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- Rarely collected items or completely forgotten began to return in connection with the addition of Mysterious Orb, especially such items:
* Phase Boots (for non-mobile heroes or requiring speed of movement and damage);
* Diffusal Blade (for illusionists and their illusions pretty good);
* Drum of Endurance + Spirit Vessel + Solar Crest (for supports, which most of their time busy improving the towers and barracks);
* Armlet of Mordiggian, Black King Bar, Echo Saber etc (not bad / good).
- Fixed and replaced talents;
- This custom game is still played well.
And now just about the impressions and personal opinion:
- Rapier Ogre for me is the same as before - has not changed in terms of damage (him improves the aura, depending on the difficulty level). It's normal. But I noticed one difference - players began to go less often behind it, because it has ceased to make sense (except gold bags, of course). Nobody finds for Mysterious Orbs an application in (maybe for now);
- If @Chaosnebula is right about the fact that when you transfer a Rapier from an ally (when player with Rapier dead, and his ally picks up and passes back - it's not work), this need fixed (I did not check it myself);
- About auras on difficulty: (need the opinion of the rest) on Medium, really, did not notice auras and this difficulty added only a marginally strong aura of gain to all creeps. You can return these auras, but auras chance give 7.5%-10% for more even aura distribution (They will appear rarely in creeps). Difficulties higher = 12-15% (now, at the moment);
-I hope the Scourge Ward for Venomancer will return to him (now not enough to protect the line) :BibleThump:
-Spooky (or Skeleton Boss): it is very difficult to say on this score. (need the opinion of the rest) He became stronger in terms of durability, yes, but it is still possible to kill, although a little longer.
I have a little thought about the items, which also can be attributed to the improvement from Mysterious Orb:
- Glimmer Cape (bonus: +60 Attack Speed; +25% Magic Resistance; After a 0.6 second delay, grants invisibility and 50% magic resistance to you or a target allied unit for 6 seconds. Cooldown: 14 sec.
- Rod of Atos (bonus: +25 Strenght; +10 Agility; +35 Intelligence; Roots the target for 2.5 seconds. Cast range: 1150; AOE range: 155 or 200);
- Meteor Hammer (bonus: +24 Strenght; +24 Intelligence; +5.5 Health Regeneration; +2 Mana Regeneration; After a successful channel, summons a meteor that strikes a 300 AoE, stunning enemies for 2 seconds and dealing impact damage. Continues to deal damage over time to enemy units and buildings for 6 seconds. Channel Time: 1 sec or 0.75 sec. (the rest is left standard, as there is no sense to increase the damage to buildings = imbalance Standard cooldown - 40 sec.)
- Kaya (bonus: +24 Intelligence; +15% Spell Damage; +12% Mana loss reduction; +1 Mana Regeneration; +1 Health Regeneration)
- Maybe return to assembly of things "Orb of Venom" for "Eye of Skadi"? At the moment he has nothing to do and for Scythe of Vyse give AOE range 200 / 225. This Hex, as for me, does not hold on to the Bosses anyway, but on the waves creeps will be good :p
Soul Melter
Applies a demonic poison, decaying foe's very soul.
A) Deals 8%/10%/12% of user's health as magical damage per second.
B) Deals 4%/7%/10% of target's health as magical damage per second(limited to 450 dps).
Also reduces target's ability to regenerate mana, or get mana from other sources by 50%.
Duration of 3 seconds.
Unstackable effect. Doesn't work on illusions.
Recipe will cost something around 775 gold.
or
Yasha+Orb of venom+Quarterstaff+Recipe
Paralyzing Fang
Each hit splashes a paralyzing venom around the target in aoe of 375. With each tick, venom has a chance of 22% to stun the foe for 2 seconds(That means some targets may be locked in place for up to 4 seconds).
Deals 55 damage per tick and slows attack speed for 15 and movespeed for 40%.
Effect's duration is 3 seconds.
Unstackable effect. Doesn't work on illusions.
Recipe will be around 875 gold
Liked it, though some decisions are yet feel strange.
For example, turning rapier into a non-stackable, Armlet kind of item.
Even 420 damage item was still not enough, to make a difference during the late waves. Also the cons are very harsh. 3% health drain when stunlocked is a sure way die. Being stunlocked is pretty hard to deal with, but with this much life drain its a no escape situation.
How about transform it into a feature, and add a damage bank, that grows as user lets the rapier drain his health. If user is very confident of the situation, say, when lifestealing off a big pack of creeps with a cleave, he may keep the rapier draining, so the drained health is transformed into a damage right away.
Bank is unleashed on hit, dealing total health(5% per sec) drained * 1.5 of bonus damage.
9000 damage for 20 second charge for 6k hp pool hero.
That adds a nice wow factor for crit wielding heroes, and also allows defend better if the situation is under control. Also, gives a chance for a fast tower takedowns during the late game.
Btw, does the game keep freezing for anyone else after yesterday's 7.08 client update?
Cursed rapier is a pretty interesting thing to consider for Necrophos.
Since he is the hero who wants to stay alive as much as possible, to deal the most damage, he can engage all 3 lanes at once by just using Rapier. I've used it during the Ultra wave.
Thats what I did:
- Enable the Cursed Rapier.
- Run around, pulling every single mob's aggro to yourself.
- If health is low - disable the Cursed Rapier, and cast Ghost Shroud.
- Roam around the horde to restore health with Radiance+Octarine combo.
- Repeat again.
That makes creeps busy, while teammates are shooting them down. Thats not too reliable, since at any moment, there may be golems to bash you, or Satyrs to prevent you from using Ghost Shroud right away, but we've managed to pull it off 'till 50:00, with a 3 man team.
Horde Mode isn't that hard to win if you just focus on pushing the hell out of lanes. Its even easier if you utilize the Ogre gold, Secret gold and buffs that you get after destroying the enemy buildings.
The most obvious example be, say, Nature's Prophet and Sven being offlane heroes just roaming the map, crushing towers, while Luna, Medusa and Wraith King soloing their lanes.
Difficulty problem right now is mostly about any hero with HoT and a decent amount of armor(say, Sven's buff) being able to push Mega towers solo, or when one hero is building itself as a mega tank, while other heroes damage the tower.
I'd suggest reducing the gold amount by removing the Ogre gold when its non Easy difficulty, and reducing the Secret gold by 2/3rds for Hard and Ultra difficulties. That alone will have a healthy impact on difficulty.