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Raynor's silencing shot OP cooldown and can Grunty get some love?


CptSkippy
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First off, I think the cooldown on the silencing shot needs reworked for when it's maxed out 10 second cooldown on a six second silence, and if the silence wasn't enough the damage does the work. Understandable that it is a skilled shot and you're not tracking a hero but I don't believe Raynor was broke before the patch.

 

Second, I would love to see grunty to get something besides movement speed in the water maybe attack speed as well. I believe this was how it used to be a long time ago and just wondering why it got changed. Grunty is one of the most fun characters to play, but just has an ult that isn't as useful as it used to be and enemy heroes should fear the water if the grunty is on the other team.

 

Thoughts and or opinions?

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Dude, are you serious? :/

 

Raynor has 0 scape mechanisms, maybe his RRaiders. His str and health are terribly low, he just can stay behind and snipe, and his snipe is ok, because you need some skill to use it, not like rancor snipe, you just can click on the unit

 

And grunty i agree he is a agi carry but not as good as other like nova or darpa, because they are ranged, he can rape melee AA heros, but idk... I think he isnt up, and im not rly sure if a buff would make him op, he should gain some hp/mana regen in water like old times

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River speed is the most ballin heroic passive out there. You can push all lanes so easy, grabbing farm like no other. Complete rune control. Aeon and Levi are yours for the taking. Makes escaping or chasing a breeze. Not to mention the map dominance when it comes to ganking, any over extended hero is as good as dead. It's by far my favorite passive. I wouldn't mind a small amount of mana regen or some puddles around the map, but I'm very happy with how it works ATM.

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I want puddles around the map; because Grunty's Ulti's function only happens when the game is "even"-- when neither side is pushing a ton or during the early-mid game when the action takes place near the River.

 

I mean, it's fine as an ulti and I understand it working only some of the time, but it's just not always useful D:

 

EDIT::

 

On Raynor; I'd like to see the CD changed to a flat 12 seconds. Not much of a nerf, but it would help him-- or maybe "this ability's cooldown is halved if it does not hit an enemy Champion or at least 3 enemy units"; and change the CD back to what it was before.

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River speed is the most ballin heroic passive out there. You can push all lanes so easy, grabbing farm like no other. Complete rune control. Aeon and Levi are yours for the taking. Makes escaping or chasing a breeze. Not to mention the map dominance when it comes to ganking, any over extended hero is as good as dead. It's by far my favorite passive. I wouldn't mind a small amount of mana regen or some puddles around the map, but I'm very happy with how it works ATM.

 

Grunty's river racer is not his heroic passive, it's his ulti. His actual heroic passive is very strong, arguably stronger than his ulti, which explains why you mistook it as such.

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Grunty's river racer is not his heroic passive, it's his ulti. His actual heroic passive is very strong, arguably stronger than his ulti, which explains why you mistook it as such.

Yeah my bad. I realized after and was too lazy to edit :p

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Grunty, early-mid game, epic AA carry, Late game.... hes got a nice rocket stun but thats really about all hes good for, Any other AA carry will rip him a new one

 

As for ranynors silence, I agree with residente, hes got no escape skills, and 2 dmg skills one being his ulti, The buff only took 2 seconds off of it at max lvl anyway, the rest of the game his silence is slower.

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Rem, he has potential late game, but he has to moreso build tanky anti-carry rather then simple AA carry gg.

 

Like force of entropy, maybe a chilling for the -aa, explosive retro and timesplitter, stun baton and shadowmourne.

 

That should let him rip AA carries apart. And maybe electric mantle for any of the items except the core ones (timesplit, foe, shadowmourne) so he can initiate.

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U play grunty ill play darpa ^_^ You'll never get an auto attack off once were full gear, unless you hit me with a rocket when im in the river

 

In order to counter Grunty, you need a Shadowmourne... and, frankly? Without Shadowmourne, Grunty can potentially utterly destroy any other carry-- Get Bandit's and laugh as it procs your full damage; or don't and watch as you build maximum Weapon Speed but also tanky-- since your W.D. gets reduced to about 50% anyway; it will almost always be less than the Point Blank damage.

 

:S

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Eli, River racer only works if Im fighting you in the middle ie mid game to early game, late game which is where were talking about, noones at the river and river racer doesnt proc, taser provides a less than 4 second silence, your going to use it at maximum range so that darpa doesn't silence you first, that leaves a full second getting into range after that while being hammered and your dmg rduced,

 

If youd like Id be happpy to show you in test mode elli.

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I know I can take grunty and rape nova and shadow with him, boros as well if he doesn't ulti, and tosh is huge because i simply SHC and blast his spectres dead. And then he's just baller.

 

His counter is pretty much anything with tankiness with tons of persistant damage (Tychus and Cain come to mind here) or simply the ability to outmove his rocket + FoE combo (DARPA, System)...

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Actually I find that late-game is when River Racer procs the most in an even game-- both teams are meandering around the map, having had all towers on both sides pushed; so Grunty is just running around near the river and planting swamp traps.

 

So since any Grunty in a team game will be, at this stage, able to hastily take out Aeon, there will be Swamp Traps everywhere... which will cause enemies to be slowed when they approach-- so from outside of DARPA's sight range, Molgloo fires the rocket while DARPA is slowed; and most of the time the Rocket itself is very difficult to dodge-- so from there, Molgloo can just be in range and DARPA must escape or try to fight (and usually lose =w=)

 

I would *love* to test; but I fail at remembering to place Swamp Traps as Molgloo. =E

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