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WhaleTits

Changelog v1.268-1.269

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So apparently we're goin back to the up INT aspects of the game again while trolling AGI again, last 3 patches, so lovely.

 

Examples before you troll.

Int items being reduced in cost without adjusting abilities, and items being buffed without getting increase in cost.

AGI Items getting nerfered but not reduced in cost/ or getting nerfed stupidly. Only exception to this is Naix.

Base damage for everyone but carries/agi getting increased, as a matter of fact they got reduced.

Armor from agi removed, so now you take away an advantage for AGI having better armor, so better survivability, its now even.

+1 armor per level to all heroes, so now all WD has less returns across the board.

You buff all armor equip, except sliptide which you actually nerfed. Changing it from Spell armor to armor and less of it.(Double nerf technically because you get no armor from the AGI on it anymore.)

Nerfing +WD per stat, but then giving 0.2 to EVERYONE. So AGI gets +0.1 more than it did before for losing armor/sustain?

Nerfed Durans Mach, and yet still can't buy it as a starter.

Stat pick now only gives +4 STR and +5 AGI, but still 6 int, Seriously.

Stun Knife and Timesplitter Removed from game.

 

Oh and before the "but we had engery nerfed on int comment" Atleast Int got tradeoffs to counter it.

 

All I have to say to all this bullshap yet again, is flob you trolling jackass idiots.

 

Side note: "Oh hey instead of trying to lower the damage a bit on huntress' W, and actually balance it, let's just make it useless 80% of the time now." Great idea morons. The smart ting to do, since it was only op early woulda been to make the duration scale and/or reduce the first couple of levels of damage.

Edited by PhoenixRajoNight

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So apparently we're goin back to the up INT aspects of the game again while trolling AGI again, last 3 patches, so lovely.

 

Examples before you troll.

Int items being reduced in cost without adjusting abilities, and items being buffed without getting increase in cost.

AGI Items getting nerfered but not reduced in cost/ or getting nerfed stupidly. Only exception to this is Naix.

AA Item costs were pretty much all lowered with the stat reduction. Issue was many late game AA items costed upwards of 1-1.5k more than Int equivalents, which just straight up gave AA heroes a massive edge at full build. These changes were to bring that in line.

 

Base damage for everyone but carries/agi getting increased, as a matter of fact they got reduced.

AA dps were far too dominant early game for how well they scaled into late game. Nova/Darpa could completely shut down any lane 1v1 with their instant attacks and high base AA dmgs.

 

Armor from agi removed, so now you take away an advantage for AGI having better armor, so better survivability, its now even.

+1 armor per level to all heroes, so now all WD has less returns across the board.

All heroes already gained +1 spell armor per level, so the +1 armor is evening the field and making up for the armor loss from agi. As you say yourself, this makes it even.

.

You buff all armor equip, except sliptide which you actually nerfed. Changing it from Spell armor to armor and less of it.(Double nerf technically because you get no armor from the AGI on it anymore.)

Sliptide is still spell armor. Galactic Is also much cheaper now, and gives more Spell Armor than it used to.

 

Nerfing +WD per stat, but then giving 0.2 to EVERYONE. So AGI gets +0.1 more than it did before for losing armor/sustain?

Nerfed Durans Mach, and yet still can't buy it as a starter.

Sustain and general early game tankiness was also a problem identified with AA dps heroes, who, if your didn't 100-0 in one trade, would be full health the next wave.

 

Stat pick now only gives +4 STR and +5 AGI, but still 6 int, Seriously.

Strength and Agi are both worth more as stats than Int, with strength being by far the most valuable stat, especially early game. This change is to lower the amount of early game tankiness AA dps could get simply by leveling stats - whereas caster equivalents needed to level abilities to be relevant. I'd rather the focus be on a Hero's abilities, not their raw stat value.

 

Stun Knife and Timesplitter Removed from game.

RNG And Point Click cc on an item. Two bad mechanics on an item in my opinion.

 

Oh and before the "but we had engery nerfed on int comment" Atleast Int got tradeoffs to counter it.

 

All I have to say to all this bullshap yet again, is flob you trolling jackass idiots.

Sorry you have been upsetted by the changes. As always you can continue to contact me on either the forums or mumble to voice concerns or continue this debate.

 

Side note: "Oh hey instead of trying to lower the damage a bit on huntress' W, and actually balance it, let's just make it useless 80% of the time now." Great idea morons. The smart ting to do, since it was only op early woulda been to make the duration scale and/or reduce the first couple of levels of damage.

Huntress W is meant to be a kiting mechanic most powerful when kiting backwards. It was being used mindlessly as a "lol I [W] u the moment u get in lane".

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You do realize that they need sustain, and a burster doesn't right?. All a burster needs to do is sit and wait. AA's have to get off attacks, which usually means getting alot closer than a spell caster. They have to be on a target alot longer than a spell caster needs to be usually. This is especially true early game. Taking a 20 WD hit on an item for a melee Carry is devastating, you add that across 3 items, and ur going to die before you can do anything ever, espially dropping price by like 400, zippity-do.

 

Huntress: Oh you mean like how Raynor(Silence, so you get dmg and CC.) and Summers spam their snipes, or Summers mines which can be used as a slow/kite ability? Huntress gave AGI a good strong MID hero again, W was op, but now the damage is useless. As far as kiting goes its weak at best. The trade off of it being useful as a harrass/DMG made it good. Trying to keep it as is as just kiting makes it useless, comparitively.

Edited by PhoenixRajoNight

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You do realize that they need sustain, and a burster doesn't right?. All a burster needs to do is sit and wait. AA's have to get off attacks, which usually means getting alot closer than a spell caster. They have to be on a target alot longer than a spell caster needs to be usually. This is especially true early game. Taking a 20 WD hit on an item for a melee Carry is devastating, you add that across 3 items, and ur going to die before you can do anything ever, espially dropping price by like 400, zippity-do.

if your talking about nukers like cow, vergil, and cyprus (lol), their damage will be gradually toned down as I separate them from DPS casters like Kura, Corona, Narud, and Psionic. Nukers are meant to not be able to do nearly as much reliable or sustained damage throughout a team fight. While this may not be the case yet, I've been trying to push that. Thats why you see the exponential scaling on Kura/Corona/Narud/Psionic - to test to see if I can distinguish their kits through that kind of mechanic.

 

Huntress: Oh you mean like how Raynor(Silence, so you get dmg and CC.) and Summers spam their snipes, or Summers mines which can be used as a slow/kite ability? Huntress gave AGI a good strong MID hero again, W was op, but now the damage is useless. As far as kiting goes its weak at best. The trade off of it being useful as a harrass/DMG made it good. Trying to keep it as is as just kiting makes it useless, comparitively.

Ideally Raynor is a squishy with no way to escape. Thats not entirely the case atm due to his marauders - which have been nerfed repeatedly to make him more vulnerable without them. Kiting is weak simply because many of you seem to think standing still and right clicking is the correct way to play a dps @_@. And thats how the previous items were designed - so late game aa dps could just right click and fall asleep unless enemy team had a similarly fed aa dps.

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