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AM basicaly easy hero to kill early game with spamer hero
He is inherently unbalancable as he combine meelee manfight hero with escape/mobility hero.
Escape heroes must be squishy or they cannot be killed for the duration of hard control and they must survive with their escape skills.
Manfight heroes otherwise must be tanky and survive due to their stats and ability to take damage face on.
Therefore antimage cannot be balanced at all.
There were many attempts to turn him m into working hero - one of examples is gifting him ability to create illusions of himself through blink for example, so he could escape and illusion manfight, now he can also create illusion to manfight in his place and even use his skills. But that's still not really antimage.
Basically antimage is carry that supposed to avoid fighting at all and win due to massive out farming and outpacing opponents, but most people misinterpret him as a late game carry or hyper carry.
Therefore all attempts to balance him failed due to fact that people don't even understand what kind of character he is amd what kind of gameplay he supposed to do.
Normally you should permagank him from the start..
If you reach 20 minutes and he still doesn't have a battlefury then game is done, it's time to end the game..
But he can make a comeback only if you don't end the game since he will start farming again..
In low bracket it's normal for players like you to call everything that you aren't able to play aganist unbalanced..
Same things for Spectre for example, you don't close soon the game then once she get radiance you can simply sit in the base and watching her burn everyone and also destroy everything..
Nothing is unbalanced, it's just players without knowledge about to play aganist certain heroes..
Farewell
My big thing is the fact that he is either banned or completely fed. Because he is so strong for no reason. His tankiness is probably the most ridiculous. Someone who can reduce more damage than half the tanks in the game by just building agility items doesn't make much sense. Maybe not half the tanks, but he definitely makes bruisers look squishy.
You're pretty much proving my point. You are saying if he gets to a certain item at a certain time limit, then he becomes too broken? So how is that considered balanced? More than half the heroes need either a load of levels or a few expensive items to get to that point. In other words if he is picked, you have to completely derive him of an item by a specific point, or he will just inherently become stronger by farm than anyone else. Mid to mid-late.
Show your centaur vs am match id and we review the game
Antimage has one of the highest pickrates and winrates across all rankings.
Except that antimage is not useless early game. His early game is okay, and his mid-late game is extremely powerful. This is why he has one of the highest pick rates and winrates across all rankings. You can't do much to lock him down because he has counterspell, but its not even like you will even have a chance to use abilities since he can melt your mana away in the time that it takes for counterspell to wear off.
The problem with anti-mage is that he has no clear weaknesses, and compared to other carries he actually has very good tools to fight against a lot of spells. also, he comes online way too quickly. Also, the mana burn is far too potent at all stages of the game, and it is even worse since it synergizes with illusions.
They need to nerf his scaling more so that he is squishier and his attack speed is slower, otherwise he will be far too dominant mid-game.
Honestly, IDK what they did in the last patch, because hyper carries are absolutely broken atm.
He entire shtick is that he sort of pretends to not exist for first 25 minutes, then he comes out from the woods with 4 slots and destroys your team. That's normal.
He's a hero of 1 item - Manta Style. Until he gets that - he's not really much of a threat.
He doesn't have slows, stuns (ignoring the micro-stun of the ult), nukes... He has nothing to help his team to fight for the first half of the game. The only thing he has is coming pre-packeged with his personal blink which does exactly 1 thing: allows him do his absolute best to not die and not lose money. The spell reflector helps too.
Literally the only way anti-mage is played is:
1) Farm for BattleFury ASAP (an item that is specifically built to speed up the farm);
2) Farm some more (at least finish Power Threads and Manta Style);
3) Only THEN actually participate in the game.
Any anti-mage that doesn't follow these 3 steps is usually a bad one.
There's very few carries who can duel an equally farmed anti-mage.
So, when anti-mage is picked - your goal is to go on the offensive and attempt to finish the game before he gets his items. Which means either destroying Throne by minute 30, or specifically focus anti-mage and do nothing but kill him at every humanly possible opportunity. If you do that - your team gets fed, and their team basically will not have a 5th hero.
And unfortunately that's the reason he's so strong usually - countering him, just HIM specifically, requires a lot of coordinated team effort to just shut him down. None of that "i picked whatever" half-ass BS. There needs to be 2 picks that are specifically designed to kill him. Prefferably a strong stunner and maybe a silence, and they must be ON HIS ASS the entire game. And most average pubs just can't support that kind of effort.
If by minute 10 you check the scoreboards and anti-mage hasn't died once (even IF he doesn't get any kills himself) - then that's a problem because it means he's just chilling last-hitting creeps, probably already got his BattleFury and he's currently vacuum cleaning his forest.