2008-06-12, 14:07:08
Teleport nerfing:
I think change range to 2200, so you can still jump away from demon tank shoots, but not jump over the whole map
I think this change isnĀ“t that huge, must be tested. Speed becomes stronger indirectly, so i hope strategies become a bit different. Long range players can harrass players wich have short range and portal away a bit better.
If this is not enough nerve maybe the range has to become 2000 or even 1800, but this would be a huge nerfe.
Changing gold cost, mana cost would only make the tele more expensive but wouldnt change the gamestyle.
Longer cooldown means less aktion, you wait for your tele a bit longer.
Like Indetermisnimus/ Prog^^ mentioned Antigrav is maybe imba, and becomes stronger with this nerfe. I dont know how strong the antigrav is in late game, because i never saw a really strong player playing this strategie (double stun and flying and short range with much HP)
At least the Ulti must be changed, it is not good, when all spells in a game make fixed damage and Antigravs ultimate makes percentual damage. Make fix damage for him, not too much, the most important think is the stun effect. Now you can test if Antivgrav is still too strong with the nerfe.
I think change range to 2200, so you can still jump away from demon tank shoots, but not jump over the whole map
I think this change isnĀ“t that huge, must be tested. Speed becomes stronger indirectly, so i hope strategies become a bit different. Long range players can harrass players wich have short range and portal away a bit better.
If this is not enough nerve maybe the range has to become 2000 or even 1800, but this would be a huge nerfe.
Changing gold cost, mana cost would only make the tele more expensive but wouldnt change the gamestyle.
Longer cooldown means less aktion, you wait for your tele a bit longer.
Like Indetermisnimus/ Prog^^ mentioned Antigrav is maybe imba, and becomes stronger with this nerfe. I dont know how strong the antigrav is in late game, because i never saw a really strong player playing this strategie (double stun and flying and short range with much HP)
At least the Ulti must be changed, it is not good, when all spells in a game make fixed damage and Antigravs ultimate makes percentual damage. Make fix damage for him, not too much, the most important think is the stun effect. Now you can test if Antivgrav is still too strong with the nerfe.
Captain-Iglu wo bist du^^