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Newest Changes to Vorpal


Dietdrpepper
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Over the last few patches Vorpal has been nerfed and nerfed again. The first of these was when they removed the physical resist from his Dark Matter passive. Then they nerfed his damage output on his ult. Now they are removing the spell resist component from his Dark Matter passive in this next patch. This latest change is a HUGE nerf to Vorpal. He is now super squishy. I can hear it now..... well you need to get tank items. No other "tank" in the game has absolutely NO tank abilities which is exacly how vorpal is now. His main abilities require him to get up close to the enemy and "surge" into battle, yet they take away any possibility of him surviving. It is funny to me how this clearly shows what I and many others have said about the "balancing" of this game over the last few months. Instead of making small tweaks RedHydra (who is in charge of this part of the development of the game as I understand) makes sweeping changes. Instead of removing it completely how about reducing it slightly and see how it works instead of making it worthless. I would be MUCH MUCH MUCH more in favor of removing the reflect portion of the ability as it does next to nothing. Theoretically it seems like it should do a lot of damage but in reality it doesnt. Even if it did, it's a dumb no skill ability. It requires no activation or skill whatsoever to use. It's just there. At least the spell resist allowed vorpal to compete with other semi tanks.

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Dark Matter is amongst a few abilities that may get a rework soon. Most likely into an active\passive hybrid that combines improved orb regeneration and sustainability/tankiness. We're just trying to gage how much the reduced spell resist and damage reflect affects his gameplay, and what we're finding is that it doesn't affect his playstyle all that much (being a passive and all).

 

I'm currently looking at orb regeneration as a function of damage taken, flat health boosts, and consuming orbs to return health.

 

We're also learning that health regeneration and healing makes for more interesting relationships as opposed to straight damage resist, so we've been considering taking it away from characters that don't synergize explicitly with it.

 

Other abilities on the list: Mirror Force, Raynor's Raiders, Adaptive Carapace, a few Liberation Auras.

 

But yes, Vorpal has been a first pick for quite a while.

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there is no need to change brine's adaptive carapace.

 

adding more mechanisms to vorpal revolving around his orbs/regaining or consuming them is fine. while your at it, re-add the old last hit-for-orbs mech.

 

mirror force doesn't grant any resists, i hope u know....

 

and theres nothing wrong with flat damage resist...

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Lol worpal is fine, if you kan't play it right then maybe you're the problem.

 

I played it inhouse and took a dump on the other team. Worpal was newer a tank anyway, he had damage/spell reflekt, but that's not what "tank" means. People kan just shoose not to attak him, not reflekt any damage, and thus the konsept of someone "tanking" is idiotik. You're either a stunner, ganker, initiator, or something other, there is no sush thing as a "*herorole* = tank".

 

Worpal was always, at least in resent times, an initiator/kaster who skaled inkredibly well with INT, he stlil does, and still deal tons of damage.

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Dark Matter is amongst a few abilities that may get a rework soon. Most likely into an active\passive hybrid that combines improved orb regeneration and sustainability/tankiness. We're just trying to gage how much the reduced spell resist and damage reflect affects his gameplay, and what we're finding is that it doesn't affect his playstyle all that much (being a passive and all).

 

I'm currently looking at orb regeneration as a function of damage taken, flat health boosts, and consuming orbs to return health.

 

We're also learning that health regeneration and healing makes for more interesting relationships as opposed to straight damage resist, so we've been considering taking it away from characters that don't synergize explicitly with it.

 

Other abilities on the list: Mirror Force, Raynor's Raiders, Adaptive Carapace, a few Liberation Auras.

 

But yes, Vorpal has been a first pick for quite a while.

 

changing his his reflect passive all together at this point would be the best thing. as it stands the only good thing about that passive is the spell resist. about 80% of the time unless a hero like shadow gets pyre and is the onlyone attacking you, the spell reflect is worthless. it gets divided between all the enemies near by. in most cases there is more then one speically when laning and u have creep near by. you get hit for 500 spell damage from raynor out side of 10 unit range. 6 creep and shadow near by. they each take 14 damage, not worth it. and raynor who casted the spell takes no damage.

 

my recommendations if you change his ability is to make it so it refreshes his Q and gives him 2 charges of lance as well as 2 orbs. cool down 45/40/35/30

or make it a stacking slow ms/as(maybe time scale) as in when he is being attacked the attacker loses 10% movement speed and attack speed. max stack is 2/3/4/5, lasting 5 seconds. this would allow him to actually tank again especially if it works with spells too. example, rancor comes up sunflare, nuke, snipe thats 3 stacks.

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So if you are taking away the resist from vorpal i hope the rest of the tanks like LZ, drake and erekul are getting their resist taken away because that seems absurd to just remove 20% spell resist. I mean if it doesn't affect vorpal that much then it shouldn't affect any other hero with a resist passive.

 

i didnt see this till after i wrote the above post.

 

that is the problem i am currently seeing. tanks are being turned away from being able to tank. lord z and vorpal use to have resist to spell and physical. and even though i like the old tycus better. when it was sotis and on the older map. they have taken his resistance away as well. and nerfed him to hell. tycus still has the lowest attack range for range 4.5 and is slow. he is suppose to rely on his slow grenades but only has enough energy to cast 2 spells unless u stack intel. and his ultimate for resistance doesnt seem to stop as much damage as it says it should. drake hasnt really changed much and erekul resistance is new, it use to be chance on hit to cast worms that heal and do damage.

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you get hit for 500 spell damage from raynor out side of 10 unit range. 6 creep and shadow near by. they each take 14 damage, not worth it. and raynor who casted the spell takes no damage.

 

Dark Matter reflects 10/15/20/25% (Beta) True Damage to enemies that are within 10 range, and 100% True Damage to enemies within 3.3. The damage reflected doesn't distribute among the number of enemy units nearby. That means if Raynor deals 500 Spell Damage to Vorpal, enemies within 3.3 range of Vorpal will all take 500 Spell Damage as True, while enemies within 3.31 - 10 range will all take 10/15/20/25% of the damage as True.

 

EDIT:

 

The damage reflect only accounts for Spell damage that was taken, but I've also misinterpreted how the passive works:

 

It doesn't deal 100% True damage to enemies within 3.3 range. Instead, it deals 100% of the damage that was resisted. Take that resisted damage and multiply it by .1/.15/.20/.25 to find the damage that was reflected. The further away the enemy is (out of 3.3 range), the less damage they will take.

 

What's still true is that the damage reflect does not distribute among the number of enemies nearby. The damage done depends on how close/far the enemy is, but units within 3.3 range will all take that percentage of the resisted damage.

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Dark Matter reflects 10/15/20/25% (Beta) True Damage to enemies that are within 10 range, and 100% True Damage to enemies within 3.3. The damage reflected doesn't distribute among the number of enemy units nearby. That means if Raynor deals 500 Spell Damage to Vorpal, enemies within 3.3 range of Vorpal will all take 500 Spell Damage as True, while enemies within 3.31 - 10 range will all take 10/15/20/25% of the damage as True.

 

You guys can't be serious. I mean, that is so ridiculously OP with the right build it is hard to imagine people like DietDrPepper are complaining about Vorpal being nerfed when in fact that is one of the most ridiculous changes I can think of in the history of this game.

 

No hero in the game should be invulnerable to another class of heroes and well this change makes melee heroes worse than useless against Vorpal because they will always suicide themselves just by attacking him. Barbed, Armor, and Health and not much melee can do against him and ranged he can just stay stuck to with superheated and nitro aura and a DST as a gap closer.

 

I mean after the horrendous UI changes, do you guys even take yourselves seriously anymore.

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Dark Matter is amongst a few abilities that may get a rework soon. Most likely into an active\passive hybrid that combines improved orb regeneration and sustainability/tankiness. We're just trying to gage how much the reduced spell resist and damage reflect affects his gameplay, and what we're finding is that it doesn't affect his playstyle all that much (being a passive and all).

 

I'm currently looking at orb regeneration as a function of damage taken, flat health boosts, and consuming orbs to return health.

 

We're also learning that health regeneration and healing makes for more interesting relationships as opposed to straight damage resist, so we've been considering taking it away from characters that don't synergize explicitly with it.

 

Other abilities on the list: Mirror Force, Raynor's Raiders, Adaptive Carapace, a few Liberation Auras.

 

But yes, Vorpal has been a first pick for quite a while.

 

-Yay! Ability reworks.

-I said that Dark Matter should have an active last yeaaarr that regenerates orbs //feels proud

-d=

-Sounds epic win.

-:DDDD

-Mirror Force is annoying; but it's like Geneva's ultimate in that it wouldn't function as it is if it didn't do what it did.

-Raiders should go back to passive pushing all lanes? :D Or something else; I don't know.

-Why does Brine's Adaptive Carapace need a rework? Is it just neglected as it isn't useful [i get EWWQWRWQQQREEEYRYY on Brine myself; I never like spending tons of energy for 100 extra damage on Impale]

-If you rework MAAR; please-please-please bring back the Ultralisk. Pleasepleaseplease. Or at least a linear-splash with the nydus worm unburrow animation? That looked epic win tbh. Also, Savior Aura.

 

I felt like responding this way. D: Don't judge me!

 

//opinion

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Sorry for the possibly dumb question - but where do i find these updates/changes at?

 

Other abilities on the list: Mirror Force, Raynor's Raiders, Adaptive Carapace, a few Liberation Auras.

 

What is changing with raynor's raiders? and/or can you point me to where this information might be as to not derail this topic on vorpal? Thanks.

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