Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Wed Jan 20, 2010 11:02 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Please tell me thats EM
As for upcomming patch,I think they'll nerf Zephyr by the time the patch is released Electrician is wonderful,had him as an ally. Oh and Pyro's "Burn DoT"(theres a Burn DoT when Pyros use a spell/autoattack) isn't cancelled by Towers fortification
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Wed Jan 20, 2010 11:21 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
CrimsonNuker wrote:
I JUST discovered action queuing is performed by holding shift, fml.
How else would you Portal Key + Magmus Ult combo?
Patch 0.2.33
Spoiler!
version 0.2.33 ------------- - manapool trait for use in target scheme for witch slayer's drain - fixed initial stock of flaming eye - fix arcade countdown - ring of sorcery will now only hit units with mana - scout's detonate will now refresh the cooldown when you lay a new eye - add a bigger buffer for cursor movement before the vector targeting sprite displays - fix right-click canceling vector targeting - fix for pharoh getting stuck in his mummies - banning pick filter for the game list - fix cooldowns on spectator tooltips - fix combat type tooltip when multi-selecting units - building invulnerability now provides 9999 magic armor as well as the physical armor - banning pick icon
chronos -rewind changed slightly: * 15,20,25,30% chance to activate. If damage taken is under 120, it is healed instantly. Otherwise, the damage is healed over 2 seconds. - time freeze renamed to curse of ages * movement speed steal increased to 3%, debuff and buff time increased to 10 seconds. * fixed a bug so chronos now properly gains a movement speed buff when stealing. * no longer propagates to illusions - ult that allows slow is now one that is sotm compatible
deadwood - voice
electrician - static grip now deals 20/40/60/80 magic damage per second to the primary target (reduced from 25/50/75/100) - electric shield now requires 20% mana to activate - flat 50 move speed on energy absorption - fixed targetting of clensing shock with staff of the maser * if the target is a hero, it will only bounce to other heroes of the same faction * if the target is a non-hero, it will bounce to the closest units (heroes or non-heroes) of the same faction - clensing shock now deals 600 magic damage to enemy summoned units - cast time of clensing shock lowered to 100ms (from 300)
engineer - turret now has a lower base attack time as you level up tinker (tooltip not accurate yet)
magmus - voice
pyromancer - burn damage from fervor lowered to 3 second duration and 1,2,3,4 magic damage per second
zephyr - gust stun lowered to 1.2 seconds (from 1.25/1.5/1.75/2) * damage is 75/125/175/250 (from 100/150/200/250) - maximum of 6 cyclones. - consuming a cyclone heals 75hp (from 50), costs 22 mana (from 25)
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 1:41 am
Ex-Staff
Joined: Apr 2007 Posts: 1923 Location: November the 15th
ExSoldier wrote:
Please tell me thats EM
As for upcomming patch,I think they'll nerf Zephyr by the time the patch is released Electrician is wonderful,had him as an ally. Oh and Pyro's "Burn DoT"(theres a Burn DoT when Pyros use a spell/autoattack) isn't cancelled by Towers fortification
That's ap. The game lasted 70 something minutes and check my score .
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 5:26 am
Loyal Member
Joined: Sep 2006 Posts: 1509 Location: There
ExSoldier wrote:
CrimsonNuker wrote:
I JUST discovered action queuing is performed by holding shift, fml.
How else would you Portal Key + Magmus Ult combo?
I didn't know that, can u guys teach me? like do you shift+ skill keys then they all quote up? can u guys give me an example of the proper steps in doing so?
_________________ Big thx to MasterKojito for making my sig
RuYi wrote:
Guys, I think we should promote destructionmama to Captain Obvious. :3
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 11:31 am
Valued Member
Joined: Dec 2009 Posts: 492 Location: ಠ_ಠ
I could think of much better items to get on Pyro though. Heart, Sac stone, shaman's, Frostfield AND a bracer. That's pretty much overkill for a stage where your spells deal negligible damage on most heroes.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 12:27 pm
Elite Member
Joined: Jun 2006 Posts: 5185 Location: Artists Corner
Scarth wrote:
I could think of much better items to get on Pyro though. Heart, Sac stone, shaman's, Frostfield AND a bracer. That's pretty much overkill for a stage where your spells deal negligible damage on most heroes.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 1:21 pm
Ex-Staff
Joined: Apr 2007 Posts: 1923 Location: November the 15th
0l3n wrote:
Scarth wrote:
I could think of much better items to get on Pyro though. Heart, Sac stone, shaman's, Frostfield AND a bracer. That's pretty much overkill for a stage where your spells deal negligible damage on most heroes.
Blink + SotM + Refresher FTW!!!
Well my logic was the longer I can survive, the more nukes I could cast. I feel that SotM is too expensive and doesn't do enough. I guess I'm a tank at heart. >.> In team fights the other team would ignore me and go for the more squishy heroes and this let me get a lot of kills.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 5:16 pm
Valued Member
Joined: Dec 2009 Posts: 492 Location: ಠ_ಠ
Well, if the team is that stupid, I guess you've done well. In any other game, blink alone would outclass those items though.
I still can't place most of the changes from the beta-beta server. But I guess I'll have to see them all together. I'm loving the zephyr and elec changes though.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Thu Jan 21, 2010 11:05 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Scarth wrote:
Well, if the team is that stupid, I guess you've done well. In any other game, blink alone would outclass those items though.
I still can't place most of the changes from the beta-beta server. But I guess I'll have to see them all together. I'm loving the zephyr and elec changes though.
Yeah I'm still wondering if they'll keep Zephyr at the state he is atm in the Beta Beta,never had as much fun with him before
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sat Jan 23, 2010 4:18 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Patch 1.66 That will probably be the last version before its release.
Spoiler!
Notes To-Date for Upcoming 0.1.66 ------------- General
- Banning Pick * 3 bans per team, done by captains. Then alternates everyone picking their own heroes out of the remaining choices. * 60s total extra time is given per team. Time is subtracted from your extra time when the normal countdown has reached 0. If the extra time reaches 0, a random choice is made.
- Building invulnerability now provides 9999 Magic Armor as well as the Physical Armor - If you make any illusions/images (as with the rune or Geometer's) while having steamboots they will no longer have less health - Certain abilities were hitting runes that should not have - Couriers will no longer aggro creeps, even when standing still - Now the new neutrals vary their walk and idles, instead of acting in sync - Attack abilities (Webbed Shot) and attack toggles (Harkon's Blade) override attack modifiers (Frostwolf, etc) - Fixed tooltip status effect information sometime being incorrect - Fix combat type tooltip when multi-selecting units - Fix so all forms of 'sheep' cancel an invibility spell if it's still in the fade time - When a player buys back, it now uses the following calculation: Cost = 100 + Level * Level * 1.5 + GameTimeInMinutes * 15
- Bajillidan spelling corrections - New game tips - Fix cooldowns on spectator tooltips - Updated french stringtables, thanks to Magissia
Items
- Nullstone loses 5 seconds of cooldown time anytime an ability would be blocked but Nullstone is still in cooldown - Can now disassemble Hellflower - Frostwolf now using % based attackspeed slow instead of negative attack speed for stronger scaling late game - Puzzlebox changed to 2 initial stock with 9 max stock, 10 minute respawn on each charge - Ring of sorcery will now only hit units with mana - Fixed the sound stacking on plated greaves
- The following auras can now be toggled on and off * Mock of Brilliance's damage aura
Heroes
- 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 - Tweaks to Maliken, Pharaoh, Magmus, Legionnaire, and Ophelia animations
Blood Hunter - Blood Crazy is now just an unremovable debuff - Proportions changed slightly
Chronos - Time leap does 50,100,150,200 Magic damage on impact - Rewind reworked * When damaged, Chronos has a 10,15,20,25% chance to heal back the damage at a rate of up to 25% of his maximum health per second - Time Freeze renamed to Curse of Ages * Steals 1/2/3/4 Agility per hit, debuff lasts 10 seconds. Each debuff is individually timed * Four consecutive hits on the same target will lock that target in time (stun) for 1 second * While someone is stunned by Curse of Ages, Chronos can not build charges towards another stun or steal any agility * Does not stacks with Brutalizer * No longer propagates to illusions - Chronosphere * Allies can now move and cast while inside, but everything they do is reduced by 90% speed (MS, AS, CS) * With Staff of the Master, the slow is reduced from 90% to 80%
Deadwood - Voice - Base armor lowered by 3 (to 1.24) - Rotten Grasp range changed from 1500 to 1300 - Slow from throwing a log now decreases linearly - Trees killed by Clearcutting now have a cool new death - Fixed an issue with Willowmaker preventing knocked down heroes from standing back up automatically
Electrician - Static Grip * No longer does AOE damage but now deals 20,40,60,80 Magic damage per second to the primary target * When Static Grip ends on a unit, its idle animations now play instead of it being frozen - Electric Shield * Mana shield now has a 12,24,36,48 Magic DPS 300 aura around the electrician while on * Requires 20% mana to activate - Energy Absorption * Instant cast time * Now does 85,165,225,300 magic damage and Electrician gains 50 movespeed as long as he hits something with it. * No longer giving armor or magic armor * Still gives mana at the same rate - Cleansing Shock * Cooldown lowered to 14,12,10 * Deals 600 Magic damage to enemy summoned units * Cast time lowered to 100ms (from 300) * Now Staff of the Master compatible. Chains to 2 additional targets * If the target is a hero, it will only bounce to other heroes of the same faction * If the target is a non-hero, it will bounce to the closest units (heroes or non-heroes) of the same faction
Engineer - Tinker now passively lowers the base attack time of the Turret by 15,20,25,30%
Forsaken Archer - Skeletons now have 20 health at all levels
Jeraziah - 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 that hero's team - Camouflage now plays the spell visual effect on the correct target now when cast on allies - Root effects now play even if he is stealthed when casting
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
Magebane - Base strength lowered to 17 (from 20)
Magmus - Voice
Night Hound - Can no longer attack allied units when he stands in his Smoke Bomb
Nymphora - Grace of the Nymph can now only be cast on ally units with mana
Pharaoh - Finally fixed him randomly getting stuck in his mummies. Pharaohs rejoice!
Pollywog Priest - +5 Movement speed
Pyromancer - Leveling fervor now also grants all of your abilities and attacks the power to put a burning fire DoT on anyone hit * Every time you hit someone with a spell or attack them, it refreshes the duration of the DoT and adds a charge. 1,2,3,4 Magic damage per second per charge, 3 second duration
Sand Wraith - Desert's Curse's slow will no longer go through magic immunity
Scout - Detonate will now refresh the cooldown when you lay a new eye - Nullstone will now properly block Marksman Shot
Valkyrie - Javelin of Light sound radius lowered so enemies you throw it at won't hear it unless they are close - Valkyrie's Prism cooldown to 120 at all levels (from 160) - Valkyrie's Prism manacost to 100,150,200 from (200,250,300)
Witch Slayer - Drain can now only target units that have mana
Zephyr - Leap removed, replaced with Gust * Target a position and click/drag the mouse in a any direction to release the gust of wind from the point you click in the direction the mouse is dragged * Enemies in the cone are pushed in the direction specified, stunned for 1 second and dealt 75,125,175,250 Magic damage - Cyclones reworked * On use, consumes one cyclone instantly, healing for 40 health * No longer has a cool down * No longer restores mana * Manacost removed * When a Cyclone dies, it automatically heals Zephyr - Wind Shield * Now a passive and will now apply its buff to Zephyr for 3 seconds after a successful attack * Chance on both evasion and redirection lowered to 6,9,12,15% * Grants Zephyr 10% movement speed while active - Wind Control renamed to Typhoon * Cool down is now 90 seconds (from 120) * Mana cost stays the same * Summons a Typhoon at the target location for 6,8,10 seconds * Typhoon itself has a 110 unit radius. Total effect has a 550 unit radius. * Slows enemies linearly based on distance from the center (99% slow at the center [100 movespeed], 0% at the outer edge of effect) * Deals damage based on distance from the center. Up to 80,120,160 Magic damage per second with a linear dropoff. * Deals max damage if standing inside of the Typhoon itself. * When cast, the maximum number of Cyclones are spawned around Zephyr (based on the level of Cyclones)
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Sun Jan 24, 2010 9:45 pm
Common Member
Joined: Jan 2007 Posts: 189 Location: Cod4.
HoN is getting farked up. Not the game, its getting better, but the people, OMG.
People who are going like OMFG YOU ARE SUCH A NOOB COME TO PUSH DONT FARM ALL DAY IN WOODS YOU NOOB !!1!1!1!1 and OMFG YOU ARE SUCH A NOOB DONT BACK U DUMBASS 1!1!1!1 (*ragequit*), ending up in a 4v5, so u just concede with the normal people.
Really wanna play more games with people who have brains and talk decent english.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Mon Jan 25, 2010 7:41 am
Ex-Staff
Joined: Jul 2007 Posts: 9250 Location: Sand
HoN is legit, my only qualm is I lose myself in the mess that is team fights. LoL needs a badass announcer, captains mode, ranked play, and more stats. /QQ
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Mon Jan 25, 2010 8:41 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Barotix wrote:
HoN is legit, my only qualm is I lose myself in the mess that is team fights. LoL needs a badass announcer, captains mode, ranked play, and more stats. /QQ
You guys have Uldyr & Ashe and a working matchmaking /QQ
Seriously Uldyr & Ashe with HoN graphics would be sweeeettt
Don't you guys have the ELO ranking thing?(Got a IRL friend thats hardcore at LoL)
---------------------------------------------------------------------------- So yeah,I had to carry a game today,anyone that knows me know I can't carry for shit Asked Pyro for a swap in SD for my Voodo,he gave me Chronos instead I actually managed to jungle and get decent gear but they(ennemies) were pushing too hard. Pro Devourers are Pro ---------------------------------------------------------------------------- Matchmaking Window Preview Seriously,Matchmaking has been tested like 3 Times in the Test Patch Server,hope they release it next patch.
Spoiler!
Team SRF will be reppin' the Team Pool,yes sir?
_________________
ExSoldier/Skyve/Loki
what is life even
Last edited by Skyve on Mon Jan 25, 2010 9:39 am, edited 2 times in total.
Post subject: Re: Heroes of Newerth (Remake of Dota)
Posted: Mon Jan 25, 2010 9:42 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
LOL! All Legions Towers are huge Pebbles and all Hellbourne Towers are Magmus Dunno if its just a joke or they'll actually release it like that on actual client
EDIT: Myeah gotta be a joke,all Legion creeps are Scouts & Pollywog and Hellbourne creeps is Voodo jester
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