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Old 07-22-2009, 08:57 PM   #1
twoplay
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Default [SKILL] Stasis Trap


Stun: 2/3/4/5 (from 3/4/5/6)
Activation Delay: 1 second (from 3 hours 32 minutes)
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Old 07-22-2009, 09:04 PM   #2
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Default Re: [SKILL] Stasis Trap

So, its activating faster, but last shorter?
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Old 07-22-2009, 09:06 PM   #3
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Default Re: [SKILL] Stasis Trap

ya i dont see why not

please also put techies in -rd. just disable his mines until a certain time, or something of that sort.
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Old 07-22-2009, 09:11 PM   #4
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Default Re: [SKILL] Stasis Trap

Quote:
Originally Posted by Cp6uja_ View Post
So, its activating faster, but last shorter?
Yes, Sir.
My point is:
Running to "middle of the fight", 0.5 secs
planting mine, 0.5 secs
mine gets activated: 2 secs (?)

I mean which retarded idiot would stay 3 seconds in fight without moving.
Also this could lead to get Techie to a level where he could use his Stasis Trap to gang and not countergang/clash.
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Old 07-22-2009, 09:14 PM   #5
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Default Re: [SKILL] Stasis Trap

Quote:
Originally Posted by 817 View Post
ya i dont see why not

please also put techies in -rd. just disable his mines until a certain time, or something of that sort.
Please, NO! -rd is at least "serious" mode, don't ruin it!
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Old 07-22-2009, 09:16 PM   #6
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Default Re: [SKILL] Stasis Trap

Quote:
Originally Posted by Cp6uja_ View Post
Please, NO! -rd is at least "serious" mode, don't ruin it!
I give you another explanation that mighty Black-_-Lotus gave me:
If you first pick techie you can lay 10+ Mines before the game begins (or with other words: You can mine several spots at once).
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Old 07-22-2009, 11:14 PM   #7
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Default Re: [SKILL] Stasis Trap

RD is not the serious mode. That is CM.

Furthermore, if there is a balance issue with Techies having so much more time to mine at the start of RD, then just implement a simple change that keeps the heroes unusable or restricted to the Fountain area for about a minute, standardizing RD's startup time with the rest of the game modes. Even if there wasn't an issue with Techies, the startup times should be standardized anyway. Don't just remove an entire hero from the mode.
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Old 07-22-2009, 11:39 PM   #8
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Default Re: [SKILL] Stasis Trap

Eh why not. T-up.
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Old 07-23-2009, 02:55 AM   #9
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Default Re: [SKILL] Stasis Trap

yeah thumbs up activation time is so damn long.....
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Old 07-23-2009, 03:33 AM   #10
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Default Re: [SKILL] Stasis Trap

SUP JIMRAYNOR(I ALWAYS SEE U ON TECHIE TRHEADS)

T-UP

I support. Makes sense cause at the moment statis trap is the longest stun in the game. Nerf stun duration is a good idea and decreasing activation delay to compensate for it is perfect cause its retarded on how long it takes for it to activate
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Old 07-23-2009, 06:27 AM   #11
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Default Re: [SKILL] Stasis Trap

I need a poll, mods.
I expected some more "LOLIMBA" whiners.
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Old 07-23-2009, 07:26 AM   #12
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Default Re: [SKILL] Stasis Trap

Quote:
Originally Posted by twoplay View Post
I need a poll, mods.
I expected some more "LOLIMBA" whiners.
Polls are DISABLED in suggestions, since they are imba. Continue discussion.
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Old 09-29-2009, 04:36 PM   #13
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Default Re: [SKILL] Stasis Trap

Upzorz!
Batrider got nerfed!

+requesting more feedback
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Old 09-29-2009, 05:30 PM   #14
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Default Re: [SKILL] Stasis Trap

can u attach a replay; I would like to see the issue ingame
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Old 09-29-2009, 05:38 PM   #15
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Default Re: [SKILL] Stasis Trap

T-up

You should still attach techies to -rd and disable the mines for some time
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Old 09-29-2009, 05:51 PM   #16
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Default Re: [SKILL] Stasis Trap

Quote:
Originally Posted by Gazar- View Post
can u attach a replay; I would like to see the issue ingame
A replay? For showing the Time for Stasis Trap to activate?
But it is easy:
If you plant a mine and someone steps over it, it takes about 3 seconds before it activates and stuns in aoe, i want this to happen in 1 second.
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Old 09-29-2009, 06:00 PM   #17
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Default Re: [SKILL] Stasis Trap

Well the reason I asked for a replay was cause I wanted to see how you use statis traps.

I consider myself as a mediocre - good techies player and up to now I did not really feel that his statis traps need a change.

The problem you mention just happens if you want to plant stun wards during fight... however, the delayed stun is reasonable because even with your change is can stun 5 seconds on lvl 4 stats too strong to be a direct placed stun.

I do not say that it is easy to plant statis traps in a fight, but you have also mates that probably can disable for up to 2 so it is long enough to trigger your statis traps.

However, the normal way to place statis traps is to place them before a fight and let the fight happen where you placed them.
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Old 09-29-2009, 06:13 PM   #18
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Default Re: [SKILL] Stasis Trap

How´d you manage that, if the enemies dont fall for it, it is useless.
Btw i´ve seen some Guys using BoT or PB active and going over my mines, they exploded but they were out of range.
Even with Boots most of the enemies can outrun the stun if they do not keep standin directly on the place.

Length of Stun: Yes could be changed to 4 Seconds, i just want the activation time to be fixed.
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Old 09-29-2009, 06:50 PM   #19
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Default Re: [SKILL] Stasis Trap

Tup! The stupid trap is so fucking annoying it never works. Even while fleeing the thing doesnt work unless there are slow moving idiotic creeps.
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Old 11-01-2009, 09:15 PM   #20
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Default Re: [SKILL] Stasis Trap

This buff is so needed. I planted the stasis, the enemy hero moved 3 times next to me, killed me and then *zap*, he got trapped. That is not funny....
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