ginosaji Posted September 30, 2013 Report Share Posted September 30, 2013 There have been threads in the past, but I wanted to bring up Ancient rune again. It's a terrible item right now and only really worth anything if you are Toxi because he procs it on every single AA. The intended role of Ancient rune is an anti-tank weapon for Spell casters if I'm not mistaken. Therefore, here are some proposed changes that I think will make the item useful for that role. 10% current HP damage over 2 seconds with an internal cooldown of 8 seconds. The numbers could be adjusted for balance, but the main point I'm trying to make here is to significntly buff damage and give it an internal C/D. This makes sure it does good damge, yet can't be abused by certain heroes that have built in spell damage on their AA/can spam spells like toxi, egon, etc. It would also be prudent to keep the decay at 2 seconds and give it a C/D because if you just increased the decay time, it would be exceptionally good in combination with Nitrogen. Quote Link to comment Share on other sites More sharing options...
Muto Posted September 30, 2013 Report Share Posted September 30, 2013 Even with your proposal it would still be substantially weaker then it's AA equivalent (pyre) which does 7% current HP every attack. At max attack speed this is roughly 2 attacks every second. A pyre equivalency for spell casters would be about 10-12% current HP over 2 seconds with no internal CD, but no doubt this would be considered overpowered for a multitude of reasons. I think the major issue that makes it difficult to balance a spell pyre is that it relies on current health as opposed to maximum health. This means you either need to do a huge percentage of current health, or have it tick constantly in order to be a pyre equivalent. While overall I like your suggestion, to give it bit more of an edge I think it should be raised to 12% and changed to maximum health (as opposed to current health) keeping the internal CD of 8. Changing to maximum health would give it consistently more damage against tanks without it adding to much excessive burst against already lower health heroes. I also think this is ideal because it would proc far less then a normal pyre would on an AA hero so it needs something to give it an extra edge. With this buff I would also support a price increase to 4k. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted September 30, 2013 Report Share Posted September 30, 2013 if ancient rune is scaled to do that much dmg in a short period it becomes abusable by dps to stack it with a pyre the large problem with casters is they run out of spells / CD, they need a prolonged damage modifier to keep burst and dps off them applies 1 stack of decay that deals 10% of current hp over 10 seconds and applies "Spectral Barrier" buff to casting hero every 2 seconds an enemy with decay debuff comes within 10 units of hero (or could be attacks hero) with spectral barrier, refresh decay debuff and add another stack up to a maximum of 3 Quote Link to comment Share on other sites More sharing options...
Muto Posted September 30, 2013 Report Share Posted September 30, 2013 if ancient rune is scaled to do that much dmg in a short period it becomes abusable by dps to stack it with a pyre I thought that too until I remembered that they added debuff "classes", which is why you can't stack BHM and Starfury. You simply put both spells as the same unique class, thus making them unstackable. the large problem with casters is they run out of spells / CD, they need a prolonged damage modifier to keep burst and dps off them This only applies to a very small number of heroes. As someone who only plays casters, I can confirm that usually when I run out of spells/CD with a burst on me it's because of spell mismanagement or trying to act like a carry. If you manage your spells correctly and group up, this should almost never be an issue. Quote Link to comment Share on other sites More sharing options...
ginosaji Posted September 30, 2013 Author Report Share Posted September 30, 2013 if ancient rune is scaled to do that much dmg in a short period it becomes abusable by dps to stack it with a pyre the large problem with casters is they run out of spells / CD, they need a prolonged damage modifier to keep burst and dps off them applies 1 stack of decay that deals 10% of current hp over 10 seconds and applies "Spectral Barrier" buff to casting hero every 2 seconds an enemy with decay debuff comes within 10 units of hero (or could be attacks hero) with spectral barrier, refresh decay debuff and add another stack up to a maximum of 3 I agree with Muto, the situations in which an item like this would be usefull are so few and far between that the item would not be used IMO. It would also serve a function different from what I think the intended purpose of ANcient Rune was, mainly for casters to be able to do a little more against Tanks as they stack HP and resist. Late game a tank will have 5500 HP and 65% resist. Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted September 30, 2013 Report Share Posted September 30, 2013 we been asking for a change to flair gun for what seems months now. and even red agreed that he thought the dmg was to much. 1K+ dmg on an active. but still no change Quote Link to comment Share on other sites More sharing options...
Moo Posted September 30, 2013 Report Share Posted September 30, 2013 This item does need work. I think it should decay the spell resist of the tank, so that the damage can get through the tanks spell resist. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
Doom Posted September 30, 2013 Report Share Posted September 30, 2013 Proposed Change: Deals (2.5% your int)% of enemy's max hp as true damage. Internal cooldown of 4 seconds. Quote Link to comment Share on other sites More sharing options...
Muto Posted September 30, 2013 Report Share Posted September 30, 2013 Proposed Change: Deals (2.5% your int)% of enemy's max hp as true damage. Internal cooldown of 4 seconds. Assuming the reasonable bounds of 200 INT early game and 600 INT late game, your scaling would do anywhere from 5 to 15% maximum health as damage. To give it some versatility early game I would make it have a scaling factor and a base factor. I personally think 10[+1/100INT]%maximum health as spell damage would work better. Early-mid game with 200INT this would be about 12%, extreme late game with 600INT it would be about 16%. I personally think that spell damage would work better then true, as it can both be resisted and affected by things such as gravities, Yamato's, etc. Ironsights, ginosaji and ANARCHY 3 Quote Link to comment Share on other sites More sharing options...
Yaldi Posted September 30, 2013 Report Share Posted September 30, 2013 has anyone tried getting pyre and rune? seems to me that might be nice Quote Link to comment Share on other sites More sharing options...
ginosaji Posted September 30, 2013 Author Report Share Posted September 30, 2013 has anyone tried getting pyre and rune? seems to me that might be nice Not worth it at all. May as well just get Shadowmourne or Cont. Shard. Quote Link to comment Share on other sites More sharing options...
Ironsights Posted October 1, 2013 Report Share Posted October 1, 2013 Not worth it at all. May as well just get Shadowmourne or Cont. Shard. what about pyre,shard,rune, AND shadow mourne...? lol Quote Link to comment Share on other sites More sharing options...
Adamantium Posted October 1, 2013 Report Share Posted October 1, 2013 Remember, shadowmounre only does an extra 25%, so you don't get double pyre/run/shard. Just FYI, if you didn't know. Quote Link to comment Share on other sites More sharing options...
Moo Posted October 1, 2013 Report Share Posted October 1, 2013 Remember, shadowmounre only does an extra 25%, so you don't get double pyre/run/shard. Just FYI, if you didn't know. Wait, what? Doesn't shadowmourne proc all item effects? O_o Quote Link to comment Share on other sites More sharing options...
MarXX Posted October 1, 2013 Report Share Posted October 1, 2013 i tried rune with mantle. its still bad. i tried rune with vorpals javelins, still bad. tried rune on boros burning blade, even worse. its double damage over time and its hardly significant. i even tried rune with mantle on drake.... bad idea..... more so with gravity edge. lol (i was expecting this to be very baaaad) however..... a rune with mantle against an unkillable drake is not half as bad but still.... Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 1, 2013 Report Share Posted October 1, 2013 what about pyre,shard,rune, AND shadow mourne...? lol you forgot cerebro Quote Link to comment Share on other sites More sharing options...
Moo Posted October 1, 2013 Report Share Posted October 1, 2013 I think calling an item UP seriously disrespects the item. Just imagine if a nigga in the streets calls you inadequate, judging by your genitalia size. You would feel bad, wouldn't you? It's the same in this case, items have feelings, stop making them sad and coming to me for Croc tears. On a sidenote, I reckon my main account should be unbanned. You know who I am WRATH YOU WANKER. You are cruisers, because you said so in chojos new clan topic, and you keep flaming me on this account, does making your name have profanity in it make you more profane, what's your deal? Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 3, 2013 Report Share Posted October 3, 2013 Lategame this item + Maar's destruction aura do insane amounts of damage. Quote Link to comment Share on other sites More sharing options...
Moo Posted October 4, 2013 Report Share Posted October 4, 2013 Lategame this item + Maar's destruction aura do insane amounts of damage. Maar's destruction aura does insane damage late game without it too, it is just very good if they have hp stackers and they stand in your aura :) Quote Link to comment Share on other sites More sharing options...
Phailer Posted October 4, 2013 Report Share Posted October 4, 2013 Maar's destruction aura is ture damage, correct me if im wrong but wouldnt that not proc ancient rune? Quote Link to comment Share on other sites More sharing options...
Moo Posted October 4, 2013 Report Share Posted October 4, 2013 Maar's destruction aura is ture damage, correct me if im wrong but wouldnt that not proc ancient rune? Wait, what? I was not under the impression it was true damage O_o Quote Link to comment Share on other sites More sharing options...
LokiHe Posted October 4, 2013 Report Share Posted October 4, 2013 How about make ancient rune deal 3% of current health true damage. Quote Link to comment Share on other sites More sharing options...
Phailer Posted October 4, 2013 Report Share Posted October 4, 2013 Wait, what? I was not under the impression it was true damage O_o http://aeonofstorms.wikia.com/wiki/Hybrid.MAAR Quote Link to comment Share on other sites More sharing options...
Rim Posted October 20, 2013 Report Share Posted October 20, 2013 Ancient Rune does need a buff. Any hero or effect that could benefit from the effect of Ancient Rune would be better served going for Grav Edge instead. Quote Link to comment Share on other sites More sharing options...
Indo Posted October 20, 2013 Report Share Posted October 20, 2013 depends on your hero, I think its more worth it getting rune on toxi then grav ( depending on enemie heroes) same with egon and greelus + pretty much every hero with DoTs Quote Link to comment Share on other sites More sharing options...
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