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Chilling Suggestion


NoWaterJustIce
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It seems to me that atm chilling is a fairly weak item or maybe it just seems weak in comparison to other anti aa items. Im not sure if its even possible to do, but i thought of a way to buff chilling so that it is an item that would fit into more builds. The proposed buff would be that it not only decreases enemy weapon speed by 35% but also decreases enemy cdr by 20-35%.

 

Thoughts?

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if chilling is to reduce timescale, it should be an aura not an on hit, as MarXX pointed out timesplitter already exists.

 

Making chilling a negative TS aura would allow it to counter Cyprus' passive to soem degree, help in defeating viergil, slow down and help contro lthe lurker...

 

Making it stack with timesplitter would allow it to have serious potential in 'anti-TS' builds, which could be super good if enough items existed...

 

Just winging this, but lets say

 

Chilling (-15%Ts)

Timesplitter

FoE

electric Mantle

Stun Baton

Contamination Shard

 

Put that build on, say, Tychus for one seriously amusing DPS/Anti-AA build...sounds godo anyway, would love to test it

 

-->Buff Chilling Artifact

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The timescale reduction should certainly, as you say, be of less percentage. However, this debuff then can also be used offensively. In combination with timesplitter, it can be deadly.

 

And that means tankier AA carries, which is opposite to what is intended: to counter AA.

 

BUT because chilling offers little in the means of damage output, it means that if the AA wanted to get that the AA has one less damage item, or one less leech item...ultimately I think most AA heroes would stick with teir DPS builds, not bothering to sac total damage output for additional debilitation, except perhaps in AA v AA battles.

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agreed with wrath, its the base stats that are shap, not the passive. the passive is very strong. keep in mind attackspeed buffs/debuffs work multiplicatively...

 

 

consider this:

 

a unit with max attackspeed (+400% attackspeed)

 

affected by chilling artifact

 

now requires another 53% attackspeed to reach the cap

 

1.8/4 = 0.45

 

1.8/4/0.65 = 0.6923..

 

(1.8/4/0.65)/.45 = 1.5346...

 

1.8/4/.065/1.5346.. = .45

 

 

 

the real issue is, who the flob wants what, 9 armor and 450 mana?

there are talents that do almost as much.

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In general there's too many items that give you a ton of energy when you just wonder "wtf why would i need energy on this item"

 

Chilling is one of them.

Since it gives CDR and no DPS, its obvious tanks and casters are more likely to buy it and they usually have enough energy anyway.

Make it grant Health instead of energy and it would be more useful.

 

The idea of making it a super-utility item when recipe built with DST is also worth considering, though it probably would make it a must-have in IH.

 

as an aside, it also bothers me that so many +crit items come with either +AS or +AGI when you will be at the AS cap anyway.

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agreed with wrath, its the base stats that are shap, not the passive. the passive is very strong. keep in mind attackspeed buffs/debuffs work multiplicatively...

 

 

consider this:

 

a unit with max attackspeed (+400% attackspeed)

 

affected by chilling artifact

 

now requires another 53% attackspeed to reach the cap

 

1.8/4 = 0.45

 

1.8/4/0.65 = 0.6923..

 

(1.8/4/0.65)/.45 = 1.5346...

 

1.8/4/.065/1.5346.. = .45

 

 

 

the real issue is, who the flob wants what, 9 armor and 450 mana?

there are talents that do almost as much.

 

well said. I'm convinced.

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I miss the gutter so much... bring it back

 

LOL I remember double gutter on a lot of different heroes as it was one of the most imbalanced things in the game and yet it stuck around until 6.0. Double gutter Vorpal in 5.0 was super fun or just getting one gutter on Tychus was hilarious (of course Tychus was stupidly broken and OP but that is a different debate). The inhausers at the time of course thought there was nothing wrong with double gutter which is probably why its imba nature was never patched.

 

It sure was fun to troll with on agi heroes.

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I think it's an excessively good mid game item, considering nobody will be hitting the attack speed cap at that level. 35% is a huge attack speed reduction. If anything, it should just see some tweaking to its base stats, not its passive.

This can be devestating if you stack this with a hero that reduces weap speed too, Like Toxi//Jackson. In addition, if you get Force of Entropy, another 35% Attack speed is lost.

 

I do think this item needs a slight buff, because even tho it reduces attack speed by 35%. Force of entropy reduces it by 35% too, and also movement speed [Altho that compensates for the onhit part instead of aura]. Although Force of entropy gives more favorable stats. With the nerf to Timescale into Cooldown Reduction, CDR isn't as useful since it doesn't stack. The armor definately helps, but it gives energy, which is nearly useless for half the heroes in the game, excluding for heroes that demand large energy [Toxi//Dustin//Erekul//Geneva, And just stacking INT provides much easier Energy].

 

Win : Toxi ----> Level 4 passive [-30% Weap speed], Chiling artifact [-35% Weap Speed], FoE [-35% Weap Speed]. That will make your attack speed about 3 - 4 times slower. Make it even more effective with time splitter. It is like shrapneling a single target :D. [basicly like having Toxi's Old final, but doesn't stack]. Effective if you are gong a tanky build :P

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Force of Entropy doesn't reduce attack speed...

I'm surprised about how many posts i said this, people say it doesn't but it does. It is the reason why I think it is an excellent early item. It is also the reason why if starscream rushes this, you can't confront him, because your attack speed is owned, and ur slowed, and he has super high base damage.

 

But yea, force of entropy reduces movement speed and attack speed. The description is misleading but it says

 

Pulse Hammer: Your attacks lowers movement speed of target by 20% for 2 seconds.

Force of Entropy: Your attacks SLOWS target by 35% for 2 seconds. [Note it doesn't say movement speed, but says slow. Therefore, it also hints that it may slow attack speed, which in mutiple tests, it does.].

 

 

-edit-

From item database

Force of Entropy

:ForceofEntropy:

 

Recipe Cost: 850

Total Cost: 3900

Required Items: PulseHammer.pngXelNagaCartilage.png

 

+30 Strength

+700 Health

+20 Weapon Damage

 

[unique] Your attacks slow the target by 35% for 2 seconds.

 

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