Darkr Posted January 25, 2015 Report Share Posted January 25, 2015 (edited) Mechanics/items -Added 7 Movement speed cap -Explosive Lifesteal Reduced to 10% -Sliptide 40 +10% Weapon Dmg -> 80 +7.5% Weapon Damage -Sunflare gun 20% energy -> 20% energy +15% int Heroes -Added Lotus.Colossus ^_^ -Added Bloodluster.Kraith Trolololo!! Khyrak -Bleed 6% Current Health -> 3.5% Missing Health. Now deals double damage if target hp is under 15% -Q Casts in 1 second -> .7 seconds Shadow -R plague radius reduce by 1u -Q blink 3u -> 2u Dehaka -Q Range 3u -> 2/3/4/5u -E Now stuns enemies for .5 sec after unburrow -R Now gives 8/17/26% CDR Cyprus -Q CD +3 seconds -W CD +2 seconds Zera -Q 120% Weapon Damage -> 100% Darpa -R Now has a 5 second CD between stacks Raynor -R is now hero target again............. Immortal -Added Lore -Q 10% Current Shields -> 15% Current Shields +15% int -W Now leeches 3/5/7/9% Current Health from enemies in a 2u radius around him per pulse along with the energy restore. -E Shields per point 1/1.33/1.66/2 -> 1.7/2.5/2.3/3.3 Effect reduced by 66% -> 40% -R 40 +20% Shields -> 50 +30% Shields Now prioritizes heroes Lurker -Heroic Passive no longer affected by Silence -Q cast time 1sec -> 0.5 sec Vergil -E redesigned; Teleport 2 units forward, spawning an illusion behind you. During this, you become invisible with 100% Evasion. Lasts for 2 seconds. 11/10/9/8 second cooldown. -W 10/20/30/40% -> 8/16/24/32% Rancor -R now plays the whole nuke animation -W now has 3 charges. Reduce radius to 3u. Penthos -Added 3 sec CD between abilities Egon -Ulti redesigned - Cast on allied heroic unit to grant them debuff immunity, as well as 4/6/8% missing life and energy regen and 9/18/27% armor and spell armor for 8 seconds. 150/120/90 sec cooldown. Vorpal -E 130% Weapon Dmg -> 70% int Warfield -R pulls instead of pushes -Passive 5 weapon damage -> 3 -AA Range 5.5 -> 5 -Base weapon speed 1.7 -> 1.75 --I don't expect many of these to be done. It is just something that I wanna share, instead of making countless threads about op and up.-- Edited January 27, 2015 by Whale GhostDragon 1 Quote Link to comment Share on other sites More sharing options...
GreenSkittles Posted January 25, 2015 Report Share Posted January 25, 2015 i actually like all these changes especially raynor one since heroes can just zigzag and you will never hit them Quote Link to comment Share on other sites More sharing options...
Destroyer Posted January 25, 2015 Report Share Posted January 25, 2015 The Warfield ult change defeats the purpose of the hero. I want to know the reasoning for the change on jav for vorp unless you just want him to be built int instead of crit. Internal cd on penthos abilities would be a HUGE nerf. The hero is supposed to be able to spam. The cd reduction on Dehaka would make him so broke lol. I actually like Raynor ult as a skill shot, otherwise it would need to lose damage. Sliptide buff wtf. Khyrak bleed meh. I thinks its fine as is. Those buffs to immortal lol. I think that would break the hero. The rest I wouldn't mind seeing. The Egon one would be interesting. EterNity 1 Quote Link to comment Share on other sites More sharing options...
Skydie Posted January 25, 2015 Report Share Posted January 25, 2015 (edited) Warfield change won't happen because Tristana pushes not pulls. Edited January 25, 2015 by Skydie ZERATUL 1 Quote Link to comment Share on other sites More sharing options...
GreenSkittles Posted January 26, 2015 Report Share Posted January 26, 2015 The Warfield ult change defeats the purpose of the hero. I want to know the reasoning for the change on jav for vorp unless you just want him to be built int instead of crit. Internal cd on penthos abilities would be a HUGE nerf. The hero is supposed to be able to spam. The cd reduction on Dehaka would make him so broke lol. I actually like Raynor ult as a skill shot, otherwise it would need to lose damage. Sliptide buff wtf. Khyrak bleed meh. I thinks its fine as is. Those buffs to immortal lol. I think that would break the hero. The rest I wouldn't mind seeing. The Egon one would be interesting. raynor ult is just way to easy to dodge for an ultimate.. Quote Link to comment Share on other sites More sharing options...
Destroyer Posted January 26, 2015 Report Share Posted January 26, 2015 Get someone to setup for you? Unix maybe? Rancor? Lurker? Drake? Justi? Tosh? etc... EterNity 1 Quote Link to comment Share on other sites More sharing options...
Darkr Posted January 26, 2015 Author Report Share Posted January 26, 2015 The Warfield ult change defeats the purpose of the hero. I guess so. I want to know the reasoning for the change on jav for vorp unless you just want him to be built int instead of crit. Well I just thought that that the style of the hero would be more int'y than weapon damage, since he throws out lightning bolts... Current style is ok tho. Internal cd on penthos abilities would be a HUGE nerf. The hero is supposed to be able to spam He blinks into teamfight, heals himself with ulti and jumps back with 3 kills to safe location. OP.Maybe 2 seconds would do. The cd reduction on Dehaka would make him so broke lol. pf... nah. I actually like Raynor ult as a skill shot, otherwise it would need to lose damage. Yeah. IK. Sliptide buff wtf. Didn't know what I was thinking XD Khyrak bleed meh. I thinks its fine as is Well I think its more logical for enemies to bleed more when they're almost dead, instead if when they're at full health................ Those buffs to immortal lol. I think that would break the hero Impossible for them to break the hero more than it's broken already The rest I wouldn't mind seeing. The Egon one would be interesting. =) Quote Link to comment Share on other sites More sharing options...
GreenSkittles Posted January 26, 2015 Report Share Posted January 26, 2015 Get someone to setup for you? Unix maybe? Rancor? Lurker? Drake? Justi? Tosh? etc... yesssssssss now to lane raynor tosh mid! Quote Link to comment Share on other sites More sharing options...
ZERATUL Posted January 26, 2015 Report Share Posted January 26, 2015 Lurker doesent need buffs rofl Quote Link to comment Share on other sites More sharing options...
Jaysi Posted January 26, 2015 Report Share Posted January 26, 2015 So when you say cooldown for Penthos abilities... do you mean each cast causes a global cooldown on all skills or each skill has an individual cooldown? Would prevent double jumps and mindless E's. Quote Link to comment Share on other sites More sharing options...
Darkr Posted January 26, 2015 Author Report Share Posted January 26, 2015 So when you say cooldown for Penthos abilities... do you mean each cast causes a global cooldown on all skills or each skill has an individual cooldown? Would prevent double jumps and mindless E's. I was meaning for the single skill, the gobal one would be for more drastic measures:) Quote Link to comment Share on other sites More sharing options...
Destroyer Posted January 26, 2015 Report Share Posted January 26, 2015 yesssssssss now to lane raynor tosh mid! Yea because your required to lane raynor mid. Adamantium 1 Quote Link to comment Share on other sites More sharing options...
ZERATUL Posted January 26, 2015 Report Share Posted January 26, 2015 (edited) Mechanics/items -Added 7 Movement speed cap -Explosive Lifesteal Reduced to 10% -Sliptide 40 +10% Weapon Dmg -> 80 +7.5% Weapon Damage -Sunflare gun 20% energy -> 20% energy +15% int agree with mov speed cap and with explosive change.Sliptide nop and sunflare would need bit nerf Heroes -Added Lotus.Colossus ^_^ -Added Bloodluster.Kraith Trolololo!! Khyrak -Bleed 6% Current Health -> 3.5% Missing Health. Now deals double damage if target hp is under 15% -Q Casts in 1 second -> .7 secondso lol dont like this change, will only make him more useless. Thats even weaker then balrogs passive.I wouldnt rly change this hero Shadow -R plague radius reduce by 1u -Q blink 3u -> 2u Good change Dehaka -Q Range 3u -> 2/3/4/5u -E Now stuns enemies for .5 sec after unburrow -R Now gives 8/17/26% CDR This is overbuff tbh and dehaka will be just broken. For select pull 5u is too much, i would like to see it becomming skillshot and much longer range or just stay same with ur E buff. Cyprus -Q CD +3 seconds -W CD +2 seconds Nerf to cypres??? Zera -Q 120% Weapon Damage -> 100% With recent planar nerf(50 sec cd) I cant agree on this change, if whale puts it back I can agree on this. Darpa -R Now has a 5 second CD between stacks Agree can be nice way to balance it a bit instead of reversing it back. Raynor -R is now hero target again............. Dont agree raynor was way too much op, and couldnt lose lane to anyone.Plus i find new raynor much funnier Immortal -Added Lore -Q 10% Current Shields -> 15% Current Shields +15% int -W Now leeches 3/5/7/9% Current Health from enemies in a 2u radius around him per pulse along with the energy restore. -E Shields per point 1/1.33/1.66/2 -> 1.7/2.5/2.3/3.3 Effect reduced by 66% -> 40% -R 40 +20% Shields -> 50 +30% Shields Now prioritizes heroes Idk as whale said I would rather just click delete Lurker -Heroic Passive no longer affected by Silence -Q cast time 1sec -> 0.5 sec Q change mb, heroic passive no Vergil -E redesigned; Teleport 2 units forward, spawning an illusion behind you. During this, you become invisible with 100% Evasion. Lasts for 2 seconds. 11/10/9/8 second cooldown. -W 10/20/30/40% -> 8/16/24/32% I dont think vergil needs any changes to e its op enought, w dmg reduction mb Rancor -R now plays the whole nuke animation -W now has 3 charges. Reduce radius to 3u. I dont agree with w change, completely will ruin his difference between his scan and normal one Penthos -Added 3 sec CD between abilities Agree Egon -Ulti redesigned - Cast on allied heroic unit to grant them debuff immunity, as well as 4/6/8% missing life and energy regen and 9/18/27% armor and spell armor for 8 seconds. 150/120/90 sec cooldown. Interesting, for sure better then current ult. Vorpal -E 130% Weapon Dmg -> 70% int nah, will make vorpal boring again :/ Warfield -R pulls instead of pushes -Passive 5 weapon damage -> 3 -AA Range 5.5 -> 5 -Base weapon speed 1.7 -> 1.75 Dont agree with anyting --I don't expect many of these to be done. It is just something that I wanna share, instead of making countless threads about op and up.-- Edited January 26, 2015 by ZERATUL Quote Link to comment Share on other sites More sharing options...
Darkr Posted January 26, 2015 Author Report Share Posted January 26, 2015 Whale? Thoughts? Quote Link to comment Share on other sites More sharing options...
Doom Posted January 26, 2015 Report Share Posted January 26, 2015 Stopped reading at Raynor ult -> target hero again. This man clearly knows nothing. Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted January 27, 2015 Report Share Posted January 27, 2015 Mechanics/items -Added 7 Movement speed cap Afaik not possible. i wish this was possible. -Explosive Lifesteal Reduced to 10% Nope -Sliptide 40 +10% Weapon Dmg -> 80 +7.5% Weapon Damage Wat -Sunflare gun 20% energy -> 20% energy +15% int Sunflare/Energy saber line will be adjusted/reworked at some point in time. It makes no sense that the item that gives you the most energy (ie: lots of sustain for spell casts) also gives you burst damage Heroes -Added Lotus.Colossus ^_^ A really passive/boring sounding kit. Hp is fine. Q is vaguely described, so I don't even know what exactly its doing. W is ok, but passive. E makes no sense - gives the hero the longest aa range in the game, but then encourages him to faceplant into enemy team. R is ridiculous - kerrigan on crack, especially combined with E. -Added Bloodluster.Kraith Trolololo!! Also passive kit. Heroic passive is really wonky, and then the rest of his abilities are just press to use or passive, excluding his e. does not make sense to give so much redundant stat buffs (lifesteal on everything). Also in general, avoid abilities that are just pure stat bonuses, as they tend to be very one dimensional, unless you have an explicit goal in mind. Khyrak -Bleed 6% Current Health -> 3.5% Missing Health. Now deals double damage if target hp is under 15% -Q Casts in 1 second -> .7 seconds if I was actually trying to get khyrak to be picked, I would feel compelled to remake his heroic passive and Q at least, as the hero in general just feels clunky. Shadow -R plague radius reduce by 1u -Q blink 3u -> 2u I don't see any issue with shadow as he is. Dehaka -Q Range 3u -> 2/3/4/5u -E Now stuns enemies for .5 sec after unburrow -R Now gives 8/17/26% CDR Q range is already 5u at all levels. No comment on the changes as I personally have no interest in seeing this hero ever played. Changes do not solve any of the issues with the hero's design. Cyprus -Q CD +3 seconds -W CD +2 seconds Not not enough confidence in recent results to make any further adjustment. Zera -Q 120% Weapon Damage -> 100% Again, not enough confidence in recent results. Darpa -R Now has a 5 second CD between stacks Again, not enough confidence in recent results. Raynor -R is now hero target again............. Lol. No. Immortal -Added Lore -Q 10% Current Shields -> 15% Current Shields +15% int -W Now leeches 3/5/7/9% Current Health from enemies in a 2u radius around him per pulse along with the energy restore. -E Shields per point 1/1.33/1.66/2 -> 1.7/2.5/2.3/3.3 Effect reduced by 66% -> 40% -R 40 +20% Shields -> 50 +30% Shields Now prioritizes heroes No comment on the changes as I personally have no interest in seeing this hero ever played. Changes do not solve any of the issues with the hero's design. Lurker -Heroic Passive no longer affected by Silence -Q cast time 1sec -> 0.5 sec Hero is plenty strong already. Also no comment on the changes as I personally have no interest in seeing this hero ever played. Changes do not solve any of the issues with the hero's design. Vergil -E redesigned; Teleport 2 units forward, spawning an illusion behind you. During this, you become invisible with 100% Evasion. Lasts for 2 seconds. 11/10/9/8 second cooldown. -W 10/20/30/40% -> 8/16/24/32% Maybe. Rancor -R now plays the whole nuke animation -W now has 3 charges. Reduce radius to 3u. No point. Penthos -Added 3 sec CD between abilities The only effect this would have is to make the hero feel clunky and un-useable. Egon -Ulti redesigned - Cast on allied heroic unit to grant them debuff immunity, as well as 4/6/8% missing life and energy regen and 9/18/27% armor and spell armor for 8 seconds. 150/120/90 sec cooldown. Egon is not a single target healer. Anyways I have a redesign for him already. Vorpal -E 130% Weapon Dmg -> 70% int 125% right now, not 130%. Also no, hero is meant to be viable with multiple build directions. Warfield -R pulls instead of pushes -Passive 5 weapon damage -> 3 -AA Range 5.5 -> 5 -Base weapon speed 1.7 -> 1.75 R change defeats the purpose and adds a retarded pull to the game. Passive change is silly, if needed, I would lower his base wpn dmg so he is more reliant on his passive, rather than nerfing the passive to the point no one cares about it. --I don't expect many of these to be done. It is just something that I wanna share, instead of making countless threads about op and up.-- Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.