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Narud needs a buff


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I really like this hero. Orriana, Zed, Azir in one, and I am playing him over and over, despite bad results. His main problem is that he has no escape, little burst, or for that matter sustained dps. His ultimate doesn't synergize with his passive, in that you can never be hitting an enemy with all your "auto-attacks" and ultimate walls. He needs a few buffs. Firstly, reduce cost of ult. You run out of mana faster than any other hero, even with full int build if you keep your ultimate on for a teamfight (not to mention sometimes forget to turn it off......) his w should not be reduced for each hit. Its his only burst for crying out loud. Most importantly, make his "AA" go to full range, not stop if your locus is between you an a target, That way, if you are running after a target, you place one behind him, you are both running in a straight line, it should continue shooting him even if he runs past the locus. Seriously, raynor, cyp, maar, every other caster is great at catching, spamming loci to keep shooting a moving target is impractical. The main way I get kills atm is people try him themselves, end up feeding, decide he's shap and that im easy pickings and try to fight me without dodging anything, resulting in surprise w oneshots.

 

Oh and while we are at it, his ultimate could use an medium aoe buff.

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Narud is basically the only caster actually designed to carry late game (as in, carry like nova/shadow etc), and as such, he is crazy dependent on farm and his early game can be difficult to get through. Watch this replay, its not particularly good play, and there are some issues, but in general its clear proof that the hero is totally viable. Be aware this was a beta match, so there was still a (hilarious) bug with narud causing him to shoot green orbs to all locci (instead of only his own LOL). Also keep in mind this hero is almost primarily designed to be impossible to master because at all times in hindsight, there was probably a better way you could have used your locci and your own positioning.

 

Don't worry about hitting your green orbs in team fights. they are not your primary damage... unless you are some kind of god and can hit those as well.

 

http://drop.sc/392071

 

I've also pubbed him a few times, and just roflstomped (though thats not terribly surprising)

 

--

 

Oh also the hero was designed and created before Azir was even hinted to, as this was a RoA Hero released back last spring/early summer 2014 or so

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it would be much better to see his attack ability improved & incorporate 2 different modes;

in general;

make his orbs always shoot the maximum range of his attack range

 

mode 1 ("Tracked Mode")(press V);

add tracked points i.e. you can select a hero (enemy or allied) for the orbs to track instead of just a ground spot

then if you or hero moves out of range of those points they continue to track / attack in that direction but only to his max range

(if it is an ally it obviously shoots through them to max range)

(if enemy and lose vision it will just stick to that point in his attack radius and move in unison till target is re-discovered)

(if ground spot it always tracks to that spot)

 

mode 2 ("Mobile Mode")(press V);

upon moving out of range from an orb placement spot in mobile mode, his orbs stick to the very edge of his "attack ring" or range, they stay permanently at that range from the hero and move with him in unison

 

if all 3 orb locations have been placed while in "mobile mode" pressing Q again enables / disables rotation mode where the orbs sync to his rotation or faced direction (basically so you can change direction to freely spin orb direction & re-lock it)

(i imagine this will provide quite fun and interesting game play)

Edited by ANARCHY
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no he is saying the green orbs should pass through the loci, and travel a full 10 units, which would outrange towers

 

As it is, he must place locci behind the tower, and to be in range of those locci, he must be within tower range. If he could simply put the locci infront of the tower and shoot through them, he would outrange towers

 

alternatively, as zeratul's interpretation for the green orbs to travel through all units, then he would have insane aoe damage.

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He's a middle of the road hero, he does pretty good damage, although he's tough to play early to mid game, and then once u get some hp and int he gets a bit more tolerable. The best way I can explain him, is don't plan on soloing anytime soon, and you really need to make use of your other teammates and stay in good position. You need to be really in-tune with how a particular team fight is going, if you're team is retreating, you better be in the back, if your team is pressing, you should still be in the back :)

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btw, if you do manage to get to late game, you can do heavy team damage, and you're quite strong at limiting other teams ability to push.

 

so far I've experimented w/ builds for him... I went initially with rushing ihan, then i experimented w/ machete (although I'm not sure if machete even prods it's life steal effect, i think it does tho),goggles, b/c he's so squishy (plus the added income, since the farm is tough), to lr, which really helps w/ farming, since using his loci points is a pain in the ass, the lr eases the pain a bit... cerebro is a must as it really helps to sustain ur ult in team fights. At a glance, ihan seems necessary, b/c to rush grav or argus like u would on cyp or cow just isn't feasible.

 

Im going to continue to experiment with him, and i'm trying to figure out what non int items would work well with him... was thinking ss might b good although haven't tried it.... I think he might b more useful as a support int hero, rather than an int carry. He really benefits from his ult since it casts such a wide range, plus his heroic, he's got a good chance to get some credit via assists... this will help a great deal in getting farm

 

 

ps. i know I'm all over the place here, but I'm still not quite sure the best path to take with this hero

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No he would out range towers

 

That is a bit of a problem...... how about it doesn't damage towers past a certain range? It'd just be much easier to place a loci right at your feet, and not need to make massive movements to be able to attack a hero that moved sideways, and spamming q is not an ideal solution.

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no he is saying the green orbs should pass through the loci, and travel a full 10 units, which would outrange towers

 

As it is, he must place locci behind the tower, and to be in range of those locci, he must be within tower range. If he could simply put the locci infront of the tower and shoot through them, he would outrange towers

 

alternatively, as zeratul's interpretation for the green orbs to travel through all units, then he would have insane aoe damage.

oh
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no he is saying the green orbs should pass through the loci, and travel a full 10 units, which would outrange towers

 

As it is, he must place locci behind the tower, and to be in range of those locci, he must be within tower range. If he could simply put the locci infront of the tower and shoot through them, he would outrange towers

 

alternatively, as zeratul's interpretation for the green orbs to travel through all units, then he would have insane aoe damage.

didnt even realise it did dmg to the towers thats how useless he currently is

besides that slight issue what i suggested would make him alot more viable and fun to play

 

how about instead of criticising we just come up with a simple idea like;

his aa is useless vs towers anyway so just make it deal no dmg to towers

or

make it if his aa deals dmg to a tower his aa range is reduced by X range for X second

 

problem solved

hero 10x better & 100x more playable and useful than he currently is

 

im yet to see a pub game which ive played probs 20 of now that has emil in it and hasnt rq'd within 20 mins

Edited by ANARCHY
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