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Nerf some hero's attack range


FinalEnd
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I think melee carries in general should be stronger than ranged carries but that is not the case in AoS.

 

The problem with Nova and Darpa is less their attack range and more to do with how easy it is for them to become dominating. I attribute this mostly to the low risk high reward jungle. Their (and other AA heroes) early game needs to be nerfed some how, either directly or indirectly.

 

Having said this, and when you consider how easy it is for them to escape danger, it wouldn't hurt to reduce their attack range by 1 and see how that plays out.

Edited by Jessika
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The problem is stun knife/timesplitter. That item ensures a good 5 attacks from a nova/darpa onto a melee hero before said hero has a chance to strike once. Darpa also slows movement with cyanide clip, and has a silence on top of everything. Nova can ult, and walk back a few units and the melee hero can't attack for another few seconds.

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I suggest attack range on some hero's should be nurfed... Like Nova and darpa especially, their attack range alone makes them the best to AA hero's besides there skill, not saying they should be nerfed to grunty's attack range, but it should be nerfed a little. Your thoughts

 

 

Darpa attack range is for the most part is the average range. nova is the longest range which I think only raynor and rancor have. If I remember right nova is 7, darpa is 5.5 and grunty is 5. like it has already be said its not so much the range they have its their utility abilities. nova has her sprint, her heroic passive is strong but techniqually weaker then raynors buff. Q isn't all that late game but early game it can give some extra minerals. her ultimate can be very strong vs a soft hero and her crit bonus is only good on first attack basically like having a black hole magnum. darpa on the other had I would have to say is the best AA hero in game when used properly. his Q is strong early and end game isn't the best but ok. his clip just like nova crit bonus, is great on the first hit after that you don't notice it because its not going to proc more then once on most heroes doing a fight. now that ability can crit which means on first attack its worth double a black hole magnum. his silence ability is the strong one 30% extra spell and physical damage up to 5 seconds. late game that's 15 attacks just from darpa. his ultimate just like nova sprint but better cause he can jump over walls.

 

 

OMG OMG buff grunty plz

 

You troll Taxhaven, we need to nerf him when your playing grunty. but I agree grunty does need a buff. since his rocket doesn't stun that long any more when shot across map I think it should do more damage the further it goes. change damage to 50+(1 per unit traveled)/1.5 per unit/2 per unit/2.5 per unit. from across the map u could get a 350+ int on that. but upclose it wont do much at all. as a matter of fact I think all skill shots like cow toilet and rocket should do more damage the further it goes and less for the short range use.

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Darpa attack range is for the most part is the average range. nova is the longest range which I think only raynor and rancor have. If I remember right nova is 7, darpa is 5.5 and grunty is 5. like it has already be said its not so much the range they have its their utility abilities. nova has her sprint, her heroic passive is strong but techniqually weaker then raynors buff. Q isn't all that late game but early game it can give some extra minerals. her ultimate can be very strong vs a soft hero and her crit bonus is only good on first attack basically like having a black hole magnum. darpa on the other had I would have to say is the best AA hero in game when used properly. his Q is strong early and end game isn't the best but ok. his clip just like nova crit bonus, is great on the first hit after that you don't notice it because its not going to proc more then once on most heroes doing a fight. now that ability can crit which means on first attack its worth double a black hole magnum. his silence ability is the strong one 30% extra spell and physical damage up to 5 seconds. late game that's 15 attacks just from darpa. his ultimate just like nova sprint but better cause he can jump over walls.

 

 

 

 

You troll Taxhaven, we need to nerf him when your playing grunty. but I agree grunty does need a buff. since his rocket doesn't stun that long any more when shot across map I think it should do more damage the further it goes. change damage to 50+(1 per unit traveled)/1.5 per unit/2 per unit/2.5 per unit. from across the map u could get a 350+ int on that. but upclose it wont do much at all. as a matter of fact I think all skill shots like cow toilet and rocket should do more damage the further it goes and less for the short range use.

 

nova is 6.5, raynor 7 gara 7

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Nova is over-nerfed enough already.

thats obviously why nova is the most common picked hero in a ih period.. she still needs nerfing imo cus no other carry really comes close to being as lethal as nova is.

I prefer to see new heroes rather than constant balance that simply buff support heroes all the time.

if you dont have constant balance changes the game will become a complete mess. and if support heroes dont get buffed they will never be used.

I think melee carries in general should be stronger than ranged carries but that is not the case in AoS.

 

The problem with Nova and Darpa is less their attack range and more to do with how easy it is for them to become dominating. I attribute this mostly to the low risk high reward jungle. Their (and other AA heroes) early game needs to be nerfed some how, either directly or indirectly.

 

Having said this, and when you consider how easy it is for them to escape danger, it wouldn't hurt to reduce their attack range by 1 and see how that plays out.

i agree with what you said. SOME**** melee agi/str/int carries should be buffed slightly to put them on par with there ranged counterparts. this would allow more diversity in ih instead of the same 5 heroes per team for example team 1. tosh justi cow brine maar team 2. lz nova dustin shadow boros

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The biggest problem with ranged aa like DARPA and nova is the burst damage they both get for free with the first as. DARPA's w and novas crit are huge damage when added with time splitter or other items allowing them to virtually install kill any low life hero's. They have no incentive to stay and fight just kite from distance, Allowing no recourse from melee. If on the other hand their damage or burst activated on 2nd or 3rd attack that would change the way they engage.

Edited by zazzn
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funny how its always the same. 1 guy dies playing a hard countered hero comes to a forum and gives a silly idea of completely destroying a hero. Than a player that haven't played for XXXX months this game, because he doesn't like it, comes and complains that the hero is bad cause it doesn't look like any other hero in his new favorite game. Than a bunch of other guys that like to play heroes that are hard countered by this particular hero, come and complain for 3 pages.

 

First of, I see zero t1 real, who actually plays this game players here who thinks that nova / darpa are OP. Second, I feel that if u will play toxi, cow, erekul, you will find those heroes useless. Third, I feel that mk, gara, queen, maar be 20xtimes worst.

Lets also remember flobbing tosh that doesnt need to jungle for 20 minutes to be viable. Lets remember Cow and Raynor. How about flobbing dustin that doesnt need anything to kill nova even before it comes anywhere close.

Last, nova was a flipping last pick few months ago after a bunch of real hardcore heroes. What changed? And lets not forget about flobbing zergling/leo who doesnt even need a range to team wipe

Edited by mynhauzen
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Nova's laning is shap. So annoying. Can't solo a lane anymore.

 

Awwwwwwwwwww let's all pity the poor Hyper carry that can't solo from lvl 1. Nova never should have been able to solo lane. Now you'll have to have a support in your lane like every other Moba. In all seriousness, she is still an exceptionally good lane hero and farms very easily with her Q. Just Not every hero is designed to solo a lane, especially carries.

Edited by ginosaji
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Nova's laning is shap. So annoying. Can't solo a lane anymore.

 

When i draft a nova in IH. I normally stick her solo short. Because she will be vs a Solo Long and she gets all the farm she could ever want.

 

Then i run Dual long vs opponents dual short.

 

Just last night I beat the HFP clan by sticking nova short vs lz.

 

While i had justicar micro vs drake darpa. And we were able to harass the darpa out of lane enough to put him way behind the solo nova.

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LOL people do not seem to get it. Movement speed is OP in this game, + attack range is even more op, now add escape ability to that, see where i'm going with this.

 

Its not as OP as Pushers, they still are the strongest comps that can end games in 25 to 30 minutes.

 

Range + movement speed + escape ability is really strong, i'm not asking to nurf ranged hero's with the home run nerf bat. All i'm saying is to reduce the attack range just a little it doesn't even have to be 6.5 to 5.5 or 5.5 to 4.5 just a little bit. And i think it will make you will have a wider selection of dps hero's in a in house game.

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