Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sat Jan 16, 2010 8:23 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
And I was feeling all "pro" with my 11-3 on Slither At least I have a replay of it,and you DONT muahahaha .Nah seriously can't wait for S2 to make Replays work again for every game
As for Madman that nerf was stupid,I'd rather have a "Pure KS Scout" than Madman now. At least the Pure KS Scout will get us kills
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sat Jan 16, 2010 6:08 pm
Forum Legend
Joined: Aug 2008 Posts: 6735 Location: Love the way you are.
Ok, i jsut earned some PSR from some winner games yesterday. ****, i hate this stats reset, people kick me from being a 'noob' lol Anyways, we should keep playing on noob rooms to get psr 1700+
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sat Jan 16, 2010 6:51 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Mirosuke wrote:
Ok, i jsut earned some PSR from some winner games yesterday. ****, i hate this stats reset, people kick me from being a 'noob' lol Anyways, we should keep playing on noob rooms to get psr 1700+
Yeah I almost got to 1600 bracket,but lost 1-2 games yesterday
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sat Jan 16, 2010 7:45 pm
Valued Member
Joined: Jan 2008 Posts: 471 Location:
Scarth wrote:
Could I have the match ID? I'd love to see the replay.
Also, who was laning vs SS mid? Or was he dual-laning?
Also;
Do I foresee Blacksmith codex builds here? Hehe
Looking at the notes some more... The Pkey buff is weird and uneccessary. Sac stone buff? HELL YEAH TORTURER <3333
I was laning vs SS mid. I must say though, he was doing pretty bad, because I know him and hes normally good... that match was all friends except scout, and yeah he was bad. Match ID: 21722464
_________________ Done with SRO. Playing LoL - sXeph
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sun Jan 17, 2010 8:29 am
Dom's Slut
Joined: Aug 2006 Posts: 13791 Location:
I just finished a game, and the other team got backdoored NICELY. our valkarie destroyed like the back of their rax's and our creeps slowly poured into their base while they were in ours cleaning out our rax, and none of us payed attention, and suddenly "VICTORY!", me and my 2 other friends are like "LOL WTF?!"
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sun Jan 17, 2010 6:33 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
HughGRection wrote:
anybody has a beta key for me?
Got your PM. Sadly S2 seems to stop sending keys to accounts. Usually you get 3 Keys/per account. I have 2-3 brand new account unused but none of them has a the keys
On another note,after watching some Devourer replays,im inspired I wanna pro hook so bad
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Wed Jan 20, 2010 12:58 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
There's also the Vectorial Targetting,a feature this game should of had long time ago. Lets say Behemoth's uses features. Atm if have to go around the fissure to use a spell because your character is looking for a straight line between Point A and B. Now with the Vectorial Targetting you'll be able to just throw a projectile from the other side of the fissure.(Instead of going around it)
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Wed Jan 20, 2010 6:00 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Not suppose to post these but I will for SRF ;P (Can get banned if I get caught) Patch 0.2.32
Spoiler!
Version 0.2.32 ------------- - A bunch of spelling corrections - Banning Pick - When Static Grip ends on a unit, its idle animations now play - Sandwraiths Desert's Curse skill's slow no longer goes through magic immunity - Powerups were part of organic unit targetschemes - Can now disassemble Hellfire - If you make any illusions/images (as with the rune or Geometer's) while having steamboots they will no longer have less health - Kotf's Camouflage plays the spell visual effect on the correct target now even when he casts it on allies - Night Hound can no longer attack allied units when he stands in his Smoke Bomb - Treant's ult now plays even if he is stealthed - Couriers will no longer aggro creeps, even when standing still - Now the new neutrals vary their walk and idles, instead of acting in synchronis - New game tips! - Attack abilities (Webbed Shot) and attack toggles (Harkon's Blade) override attack modifiers (Frostwolf, etc) - fix deferred impact channeling vs Nullstone (Scout) - Nullstone loses 5 seconds of cooldown time anytime an ability would be blocked but Nullstone is still in cooldown - fix tooltip status effect information sometime being incorrect - resetcooldown cooldown of a different ability for Scout - Frostwolf now using attackspeedslow instead of negative attack speed for stronger scaling late game - Puzzlebox to 2 initial stock 9 max stock, 10 minute respawn
Sheep and Invis - Fix so all forms of sheep cancel an invis if it's in the fade time
- The following auras can now be toggled on and off: * Soul Reaper's Withering Presence * Magebane's Master of the Mantra * Kraken's Tidal Pull * Soulstealer's Dread * Mock of Brilliance's damage aura
Chronos - Time leap does 50,100,150,200 Magic damage - Bash removed and New Ability that on hit steals 2% Movespeed and 1/2/3/4 Agility on hit. Each hit grants a charge for 6 seconds and each charge is timed independently - Rewind now heals the damage over 2 seconds instead of instantly - Allies can now move and cast while in Chronosphere, but everything they do is reduced by 90% speed (MS, AS, CS).
Electrician - Grip no longer does AOE damage but does 20/40/60/80 Magic damage per second to the primary target - Electric Shield now has a 10,20,30,40 DPS magic 250 aura around the electrician while on - Electric Shield now requires 20% mana to activate. Auto-toggles off at 10% mana. - Energy Absorbtion now does 85,165,225,300 magic damage and he gains 50 Movespeed. No longer giving armor or magic armor. Still gives mana. - Cooldown lowered to 14,12,10. Ult is now SotM compatible. Chains to 2 additional targets.
Zephyr - Leap removed, replaced with Gust * Zephyr targets a position and drags the mouse in a given direction. Enemies in a cone are pushed in the direction specified, stunned for 1.25/1.5/1.75/2 seconds and dealt 100/150/200/250 Magic damage - Cyclones reworked: * On use, consumes one cyclone instantly, healing for 50 health * No longer has a cool down * No longer restores mana * Mana cost reduced to 25 (from 75) - Wind Shield is now a passive and will now apply its buff to Zephyr for 4 seconds after a successful attack - Wind Control reworked: * The area of effect now follows zephyr for its duration * When cast, the maximum number of Cyclones are spawned around zephyr (based on the level of Cyclones) * Cool down is now 60 seconds (from 120) * Mana cost is now 75 at all levels (from 100/150/200) * The spell is cancelled if Zephyr is stunned or silenced * Radius reduced to 400 (from 550) * The speed buff is now 15/25/35% (down from 30/40/50%) * Duration is now 6 seconds at all levels (from 6/7/8)
Blood Hunter - Make Blood Crazy not stupid (with buffs/debuffs). Still unremovable.
Deadwood - Grabby Hands from Rotten Grasp are now revealed by stealth detection - Base armor lowered by 3 (to 1.24) - Slow from the log now decreases linearly - Rotten Grasp range changed from 1500 to 1300
Forsaken Archer - Skeletons now die in 1 hit
Jereziah - Protective Charm duration set to 5/8/11/14 seconds (from 5/10/15/20) - Righteous Strike's slow duration set to 2/3/4/5 seconds (from 5 at all levels)
Keeper of the Forest - If an enemy hero comes within a 300 radius of Keeper's Eyes, the eye will be made visible to the hero's team
Madman - Stalk's slow debuff is now only applied to madman if he fails to do damage to enemy heroes for the duration. If Stalk is canceled prematurely (via attacking or using an ability), the slow debuff will also not be applied. - Barrel Roll will now always use its maximum distance, regardless of how far away you target
Magebane - Base strength lowered (again) back to 17
Pollywog - +5 Movement speed
Pyro - Leveling fervor now grants all of your abilities the power to put a burning fire DoT on anyone you hit with your spells or hit with an attack. Every time you hit someone with a spell or attack them, it refreshes the duration of the DoT and adds a charge. 2,3,4,5 DPS per charge, 6 second duration. * Attacking a building places the DoT on the building, and yes, it stacks.
Valk - Ult cooldown to 120 at all levels (from 160) - Manacost to 100/150/200 from (200,250,300)
Thats right, Electrician basically has a Mock
Zephyr got most of his skills reworked. And you can now "choose in which direction" some spells will go
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Wed Jan 20, 2010 12:47 pm
Ex-Staff
Joined: Apr 2007 Posts: 1923 Location: November the 15th
Finally had my first good game in a while. I didn't have any deaths until end game when scout and swift were beefed up. First time I carried with pyro .
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