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Hunter's Plague Skill is Still too Over Powered
#9
GooglyBoogly Wrote:With the reduced aoe, %/sec and duration the hunter plague is much less scary than it once was.
Unless the ultimate is used at the same time, it is relatively simple to port out of the way.

Typically when someone uses the Hunter they use its set of skills in conjunction with each other, very rarely will a hunter use just its plague skill or just its ultimate.

GooglyBoogly Wrote:With the reduced duration is is much easier for a team of titans to defeat a team of hunters, just by not bunching and having one titan use it's ultimate to heal it's allies while they are under the effect of grav bomb.

What I originally stated was not 4 titans vs 4 hunters. In that situation the result would be obvious, rather what I suggested was 4 titans vs 3 titans plus a hunter. Also while it is true it would be simple in theory for the 4 titans to simply use their ult one after the other, the likely hood of this happening is very low. Not only is it hard to determine whether the titan using its ult is on your team, it is also difficult to time your the use of your ult to begin when your teammates ult ends. In regards to avoid bunching up, typically what happens in cp offense is that all your teammates port to the cp at the same time (this is ofcourse to better distribute damage), very rarely will a group of titans actually walk to the cp in order to capture it (unless there is a breaker placed).


GooglyBoogly Wrote:Titans are still stronger than hunters - especially since hunters need to devote at least two slots to hulls if they don't want to get instantly killed from spell damage.

Yes I agree with you that in 1v1 titans are obviously stronger then hunters. And yes that hunters do need at least one hull (with one gold hull a hunter's hp becomes 14k or over, since titans spell will do 5k (stun) + 5k (ground aoe) the hunter will not instantly die). However I am not talking about 1v1 situations, rather I am talking about 4 v 4 situations and not in cp pushing or defending, but in base defending where tanks cannot simply tp and surround a titan.


GooglyBoogly Wrote:The damage needs to be kept as a %, otherwise in the later game it will become impossible to dislodge players who camp at cps, since they will just heal faster than the gas hurts em - one of the great strengths of the gas bomb is to force the enemy to vacate their cp or take significant damage.

In my experience in late games all the cp's have usually already been captured by one team. The defending team (usually the team with the hunter) usually has already lost most of their base factories and have had to resort to buying their own factories and planting them behind the castle. However this presents a rather unique opportunity for the defending team, because as long as they don't die the only income the offensive team has is force gold and the miniscule number of spawned creeps. In this situation as long as they play solid defense the defending team can hold out indefinitely, not only does the hunter provide invaluable defensive skill sets (delay them in coming, delay them in running away) the offensive team is usually bunched up to maximize the usefulness of their ult (if they separate, they are usually killed right away). After defending the base for a while, the defending usually has enough of an advantage to push (feeding from creeps primarily but also enemy tanks).
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Re: Hunter's Plague Skill is Still too Over Powered - by xplodingtinkftw - 2009-09-19, 01:56:05

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