Strife! Also, 75-80 damage was ridiculous anyways. Understandable; definitely something that might need to be done in the future, assuming that the current plans I have to adjust (not a whole rework, mind you) Mechanic don't completely address this issue. The ability to deny is a very hardcore game mechanic which people want to see introduced. That in my opinion makes laning is Strife more interesting, action-pumped and spectacular. This isn't bad initially, but the thing is that you get full mana back, even if it is almost used up. 4. I'm sorry you aren't good enough to handle positioning well.
For the most part I agree, it's over rated. New comments cannot be posted and votes cannot be cast, Press J to jump to the feed. For example, RAGE pretty much has all the elements that made Strife a unique FPS/RPG hybrid back in the day. Zone them out - hurt their experience gain (& obviously gold gain as they can't last hit). I am going to try to figure out how to get in contact with robonack to see what he thinks of these changes, he should know that mechanic is currently op and that it needs fixing, and I hope that these changes don't nerf mech into oblivion. No thanks. Being the victim of a loss of control or movement impairing effect also grants a stack of Strife. Sort of.
Speaking of those aforementioned plans: This is planned. This will stay until the cooldown is replenished, as goes for the stat boost. If you want to deny your opponent farm you start poking and harassing them up to forcing them to back off for regen or spending gold for healing potions, or better yet even going for the kill. If you need to push the lane - you cast ur abilities on creeps or just do some extra blows on every creep before lasthitting, if you wanna pull the lane - you only last hit. The current E increases your firerate but decreases damage, making the move literally useless in every way. Would there possibly be a way that programmers could code "AOE based experience" ? The new E should be something that is actually supportive, something sacraficial, like the rest of the sub-supports.---------------------------Cybernetic Enhancment: When an armor is on someone, the Mechanic can press E to remove the armor and give the ally an attack, mana regen, and cooldown speed boost. Dropping mechanics base speed from 100% to 90%: This will allow people to actually catch mechanic. good to know that there are a few changes being thought of. Denying for equilibrium only becomes a thing after laning is over - through laning phase it is specifically for denying your enemy of experience & gold. A small, but influential change. This was broken and allowed mech to reach 30% damage with a single abyss friend. its ridiculous.
Such a feature goes against what S2 is trying to create I think, but there could still be a way to implement a denying feature, but retain a casual mechanic. (play this while reading plz) (if you want something less sad and sounds more mechanicy). Your spells and abilities have a chance to increase your Versatility by 21 for 8 sec, stacking up to 5 times.
For the most part I agree, it's over rated. New comments cannot be posted and votes cannot be cast, Press J to jump to the feed. For example, RAGE pretty much has all the elements that made Strife a unique FPS/RPG hybrid back in the day. Zone them out - hurt their experience gain (& obviously gold gain as they can't last hit). I am going to try to figure out how to get in contact with robonack to see what he thinks of these changes, he should know that mechanic is currently op and that it needs fixing, and I hope that these changes don't nerf mech into oblivion. No thanks. Being the victim of a loss of control or movement impairing effect also grants a stack of Strife. Sort of.
Speaking of those aforementioned plans: This is planned. This will stay until the cooldown is replenished, as goes for the stat boost. If you want to deny your opponent farm you start poking and harassing them up to forcing them to back off for regen or spending gold for healing potions, or better yet even going for the kill. If you need to push the lane - you cast ur abilities on creeps or just do some extra blows on every creep before lasthitting, if you wanna pull the lane - you only last hit. The current E increases your firerate but decreases damage, making the move literally useless in every way. Would there possibly be a way that programmers could code "AOE based experience" ? The new E should be something that is actually supportive, something sacraficial, like the rest of the sub-supports.---------------------------Cybernetic Enhancment: When an armor is on someone, the Mechanic can press E to remove the armor and give the ally an attack, mana regen, and cooldown speed boost. Dropping mechanics base speed from 100% to 90%: This will allow people to actually catch mechanic. good to know that there are a few changes being thought of. Denying for equilibrium only becomes a thing after laning is over - through laning phase it is specifically for denying your enemy of experience & gold. A small, but influential change. This was broken and allowed mech to reach 30% damage with a single abyss friend. its ridiculous.
Such a feature goes against what S2 is trying to create I think, but there could still be a way to implement a denying feature, but retain a casual mechanic. (play this while reading plz) (if you want something less sad and sounds more mechanicy). Your spells and abilities have a chance to increase your Versatility by 21 for 8 sec, stacking up to 5 times.
Official Wiki is a FANDOM Games Community. "There is no strength in flesh, only weakness." Earlier, i went on a server where 3 people with 1500 wins forgot mechanic existed. & people saying it's counter-intuitive are obviously players who don't worry about their positioning. Minor Power: Strife. i havent sent him anything, i dont know how to contact him, as i said. 2. if one of your armors is halfway through its use, you can press the respective button to "recycle" the armor, removing it and giving you mana back. The ability to deny is a very hardcore game mechanic which people want to see introduced. You could probably base it off of their attack range so that it doesn't nerf ranged heroes? Each comes with unique abilities bound to keys E, Z, X, C, V, as well as a unique passive ability. "There is no truth in flesh, only betrayal." Strife! Also, 75-80 damage was ridiculous anyways. Understandable; definitely something that might need to be done in the future, assuming that the current plans I have to adjust (not a whole rework, mind you) Mechanic don't completely address this issue. The ability to deny is a very hardcore game mechanic which people want to see introduced. That in my opinion makes laning is Strife more interesting, action-pumped and spectacular. This isn't bad initially, but the thing is that you get full mana back, even if it is almost used up. 4. I'm sorry you aren't good enough to handle positioning well.
For the most part I agree, it's over rated. New comments cannot be posted and votes cannot be cast, Press J to jump to the feed. For example, RAGE pretty much has all the elements that made Strife a unique FPS/RPG hybrid back in the day. Zone them out - hurt their experience gain (& obviously gold gain as they can't last hit). I am going to try to figure out how to get in contact with robonack to see what he thinks of these changes, he should know that mechanic is currently op and that it needs fixing, and I hope that these changes don't nerf mech into oblivion. No thanks. Being the victim of a loss of control or movement impairing effect also grants a stack of Strife. Sort of.
Speaking of those aforementioned plans: This is planned. This will stay until the cooldown is replenished, as goes for the stat boost. If you want to deny your opponent farm you start poking and harassing them up to forcing them to back off for regen or spending gold for healing potions, or better yet even going for the kill. If you need to push the lane - you cast ur abilities on creeps or just do some extra blows on every creep before lasthitting, if you wanna pull the lane - you only last hit. The current E increases your firerate but decreases damage, making the move literally useless in every way. Would there possibly be a way that programmers could code "AOE based experience" ? The new E should be something that is actually supportive, something sacraficial, like the rest of the sub-supports.---------------------------Cybernetic Enhancment: When an armor is on someone, the Mechanic can press E to remove the armor and give the ally an attack, mana regen, and cooldown speed boost. Dropping mechanics base speed from 100% to 90%: This will allow people to actually catch mechanic. good to know that there are a few changes being thought of. Denying for equilibrium only becomes a thing after laning is over - through laning phase it is specifically for denying your enemy of experience & gold. A small, but influential change. This was broken and allowed mech to reach 30% damage with a single abyss friend. its ridiculous.
Such a feature goes against what S2 is trying to create I think, but there could still be a way to implement a denying feature, but retain a casual mechanic. (play this while reading plz) (if you want something less sad and sounds more mechanicy). Your spells and abilities have a chance to increase your Versatility by 21 for 8 sec, stacking up to 5 times.
Balancing Mechanic Part 2: Figured it out. The ability bound to E is a gimmick/toggle ability whereas the abilities bound to Z, X, and C are action abilities. Press question mark to learn the rest of the keyboard shortcuts. Figured out how to perfectly balance mechanic, These 4 changes would keep mechanic as a sniping support tank with good burst while making him weak to things. Recycle Increasing Cooldowns: Speaking of recycle, here is a way to stop the mechanic from getting free mana. The closer the enemy is to dying creeps, the more exp they receive. Even in DotA and HoN if you want to ruin ur opponent's farm the bast way to do it is to hinder their last hitting rather than denying creeps. I think denying is a bit overrated. Unless you mean 90% while unequipped, and 80% while equipped. neato, thanks for the reply. 1. RIP Trooper, i would seperate the whole decrease Z cooldown thing as a second passive, but instead of tying it in with adrenaline like it currently is rn, Z would have a faster cooldown based on the frequency of hits (in gun stance ofc) to reward accuracy, and maybe make it so that your V cooldown is reduced if you cancel it early. "There is no constancy in flesh, only decay."