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Lifesteal and Barbed Plating


sten
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Im wondering why there isnt any more items that counter lifesteal. You have barbed plating which returns 50% and gives you +10 armor. However that usually isnt sufficient in the sense that you can stack lifestealing items. Not only gives lifestealing items more lifesteal which essentially negates the Barbed Plating totally but you also get other enhancements too - like more damage. Wouldnt it be fair to also have more damage returns items that could stack. Not necessarily stack barbed plating but lets say another item returning damage? Anyway the point is, its allowed to stack lifesteal item but not barbed damage returns item. Remove other enhancements from lifestealing items to balance out is another option.

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Whatever. Stacking Leech is not a problem which can't be solved. So doesn't matter the understanding of this.

 

Anyway damage return is just done as help vs AA carries and not a counter itself for leech. Though Barbed now affects leech since Leech is applied after mitigation since last Sc2patch.

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even with axe and barb. a auto attack hero like shadow, nova or drapa late game using darwin might. you have to attack the hero to get axe to proc, when creep are around and shadow is attacking u it can be hard to click as well as usally only takes 3 seconds the time darwin might's use last. and with the axe your still able to leech 15% when darwin is in use which is more then enough for an AA hero to out dps and kill that hero.

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Tested.

 

Physical reduction or resistance abilities or items ( Korhal Vanguard) reduce leech/crit same as armor does. Erekul E, Tychus R, Lord Passive...

 

Exactly, if anything leech is no longer really a factor, the amount you leech once people get a decent amount of physical resist is miniscule, plus physical resist is so easy to get.

 

Oh and r.i.p to shadow being a pubstomper lol.

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I personally am glad to be seeing carries scaled down some.

 

I argue vehemently with cazicss often enough over this. He insists a team "has to have AA to win" and I say a team does not -have- to have AA to win...

 

with these recent patches, I feel more correct. Whereas before AA was absurdly powerful, now it is feeling like one way to play instead of -the- way to play...

 

feels good to see tanks and casters in pubs again...for so long is was only AA

 

great changes.

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even with axe and barb. a auto attack hero like shadow, nova or drapa late game using darwin might. you have to attack the hero to get axe to proc, when creep are around and shadow is attacking u it can be hard to click as well as usally only takes 3 seconds the time darwin might's use last. and with the axe your still able to leech 15% when darwin is in use which is more then enough for an AA hero to out dps and kill that hero.

 

No, not anymore, you should try it, buy barbed, a carapace for some raw health, and tons of armor with axe

 

Any scrub shadow will kill himself if u hold position, and ive tested it

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I personally am glad to be seeing carries scaled down some.

 

I argue vehemently with cazicss often enough over this. He insists a team "has to have AA to win" and I say a team does not -have- to have AA to win...

 

with these recent patches, I feel more correct. Whereas before AA was absurdly powerful, now it is feeling like one way to play instead of -the- way to play...

 

feels good to see tanks and casters in pubs again...for so long is was only AA

 

great changes.

 

While you dont need one on a team it does a team good to be well rounded. A team with only aa is easy to counter with shrapnels and E.Mantles and a team that is all caster based is ruined by someone grabbing a Korhal and spell buffer. Generally a good team comp has

- hard aa hero

- soft aa hero that is tanky

- hard caster

- tanky initiator

- tanky support/tank/caster

 

That being said, a team of casters or aa heros that gets far enough ahead early game can overwhelm their counters.

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While technically this is off-topic, I would suggest that instead of having "damage return" items stack they should make an upgrade to executioner's axe and also provide a similar item for casters. Axe isn't that good (stat wise) late. Also, there is no equivalent for casters. In reality, there are very few caster items which counter tanks/aa (other than gravity (kinda) and shrapnel). I realize that in IHs these items (shrapnel, axe, etc) are normally bought by the support classes but it wouldnt hurt to have their effects on more higher tier items.

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In reality, there are very few caster items which counter tanks/aa (other than gravity (kinda) and shrapnel). I realize that in IHs these items (shrapnel, axe, etc) are normally bought by the support classes but it wouldnt hurt to have their effects on more higher tier items.

 

Shrink ray? Nitrofit counters melee heroes as well.

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I´d like to add to what others have said that reducing the damage via armor will reduce leeching, axe will reduce leeching....but also consider reducind enemy attack speed to reduce leeching per unit of time...

 

that being said I wouldnt get all of this but maybe if all enemy team is aa.....axe, barbed plating, chilling artifact( reduce enemy attack speed AND gives armor + other stuff), shrink ray(added to chilling artifact and voila!!! half of enemy damage potential is gone due to attacking at a snails pace AND that means he will take double time to leech compared to no slow attack speed item builds....you could add electric mantle for the shock stun effect(damage + cant attack while stunnes therefore no leech)...if you get a dedicated anti aa build you can screw them even as an intel character.....to all this if you want to really break a glass cannon just add shadowmourne...so now your auto attack is like an anti aa carry click...though be carefull of disables cause you must be able to attack enemy to activate shrink, axe and shadowmourne (this can, like someone said, be hard with shadow killing you when creeps are around)

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