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#1 |
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| Last edited by JJE92; 11-22-2009 at 11:37 AM. | |
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#2 |
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Concept is bad. The only bad thing with upheaval is that its channeling. Make it a little weaker, but non-channeling. There, you have the perfect ability.
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#3 |
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Upheveal was supposed to synergize with Infernal, as you could start channeling it in the time when Infernal stuns. Or it can be used as a combination with other immobilizing or slowing abilities, such as, but not limited to, Black Hole and Overgrowth, which causes eventually nearly total slow, which the whole enemy team can be affected to.
Very few actually uses it, at least in public games, due to the fact that straight-on damage without complicated strategies is always preferred before anything else. You should also note that the slow amount is calculating with duration of channel, not with how long enemy was in area of effect. So basically, you could channel it in the middle of a forest, and if some enemy happens to run into it, he'd be slowed instantly by 82%. So tactically placed, you can force enemy to decide whether he gets massively slowed, or runs to your allies (in situation where the enemy is chased). But eventually, it's all about combinating with slows stuns and disables. However, this change seems rather efficient. Combinates not only with Infernal and the AoE damage caused by Flaming Fists and Immolation, but also with Fatal Bonds. Seems very synergizing. I'm just worried that Fatal Bonds gets too weak, making people to put only 1 level into it, just to get slow when they combine it with Upheveal. |
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#4 |
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Join Date: Jun 2009
Posts: 1,606
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making it non-channeling will be the best remake
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#5 |
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Join Date: Jun 2009
Posts: 2,616
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I personally think its viable and very easy to code. But I think 2-3% buff on the numbers in exchange of 5-10% decrease on the max amount can* improve the numbers better. The duration can also be upped a bit (Do you remember how my Exertion** sucked? - let that be a learning experience). I also suggest that the slow be refreshable. I don't think it'll be imbalanced.
In comparison to current upheaval, this one will prove to be 1) easier to use 2) more effective 3) less situational. Synergy wise, it's great - definitely, no question whatsoever. It works with every aspect of Warlock. *I should say that what I said regarding the numbers is a response to an initial reaction, it might not be right. **For more information on Exertion, click the link in my sig. (Yep, it's a shameless advertisement). I'd say T-up because it's way better than Upheaval, but with regards to this as a skill, I don't know how I'd rate it. I'm not too good with reviews after all.
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Hi, I'm new here. Hope people could help me out start a new suggestion!
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| Last edited by chadpiety123; 07-24-2009 at 11:05 AM. | |
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#6 |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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all pro warlocks use upheaval in mid team pushes, to defend your surroundings from oncoming melee gankers that want your squishy ass.
if anyone steps into your slowed aoe, your infernals and teammates beat them up for you. I love upheaval, casting it on enemy raxes while your team pushes ensures you 100% guaranteed raxes are going down, cuz no one will DARE enter your aoe. It does take a bit of time to wind up this skill, but once you get it pumping, it's one of the most powerful disables, cuz it literally slows you down to a speed of slug effectively reducing your enemy to a... slug.. |
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| Last edited by AmplifyDamage; 07-24-2009 at 11:04 AM. | |
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#7 |
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Any pro replays to share or link us to it?
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#8 | |
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Join Date: Jun 2009
Posts: 1,606
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and I don't agree that ALL pro warlocks play with this skill. I watch replays from gosu (pro-est players), they usually play warlocks without upheaval spell *facepalm* |
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#9 | |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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earlygame its shit, but who cares its a spell designed for PUSHING, which infact is warlock's main role. Just cuz a pro doesnt get it, means its shit right? 84% slow to THE WHOLE ENEMY TEAM wreaks havoc by their tower. But u wouldn't know from your stats spec. /facepalm |
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| Last edited by AmplifyDamage; 07-24-2009 at 11:09 AM. | ||
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#10 | |
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Join Date: Jun 2009
Posts: 1,606
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sad for you :/ |
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#11 | |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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Would you rather be autoattacking a carry hero after u summon your infernals? as a baby sitting ward buyer you SHOULD be slowing the enemy with the best aoe slow in the game. |
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| Last edited by AmplifyDamage; 07-24-2009 at 11:14 AM. | ||
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#12 |
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@ juLizen & AmplifyDamage
Continue discussion at Balance if you want. These are suggestions!
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#13 | |
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Join Date: Jun 2009
Posts: 1,606
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warlocks function late game is to support (still) and assistance in team fights. hex, shivas, necro or meka in late game ownz for a support warlock but I wouldn't expect to have 'em all unless it's a carry warlock -EDIT- @Cp6uja_ sorry I just saw your post after I did |
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#14 | |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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@ the forum staff I give a thumbs down to concept of this suggestion. |
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#15 | |||
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Mind to explain why?
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2) You got a point here, im going to think about this. Then it will be just a simple and boring slow like some other skills. The synergies wont increase either. Quote:
I might rise the numbers a bit, i just thought that this could be completely imbalanced in a team fight. Perhaps ill make the duration refreshable, but with a max cap of 10 seconds. The problem is just, that when slowed once, the enemy will be slowed even more, because you can attack him more easily and this could be devastating. Even 5 seconds slow can lead to a certain death. Quote:
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#16 |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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Do you know how many games of dota are played a day?
im not going to link u something u never watch, but i can tell you from personal EXPERIENCE that it's a spell designed on LOCATION. You think there's a clash up ahead? cast it by their tower while YOUR TEAM PUSHES. also to the other guy, naming secondary items doesn't justify your arguement since everyone has items... (obviously lock would get a necrobook) DUH |
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| Last edited by AmplifyDamage; 07-24-2009 at 11:20 AM. | |
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#17 |
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Ill watch it, id like to learn how to use this skill is used in proper games
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#18 |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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I dont have any league replays of warlock in hand, but that's beside the point, STAY ON TOPIC.
the topic is using the slow effectively, the topic isn't bout "X league's playstyle" etc bullshit. You want to cast the aoe wherever you think their melee will ever run into your team, aka enemy base. The best place to cast Upheaval's AoE is definitely by their raxes, they can't do shit to defend their own base because your infernal and your carry, (that you baby sitted) will wreak havoc to ANYONE that stands in a 84% slow. This is just 1 example of a prime location to slow enemies, you can cast it in mid lane for an ally to run into for safety. |
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| Last edited by AmplifyDamage; 07-24-2009 at 11:28 AM. | |
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#19 | |
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Join Date: Jun 2009
Posts: 1,606
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second, upheaval isn't a good defense for yourself against melee gankers (wtf?) third, warlock mainly isn't a pusher fourth, upheaval is NOT the best slow in the game fifth, provide a video of an exact use of upheaval in clash and it owns sixth, after you argue you would just say "stay on topic" to quit from your statement "all pro warlocks use upheaval"? seventh, I have a username, feel free to call me with it! |
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| Last edited by fruta; 07-24-2009 at 11:34 AM. | ||
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#20 | |
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Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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I do agree i personally get stats mid-game after shadow word and fatal bonds. But we're talking bout game ending pushes for your TEAM to win. this includes upheaval in your playstyle lategame. HOW BOUT U provide a video of a fail warlock. upheaval is THE BEST SLOW IN THE GAME if you choose to channel it for 10 secs. It's also AoE inflicting all your enemies. skipping out on a skill just cuz u suck at it is sad. |
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