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Old 07-16-2009, 11:17 PM   #1
Ramodkk
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Default [IMPLEMENTED][MECHANICS] Rexxar's Wild Axes


Quote:

Wild Axes

Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once. Can hit invisible units.
Justification: PotM's Arrow and Pudge's Hook, they hit invisible units. I think Wild Axes should be no exception.
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Last edited by Cp6uja; 07-18-2009 at 10:05 PM.
Old 07-16-2009, 11:26 PM   #2
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Default Re: [REMAKE]Rexxar's Wild Axes

Not really a remake... more of a minor change.

But I agree, it should hit invisible units (I actually thought it did anyway).
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Old 07-16-2009, 11:28 PM   #3
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Default Re: [REMAKE]Rexxar's Wild Axes

T-up because I can't T-down
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Old 07-17-2009, 12:00 AM   #4
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Default Re: [BALANCE]Rexxar's Wild Axes

/Agree (I thought it did, though...)
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Old 07-17-2009, 12:04 AM   #5
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Default Re: [BALANCE]Rexxar's Wild Axes

thumbs up
 
Old 07-17-2009, 01:32 AM   #6
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Default Re: [BALANCE]Rexxar's Wild Axes

I thought it did too.... maybe thats why riki got away.... i was like
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Old 07-17-2009, 01:52 AM   #7
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Default Re: [BALANCE]Rexxar's Wild Axes

Well.. Agreed.
 
Old 07-17-2009, 01:53 AM   #8
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Default Re: [BALANCE]Rexxar's Wild Axes

T-up. No reason why it shouldn't hit invisible units.
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Old 07-17-2009, 01:53 AM   #9
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Default Re: [BALANCE]Rexxar's Wild Axes

nahh icefrog does that for something anyways axes has one of best upgrade nuke skill so dont hitting invis seems fine.
 
Old 07-17-2009, 02:18 AM   #10
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Default Re: [BALANCE]Rexxar's Wild Axes

Can't do T-down. Yes, 100% it should. All area spells should hit invisible units.

Also for Icy Path... That's very annoying...
 
Old 07-17-2009, 03:03 AM   #11
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Default Re: [BALANCE]Rexxar's Wild Axes

considering every good BM gets necromonicon anyway so the axes will hit nonetheless, it wouldn't be that much of a buff, so t-up
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Old 07-17-2009, 04:25 AM   #12
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Default Re: [BALANCE]Rexxar's Wild Axes

Agree.
 
Old 07-17-2009, 04:32 AM   #13
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Default Re: [BALANCE]Rexxar's Wild Axes

yes, can't find a reason say t-down
t-up!
 
Old 07-17-2009, 07:18 AM   #14
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Default Re: [BALANCE]Rexxar's Wild Axes

T-up. Can't see why not?
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Old 07-17-2009, 07:29 AM   #15
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Default Re: [BALANCE]Rexxar's Wild Axes

Dont add "can hit invisible units" to the description, just alter the mechanics.
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Old 07-17-2009, 08:25 AM   #16
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Default Re: [BALANCE]Rexxar's Wild Axes

T-UP!
Not hitting Invisible units is stupid. What kind of Axe decides "Hey! I can't see him! Better not attack!" or something
 
Old 07-17-2009, 08:31 AM   #17
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Default Re: [BALANCE]Rexxar's Wild Axes

T-up is enough
 
Old 07-17-2009, 08:39 AM   #18
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Default Re: [BALANCE]Rexxar's Wild Axes

T.Down..Rexxar axe is physical demage and it can hit a magical imune unit and that's y it can't hit invi unit...mirana arrow is a magical demage it can hit invi unit but can't hit magic immune unit, we have pro and con here so it's balance
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Old 07-17-2009, 08:51 AM   #19
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Default Re: [BALANCE]Rexxar's Wild Axes

Quote:
Originally Posted by .Hyd[e] View Post
T.Down..Rexxar axe is physical demage and it can hit a magical imune unit and that's y it can't hit invi unit...mirana arrow is a magical demage it can hit invi unit but can't hit magic immune unit, we have pro and con here so it's balance
its actually mixed damage as far as i know.
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Old 07-17-2009, 09:05 AM   #20
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Default Re: [BALANCE]Rexxar's Wild Axes

It is mixed damage.
Mixed damage is reduced like crazy, the worst kind of damage that ever existed. It is reduced by both armour and magic resistance. Thus, balance.
Still a T-Up.
 
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