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New Hero makes un used item even more un used.


Itsthatguy
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As I've made continous posts I have to say that there is one issue that annoys me (my fav item) Bandit Artifice.

 

Already an under used item, with the new hero, it as absolutely useless as the clone has NO way to damage enemies. It is worst than getting a Aritifce on garamond (as the clone garamond still deals // proc item effects even if it deals 0 physical damage). The Clone is absolutely useless with bandits and it is already an expensive and superly under used item.

 

To make matters worst, I heard that shadowmourne is also being under used a lot too. Shadowmourne is absolutely useless to get Vs this lurker. It makes items that are being ignored, be even more ignored to the point where people actually don't know what they are. In a lot of games, if it gets far enough where i can buy bandits for a final item, people don't even know what the item is half the time or what it does // under. =/

 

I'd like to see some type of hero that helps promote getting a shadowmourne // Bandits. Tassadar use to be that hero until shadowmourne didn't proc on clones. ect. ect. Anyways, I'd just like to see the game show some love to these items. Duran's Eye is actually more popular than Bandits... that's how bad it is...

 

 

It would be nice if clones would auto-maticly be burrowed or at least would use the burrow ability if it is a clone. It would at least promote going AA on lurker who deals splash damage which promotes unique items like lightning rod and pyre, ect. (which in turn makes bandit aritifice more viable). =/

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I always thought clones should inherit heroic passive, but then I thought of Erekul.. And tass... *shudder*

 

BTW Shadowmourne is Toxi raep item, just so you know. And another hero it rapes is cain.

 

:) Bandits is a bait item, forced an erekul to use ulti on it once, worked like a charm, then I rush him at 60% HP and proceed to beat the hell out of him ;D

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Bandit's artifice allowing the illusion to make a tassadar clone would be pretty funny. You could build up an army of them eventually.

I said only Burrow, if it allowed Heroic Actives, it be OP (I would think, Brine could easily deal 20% Max Hp right there)

 

P.S. you are only allowed one Clone for tassy from heroic passive. Attempting to make a new one will delete the previous one so it wouldn't matter, unless your Clone just died, and your Bandit's Clone could easily remake it fast instead of waiting for CD.

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Artifice -> Clone -> Artifice -> Clone -> Artifice -> Clone

 

ATTACK OF THE CLONES

 

Brine isn't that bad with 20% anyways, we do have heroes which do so much more anyways

 

i.e. 2 erekuls with passives snuggling on you with SHM = you're getting assraped by the second

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I said only Burrow, if it allowed Heroic Actives, it be OP (I would think, Brine could easily deal 20% Max Hp right there)

 

P.S. you are only allowed one Clone for tassy from heroic passive. Attempting to make a new one will delete the previous one so it wouldn't matter, unless your Clone just died, and your Bandit's Clone could easily remake it fast instead of waiting for CD.

 

Yeah, I'm pretty sure ekco just uses a global count unit requirement which would work that way (the way you said it would). Can't help dreaming, though.

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Artifice -> Clone -> Artifice -> Clone -> Artifice -> Clone

 

ATTACK OF THE CLONES

 

Brine isn't that bad with 20% anyways, we do have heroes which do so much more anyways

 

i.e. 2 erekuls with passives snuggling on you with SHM = you're getting assraped by the second

Erekul's passive deals less damage than Brine's Heroic Passive, and there is also base damage on brine's ability, deals like 179+10% Max Hp. With - Sunflare Yamato Argus and Two acid strikes (impale // final), good as dead.

 

Again Nuparu, Can only have 1 clone at a time, you can test this in TM, where if you retype -tassadar which resets heroic passive, it will kill your clone when you use the Heroic passive (And when you change heroes if actually creates a new unit which is why consumables and stacks don't stay when changing).

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1. Erekul isn't item reliant. His SHM will rape you and so will his passive if it worked like that.

2. I know he can, i posted that first ._.

3. Brine does a ton of damage anyways, but Erekul deals about 30 DPS to a 4000 HP hero within 10 range i believe. Add 40 from SHM to get 70 and multiply by 2 to get 140 dps, plus he has his 35% missing HP which would be totally troll. Add in your own Sunflare/Yamato and commence the rape.

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OMG I just thought up an amazing solution! Don't buy Bandict Artifice on lurker.

That is basicly the point. Why do we have Bandit Artifice if no one uses it. Which is why I'd like the item the be Promoted, instead of ignored. Out of 750 games, I haven't seen a single person use Bandit Artifice.

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Be nice to give it some additional stats (maybe more like a super balancer type where it gives little of everything)

 

:BanditsArtifice:

Recipe Cost: 1000

Required Items: Stabilizer.pngDuransMachette.pngDuransBuckler.pngDuransPendant.png

Total Cost: 5000

 

+40 Strength

+40 Agility

+40 Intelligence

+12 Weapon Damage

+350 Hp

+1 Energy Regen

+2 Health Regen

+4% Lifesteal

+3 Armor

+40 Energy

 

[Active] Create a Clone that deal 65% of your Physical Damage for 30 seconds. Clones take 150% damage from all damage sources. 45 second cooldown.

 

Although I guess this would make it one the ultimate AA items as it gives you decent armor//Attack and high Hp, with a good active (which i lowered CD by 15 and damage taken by 50). Gives small bit of leech for sustainance and you wouldn't really have to worry about Energy too. It would make the item much more favorable.

 

I think ppl normally don't go for it, because Primary stats (STR//AGI//INT) isn't really that important for the hero (STR just needs HP which is much easier to get than STR), and AGI needs (Weap // Weap speed, which many other items provide better), and INT need spell damage which does scale on INT, but since INT items usually give much more INT stats, bandit lacks as INT, and it's active doesn't really help casters in almost any way.

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Hey, I'd love to use Bandits for Tass, but the truth is that he's more effective without it. Also, by selecting all three you lose sight of your abilities, which kills you in fights. His ulti doesn't work on the clone either, making it less effective.

 

If it made two clones even with the same specs, it might be more viable. Either that or improve the strength of the clone. IMO

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The point of this topic, is to discuss a item that isn't used or known by some people and try to promote using it. The issue I'm trying to point out, that even Ecko him self is ignoring the item to the point where, this hero has absolutely NO benefit of getting it. A Hero that relys on procing effects (which bandit's does) and he can't use it... really...

 

I mean honestly, this new hero promotes other items (Like Explosive Retrofit, lightning rod, ect.). It helps promote those items which are common items to get with him, but Bandit Aritifice is never used. Since there are more heroes and Bandit Artifice is not useful on lurker at all, it reduces the buying rate of said item.

 

(It would be like if you have 40 heroes and usually one hero is good with bandit artifice, now you have 41 heroes and still only one hero is good with bandits. Each new hero that makes getting artifice bad to get, actually lowers the buying rate and worth of the item indirectly in some ways).

 

Lurker really isn't a hero that would benefit from artifice. He is more of a caster from what I've seen since he has good scalings.

 

Bandit artifice is NEVER good on Lurker. Even if you use the Active, the retarded clone can't even use it's Heroic Passive which is BURROW, making it so it can't even attack. Thus the clone can't use attack or abilities. Only use for it is getting a super heated mantle basicly... Zzz

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