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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 01, 2009 11:12 am 
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Could someone send me a beta key ? I'd love to try this out. :)


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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 01, 2009 7:43 pm 
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I didn't try it out during the past weekend, no time ):
I don't think i'll have any time this week either, maybe Friday ;D

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 01, 2009 9:26 pm 
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PettZon wrote:
Could someone send me a beta key ? I'd love to try this out. :)

PM me your e-mail 8)

On another note, today I was walking to school,then there was that huge board at a house windows that said "Grampy loves Heroes of Newerth",I'v left a sheet of paper with my IGN infront of his door :P

----------------------------------------------------------------------------------------
News; S2 is already working on their 60th hero :D He;s gonna be called Deadwood

Version 0.1.60
--------------
General

- Up and down arrows now properly scroll through sent chat history when in game (Hit Enter to type then hit the up arrow key)
- Fixed the targeting cursor to revert back to the standard cursor when targetting a dual target ability out of range
- Added a /matchup or /ma for short command
* This command lists the current players team/name/color/hero in game
- Vulture Lords will no longer use their Cyclone ability
- Fixed a spot on Caldavar that would let you cut over the cliff near the bottom rune
- Fixed players getting stuck in the bottom right corner of the map
- Fixed Shield of the Five playing a sound with every unit its cast on, now just plays one sound

- Improvements to the Mac and Linux clients
- Fixed ALL chat not having colon inserted
- Added confirmation boxes when Leave Clan, Remove Buddy, Remove from Clan, Ignore, or Add to Banlist are clicked, giving the user the option to cancel their action
- Added display for "Auto Balance" mode on the server list browser
- Re-named "Auto Balance Teams" button to "Balance Teams"
- All of the below changes apply only to games with the new "Auto Balanced" game option
* Renamed the "Auto Balance" game option to "Auto Balanced"
* Removed the hosts ability use the "Balance Teams" functionality
* Removed the hosts ability to lock slots
* Hid each teams predicted PSR Win%
* Changed the PSR "Points at stake" to say "+? / -?" instead of showing actual points
- Updated hero selection interface to display "Points at stake" to each players hero icon
- Added new functionality to allow hosts to cancel the match countdown
* After clicking "Start Game" the button label changes to "Cancel"
- Fixed allowing players to correctly leave their team to cancel the match countdown
- Added a lobby message indicating when either of these occur and the countdown is halted
- Added a "Europe-All" filter
- Chat mode now changes to "All" whenever the player joins the lobby, and changes to "Team" upon entering the hero select screen
- Changed the Team/All chat listbox to a toggleable button
* Credit to the player MaxGhost for introducing this in mod form many months back

Items

- Couriers now have a custom minimap icon
- Puzzlebox recipe cost reduced to 900 (from 1300)
- Barbed Armor will now return damage from a Pseudo Pet or Gadget to the owner of the pet instead
* This will stop issues such as Barbed Armor instantly killing Engineer's Energy Field
- Moved a few recipes around in the shops due to the following changes

----------

- Nome's Wisdom components and bonuses changed
* Old:
+10 Int
+21 damage
+10 attack speed
+75% Mana Regeneration
Heal-on-cast/armor/mana regen Aura

Ring of the Teacher (500)
Great Arcana (1675)
Recipe (325)
Total: 2500

* New:
+6 Strength
+6 Agility
+16 Intelligence
+10 Damage
+100% Mana Regeneration
Heal-on-cast/armor/mana regen Aura

Ring of the Teacher (500)
Major Totem (540)
Neophyte's Book (1000)
Nome's Wisdom Recipe (260)
Total: 2300

----------

- Frostwolf's Skull recipe changed and is now upgradable
* Old:
Blessed Orb (2100)
Blessed Orb (2100)
Glowstone (1200)
Recipe (750)
Total: 6150

* New:
Major Totem (540)
Blessed Orb (2100)
Glowstone (1200)
Recipe (1200)
Total: 5040 (6240)

Frostwolf's skull may be upgraded once. The new stats are:
+16/25 Strength
+16/25 Agility
+16/25 Intelligence
+200 Max Health
+150 Max Mana
On attack, reduces attack speed by 13/20 and slows movement by 20/30% for 3 seconds

----------

- Tablet of Command components and bonuses changed, total cost reduced to 2040
* Old:
+10 Intelligence
+10 Damage
+10 Attack Speed
Activated Push

Steamstaff (900)
Neophyte's book (1000)
Recipe (300)
Total: 2200

* New:
+6 Strength
+6 Agility
+16 Intelligence
Activated Push

Major Totem (540)
Neophyte's book (1000)
Recipe (500)
Total: 2040


Heroes

Engineer
- Steam Turret now dies in 4 attacks
- Steam Turret's base attack cooldown changed to 1.7s (from .5s)
- Steam Turret can no longer be hit by the vast majority of single target ultimate abilities
- Steam Turret can no longer be hooked and can attack buildings and other gadgets again
- Steam Turret now upgrades in level as the skill upgrades
- Steam Turret has a new skill, which allows it to switch between targeting its normal targets (units and buildings) and heroes only
- Steam Turret's shut down sequence now restores its mana over the full duration of the shut down
- Steam Turret now fires a 3 shot burst and damage is reduced by 66% (same total damage in one 'shot'). The two extra shots of the burst cannot proc anything and are just damage
- Steam Turret's burst fire consumes its mana on the initial attack, not on the additional bursts
- Steam Turret now does a distance check for the burst shots, so it won't fire at targets across the map should someone teleport
- Steam Turret can now fire 7/10/13/16 total volleys, regardless of its mana pool
- Changed Tinkering on the turret to increase damage by 33,44,55,66% for the duration instead of attack speed
- Tinkering the turret now heals 25% of its health every 1 second
* Steam Turret cannot be healed if it's taken damage in the past 2 seconds
- Gadgets from Energy Field will no longer appear on the minimap

Forsaken Archer
- Decreased speed of attack animation's visuals to better match the actual attack time
* Note that the actual timing of her attack has not changed
- Crippling Volley now applies a 0.1 second ministun
- Split Fire's damage per arrow reduced by 10% at all levels
* Fixed tool tip not displaying correctly when toggled on
- Call of the Damned can now spawn skeletal minions from allied creep denies
- Skeletal Minions will not attack targets unless the forsaken archer is attacking them.
* They will hold ground when she holds ground, will attack when she attacks, and will follow when she moves
* Note that they will not attack a target outside her attack range and will finish their current attack before retreating
* When channeling Piercing Arrows, Skeletal Minions will automatically attack targets in a 600 radius around Forsaken Archer
- Skeletal Minions are no longer disabled for the first second they spawn. Instead, they can instantly move/attack
- Skeletal Minion move speed increased to 420, from 320
- Skeletal Minions now apply a damage over time effect to targets when they attack, dealing 5/10/15/20 Magic damage per second over 4 seconds
- Piercing Arrows damage increased to 75/150/225 from 75/115/165, cool down increased to 120 seconds
- Piercing Arrows' arrows now travel a total distance of 1300, increased from 920

Jeraziah
- Righteous Strike's bonus damage reduced to 8/16/24/32 from 12/24/36/50
- Righteous Strike's area of effect reduced to 225 from 350
* Area of Effect now occurs 225 units in front of Jeraziah, rather than around the target, meaning that it will no longer hit units behind him, similar to other Splash mechanics
- Righteous Strike's splash damage now deals 50% of attack damage, reduced from 70%
- Righteous Strike's slow increased to last 5 seconds (from 2) with a flat 30% slow for the duration (changed from 50% tapering off to 0% over 3 seconds)

Keeper of the Forest
- Changed significantly (in preparation for the arrival of Deadwood)
* Base stats, armor, damage, and movement speed were tweaked
* Camouflage on the Keeper no longer breaks stealth when his own abilities are used
* Removed Nature's Vengeance and replaced it with Nature's Protection
* Tree Sight no longer grants regeneration, but eyes now have true sight

Kraken
- Fixed Whirlpool so he can activate the 'return' while standing near trees

Maliken
- Sword Throw mana cost changed to 110/120/130/140 from 110 at all levels
- Life Essence now costs 7/8/9/10 mana per attack

Pandamonium
- Units being pushed by Flurry can now rotate during the push

Pebbles
- Fixed a bug causing level 1 of Enlarge to cause the chucked unit of Chuck to not take the additional damage

Sand Wraith
- Illusions from Mirage are now killed when Manifest is used

Soul Reaper
- Fixed Demonic Execution to not be double reduced by magic armor

Wild Soul
- Renamed BooBoo to Beardulon

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 5:17 am 
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Have not played HoN in a long while :O

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 7:23 am 
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I'll never ever everget over 1550... Thats a typical week for me. Start at 1450,climb myself all the way up to 1520-1530,then get back to 1450 by the end of Sunday :banghead:

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 7:50 am 
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Mirosuke wrote:
Have not played HoN in a long while :O

read my latest post here: viewtopic.php?f=76&t=118100



ExSoldier wrote:
I'll never ever everget over 1550... Thats a typical week for me. Start at 1450,climb myself all the way up to 1520-1530,then get back to 1450 by the end of Sunday :banghead:

play electrician = profit, went from 1300 or so to almost 1600 in like 2 days.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 9:00 am 
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Love wrote:
Mirosuke wrote:
Have not played HoN in a long while :O

read my latest post here: viewtopic.php?f=76&t=118100



ExSoldier wrote:
I'll never ever everget over 1550... Thats a typical week for me. Start at 1450,climb myself all the way up to 1520-1530,then get back to 1450 by the end of Sunday :banghead:

play electrician = profit, went from 1300 or so to almost 1600 in like 2 days.

Unless you have a shitty team that feeds, you need a good team for elec to excel.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 11:04 am 
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MasterKojito wrote:
Love wrote:
Mirosuke wrote:
Have not played HoN in a long while :O

read my latest post here: viewtopic.php?f=76&t=118100



ExSoldier wrote:
I'll never ever everget over 1550... Thats a typical week for me. Start at 1450,climb myself all the way up to 1520-1530,then get back to 1450 by the end of Sunday :banghead:

play electrician = profit, went from 1300 or so to almost 1600 in like 2 days.

Unless you have a shitty team that feeds, you need a good team for elec to excel.

You kinda always need a decent team to win matches. Only if you are like uberfarmed with panda or something, then you might win on your own. But its still a teamgame, and PSR doesnt say anything about your skill.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 12:16 pm 
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A farmed up chronos can win a game regardless of his team. Seriously, he is potentially a god.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 12:44 pm 
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Might be true.
But havent seen any god chronos around.
Im happy if he doesnt take us in his ulti. :p

Edit: Just had this epic game.
4v5.
Elec(me), vindi, pest and plague.
Vindi, pest and me were so farmed.

Unkillable elec: 2 x fortified bracelet, 1 x plated armor, 1 x sacrificial stone(had like 9 charges), 1 x shamans headress(wanted to turn it into a barrier idol, but game was over)

Srsly, put on the mana shield, and just engage. No way they will kill you( unless you are in a 1v5 and they keep on stunning you :p ).

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 5:59 pm 
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Love wrote:
Mirosuke wrote:
Have not played HoN in a long while :O

read my latest post here: viewtopic.php?f=76&t=118100


I Don't know, i have played all the DoTA and HoN heroes, i'm not saying i master them all, just i doubt the guy you are mentioning its hard to use, every hero its hard to use at the start (Like Chronos) but once hes farmed, took a good advantage, its really easy to use.
But then, the rest depends of the user. Unless they have tricky skills like Invoker...
Well, i can't really say much since i've never tried LoL before :)

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Tue Dec 08, 2009 9:10 pm 
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Chronos should be banned =@ Half the players cant pull his Ultimate at the right moment,or even worse,use it against their own team...

Been playing Maliken a lot lately, I love Insinatarius+Blue Flame =D

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 4:43 am 
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Mirosuke wrote:
Love wrote:
Mirosuke wrote:
Have not played HoN in a long while :O

read my latest post here: viewtopic.php?f=76&t=118100


I Don't know, i have played all the DoTA and HoN heroes, i'm not saying i master them all, just i doubt the guy you are mentioning its hard to use, every hero its hard to use at the start (Like Chronos) but once hes farmed, took a good advantage, its really easy to use.
But then, the rest depends of the user. Unless they have tricky skills like Invoker...
Well, i can't really say much since i've never tried LoL before :)

lol chronos isnt hard to play, you just need to not be a tool and ult your team/go for critical targets ( cc/carry )/ set up for aoe ults when needed. all those things are l2p not anything out of the ordinary and having an in/out blink makes it more of a faceroll.

with that being said go play twisted fate for 1 or 2 matches, chances are you wont make a difference in your team and barely hang in there. here is the catch though, he is op and facing a competent player is just not an option but since such players are rare he just becomes a tale to share for those who dont know.

ps. i think i am done, i believe i won this "orly" :) .

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 5:31 am 
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Quote:
i think i am done, i believe i won this "orly" :) .

What's his skill set? What makes him so hard to play?

No offence,but when I tried out LoL for the first time, I actually got 10 Kills - 2 Deaths by playing Jaxrl(something like that).How? Probably because the game seems to me way to slow-pasted,therefore I find it hard to believe that Twisted guy is that hard to play for a HoN/DotA player(thoses games are way faster).Then again,I'd like to know his spell/skills set.

On the other hand,I'v checked Invoker spells,and he really looks hard to play,with all those spells combos for different results,all that in a game that way more fast-paced than LoL :)

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 5:53 am 
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just this one skill call pick a card, is basically really hard to get a gold card not to mention do so in a timely faction and consistently. btw getting 10-2 against lvl 1 players who know nothing while you have a dota background is a poor example, i would do this to you even with all your experience. i also never knew dota was "fast-paced" I am prob not the best person to comment on this but from what i've experienced dota is an arcade game which lacks the very same thing you mentioned.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 7:02 am 
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Love wrote:
just this one skill call pick a card, is basically really hard to get a gold card not to mention do so in a timely faction and consistently. btw getting 10-2 against lvl 1 players who know nothing while you have a dota background is a poor example, i would do this to you even with all your experience. i also never knew dota was "fast-paced" I am prob not the best person to comment on this but from what i've experienced dota is an arcade game which lacks the very same thing you mentioned.


Oh I see,so he has spells/skills based on luck?No wonder he's called Twisted Fate,he looks interesting 8) Also , I dont have a DotA background,but just saying xD.

But dont get confused,didn't say DotA was a fast-paced game,but it is faster-paced then LoL.(And HoN is even more fast-paced then DotA)

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 7:16 am 
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not on luck but timing, you have less than half a second to get it right.so you need to be able to time this skill + be aware of what is going on around you + have map awarness couse you are an assasin and have a map warp skill, also he has another skill that reveals all enemy champions so you need to keep track of who could be jungling to kill them when possible. btw the reveal skill is only up for 3 secs at first so in those 3 secs you need to check every single champion and make a decision on who to gank else you just wasted an ult.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 4:35 pm 
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won? lol?

Anyways, timming. Just because your timming sucks doesn't means its hard lol

I might give it a try one day, until then i have no comment at all...

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Wed Dec 09, 2009 11:37 pm 
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Mirosuke wrote:
won? lol?

Anyways, timming. Just because your timming sucks doesn't means its hard lol

I might give it a try one day, until then i have no comment at all...

try telling me that after you play with the champion for a full week.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Thu Dec 10, 2009 7:41 pm 
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Deadwood hero on Test Server! He's awesome! One of his spell ves him treewalking,then all the trees he runs by or destroyed,and for every tree destroyed he gets extra speed and stats =D
-----------------------------------------------------------------------------------
DEADWOOD IN DA HOUSE!!
ersion 0.1.61
--------------
General

- Added new in game command /gameinfo or /gi, using it prints information about the current game.
- Fixed a few tooltips (such as the error about evasion in mock)
- Tweaked recommended items
- Fixed a crash when selecting the courier of a terminated player that had items left on it
- Fixed item ownership exploits, rules are as follows:
* Items/recipes are usable by the original purchaser, always
* "Allowsharing" items are usable by team mates of the original purchaser
* "Dropondeath" items lose their ownership when the carrying unit is killed, making them free for all to use (ally/enemy)
* Items dropped by a "dropitemsondeath" unit (courier) retain their ownership
* The "drop items" game option now removes ownership as if all items had "dropondeath"
- Heroes who have ultimates that can be upgraded by Staff of the Master now list what is changed in the tooltip (Thread 34249)
- Player colors now show up next to their portrait in the miniscoreboard when ingame (Thread 49135)

- Updated regional filter to include Europe - All, this query includes EU, DE, NL and UK locations.
- Updated French Stringtables
- Fixed "Balance Teams" button showing up times when it shouldn't
- Fixed All/Team chat button working incorrectly in certain cirumstances

Items
- Doombringer can no longer be sold

- New Item, Fenrir's Fang:
+10 Strength
+10 Agility
+10 Intelligence
+200 Max Health
+150 Max Mana
On attack, applies Fenrir's Bite to targets for 3 seconds. Fenrir's Bite slows attack speed by 10 and movement speed by 15%.

Components
Major Totem (540)
Major Totem (540)
GlowStone (1200)
Recipe (1200)
Total Cost: 3480

- Frostwolf's Skull:
* Recipe is no longer upgradable. Recipe changed to use:
Fenrir's Fang (3480)
Blessed Orb (2100)
Recipe (570)
Total Cost: 6150


Heroes

Deadwood

- A new Hellbourne Strength hero has joined the fight! Beware...

Behemoth
- Fissure can now be cast on allied and magic immune units. Note that it will not damage or stun allies or magic immune units, you simply will be able to cast the skill in the target's direction

Corrupted Disciple
- Overload will no longer instantly kill gadgets

Engineer
- The Keg now has a fixed delay of 1 second between cast and impact time, regardless of distance thrown
- Better synchronized The Keg's explosion with the push back and damage
- The Keg now stuns targets for 1.25/1.5/1.75/2 seconds, increased from 1.25 seconds at all levels
- The Keg will now knock back the Engineer if he is within the blast range. Note that this will not stun him
- Steam Turret's damage type changed to Hero so the first shot doesn't do half damage anymore
- Steam Turret's base damage increased by roughly 30%
- Steam Turret's increased damage from items reduced to a 20% transfer
- Steam Turret will now take 8 hits from creeps to kill
- Steam Turret's default behavior will now be to attack heroes only, and it may be switched to target all regular attack targets (including buildings and creeps)
- Tinker can now heal the Steam Turret through creep damage. Only Hero or Boss attacks will prevent the Steam Turret from being healed
- Tinker, when used on allied siege units, will now cause that siege unit to take 1/3rd of normal damage (in addition to its previous effects)
- Tinker, when used on enemy siege units, will now destroy that siege unit after a 2 second channel time, blowing it up and causing 50/75/100/125 Magic damage in a 600
radius
- Tinker now again increases the Attack Speed of the turret by 25,50,75,100
- Fixed a bug causing the electrical fence to not disappear when the shield generator was destroyed before its duration ended

Forsaken Archer
- Skeletal Minions will no longer attack powerups
- While using Piercing Arrows, Skeletal Minions will continue to automatically attack nearby targets, however if no targets are nearby they will return to Forsaken Archer's position
- Fixed Forsaken Archer's Splitfire to not reduce the damage of her other abilities
- Fixed Forsaken Archer's first ability to not shoot arrows into the air before the projectile actually goes off

Hammerstorm
- Fixed the weird animations when using items

Keeper of the Forest
- Eyes from Tree Sight will no longer be drawn on the minimap
- Fixed Keeper of the Forest's attack animation to not be so off

Mali Klause
- Fixed a bug causing the cool down time of Sword Throw to be reset if the teleport portion of that skill is used

Pebbles
- Fixed the weird animations when using items

Soulstealer
- Lowered impact time of Demon Hand to .65 seconds (from .67 seconds)
- Cast time on Soul Burst increased to 1.65 seconds (from 1 second)


Patch Note Coloring
- We welcome the new buff and debuff coloring to the forum patch notes!

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 9:43 am 
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Bringing back some activity to the thread, a hat-trick with aramadon. :]
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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 12:46 pm 
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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 7:08 pm 
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How do hell do so much people play Armadon so well? I really suck with him... I mean really,he just spams snot and KS everyone with spam "spikes" -_-

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 7:29 pm 
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ExSoldier wrote:
How do hell do so much people play Armadon so well? I really suck with him... I mean really,he just spams snot and KS everyone with spam "spikes" -_-


Pretty much, yeah.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 7:40 pm 
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Electrician'still got it.


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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 8:00 pm 
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ExSoldier wrote:
How do hell do so much people play Armadon so well? I really suck with him... I mean really,he just spams snot and KS everyone with spam "spikes" -_-


He is all about his normal attack. Snot and his spikes gives him charges. He just need to boost his hp, attack speed and damage. Combine that with his charges, and he is really hard to kill, and does a nice amount of damage with auto attacking.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 9:07 pm 
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Flinch1 wrote:
ExSoldier wrote:
How do hell do so much people play Armadon so well? I really suck with him... I mean really,he just spams snot and KS everyone with spam "spikes" -_-


He is all about his normal attack. Snot and his spikes gives him charges. He just need to boost his hp, attack speed and damage. Combine that with his charges, and he is really hard to kill, and does a nice amount of damage with auto attacking.

I see 8)
Add me up,me and Draquish at playing atm ! (HeartAttack)

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 11:29 pm 
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Damn I suck. Everyone yells at me XD.

I am getting decent with magmus though. My main problem is figuring out what to buy, especially late game. I usually opt for that crystal that gives you critcals, and attack speed stuff....but I don't think I should be for someone like magmus.

Anyway, dishonest Abe sounds fuggin awesome. You gotta come teach me draq.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sat Dec 12, 2009 11:34 pm 
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piootr wrote:
Damn I suck. Everyone yells at me XD.

I am getting decent with magmus though. My main problem is figuring out what to buy, especially late game. I usually opt for that crystal that gives you critcals, and attack speed stuff....but I don't think I should be for someone like magmus.

Anyway, dishonest Abe sounds fuggin awesome. You gotta come teach me draq.


Get Portal Key on Magmus,and "preview" your Ultimate by pressing Shift. As for Dishonest Abe,I wonder if he's even gonna be released,I think "Dungeon Master","Exorcist" or "Scorcher" will come first.

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 Post subject: Re: Heroes of Newerth (Remake of Dota)
PostPosted: Sun Dec 13, 2009 6:43 am 
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speaking of magmus:
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edit:I didn't use portal key I just ran in, used shrunken and then activated my ult.

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