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New Darpa Change


ginosaji
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In light of Darpa coming up in that Shadow thread, I'm starting this here, so we don't have to derail that thread.

 

Obviously Red doesn't like where Darpa is. I tend to agree to a certain degree. Nova and Darpa have dominated the meta for a long time. I won't get into reasons, as that's not what I'd like to discuss. Red stated he wants to make melee more viable. One way to do that would be to make melee and ranged stats on items, which I doubt will happen.

 

Anyways, for Darpa I don't like the new change. I think it will drastically increase his splitpush capability as much as it will hinder his mobility. I also don't like it because Darpa's mechanics all worked together, now that's totally ruined with the high c/d on his ult. Here are two possible solutions.

  • Revert Ult c/d, keep the movespeed bonus, give it a 12 unit range instead of 10 as it was and like a (+30% weapon damage on next attack). Then nerf his attack range by one. This way he will will the role of mobile assasin better and be less of a "hard carry" due to less range.
  • change it to same movespeed bonus (30% max) as it is now, 10/12/15 unit range and a (+80% weapon damage on next AA)

I like option one bettwer. It amplifies the differences between nova and darpa, keeps his skill set intact, and doesn't promote split push. What he gains in mobility and killing power he loses in range, making him more susceptible to CC.

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So whats the damage will be at lvl 18 fully geared darpa with:

cianide clip, your suggested damage bonus, BHM and shinoby? about 1500 dmg from 1 AA?

I didn't do the math, just adjust the scaling for some moderate weapon damage amp... Unless you have some other suggestion on how you'd change him.

Edited by ginosaji
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I'm not sure what that accomplishes. Are you asking to make a new hero, so that hero gets banned, so that Darpa // Nova can be played?

 

He is asking for more variety, if the new heroes are always banned either the players are stupid and prefer to ban them because they don't know how to use it or counter it (I hope it's not the case) or the hero is not properly balanced and it ruins or breaks the game so it's better to just get rid of him.

 

What John is asking is: instead of rework a strong but somewhat balanced hero, make more heroes to increase the pool and increase the variety and counters to that hero.

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I didn't do the math, just adjust the scaling for some moderate weapon damage amp... Unless you have some other suggestion on how you'd change him.

 

Bro I'm just saying that what is the point to give another on hit additional damage to darpa? I'm totally agree with your other suggestions.

it will be like zera who can 1 shot heroes like rancor/raynor and even better.

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Darpa has always been able to split-push and get away with it. The only difference is that he needs to jump 3 times, which is much better considering the possibility that he might jump in the wrong place.

Darpa can't really split push until a few T1s are down. The way it used to work is if you saw a Darpa split pushing you either send one hero to counter push or two heroes to go try and kill him. One to try and bait the jump, the other to catch him where he lands, unless you have tazer ofc. Any decent Darpa will realize that these are the two most common options if your team is putting on pressure anywhere else and will plan accordingly. Now his jump is so far that the enemy hero that forced the jump out of him can't catch up to where he landed. So the other hero is now stuck 1v1 with a darpa, which usually isn't good. The new long range jump essentially eliminates the threat that darpa will die while split pushing. I agree you nerfed his mobility in team fights. ok. But as far as split pushing you only get one shot with your jump, you mess it up you die whether its 5 or 25 units.
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I vote for removing darpas ulti and novas vanish. And boosting replacing them with some sort of damage based skill or some sort of passive.

 

They should be the hardest dps in the game abd should be easily gankable and killable if caught alone

 

Why not let their mobility stay, but reduce their damage output? Who wants boring heroes with no mobility? Isn't the game boring enough? Removing jump from Darpa sounds so stupid for me, I rader reduce significantly his damage but let him still be a pesky and funny hero to play.

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Why not let their mobility stay, but reduce their damage output? Who wants boring heroes with no mobility? Isn't the game boring enough? Removing jump from Darpa sounds so stupid for me, I rader reduce significantly his damage but let him still be a pesky and funny hero to play.

 

Problem with that is that in this game, items are vastly superior to skills in terms of damage. If you nerf his attack damage, say, by half at level 1, and halve his agi gains per level, he will maybe be 30 or so weapon damage less at level 18, but still at about 400, with max attack speed, which is not going to change much.

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Problem with that is that in this game, items are vastly superior to skills in terms of damage. If you nerf his attack damage, say, by half at level 1, and halve his agi gains per level, he will maybe be 30 or so weapon damage less at level 18, but still at about 400, with max attack speed, which is not going to change much.

 

It would absolutely murder his early game, could you imagine trying to farm at level 10 with like 50 weapon damage, then along comes a shadow with 150 damage and steals your neutral firebat you have been hacking away at for half a minute.

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Why not let their mobility stay, but reduce their damage output? Who wants boring heroes with no mobility? Isn't the game boring enough? Removing jump from Darpa sounds so stupid for me, I rader reduce significantly his damage but let him still be a pesky and funny hero to play.

 

At the moment there are plent of ranged semi carries that provide right click damage and a balanced amount of damage (I count 4 in the current meta and their could be 2 more with a xouple of minor buffs). There are only 2 ranged hard carries and they were broken. We still neeed something to fill the role. If we remove their escapes they will carry harder but actually require baby sitting. I also vote for the creation of a new ranged hard carry.

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At the moment there are plent of ranged semi carries that provide right click damage and a balanced amount of damage (I count 4 in the current meta and their could be 2 more with a xouple of minor buffs). There are only 2 ranged hard carries and they were broken. We still neeed something to fill the role. If we remove their escapes they will carry harder but actually require baby sitting. I also vote for the creation of a new ranged hard carry.

 

I agree. I been wanting a new hard dps for a while

 

The last aa hero we got was cain almost two years ago.

 

I dont rly count Jakk as an AA even tho AA jakk is rly strong

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Initially I liked the cd increase but first it was 30 sec and I thought it to be fairly balanced. You can no longer jump your way to luda in a teamfight (pew pew jump pew pew jump it was...) But last change put his jump in same league as omnislash or chronosphere.. or vergil ult. So escape ability on par with teamwipe ultis? Just feels wrong.

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The traveltime feels kind of long and its not rly a gain in mobility unless you jump upclifs what you could have done even better with shorter range and shorter cd

 

I think he was rather nice to play and all his skills worked together pretty well.. But now his ulti isn't worth for most stuff but to escape due to its long travel time and most people expecting him to land on their escape way

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