Jump to content

Changelog v1.Darkr


Darkr
 Share

Recommended Posts

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 by Whale
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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..

Link to comment
Share on other sites

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. =)

Link to comment
Share on other sites

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:)
Link to comment
Share on other sites

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 by ZERATUL
Link to comment
Share on other sites

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.--

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...