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Stunknife


Moo
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Accidentally hit the "post topic" button before I was done writing, continuation of what I was saying: good attack speed, agility, and three reliable stuns that are extremely useful for doing just about anything (kiting, chasing, inturrupting channels, getting the first hits off against another low hp high damage target so you kill them first), all for a very low price.

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Stun knife is a good item, I agree. The thing is that AAs, especially ranged AAs, are very weak early-mid game compared to INT and STR heroes. Without this item the would be much weaker. I don't think it should be nerfed.

I want it to be on the same level as other items to increase build variety, since stun knife is so good that you pretty much need to go it. I think the solution to this would be to nerf stun knife and slightly buff other aa items in the same price range so that other attack speed items will be more used, but it isn't an overall nerf to aa heroes. Other ways of allowing different build paths are welcome, this is just my idea.
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Timesplitter is a standard item on every AGI... That doesn't mean it's a bad thing. Every other class has it's standard item as well. INT-Grav edge, Tanks DST, Support-Korhal, etc.

I am talking about regular stun knife, because it is so easy to get and gives so much, it should pretty much be one of the first items you buy on every single aa. Yes, there are items other classes always get, but they don't always rush them (except khorhal). There are many casters who don't get gravity edge way early. Stun knife is pretty much a no-brainer every game on every aa as one of their first items. The only other item like that that I can think of is khorhal for supports.
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I am talking about regular stun knife, because it is so easy to get and gives so much, it should pretty much be one of the first items you buy on every single aa. Yes, there are items other classes always get, but they don't always rush them (except khorhal). There are many casters who don't get gravity edge way early. Stun knife is pretty much a no-brainer every game on every aa as one of their first items. The only other item like that that I can think of is khorhal for supports.

 

Just because every hero of a certain class gets an item doesn't mean it should be nerfed. Almost every STR hero gets buckler, should that be nerfed?

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I want it's stun to change back to it's old passive, every 5 attacks stun once:D

That actually seems like a decent solution to me. It would increase the effectiveness in long-term fights, while not being 3 insta-stuns whenever you want. I still think stun knife is too powerful of an item. If nerfing/ changing it would be too detrimental to aa's then buff another midgame aa item (phase cloak, pulse hammer, etc.) to compensate, but stun knife is just so ridiculous for its price IMO.
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That actually seems like a decent solution to me. It would increase the effectiveness in long-term fights, while not being 3 insta-stuns whenever you want. I still think stun knife is too powerful of an item. If nerfing/ changing it would be too detrimental to aa's then buff another midgame aa item (phase cloak, pulse hammer, etc.) to compensate, but stun knife is just so ridiculous for its price IMO.

 

Stun knife is a good solution for giving AAs some early-mid game viability without just making them overtly powerful. Instead of just being more powerful in terms of damage out, HP, or resist, it gives them a more skill based active item that gives utility instead. This raises the overall skill floor and the skill cap because it raises the difficulty level of playing an AA properly. Complex mechanics make the game both more interesting and more diverse. Before the items change, AAs still built the same items early every game (old lightning Rod). I would argue the same thing about the electric mantle change. It's less powerful compared to the old Emantle in a average player's hands, but much more powerful in a strong player's hands. The same is true with stun knife.

 

Yes, the stun makes them more powerful in relation to channel spells. The overall goal of the devs has been achieved however. They wanted to make hard carries be less effective early to mid game in terms of damage out and carry harder late game. That is exactly what has occurred. I like playing INT heroes more than AAs because they are more fun, but getting rid of stun knife as an active would ruin their early-mid game and make the game less interesting overall. What I'm saying is that increased skillcap through more complex item interactions was the goal of the patch, why regress?

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i really cant agree that someone pressing an activated item & instantly stunning someone 3 times, vs a stun every 5th attack is really raising the skill cap if anything its easier because the enemy doesnt get a chance to cast any early spells and by the time 3 attacks are over they are almost dead

 

3 prime examples are;

nova rushes in under cloak ultis, crits with barb, stuns you 3 times when ulti is finished and you die

shadow rushes in under cloak uses Q, stuns you 3 times, ultis and you die

and my favourite darpa jumps in silences, stuns 3 times, Q and you die

 

and the skill cap has increased? LOL

Edited by ANARCHY
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