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Explosive


Hogwarts
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it is a melee item only for the most party. I assume what you are talking about is if like jakk has it and gravity edge, nitrogen retrofit, and ancient rune, it does his 70% weapon damage for jakk about 400 WD late game, then does that extra 20% true damage. slows everyone in range and procs ancient rune. if not pls be more specific

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so you want items like lol, where some items only work with ranged attacks and some with melee. then an item like time spliter stun should only be good for ranged.

no that lessens the diversity of items available to heroes, just make them scale

and time splitter if anything should be melee only not ranged if that was the case, hardly fair that a ranged hero can stun lock you from 7 units away with 0 repercussions, opposed to a melee hero getting battered on the way in

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so you want items like lol, where some items only work with ranged attacks and some with melee. then an item like time spliter stun should only be good for ranged.

 

Time splitter needs a complete rework

 

The evasion needs to taken off completely or it needs to be changed to evades every 3rd attack. not the randomness of 30%

 

Explosive is really strong on ranged heroes, i mean think about it. 70% wep damage in a 3 unit aoe. If you have 300 wep dmg thats 210 aeo damage and its easy as crap to get max weapon speed

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Explosive is really strong on ranged heroes, i mean think about it. 70% wep damage in a 3 unit aoe. If you have 300 wep dmg thats 210 aeo damage and its easy as crap to get max weapon speed

Get shadowmourn,

shadow does 30% weapondmg

Shadow explosive deals 21%

So back to 91 % weapondmg as spelldmg aoe :D!

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I feel like limiting items to only melee just seems lazy or like poor balance.

Or they are more fine tuned? I don't see how having different stats for ranged vs melee means it's a lazy way to balance. So long as ranged and melee can get the same value out of items, there will be a lack of true melee DPS. Shadow is the closest thing to a melee dps in AoS, but that's because every single one of his abilities, including his passive can be used as one or many of these: aproach/gap closing/chase/escape. Edit: Even shadow isn't really played as a DPS, he's played as a jungle/gank/split push/Physical nuker. Edited by ginosaji
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Or they are more fine tuned? I don't see how having different stats for ranged vs melee means it's a lazy way to balance. So long as ranged and melee can get the same value out of items, there will be a lack of true melee DPS. Shadow is the closest thing to a melee dps in AoS, but that's because every single one of his abilities, including his passive can be used as one or many of these: aproach/gap closing/chase/escape. Edit: Even shadow isn't really played as a DPS, he's played as a jungle/gank/split push/Physical nuker.

Like it is really stupid that we just say warp shard or impact dial is banned on micro. This is a band-aid fix because of bad balancing. I view melee only and ranged only the same way. Balancing between ranged and melee should be done so based on the heroes themselves not by making it so they can not buy the same items. Edited by fideY
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Like it is really stupid that we just say warp shard or impact dial is banned on micro. This is a band-aid fix because of bad balancing. I view melee only and ranged only the same way. Balancing between ranged and melee should be done so based on the heroes themselves not by making it so they can not buy the same items.

 

Whatever approach you take, achieving the goal is the only metric by which to measure whether something is "good" or "bad" balancing. In Dota certain items can't be bought on certain heroes and stats are different on many items on melee vs. ranged. I don't think you could find a person here that would argue that Dota is imbalanced or "poorly" balanced. If warpshard is useful on non-initiators it will be too strong on initiators, it's the basic act of initiation that is the issue. However you want to balance is irrelevent in this case, it's whether or not you can get it done.

 

In addition, the less specific balance is, the more homogeneous the applied mechanics become, which creates uniform play.... which is boring. Do you want that?

Edited by ginosaji
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