with Aghanim's

 

I dont have much experience with this, as i only play s4, but its obvious, Rearm should not refresh instant or semi-instant global spells.

 

Removed Track manacost nerf in -EB mode

 

Another needed balance. Without the duration nerf, Track was an autopick spell, since it gave full truesight vision for 30 seconds on a target, and giving insane bonus amount of gold, for a joke manacost. I picked it a few times, and i have to say, the huge manacost made it a shitty spell (it had 125/100/75 iirc) if you are not killing people 24/7 and if you are not an intelligence hero. Now only the duration being nerfed makes it a very viable spell in every way, just like before.

 

Your thoughts, guys?


Tactics involving huge attack range

29 August 2013 - 08:21 PM

Any high ranged heroes combining with take aim, psi blades or impetus with aghanims will result in a very high range, around 800-900, which even exceeds most heroes' sight range in night. This will allow you to participate in teamfights while being a screen away from them, or even being visible. This combo works very good with steroid spells, or high damage orbs, like overpower, bashes, arcane orb, glaives of wisdom, impetus, etc. But remember, that if you dont have some kind of escape mechanism in LoD, you will live a short life, since people usually stack stuns, so you need to pick an invisibility spell, or a blink, or even a long ranged stun or heavy slow will do it.

 

Of course there are a lot of possiblities, i will list 2 which i used, and worked.

 

1.

Essence aura (so i dont run out of mana)

Arcane orb (steroid spell, note that you need to autocast the orb to actually match your range, else it will attack with OD's defualt attack range, 470)

Take aim (obviously)

False promise (excellent spell for surviving)

on Oracle. I rushed orchid here, because the only thing that kept me not instakilling everyone was attack speed.

 

2.

Wind Walk of Clinkz (excellent spell for surviving, or searching for ganks)

Stifling Dagger (it was a poor choice, the idea behind it was to slow down enemies, so they cant run away from me while i am attacking them, but my team had multiple stuns, and the damage of the dagger is negligible, so it was useless in the game eventually)

Overpower (steroid spell)

Impetus (another steroid spell)

on Skywrath. I rushed straight to aghanims, to increase my range obviously.

 

In s6, you can make insane combos, like Psi blades AND Take aim, AND impetus, and still be able to pick other steroid spells and escape mechanisms.