2010-08-29, 14:43:24
I have a few suggestions for existing abilities that could be applied.
Tinker/Exploder
Teleport ability Q
Nerf the range of teleport
Suggestion: Since the teleporter item has reduced range, I also think the tinker and exploder should have their range readjusted to max 3000 at level 5.
Suggestion 1: --- Suggestion 2:
lv1: 1200 --------- lv1: 1000
lv2: 1650 --------- lv2: 1500
lv3: 2100 --------- lv3: 2000
lv4: 2550 --------- lv4: 2500
lv5: 3000 --------- lv5: 3000
Helicopter
Bombardment ability Q
Make it always apply damage
Suggestion: Make the ability once cast, do damage when it hits the ground like the fix done to the demolisher. It looks bad visually when the bombs hits, but does not damage visually if the helicopter aborts or get killed doing this. I think this should be fixed.
Antigrav
Plasma Shot Q
Make it always apply damage
Suggestion: Same as for helicopter.
Thunder Tank
Chain Lightning R
Make it target structures
Suggestion: Make this ability also affect structures. Atm the thunder tanks ultimate cannot harm structures.
Heavy Tank
Hail of Bombs R
Slight nerf
Suggestion: This ability is better than demon tanks ultimate in many ways. It can hit players from a long distance, it can clean up creeps effectively, it's effective vs structures from a distance, it can do 2x-3x damage against enemy tanks it hits. Thus effectve damage at lv1 becomes 1600 damage. My suggestion is to make this ability cost 10% more mana or reduce the AoE for each cluster a little as it's a very powerful ability which is way much better than plasma rain and chain lightning in many ways.
Frost Robot
Arctic Aura E
Nerf slow rate
Suggestion: Reduce the slow rate from 7% to 5% pr level. At level 5 it removes the effect of turbo speed. The aura range can be increased if this nerf is implemented as it's impossible to outrun a frost robot without teleporting abilities and this ability alone is very cost effective chase aura.
Tinker/Exploder
Teleport ability Q
Nerf the range of teleport
Suggestion: Since the teleporter item has reduced range, I also think the tinker and exploder should have their range readjusted to max 3000 at level 5.
Suggestion 1: --- Suggestion 2:
lv1: 1200 --------- lv1: 1000
lv2: 1650 --------- lv2: 1500
lv3: 2100 --------- lv3: 2000
lv4: 2550 --------- lv4: 2500
lv5: 3000 --------- lv5: 3000
Helicopter
Bombardment ability Q
Make it always apply damage
Suggestion: Make the ability once cast, do damage when it hits the ground like the fix done to the demolisher. It looks bad visually when the bombs hits, but does not damage visually if the helicopter aborts or get killed doing this. I think this should be fixed.
Antigrav
Plasma Shot Q
Make it always apply damage
Suggestion: Same as for helicopter.
Thunder Tank
Chain Lightning R
Make it target structures
Suggestion: Make this ability also affect structures. Atm the thunder tanks ultimate cannot harm structures.
Heavy Tank
Hail of Bombs R
Slight nerf
Suggestion: This ability is better than demon tanks ultimate in many ways. It can hit players from a long distance, it can clean up creeps effectively, it's effective vs structures from a distance, it can do 2x-3x damage against enemy tanks it hits. Thus effectve damage at lv1 becomes 1600 damage. My suggestion is to make this ability cost 10% more mana or reduce the AoE for each cluster a little as it's a very powerful ability which is way much better than plasma rain and chain lightning in many ways.
Frost Robot
Arctic Aura E
Nerf slow rate
Suggestion: Reduce the slow rate from 7% to 5% pr level. At level 5 it removes the effect of turbo speed. The aura range can be increased if this nerf is implemented as it's impossible to outrun a frost robot without teleporting abilities and this ability alone is very cost effective chase aura.