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    sc2 profile (all regions): thomulf.989

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  1. thomulf

    Photodeviator is too good

    The activatable cooldown is too low. Other cloaks like shinobi are 60 sec- it doesn't make any sense to have the cloak AND additional benefit be popped multiple times a teamfight. Also the effect is more flexible and stronger in many situations than any other support item, compare with eternal drive for example. Costs 3k+ but has a very situational active, instead 40% resist is good in any situation. And lastly, because it's cheap it's also murderous earlygame. Cloak is more effective with less money for detection and by blocking kills + feed to the enemy you can seriously change the course of the game.
  2. It's really jarring. Those sounds would be cool if the volume was manageable. Please reduce it to half of current level or even less.
  3. I just don't see the logic of the larger terrain... speed items/talents, ward game, and even transport were already quite valuable. It is just painful to make them 100% required. Same goes for team coordination. On the other hand, poor coordination was already crippling and backdooring was (as always) a problem- now these issues are just glaring. I think heroes need a passive transport feature or transport items need a significant boost, or the effectiveness of fountains needs to be greatly increased. I mean buying items is just shooting yourself in the foot a lot of the time with the amount of xp you miss. In addition you have much less contact with enemy heroes... there are fewer teamfights and ganks because the map is so large and it's hard to travel between the lanes, it's just a 100% jungle and lane farming game in early and mid stages which seems to me the opposite of what the terrain should promote.
  4. thomulf

    Who is the best drake?

    Whale can you fix drake splat pls. set terrain height to "normal" under actor. I played a week ago and I noticed several splats are still bugged, drake Q was always ticking me off, if you've fixed em all in the meantime then never mind. but to be on topic thom best drake universe, peace out
  5. thomulf

    Alternate Kerri Skin is unfair.

    You could use persistents to simulate the bounce delay. Just 0.75 sec or so to make a difference when she has 400 damage lategame
  6. thomulf

    Support/initiation hero

    Q and R seem kinda similar. Maybe change up the R? Blasting enemies away or teleporting allies between locations might be cool.
  7. thomulf

    My suggestion in current Beta balance

    6% is less than 9% unfortunately. And still doesn't change the fact that spectres being uncontrollable is a terrible idea. Makes tosh more boring, if you use specs for split push you don't have them in team fight.
  8. thomulf

    My suggestion in current Beta balance

    As I dislike 85% of these and I'm not going to go through it all... I'm just going to say you need to give convincing reasoning for all your propositions, not just demand stat changes. You kinda gave some reasoning in your next post, but not comprehensively.. Like why do you want to nerf lz attack speed? Why would you make tosh spectres uncontrollable, reducing the fun of that hero, and what makes you think that Pride is going to deviate from his bounty system? Etc etc...
  9. thomulf

    K/D/A switch

    I mean in terms of gameplay it was not so important but it was a great sign that ecko cared about having a decent community.
  10. thomulf

    K/D/A switch

    Am I the only one who thinks the other arrangement was much better? Made more sense for pubs to have assist next to kill, felt so much more wholesome, and it was one of those ecko tweaks that gave AoS 6.0 its unique character- I feel like now that Pride has taken over we have lost some of the soul of both AoS and RoA.
  11. thomulf

    Maar's useless abilities

    yeah, sort of even on your own, if you have any allies around it's so much better to use aura
  12. thomulf

    Maar's useless abilities

    People "prefer" damage but maar is not effective as an early burst hero... Shields serve your team so much better than unreliable damage- since 2W is only easier to aim if enemies move in entirely predictable ways/are unable to dodge. Also don't know why you think sap is good early, it deals nearly no damage until you have 300-400 int, has low range, single target, doesn't slow.. ofc late game it is strongest but until you have at least 3 items E rules over all.
  13. thomulf

    Maar's useless abilities

    Did maar get some huge overhaul, or am I simply missing something? Shield and freeze wall are his strongest early/midgame abils last I checked, what with the length of the wall persistent being significantly higher than the actual displayed range and possibly having as much reach as heatwave 2 does. Maxing E first makes you much more useful early on, W is really for the endgame. Doubleorb gives a horrible 4sec cd though, so it's not really that advantageous once you get down to 1 cd. There's several options for savior aura if it must be offensive, could be an attackspeed-slow field, damage amp field, etc. but atm it definitely feels like Maar's weakest skill.
  14. thomulf

    Shadow is Underpowered now.

    xel is good but not replace-shadow good
  15. thomulf

    Wrath and Whale onboard AoS Development!

    Set update times are a hassle to maintain, sometimes some changes need to come together and it's just not convenient to upload on a set 14 day period. Agree 100% with anarchy that bug fixes should be insta-uploaded when fixed, cracking down on bugs is much more efficient with this approach.