Pues a mi me va a venir de perlas, soy el chico assist... xD
es que entre el power supply y la nueva botella.. menudos hyper-regens se va a meter la peña con que se aleje del barullo 5 segundos en una pelea con 3-4 tios por bando :\
Pues sí me ganas: 3.9/4.5/8.7
Mis últimas 5 partidas ganadas:
2/1/10
7/5/24
6/2/10
5/8/22 <- con FA xDDD
5/4/18
Vamos que lo digo porque últimamente tengo la racha de assists a saco, igual que al principio de la retail.
2/6/26 tengo una con el tundra, a veces es algo amargante ver como no te llevas un solo kill haciendo tu gran parte del trabajo, pero bueno mientras se gane la partida realmente da igual xD
mi record de asistencias:
fayde 11/9/29 id: 4998253
y sin lol de ID en mi ultima partida.. 5399999 xD
pd: average kda: 6/6/8 :\
Pedazo de parche que va a salir en el test server! WoW.
Rework de Turret, rework de rampage (pinta bastante bien ahora), y un par de nerfs por ahi y otro par por allá. A ver si skelus pone su post mañanero con los cambios
madre mia 2 semanas sin HoN y ya me pillo con esto, el mid hero no tendra que volver nunca a base, le veo un nerf seguro para la proxima
Parche 0.2.74 Test Server
Sí, ha pasado de la 0.2.70 a 0.2.74
Report a player added
This is a VERY rough state, interface and more are still being tweaked/worked on
Gave Vulture Lord's second ability an icon (means the aura no longer displays a black and white checkerboard)
Tons of tool tip updates and fixes
Stores will no longer remove the 'can buy from me' state if you or a courier goes invulnerable
Decreased in-game font size slightly
If a player has modified their resources0.s2z file, then they will be disconnected when they try to connect to a game
Fixed a mac/linux crash
Fixed issue preventing players from selecting a potential hero during the banning phase.
Disconnected players will no longer random when it becomes their turn to pick, unless they run out of time.
Disconnected players are not allowed to use "extra time" in BP mode (if it is their turn, and they are disconnected, then they will pick their potential hero or a random hero)
Added a new message when the courier is killed by a non-hero unit, it will now show a minimap ping along with the appropriate game message indicating which team the courier was killed by
Fixed an issue in duplicate hero mode where if two players had the same hero "potentially" selected, only one would get it and the other would random
Misc server optimizations to improve stability
News is hidden when choosing to follow a player
The client will no longer display a message indicating the player will get a leave for disconnecting if they are in a replay or a practice game
- New Item: Blood Chalice (Initiation)
- Puzzlebox Minions will no longer be able to attack towers unless the owner is within 700 units of them
- Geometer's bane now applies the 0.1 seconds of invulnerability to the illusions that spawn, in addition to the hero that uses it
- Fixed a bug causing Astrolabe to be able to affect a target twice in short succession if the target was purged
- Frostfield Plate can no longer be used by Couriers
- Whispering Helm can no longer be used by Couriers
- Ground courier can now be attacked by towers/well
Bottle
- Fixed it so when you have illusion bottled and use it, the illusions still don't have it bottled!
- Double Damage will now correctly last 45 seconds instead of 30 seconds when used out of a bottle
Loggers Hatchet
- No longer works on splash damage
- New Legion Strength hero, Gladiator, based off DotA's Kunkka
- Note: No sounds or voice yet
Balphagore
- Balphagore's third ability will no longer consume gadgets. Nom nom nom.
- Hell on Newerth
- Cast time removed
- Expanding ring now 'sticks' on Balphagore as he moves and expands to max distance 300ms faster
Behemoth
- Shockwave will no longer hit couriers
Bubbles
- When toggled on, Take Cover will now automatically be used if the source of damage is owned by an enemy hero (enemy pets/gadgets will trigger it)
Blacksmith
- Fixed an issue causing Frenzy multicast to not apply to the correct number of targets (usually one less than it should)
Chipper - Players are now deny-able if they are burning from the Tar + Rocket combo
Chronos - Time Leap
- Damage removed
- Manacost lowered from 135 to 120
- Curse of Ages
- Buff/Debuff time lowered from 10s to 8.5s
- Agi steal increased from 1/1/2/3 to 1/2/3/4 per hit
Devourer
- Devour now reveals any target bit for the duration
Engineer
- Turret reworked
- Changed to a vector targetting ability to decide the direction it is facing
- No longer controllable and only lasts 6 seconds
- No longer gets a copy of Engineer's items
- Lays down suppressive cover fire in a cone shooting 6 times across the cone's 800 range, 400 unit spread, 30 shots total
- Each bullet deals 25/40/55/70 Physical damage and applyes a 7% stacking movespeed snare (5s duration) to the first target it hits
- Can only be hit by a max of 5 bullets
- Energy Field
- Will no longer hit couriers
- Duration lowered from 6/9/12 to 6/8/10
- Hits to kill lowered from 5 to 4
Forsaken Archer
- Crippling Volley
- Ministun removed
- Radius lowered from 225 to 200
- Damage done increased from 85/140/195/250 to 85/150/215/280
Fayde
- Lowered movement speed from 305 to 300
- Charges from Scythe/Shadow Stance lowered from 2/3/4/5 and 1/2/3/4
- Reflection
- Movespeed while stealthed rebalanced from 10/20/30% to 10/15/20%
- Duration rebalanced from 30/35/40 to 20/35/50
Gauntlet - Partially Reworked (See forum post)
Legionnaire
- Int gain increased from 1.6 to 1.9
- Terrify
- Cast time removed (0.6 -> 0)
- Now grants vision of the target for the duration of the charge
- Now reveals target for the duration of the charge
Madman
- Barrel Roll
- Stun removed
- Applies a 30/37/44/50% snare for 3.5s
- Damage increased from 100/150/200/250 to 100/160/220/280
Pebbles
- Can no longer throw invisible units
Puppetmaster - Puppeteer's Hold
- Fixed a rare bug causing Puppet Strings' floating handles to never disappear
- "Snare" effect while under the effect halved from 155 force to 80 force
- Negative Attackspeed removed
- Cast point sped up from 500ms to 300ms
Rampage
- Completely reworked (See forum post)
Slither
- Wards will no longer apply their movement speed slow when they miss
Soul Reaper
- Demonic Execution will no longer be usable on couriers
Soulstealer
- Demon Hand now has a better indicator to its actual radius
Tempest
- Purge should now affect tempest's elementals after they split
Vindicator
- Glyph of Silence will properly silence heroes that go invulnerable during casts (Magmus, Madman, etc)
Wildsoul
- Illusions will properly copy themselves when he is under the effects of Bear Form
War Best
- Illusions will properly copy themselves when he is under the effects of Metamorphosis
- Wolf minions will no longer be able to attack towers unless Warbeast is within 700 units of them
Zephyr
- Gust
- Stun Removed
- Damage increased from 75,125,175,250 to 75,150,225,300
Blood Chalice
Introducing a new item...
Blood Chalice (Initiation Shop)
++Recipe (325+350+200) = 875
Created by a forgotten Wizard eons ago, the Blood Chalice drains one's life and replaces it with pure magical energy. Stronger men than you have died while using this item, beware!
3 health regen
70% Mana regen
On use, removes 150 health and grants 150 mana.
One second after use, the bonus mana will begin being draining away over the next 10 seconds. Only the bonus mana initially gained can be drained and the drain is dispelled as soon as it is used up.
This is an early game item with a unique risk/reward mechanism. Special thanks to AudaciousSam, the original creator of the item, for allowing us to implement it into HoN.
In this thread, discuss Blood Chalice within the context of HoN. Is it too powerful on some heroes? Is it not strong enough? Is it too cheap or expensive? Does the mana draining mechanic fit well? Let us know!
engineer
The goal of this change to Engineer is to both nerf his carrying ability and to focus him as a zoning specialist. Along with The Keg and Energy Field, the reworked Steam Turret can now be used to both directly and indirectly control enemy positioning. The scaling ability of Steam Turret has been removed in favor of a static damage zoning DPS nuke-summon snare. It sounds complicated, but once you try it out, it'll all make sense. Think Dawn of War, or Company of Heroes. Without further ado...
Skill Mechanics: The Steam Turret is a marvel in rapidfire technology. Deploying at the place of his choosing in any direction he wants, it lays down waves of suppressing fire that slow enemies who stay in the cone.
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Vector Targeting
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Organic Enemy Units
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Physical
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800 Range
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400 Radius Cone
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120 Manacost
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22 second cooldown
Steam Turret at the target position facing the vector direction. Fires 5 shots a second for 6 seconds in an 800 distance 400 radius cone. Bullets hit the first enemy they come into contact with, dealing 25/40/55/70 Physical damage and applying a stacking 7% movement slow. Upon reaching 5 stacks, the unit has "Suppressed" applied to them for 5 seconds and cannot be hit by the turret again.
Suppressed
35% Movespeed slow
-
Tinker is now only usable on Siege and Towers. A siege Tinker buff is not in 0.2.74, but is planned.
-
Energy Field is nerfed. It now lasts 6/8/10 seconds and is destructible with 4 hits.
gauntlet
Gauntlet has been remade significantly and repeatedly since his release, and hopefully we can use this most recent rework as a stable basis for his final build.
This design of Gauntlet calls into mind several principles:
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Projection of power through the fist
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Single-target hero isolation
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Speed and mobility
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Strong roaming and ganking
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Moderate laning
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Good transition into teamfights
In addition, we set out to solve some problems with the previous iterations:
* Lack of lethality
* Deficient usability of Grapple
* Low skill-to-reward
* Lack of lane presence
We envision Gauntlet, in this form, to be a strong ganker. Whether he's slamming on people with his fist, or running from behind and Grappling enemies into your tower, he should feel fluid, fast, and furious. His ultimate in particular introduces a new concept into HoN--the idea of putting a hero into "stasis". A hero in stasis is completely invulnerable and cannot be interacted with in any way, similar to DotA's Naga Siren's Song of the Siren effect. This effect, found on Gauntlet Blast (ultimate), can be used to isolate enemies around a potential target, leaving him alone and exposed.
So when you play Gauntlet, move around and gank. Fist your enemies. Do it from the front and behind, and do it hard. And when the teambattles come, aim for the caster in the back, Portal Key behind him, and Grapple him away from his allies and to your own. Be creative.
All numbers are subject to change.
tl;dr major changes:
Infernal Instability: Damage reduced, charge system removed. Now gives movement speed, knocks enemies around, and deals a slight slow.
Grapple: Ignores non-heroes. Deals increased damage and applies a stun.
Emasculate: Now gets 40 max charges at all levels. Leveling this skill increases the rate of charge acquisition. Also decreases cast speed now.
Gauntlet Blast: Completely remade. Must be targeted at an enemy unit, damaging and purging it. Enemies the fist hits on the way are frozen in stasis.
primaryattribute="Strength"
strength="24"
strengthperlevel="2.85"
agility="15"
agilityperlevel="1.4"
intelligence="18"
intelligenceperlevel="2.0"
movespeed="300"
turnrate="540"
Skill Mechanics: On activation, gives bonus movement speed and powers up your next attack. Enemies hit will be pushed away from the impact and are slowed.
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Self Position
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Organic Enemy Units
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Magic
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250 Radius
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80,90,100,110 Manacost
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11 second cooldown
Gives 30/50/70/90 increased movespeed for the duration. On impact, deals 120/180/260/320 damage and slows enemies by 90% initially, recovering to full speed over 1.5 seconds.
Skill Mechanics: Gauntlet's fires his chain-mounted glove. If the glove catches an enemy hero, both Gauntlet and his foe will be dragged to the targeted location.
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Target Ground
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Only hits heroes--goes through creeps
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Magic
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800/950/1100/1250 Range
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125 Manacost
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20 second cooldown
Fires your fist 800 distance in target direction. It attaches to the first enemy hero it hits, stunning him for 1/1.2/1.4/1.6 seconds and dealing 100/140/180/220 damage. Both you and your target are then propelled to the targeted point
Skill Mechanics: Gauntlet unleashes an incredible pummeling on his opponent's manhood, crippling them severely.
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Passive
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Max 40 charges
On attack, applies Emasculate to target for 5 seconds, removing all charges. Each charge slows movement, attack, and casting by 1%. Gauntlet gains one charge of Emasculate every .33/.25/.20/.16 seconds.
Skill Mechanics: Fueled by malevolent power, Gauntlet's glove rockets at a target unit, purging, slowing, and damaging it when it hits. Any enemy units the glove passes near on its way to the target are consumed by Demonic Power, taken out of the fight for a short time.
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Target Enemy
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True Damage + Purge on primary target
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Stasis to nearby enemies
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100/150/200 Manacost
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65/55/45 second cooldown
Fires your fist at a target. The target receives 300/400/500 True damage, while enemies near the fist during its departing flight are put into stasis. Enemies in stasis are invulnerable and untargetable.
Snare from purge lasts 3s.
Stasis lasts 3.5s.
rampage
So I am going to lay out some thoughts about Rampage, what we wanted to accomplish with him, how we would like him to be played, and what his new abilities are.
So we all know what Rampage was. He definitely had a lot of problems, the difficult part was identifying how to fix them. First and foremost, though, he is a fun hero. We want to retain this fun feeling when you play him. That is something that is very very important to us, so he still charges, bashes people around, disables, and is generally a jerk to play against. ;D
While you are playing him, make sure he still 'feels' the same. We want him to still feel like Rampage and the fun factor to go up, not down. As I said, this is very important so keep this in your mind always while playing him.
As I said above, we kept a lot of the same skills in function. They work the same a lot of ways and are intuitive to anyone who knows how Rampage used to work. The biggest difference is that he doesn't scale as well anymore. Before, he scaled with attackspeed greatly due to his random bash. It let him basically lock someone down later in the game (if he got there). His bash now is not random, so he does not scale with attackspeed anymore. This changes his role more from a sort of carry to a ganker/semi-carry/disabler. This is how we would like you to try to play him. Roam lanes, initiate fights, get a Portal Key (THIS), and explore all your options.
Try to not play him traditionally. Be bold.
So onto the abilities.
All numbers are subject to change at a moment's notice.:
primaryattribute="Strength"
strength="23"
strengthperlevel="2.5"
agility="17"
agilityperlevel="1.7"
intelligence="15"
intelligenceperlevel="1.8"
movespeed="295"
turnrate="450"
Skill Mechanics: Long distance charge with a stun/pushback on impact
Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until he is close enough for his Rhino to pounce on them, stunning them and pushing them back.
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Target Unit
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Enemy Units
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Magic
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9001 Range
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100 Manacost
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25 second cooldown
Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every second.
When Rampage is within 450 distance of his target, he will pounce on them very quickly.
When Rampage reaches his target, he stuns and push back the target 140/180/220/260 units over 0.95/1.15/1.35/1.55 seconds, dealing 100/140/180/220 Magic damage.
Stampede
+25 Movement Speed
25 Movespeed per charge
Unitwalking
Treewalking
Skill Mechanics: Passive movespeed and bonus damage. Active AOE damage and stacking snare.
The rhino Rampage rides is a born leader, enhancing his movement speed and giving Rampage more damage the faster he is moving. Upon command, his Rhino can stomp the ground, dealing damage and slowing people around himself.
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Self Target
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Organic Enemy Units
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Magic
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300 Radius
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70 Manacost
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15 second cooldown
Passive
Gains 3/6/9/12% of movespeed in attack damage.
+4/6/8/10% Movespeed
Active
On use, stomps the ground around Rampage every second for 1/2/3/4 seconds, dealing 50 Magic damage and applying Herded to all enemies in the radius for 4 seconds.
Herded
-15 Movespeed per charge
Skill Mechanics: Passive. Gains a charge based on distance run, bashes on attack when a charge is active.
Rampage's Rhino is known to gain strength the more he travels, meaning the Rhino can unleash a devastating Horned Strike if they have traveled far enough together, doing bonus damage and pushing then enemy backwards.
This ability contains Bashing properties. Items and abilities with Bashing properties contain a shared cooldown time.
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Passive
Gains one charge for every 3500/3000/2500/2000 units traveled. Can only have one charge built up at a time. (1 charge max)
On Attack Impact
As long as the ability has a charge, stuns and pushes back the target 140/180/220/260 units over 0.95/1.15/1.35/1.55 seconds, dealing 100 bonus Magic damage.
Skill Mechanics: Single target disable/control
Rampage can use chains he carries around to grab an enemy hero, stunning them and dragging them behind himself for a limited time.
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Target Unit
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Enemy Heroes
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200 Range
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175/200/225 Manacost
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75 second cooldown
Stuns and binds the target to Rampage for 3/3.5/4 seconds and the target will be dragged behind him as he moves.
Rampage is Disarmed while dragging someone and the dragged target will take 15/20/25% of the distance they are dragged in Physical damage.
If Rampage and the target he is dragging get separated by more than 500 units, the chains are broken.
no me gusta que hayan quitado varios stuns
como madman, zephyr o FA
y bueno lo del zephyr es lo de siempre, se pasan con un heroe y se ponen a nerfearlo hasta que se vuelvan a pasar
no me gusta demasiado el parche, mucho nerf basto
Se han cargado al zephyr, al engi, a la FA, y al madman
heh vamos a quitarle el ministun y a nerfearle el radio al volley de la FA y le vamos a subir el daño en 30 !!
heh vamos a quitarle el stun al zephyr y le vamos a subir el daño en 50!
en fin, tristisimo
se acabo el ver al ingeniero baneado o pickeado a nivel competitivo, y lo mismo se podria decir del zephyr o de la FA
por cierto aporto unas screens de las skills del gladiator, el que decia por ahi que el ultimate seria una chariot ha acertado de pleno
Dios mio que de cambios joder xD, va a pasar un tiempo para acostumbrarse a que muchos ya no stuneen xD.
No he visto nada del chipper y eso no me agrada : (, ya que para mi a dia de hoy en pubs el ban es chipper, fayde y alguno mas.
pues a mi no me actualiza el test server, al 20% de actualizar se quita la barra y se quedan los monigotes ahi saltando, como riendose de mi
por mas que lo leo... no entiendo el PEDAZO de nerf al madman, es ridiculo xD
Al ser cambios del test server supongo que mas de uno no llegara o lo rebalancearan por que vamos hay alguno que yo creo que no hay por donde cogerlo.
Con el rampage te puedes llevar "para casa" literalmente a un enemigo con el ulti, va a estar gracioso xD
No veo tan mal los cambios, no se porque decis que se han cargado a personajes.
Muchos de esos stuns no tenian mucha logica (si quieres stunear, te pillas un personaje stunner) y a la mayoria les han subido el daño, que para eso estan destinado.
A excepcion del madman el resto los veo muy correctos.
Los cambios al ingeniero me parecen totalmente acertados. Se acabo de hacer de carry/ganker/ etc... Ahora el personaje se centra en la posicion de la batalla, y el debuff a los enemigos. Va a estar interesante que stackeen los snare de la torreta con el ulti de este.
Un parche con cambios brutales.
Uno que muchos no se han dado cuenta es:
- Report a player added
¿Esto es para reportar lamers/noobs/hackers/double accounters?
Pues puede pintar muchisimo
Luego, los otros cambios intersantes como:
- Nerf al chronos (otro más xD)
- Nerf brutal al engineer, ahora no servirá de nada absolutamente.
- Nerf a la FA, con lo que si le tiras las flechas a uno para cortarle cast ya no sirve de nada.
- Pequeño nerf a la Fayde.
- Buff al legio.
- Nerf basto al madman (ya nadie se lo cogia, ahora menos...)
- El cambio al pebbles me parece adecuadísimo porque era triste irte a nada y que te pillara con el throw de los cojones.
- Arreglado bug al vindi
- Nerf al zephyr pero al menos ha sido al que le han subido más el daño del gust en comparación con los nerf a otros heroes como la FA.
Blood calice...no era el que vimos.. habrá que probarlo porque tampoco parece que tenga mucho uso "activarlo" si no es en early y en early no se vá sobrado de vida... :/
El Gauntlet pinta bastísimo ahora.
El rampage ahora pinta mucho más interesante...
¿Alguien sabe cuando lo implantan en el oficial?
Ty