LOLLMAO Posted November 23, 2012 Report Share Posted November 23, 2012 I've played multiple games with queen with both good and terrible games... Queen's creep colony is either an extreme beneficial skill or useless skill depending on enemies buying truesight or not. If the opponents do not buy truesight, queen maintain all the benefits of the creep colony. If the opponents do buy truesight, most of the time they are going to get destroyed within a few seconds and will remain useless for very short durations with an exceedingly long cooldown. The problem lies with people buying truesight early game making creep colony rarely useful as it expands relatively slow and will easily be destroyed by AA. Late game, everybody will likely buy truesight which further makes creep colony a liability rather than a beneficial ability. Is there anyway to increase the survivability of creep colony especially from early truesight? Since it will make queen have only "three" real abilities that could be useful if truesight is brought early game. Quote Link to comment Share on other sites More sharing options...
Doom Posted November 23, 2012 Report Share Posted November 23, 2012 That's like saying Zera heroic passive is useful only if when enemy doesn't buy truesight..... in this game everything, excluding Shadowmourne and Boros has a counter. Queen is a hero that is practically invulnerable early game, with heals and most pre-level 6 damage in the game. Early truesight against queen is a hugely dumb idea, and you should celebrate it. Anything in the same lane as queen dies sooner or later, usually sooner. Creep colony is not the main queen skill, it's not like taking away molten lance from drake or spectres from tosh, and I'd gladly not use it if enemies wasted 600 minerals. Besides, what's the problem with killing the bearer? Unless it's a super tank, queen can keep kill him easily should he chose not to run away (in which case he's not a problem). Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted November 23, 2012 Report Share Posted November 23, 2012 Doom, creep colony is pretty integral to queen's gameplay. You can't hit banelings with it otherwise. Please do not make comments about things you don't understand correctly. Quote Link to comment Share on other sites More sharing options...
jamescossey Posted November 23, 2012 Report Share Posted November 23, 2012 u can hit banglins with out the creep colony. when i use the queen i try to gank ppl from behind, good example is short lane, as they are killing creep i shot banglins from behind them. thier choice run close to the tower and my other team mate or to the banglins, the upgraded warp shard with the stun. blink in close/stun. cast banglins then cast ulti. but mainly as the queen ur a pusher not a killer. focus on the creep. then u got a wave to push. the enemy cant get close to ur creep cause u can cast on them and make them run. Quote Link to comment Share on other sites More sharing options...
Doom Posted November 23, 2012 Report Share Posted November 23, 2012 Doom, creep colony is pretty integral to queen's gameplay. You can't hit banelings with it otherwise. Please do not make comments about things you don't understand correctly. Ahem.... a) considering that altogether if all blings would hit, they'd deal more damage than any 2 non-ult spells, its a good thing. You can't wipe all of them with one spell anymore, unless you are grunty, or cow. That either forces you to run away or tank them, similar to how seeker missile worked in v3 and v5. b) You can easily land blings with help of ult stun, or better yet, lockbox. c) queen is not supposed to be a killer, she's a pusher, and a damn good one at that (only one that comes close is MK). If she ignores the heroes and sends bling at creep wave and tower, creep colonies, no creep colonies, it's not going to matter, all of them will hit d) If worst comes to worst, do what everyone in the history of this game has been doing when they had to hit a spell that was relatively easy to dodge: get a teammate to cc them. Jackson-Queen combo is particularly nasty midgame. Quote Link to comment Share on other sites More sharing options...
lOvOl Posted November 23, 2012 Report Share Posted November 23, 2012 No offense, but I don't think you understand the Queen's role. Early game, you probably want her soloing the short lane because as long as she hugs the tower and does not die the tower stays alive. This frees up a carry hero (usually melee) to go jungling when that hero might have problems laning and getting adequate farm early on as neutral creeps give more money than lane creeps which are harder to last hit as a melee hero. Mid game you want her for taking down towers and pushing lanes until you get to their front doorstep and then you use her to siege a lane and keep the whole enemy team pinned in their base so your team can push the other lanes or farm or do whatever you want to build on your advantage. You use the creep colonies to escape with the speed bonus if all 5 push out at once, at which point the heroes on your team in the side lanes can collapse around the enemy team, surround them and kill them. Most people build her with a lot of int which I think is a giant mistake. You want her tanky so she can take some punishment because she will be harassing the other team nonstop until they make a mistake which your team should capitalize on. NoWaterJustIce, Aellectris and Apocalyptic 3 Quote Link to comment Share on other sites More sharing options...
LOLLMAO Posted November 23, 2012 Author Report Share Posted November 23, 2012 I agree with the concept that queen's role is a pusher but her creep colony doesn't help her role if it can't even survive a few simple aa from creeps or heroes with the exceedingly long development to spread. In fact, her basic banelings can already be a sufficient pusher with or without creep colony. Thus by the time creep colony expands, there is more than enough time for some hero to either gank queen or that queen will not maintain maximum benefits due to creeps pushing towards towers or having to retreat to base. To |OvO| ---IMO, the problem with building her tanky is due to having to divide equally between health, spell resist and armor which will weaken her capacity to be a sufficient threat to the opponents and limits damages to towers which weakens her role to push. To jamesalot ---- "the enemy can't get close to ur creep cause u can cast on them and make them run", this is flawed by the concept that normal creeps can attack the creep making it unnecessary for the opponent to risk their lives but only buying truesight and queen can easily be ambushed if she stayed on the same lane to maintain push to protect creep colony. To doom ---- the concept of ignoring heroes to push either hurt your allies by making it 4 v 5 or the risk of killing yourself at 1 v 1/2/3/4/5 during an ambush which effectively will make queen a reliable feeder for the opponents' team. Summary: Her creep colony is suppose to assist her push but the fact that it expands extremely slow, limited to five locations and is easily destroyed with truesight by both creeps and heroes seems to overweight the benefits. Quote Link to comment Share on other sites More sharing options...
heimdallr Posted November 23, 2012 Report Share Posted November 23, 2012 I play queen like...a lot...and I must say EARLY GAME her e does not need a buff....early game truesight is waaay too expensive and if they do buy it for some reward its proportionally a huge investment on their part as they must keep themselves alive to not lose truesight.... as for LATEGAME then I agree that some sort of buff could be added.....maybe some effect only for the level 4 spell or make the skill do something that scale on levels. I`ve played intel, tanky, and hybrid utility queens....hell I`ve even played aura support queen(only aura kind of items like CoA, chilling, eternal, battery, etc.).... Asof this patch with the new banelings and talents I think only lategame creep should be buffed....but STILL not so buffed that buying detect is pointless.....just that you do get some benefit of planting a tumour even if it will die... Late game I see more often than not my banelings landing cause of the full team battles and not cause of creep(thats usually nice for laning phase only). I`d still like some benefit for planting tumours so that they are not worthless. MY IDEA: make level 4 tumours have the sight range of the creep area they cover or make level 18 queen do the same regardless of the spell level. The point? even if the tumour gets destroyed you have free warding skill that comes end game when full gear slots make warding kinda hard so the skill is still usefull for the team to spot nasty incomming ganks Quote Link to comment Share on other sites More sharing options...
Rem Posted November 23, 2012 Report Share Posted November 23, 2012 An interesting proposal on the last one, that might have some merit. But as for the rest of the argument its pretty weak, her creep colony will expand to full size in two possibly 3 waves, this gives her a significant boost in speed and dmg capability. If an enemy buys ttue sight early, you do the same thing you would as rancor or prelate, have your team kill that person and cost them 600 minerals, even if you lose a hero ganking that player your coming out way ahead over the person who bought ts. Quote Link to comment Share on other sites More sharing options...
Doom Posted November 23, 2012 Report Share Posted November 23, 2012 I agree with the concept that queen's role is a pusher but her creep colony doesn't help her role if it can't even survive a few simple aa from creeps or heroes with the exceedingly long development to spread. In fact, her basic banelings can already be a sufficient pusher with or without creep colony. Thus by the time creep colony expands, there is more than enough time for some hero to either gank queen or that queen will not maintain maximum benefits due to creeps pushing towards towers or having to retreat to base. [...] To doom ---- the concept of ignoring heroes to push either hurt your allies by making it 4 v 5 or the risk of killing yourself at 1 v 1/2/3/4/5 during an ambush which effectively will make queen a reliable feeder for the opponents' team. Summary: Her creep colony is suppose to assist her push but the fact that it expands extremely slow, limited to five locations and is easily destroyed with truesight by both creeps and heroes seems to overweight the benefits. You can't say a particular skill is too strong or too weak (except for something like spellstorm, which is better than an average hero's 4 abilities). You have to ask yourself, "Is the HERO OP/UP" Some heroes have weak skills to compensate for much stronger ones. For example, Raynor's Marauders (nobody dare to derail this into a "marauders aren't actually that weak" thread) are rather weak. But is raynor weak? No, he is perfectly balanced, or at least most people think so. Banelings are queen's bread-and-butter spell and are strong enough to force queen to have to have a somewhat weaker/ easier to counter spell. Same would go for, say unix's peristalsis (with detection on enemies, it is beyond useless, as all it does is slow you down). Unix is also not UP because of his other 3 abilities being rather strong, and his "weak" ability being not even that weak, just easy to counter. in response to your response to me, I am talking about laning phase, which is pre-level 6. I'm saying, cast bling on creep wave, which basically kills all melee creep from ~70% hp, giving you way better early farm than heroes. Just because I am asking you to not expect to get kills before you have ult, doesn't mean that you'll be feeding the other team. Just because you are pushing, doesn't mean you'll forget about the existence of enemy heroes and map vision. And I'm not even saying "don't participate in fights". Far from it, I'm just saying don't pretend to be rancor/darpa/shadow/zera/etc and expect to kill the entire team alone as queen. Tell me, do you think Queen is underpowered? If no, then why have this conversation, if yes, then we'll start the actual debate there. I agree that creep colony isn't the strongest ability in the game, but that doesn't make queen less than balanced, which means that she needs no buff (unless you nerf something else to compensate). Her ult, banelings, creep and heal are all situational abilities, and she is not going to get half as many ludicrous kills as Shadow will get, but again, she is a pusher, not hero killer, and she pushes really well, making her strong enough IMO. Quote Link to comment Share on other sites More sharing options...
lOvOl Posted November 24, 2012 Report Share Posted November 24, 2012 I agree with the concept that queen's role is a pusher but her creep colony doesn't help her role if it can't even survive a few simple aa from creeps or heroes with the exceedingly long development to spread. In fact, her basic banelings can already be a sufficient pusher with or without creep colony. Thus by the time creep colony expands, there is more than enough time for some hero to either gank queen or that queen will not maintain maximum benefits due to creeps pushing towards towers or having to retreat to base. To |OvO| ---IMO, the problem with building her tanky is due to having to divide equally between health, spell resist and armor which will weaken her capacity to be a sufficient threat to the opponents and limits damages to towers which weakens her role to push. To jamesalot ---- "the enemy can't get close to ur creep cause u can cast on them and make them run", this is flawed by the concept that normal creeps can attack the creep making it unnecessary for the opponent to risk their lives but only buying truesight and queen can easily be ambushed if she stayed on the same lane to maintain push to protect creep colony. To doom ---- the concept of ignoring heroes to push either hurt your allies by making it 4 v 5 or the risk of killing yourself at 1 v 1/2/3/4/5 during an ambush which effectively will make queen a reliable feeder for the opponents' team. Summary: Her creep colony is suppose to assist her push but the fact that it expands extremely slow, limited to five locations and is easily destroyed with truesight by both creeps and heroes seems to overweight the benefits. All Queen needs to do is stay alive and harass as she does not need to kill enemies, just hurt them enough they don't want to venture too far out of their base. She keeps the pressure up and keeps enemies pinned in their base. If they come out they are welcomes to a bunch of banelines and an ultralisk on creep. If the enemies tank all that, they will still take quit a bit of damage while Queen retreats safely back to the middle of the map thanks to the speed bonus of her interlinked creep colonies, meanwhile the allies of the queen are at full health and can position themselves everywhere they like. Then you just rinse and repeat with the colonies over and over again and keep pushing down the middle of the map once all the tier 2 towers are down. Quote Link to comment Share on other sites More sharing options...
LOLLMAO Posted November 24, 2012 Author Report Share Posted November 24, 2012 Sigh, this is getting out of hand into a large text war... To doom, pre-level 6 can not kill any creeps with 70% health, in fact it only kills like 1 or 2(if lucky) creeps at 50/60% health. Anyway, I am just saying that queen's ability to push is overrated since many heroes like drake, MK, maar, leo, null.etc can push at nearly the same speed(maybe slower) with significantly more assistance to a team. In summary, I am claiming queen is slightly underpowered due to weakness in health,spell/physical damage and speed in exchange for a decent push. (Creep colony was suppose to help her overcome some problems but it is weak by itself) *As for raynor vs. queen, raynor can silence heroes for up to 6 seconds and finish heroes with q+r with q assisting team's damage to target while queen's abilities only deals mediocre damage offering a temporary stun with a very long cooldown. IMO, the marauders are there to slow the target, so they really only need 1/2 hits to effectively fulfill their purpose. Thus they don't need to be tanky similar to a slowing spell. To |OvO|, the speed bonus is a very beneficial factor but if the creep colonies can't be interlinked due to truesight, she will at best push near the river which will possibly be easily defended by opponents creep or hero away from the tower's range (mainly T2 towers). That way, the tower would not take damage unless q/r is used on tower. Only during a team push could queen deal significant damage to tier 2/3 towers. Problem is the fact that creep colonies don't last long enough to interlink for queen to gain maximum speed bonus. Note: I am claiming people buying truesight at level 6-10 that really hurt queen, not at an absurdly low level (level 1-5). Quote Link to comment Share on other sites More sharing options...
lOvOl Posted November 24, 2012 Report Share Posted November 24, 2012 To |OvO|, the speed bonus is a very beneficial factor but if the creep colonies can't be interlinked due to truesight, she will at best push near the river which will possibly be easily defended by opponents creep or hero away from the tower's range (mainly T2 towers). That way, the tower would not take damage unless q/r is used on tower. Only during a team push could queen deal significant damage to tier 2/3 towers. Problem is the fact that creep colonies don't last long enough to interlink for queen to gain maximum speed bonus. Note: I am claiming people buying truesight at level 6-10 that really hurt queen, not at an absurdly low level (level 1-5). Yah they can. You push with team and lay them down one by one all the way to the outside of their base. For them to kill your colonies, they have to actually move onto your creep where you blast them with Q+R each time they try and push out. Truesight does not matter because if they push hard the can kill them all, but then your team surrounds and kills them if they are too determined to kill your colonies. Even then you just rinse and repeat again and keep the pressure up. It is the same thing with how you use remote mines on Jakk. The noob way to use them is to stack 100 of them in the middle of the map in the hopes somebody will run across them without detection. That might work a few times early in the game, but eventually that tactic becomes useless. What they are really good at, even if the other team has detection is to contain a space like in front of their tier 3 towers where in order for them to push out and take them out, they put themselves at risk to your team. If a melee hero tries to push out, they get obliterated on the spot, but the point is the other team needs to take out the mines before they can focus on pushing back your team. So you just keep up the pressure and whittle down their towers with each creep wave until they are gone, or you can tie up much of their team while your team pushes side lanes, farms, gets levi, or whatever. And if you force the other team to invest a lot in detection, then that means they lose 600 minerals each time they die which can really set them back if your team is aggressive. Against good teams they will constantly be destroying your creep colonies, in which case you constantly keep putting them up as your job in the game is to be a super annoying PITA that prevents the other team from farming like they want or ganking like they want which again is why you want her with good mobility and tankiness so that the other team keeps overinvesting resources in trying to kill you. With Queen you have to be smart about knowing when to push and when to contain and harass as her strength is all about area denial. Unfortunately, most players I see just spam banelines and ultralisks and don't do anything to force the other team to go on the battlefield of Queen's choosing where she has an advantage in kiting and harassment. Edge 1 Quote Link to comment Share on other sites More sharing options...
Edge Posted November 25, 2012 Report Share Posted November 25, 2012 Yah they can. You push with team and lay them down one by one all the way to the outside of their base. For them to kill your colonies, they have to actually move onto your creep where you blast them with Q+R each time they try and push out. Truesight does not matter because if they push hard the can kill them all, but then your team surrounds and kills them if they are too determined to kill your colonies. Even then you just rinse and repeat again and keep the pressure up. It is the same thing with how you use remote mines on Jakk. The noob way to use them is to stack 100 of them in the middle of the map in the hopes somebody will run across them without detection. That might work a few times early in the game, but eventually that tactic becomes useless. What they are really good at, even if the other team has detection is to contain a space like in front of their tier 3 towers where in order for them to push out and take them out, they put themselves at risk to your team. If a melee hero tries to push out, they get obliterated on the spot, but the point is the other team needs to take out the mines before they can focus on pushing back your team. So you just keep up the pressure and whittle down their towers with each creep wave until they are gone, or you can tie up much of their team while your team pushes side lanes, farms, gets levi, or whatever. And if you force the other team to invest a lot in detection, then that means they lose 600 minerals each time they die which can really set them back if your team is aggressive. Against good teams they will constantly be destroying your creep colonies, in which case you constantly keep putting them up as your job in the game is to be a super annoying PITA that prevents the other team from farming like they want or ganking like they want which again is why you want her with good mobility and tankiness so that the other team keeps overinvesting resources in trying to kill you. With Queen you have to be smart about knowing when to push and when to contain and harass as her strength is all about area denial. Unfortunately, most players I see just spam banelines and ultralisks and don't do anything to force the other team to go on the battlefield of Queen's choosing where she has an advantage in kiting and harassment. Agree with that 100%, Queen is a support hero, even the fact that his creep colonies potentially forces the other team to waste at least 600 minerals, to counter, is just another aspect of how powerful she is at her job, support. (I consider all pushers support heroes, in case someone was gonna be nit picky) Quote Link to comment Share on other sites More sharing options...
Revolution Posted November 25, 2012 Report Share Posted November 25, 2012 That's like saying Zera heroic passive is useful only if when enemy doesn't buy truesight..... in this game everything, excluding Shadowmourne and Boros has a counter. Queen is a hero that is practically invulnerable early game, with heals and most pre-level 6 damage in the game. Early truesight against queen is a hugely dumb idea, and you should celebrate it. Anything in the same lane as queen dies sooner or later, usually sooner. Creep colony is not the main queen skill, it's not like taking away molten lance from drake or spectres from tosh, and I'd gladly not use it if enemies wasted 600 minerals. Besides, what's the problem with killing the bearer? Unless it's a super tank, queen can keep kill him easily should he chose not to run away (in which case he's not a problem). Shadowmourne is only effective if the enemy is building on hit items and boros has plenty of counters. Vorpal on the other hand has none. @LOLLMAO If they spend 600 minerals just to kill your creep tumors then that puts them very far behind and you should have your team gank them ezpz. Also, drake, maar and leo cannot be compared to the pushing power of Queen at all. MK is a better pusher than Queen, but the others are not simply because nothing they have comes close to Timmy the Ultralisk. Her role is to push with or without creep tumors she can do this. Quote Link to comment Share on other sites More sharing options...
LOLLMAO Posted November 25, 2012 Author Report Share Posted November 25, 2012 Why do people think 600 minerals is considered a lot especially when hero killed grants between 200-500 minerals (+streak values/firstblood)? Creep kills and minerals '+5/10sec' items also assists to accumulate the 600 minerals rapidly. Most heroes with early ts will definitely be way more careful than the average player who could be ganked/tower dived assuming team called mias. Everybody buys items like timesplitter, argus and carapace in 10-20 minutes without complaining as much despite being nearly around 7x as much as truesight. :/ Like I stated earlier, queen is overated for her role at pushing. Using an ultimate to push is approximately same if boros/predator/drake ulti creeps. Queen's banelings are the only real pushing abilities due to its moderately high chance to kill creeps. As for queen being a support hero, most intelligence heroes spells deal way more than queen and are still considered as support heroes. Queen's heal is sort of helping your creeps/allies but doesn't assist her push significantly as banelings will kill majority of creeps. Creep tumour is near useless if it doesn't even survive/expand quick enough during a push. In Conclusion, Queen is overestimated for her role in pushing due to her banelings and ultralisk with heal being situational and creep tumour being useless. Misantrophy 1 Quote Link to comment Share on other sites More sharing options...
Rohtube Posted November 25, 2012 Report Share Posted November 25, 2012 queen is ultimate does so much dmg to structures and it cant be compared to boros Leo and drake early mid game. seriously who wastes ultra on creep waves lol. and queen is generally great support hero because the amount of burst dmg from the banelings in AoE and area stun + ultra does unignorable dmg against certain targets. ur saying that queen is weak pusher early game or something? what do you expect when it's only 5-15 min past (early stage) of the game? if you get 600 mineral at early game it would be waste to spend it on TS as it would not benefit you as much as getting your items. Oh btw since when did we ever estimate something without even actually experiencing it? We are not saying all this with just theories. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted November 25, 2012 Report Share Posted November 25, 2012 Not Truesight then, spend it on Boundary Scanners [120 for 3]... e_e Quote Link to comment Share on other sites More sharing options...
Revolution Posted November 25, 2012 Report Share Posted November 25, 2012 Why do people think 600 minerals is considered a lot especially when hero killed grants between 200-500 minerals (+streak values/firstblood)? Creep kills and minerals '+5/10sec' items also assists to accumulate the 600 minerals rapidly. Most heroes with early ts will definitely be way more careful than the average player who could be ganked/tower dived assuming team called mias. Everybody buys items like timesplitter, argus and carapace in 10-20 minutes without complaining as much despite being nearly around 7x as much as truesight. :/ Like I stated earlier, queen is overated for her role at pushing. Using an ultimate to push is approximately same if boros/predator/drake ulti creeps. Queen's banelings are the only real pushing abilities due to its moderately high chance to kill creeps. As for queen being a support hero, most intelligence heroes spells deal way more than queen and are still considered as support heroes. Queen's heal is sort of helping your creeps/allies but doesn't assist her push significantly as banelings will kill majority of creeps. Creep tumour is near useless if it doesn't even survive/expand quick enough during a push. In Conclusion, Queen is overestimated for her role in pushing due to her banelings and ultralisk with heal being situational and creep tumour being useless. You have no idea what you are talking about. Boros and Drake's ultimate cannot take a tower down in 3 seconds so like I said before they cannot be compared to queen at all. So no it is not approximately the same as boros or drake ulting a creep wave. And healing a low hp creep wave to full hp assists her pushing by a lot. Queen does not need her creep tumors to push whatsoever. They are simply for mobility and to help harass enemy heroes with banelings. And early game 600 minerals is a lot because you won't have gp10 items and streaks rack up slowly. So Queen is not overrated in the slightest. She is the best pusher only challenged by MK. Quote Link to comment Share on other sites More sharing options...
croc Posted November 26, 2012 Report Share Posted November 26, 2012 Qing creeps to kill when urs barely get dmged to Qing and ultiing tower all the while healing the creeps. Wow queen seems like a rlly bad pusher. Quote Link to comment Share on other sites More sharing options...
Rem Posted November 26, 2012 Report Share Posted November 26, 2012 Lets see assuming 500 int, not hard to do with queen at end game stage, ive got just under 5k hp and 500 int, queen deals 2835 spell dmg with her banelings, or 1417.5 dmg to a structure like a tower, her ultralisk deals 585 dmg to towers a hit and stuns in about a 4 aoe when summoned for 2 seconds more or less instantly. her heal heals 600 dmg in an aoe instantly. it takes 40 seconds for her creep to fully fill its areas, it takes 20 to fill about 60% of that and its on a 15 second cd at lvl 4 With all this in mind, it takes a queen 1minute and 40 seconds to make an entire creep pathway from her t2 tower to the enemies t3 towers, it takes 7 baneling spawns to kill a t3 towerwithout any time scale or cdr thats 84 seconds. Not bad for a pusher id say... One annoyance with queen, ultra cant target the bonus buildings like pylons and w/e zerg has Quote Link to comment Share on other sites More sharing options...
Doom Posted November 26, 2012 Report Share Posted November 26, 2012 Shadowmourne is only effective if the enemy is building on hit items and boros has plenty of counters. Vorpal on the other hand has none. About shadowmourne: assuming your opponent has no passive damage abilities like toxi or grunty, assuming they don't get pyre, or timesplitter, c shard, or goodness knows what else, and just stack attack damage. It's not that hard to get >500 this way which sums up to 150 damage from Shadowmourne alone. And everyone IS going to get at least a pyre, maybe 1-3 other items with uniques. Late game, this item will do 100-170 damage easy. About Boros: tell me one. Please don't tell me "stay together" (yup, boros will end up dead, taking 2-3 of your teammates with him, resulting in a net loss) or resist build (he deals massive pure, physical and spell damage. You are not going to get a build blocking more than one of the three), or stacking health (I've gotten killed when a boros player with 1-3 kdr ulted my 7.5 K hp Balrog, while I was standing in a medium-sized creep wave), or Gravity Edge (Boros can easily get ~2 K hp, without getting defensive items. If you think you deal ~5800 spell damage normally, sure, by all means, go ahead and try to kill Boros with his spell storm on. Quote Link to comment Share on other sites More sharing options...
Revolution Posted November 26, 2012 Report Share Posted November 26, 2012 About shadowmourne: assuming your opponent has no passive damage abilities like toxi or grunty, assuming they don't get pyre, or timesplitter, c shard, or goodness knows what else, and just stack attack damage. It's not that hard to get >500 this way which sums up to 150 damage from Shadowmourne alone. And everyone IS going to get at least a pyre, maybe 1-3 other items with uniques. Late game, this item will do 100-170 damage easy. About Boros: tell me one. Please don't tell me "stay together" (yup, boros will end up dead, taking 2-3 of your teammates with him, resulting in a net loss) or resist build (he deals massive pure, physical and spell damage. You are not going to get a build blocking more than one of the three), or stacking health (I've gotten killed when a boros player with 1-3 kdr ulted my 7.5 K hp Balrog, while I was standing in a medium-sized creep wave), or Gravity Edge (Boros can easily get ~2 K hp, without getting defensive items. If you think you deal ~5800 spell damage normally, sure, by all means, go ahead and try to kill Boros with his spell storm on. Everyone on your team should not get pyre lol. Shadowmourne is supposed to counter AA heroes so it is most effective against them, but aside from pyre everything else is dealt in physical damage, which AGI heroes have a ton of resist against. A boros cannot kill 2-3 out of 5 by himself if you are together assuming everyone is at full hp and that he isn't retardedly fed. Lockbox counters him and so does cloaking in general. Yes he can counter your cloak with truesight, but he has to buy a counter to counter a counter if thats understandable. So there are at least two 2200 items that counter boros. Taser affects him spellstorm or no spellstorm in which your AA carry should easily be able to kill him. And I would really like to see the replay of a underfed boros beating a 7.5k hp balrog in balrogs creepwave 1v1 with only his ult. Quote Link to comment Share on other sites More sharing options...
LOLLMAO Posted November 26, 2012 Author Report Share Posted November 26, 2012 Okay, I might not have taken the fact that the ultra take down towers rather rapidly as a way of pushing but the fact that q does so much damage is so high to enemy creeps that healing your own creeps seems pointless. Only when a creep wave is like losing to towers or enemy creeps is the heal really useful for creeps. In a "fair" engagement, q should have killed everything while your creeps take 0-1 aa from enemy creeps. Back to topic, creep colony as many said is "relatively useless" as queen pushes regardless of creep or no creep. Many people think of this reason due to creep being too fragile or banelings being self sufficient making creeps seems undervalued despite being a strong support move for all her summons and herself. Can't we make creep colony have higher survivability or more useful as to allow creep to be seen as a decent skill for a hero? P.S. Can we stay on the original topic of creep colony instead of discussing whether queen is valuable/useless/pusher/ anything at all? heimdallr 1 Quote Link to comment Share on other sites More sharing options...
Revolution Posted November 26, 2012 Report Share Posted November 26, 2012 The only way to increase the survivability is to make them invulnerable... they already have spell immunity. Quote Link to comment Share on other sites More sharing options...
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