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Heroes that are not strong enough


MOTHER
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This thread is intended to take a different approach and perspective on heroes, instead of nerfing the heroes that are said to be 'too strong', let's consider buffing the heroes that are not strong enough to their level.

 

I'll start with what I know by suggesting that Queen's ultimate causes a minimum to moderate AoE damage (Example: 200/300/400 + 10-15%INT or a fixed amount of true damage 100/150/200) at the point where the ultralisk bursts out of the ground and allowing her use to the transport talent to teleport to her creep tumors (the latter would apply to Garamond and his towers as well).

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I like that idea, a channeling ult, rifle or even machine that rapidly damages in a cone shape in front of Jakk but can be avoided. The damage would be dealt for the duration of the channel unless it is interrupted or canceled.

 

The alternative would be a single channeled shot that does massive damage with a nice push back effect. The more it is channeled, the stronger it becomes, more damage, more pushback, more range. But also easy to avoid.

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jakk dominates laning.... tbh i don't consider him weak.

 

rory is early/mid game dominance as well. i don't consider him weak.

 

queen is a good solo long, the meta just doesn't really fit her atm cause generally a tankier support is used. she could have a minor buff. i'd say give the ultralisk a slow in aoe affect/-resist on hit debuff so it has some relevance in a team fight after the initial stun.

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I actually think queen generally is fine, especially inhouse and can be relevant through out the game if farmed properly and with a good team composition. I also don't think Jakk is weak at all, but the idea behind this thread is to buff the low and mid tier heroes instead of nerfing the high tier heroes.

 

I think Queen's ultralisk could benefit from tweaking its targeting priorities, it should target heroes, towers, and then creeps. Many times, the ultralisk would be hitting a tower or hero then stop to go attack a creep wave and I'd have to make it target the tower again. It's rather minor but in the heat of battle it makes a huge difference.

 

I suggested the moderate aoe damage on her ulti to further help clear waves (lane control) and thought it might come in handy when used to last hit on escaping enemy hero. It also makes the baneling > Ultra combo slightly deadlier.

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I'd like units were smarter and following you or attacking your same target by default and on standing by in nowhere.

 

By other hand a minimum damage on Ultralisk impact could be nice since he could apply item effects like nitro retro and so on.

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I like that idea, a channeling ult, rifle or even machine that rapidly damages in a cone shape in front of Jakk but can be avoided. The damage would be dealt for the duration of the channel unless it is interrupted or canceled.

 

The alternative would be a single channeled shot that does massive damage with a nice push back effect. The more it is channeled, the stronger it becomes, more damage, more pushback, more range. But also easy to avoid.

You mean something like Miss fortune Ulti?

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jakk dominates laning.... tbh i don't consider him weak.

 

I do not either. Thing is, he is played in pubs (and I imagine in IHs) less than old kerrigan, and she was buffed for no reason other than that. However, he has a fun skillset, and I see no reason to not just add another ability to him. If you think it would make him OP, we can add a really late-game ability, so that ult mines will still be supreme early on, but when the enemy team has truesight (which they can get REALLY early on, if your team has Roach, Rancor, Unix, Zera, etc), he is not limited to placing mines in the bushes and on top of ramps (or in other words something most players won't think off).

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no he gets played in ih.

 

Well, I do not know the current meta, my last mumble IH was ~1.5 months ago, but at that time, only person that I saw play Jakk was Highdrator. That doesn't change the fact that he is not played in pubs, however. At the very least, he needs a detonate key fix. It doesn't detonate instantly (not talking about the mine detonation time, just time from when I press v, and the mine starts countdown), and clashes with most people's inventory set-up (I have a seperate profile just for him).

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Well, I do not know the current meta, my last mumble IH was ~1.5 months ago, but at that time, only person that I saw play Jakk was Highdrator. That doesn't change the fact that he is not played in pubs, however. At the very least, he needs a detonate key fix. It doesn't detonate instantly (not talking about the mine detonation time, just time from when I press v, and the mine starts countdown), and clashes with most people's inventory set-up (I have a seperate profile just for him).

I think the players who prominently play him are High, Whale (lol), some Axis guys, I play him sometimes, and that's it, really.

 

He's a hard hero to learn and a great hero to master xD

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i agree it would be nice to see of you changed jakk from greandes to rifle his ult changed (not allowing u to activate mines at same time as rifle equipped because thats unfair) but it will give him some more late game feasibility like a big rifle blast or the sorts

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for the anti alternative jakk ulti: I think what jakk players want is something to do with ult that is not made useless by truesight....the mines ulti relies completely on the surprise effect....once ppl know mines are there its not the same

 

for the wanna give jakk 2 ultimates: remember mines are still good....jakk is by no means weak....if it gets a second ulti it has to A) not be something countered by detect; and B) not be as strong as a standard ulti since jakk would have 2 ultis...maybe something like "placing a mine triggers the alternative ultimate cooldown....a long cooldown"

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i agree it would be nice to see of you changed jakk from greandes to rifle his ult changed (not allowing u to activate mines at same time as rifle equipped because thats unfair) but it will give him some more late game feasibility like a big rifle blast or the sorts

 

Im thinking lux ult ^_^

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For queen like I´ve said on other posts, I think the ulti is fine....the stun is already powerfull on teamfights and the ultra being there helps the team as well just bothering....for solo it can help you land banes, specially if you have a shc.....for laning you can push another lane with ultra clearing waves and getting lots of cash without even being there or while you tele to base to buy stuff...I think it compensates its solo fighting skills with utilities

 

the one skill on queen that only shines earlygame is E (creep tumours)...that thing has little sight si its no better than a ward except its free...the boon on speed is not so much, specially since every char moves faster and the move speed gears are available...I wish it would give the team or even only queen some boon for standing over creep as long as the tumour is alive...and that the boon escalates to lategame when everyone has truesight and the creep itself is so hard to spread that its kinda not worth it

 

another thought is having level 4 creep tumours have as much sight as a ward so even if they get killed it allows late game warding when everyone wants to save cash for gear cause wards get killed by ts bearers

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I dont consider mines bad even being detectable. It forces enemies getting some kind of vision wasting money. I know some pubpeople has the funny to stand in a zone for getting a kill double or whatever with mines ( some of them nubs, not being part of a team aka: not defending not pushing, not helping nothing just working with their fireworks). But by other way an alternative rifle ultimate could be nice. Forked rifle Attacks has an increasing 15% int and +1 rng hitting 3 enemies during 10 seconds

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