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We'll have to see what the next TI brings, but I do think that Valve needs to take a serious look at the hero and rework his facets, talents, abilities, shard, and scepter benefits to give him fewer-but-more-distinct builds that he can roll with.
Pretty sure he has the most base damage and hp of any of the ranged universal heroes.
And at least in Turbo he pushes fast enough to be viable IMO.
As I said before, I think that there's room to rework the hero to give him a choice between different styles of play, ideally one focused around microing and maybe the other being more a generic support but that was easier/more-suited for pub-play.
I'd say his low winrate is less to do with his strength as a hero and more to do with the fact his healing can be easily countered at pick stage. Nobody in their right mind will last pick a Chen unless they're playing 4d chess, which makes him susceptible to counters in the form of Necrophos and Venomancer, both of whom have negative regen amp.
If there's a hero who you need an Immortal-level skill just to START with, then I feel like it's poor design. And I'd love to see more of him in something other than the occasional pro-match.
That's why I originally said he needs some kind of rework. I have few thoughts on that, but I didn't want to hijack OPs thread.
Just look at the comparison- in this current patch you can have a hero like WK who has literally 1 single active ability. And its not like he's excluded from pro-level play. Then we have Chen, who has 4-5 (depending on how you count) different active abilities, some with multiple, wildly different effects, that's even before you get into any creep-abilities that he wants to use AND items.
And if you try to compare to a hero like Meepo- well one major issue that all of Meep's clones have the same abilities and same stats. It's not like you're trying to find one particular minion out of clusterfudge of particle effects.
If it's really impossible to make a minion-mancer hero that's not OP, then he should go back to the drawing board. If not though (and this is what I really feel would be the better option) would be to rework him to give him a few different but more distinctive builds. Because right now I feel like his whole kit is too complicated and unfocused.
Edit: I think I will make a separate thread about this, because I actually think it would be interesting to discuss Chen in more detail. When I do I'll link it here.
Enter if you dare.
He provides a LOT of healing to the team, he can provide increased attack speed on target of choice which helps your carries to kill them quicker and i think he can dispell?...
I honestly don't even use creeps in teamfights much - usually i keep converting enemy's ranged creeps until i hit my unit limit and then i send them together with a creep wave to push a lane. They end up farming me extra gold and even take down a tower sometimes.
As far as his now default summoned creeps go - i found Hellbear to be the most effective in early game. You just send it to harass opponents, opponents kill it and end up giving a notable attack speed bonus to you, your ally and even the creeps and taking lots of damage for it. Even worth the gold and EXP you end up giving them.
I don't even micromanage it - i just rightclick as all units.