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Old 07-31-2009, 01:51 AM   #1
Nightguest
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Default [SPELL] Deafening Blast


Old spell:

Deafening Blast



Skill invokes if Kael has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exort. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Quas, in addition to preventing their attacks for a further 1-4 seconds based on Wex.

New spell (changes in red):

Deafening Blast



Skill invokes if Kael has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exort. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Wex, in addition to preventing their attacks for a further 1-4 seconds based on Quas.

Explanation:

Quas is the disabling element so it makes sense the disable to depend on it.
The change will also help Invokers who want to use Meteor + Blast combo because longer knockback means better dmg from meteor. Meteor needs Exort and Wex but the knockback currently needs Quas
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Last edited by Nightguest; 07-31-2009 at 11:44 AM.
Old 07-31-2009, 03:02 AM   #2
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Default Re: [SPELL] Deafeing

Quote:
Originally Posted by Nightguest View Post
Edit: Sorry for the thread name! How do I change it?
Press edit and then go advanced.

Decent remake. It does make sense as Quas disables in all of his spells. I'm not sure why it was the other way to behing with.
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Old 07-31-2009, 09:09 AM   #3
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Default Re: [SPELL] Deafeing

Makes sense. T-Up!
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Old 07-31-2009, 10:36 AM   #4
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Default Re: [SPELL] Deafeing

t-up makes alot of sense
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Old 07-31-2009, 01:14 PM   #5
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Default Re: [SPELL] Deafening Blast

10x for the T-Ups
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Old 07-31-2009, 01:55 PM   #6
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Default Re: [SPELL] Deafening Blast

thumbs up
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Old 07-31-2009, 03:47 PM   #7
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Default Re: [SPELL] Deafening Blast

Why not, t-up.
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Old 07-31-2009, 10:40 PM   #8
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Default Re: [SPELL] Deafening Blast

Just think about it - Quas is improving the slow of the Ice Wall and Ghost Walk, the stun of Cold Snap, the duration of the Cyclone's disable and the -armor of Forged Spirits (due to mana). Why it's not improving the disable of Deafening Blast?
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Last edited by Nightguest; 07-31-2009 at 11:48 PM.
Old 07-31-2009, 11:06 PM   #9
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Default Re: [SPELL] Deafening Blast

I'm not much of an Invoker player, but you make a good argument. Since Quas is the disabling reagent for most of the other abilities, you may as well be consistent.
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Old 08-01-2009, 12:26 AM   #10
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Default Re: [SPELL] Deafening Blast

I don't know if I should laugh or get angry,because I like someone posting same things as I suggest for Invoker,though I would also like to see my name mentioned (see balance debates).

So if you didn't steal it,then I give a t-up for obvious reasson..
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Wex levels meteor impact delay instead of range.
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Old 08-01-2009, 03:16 PM   #11
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Default Re: [SPELL] Deafening Blast

Quote:
Originally Posted by Kasad View Post
I don't know if I should laugh or get angry,because I like someone posting same things as I suggest for Invoker,though I would also like to see my name mentioned (see balance debates).

So if you didn't steal it,then I give a t-up for obvious reasson..
Sorry about this! I didn't know you posted the same thing.
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Old 08-01-2009, 03:50 PM   #12
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Default Re: [SPELL] Deafening Blast

Quote:
Originally Posted by Kasad View Post
I don't know if I should laugh or get angry,because I like someone posting same things as I suggest for Invoker,though I would also like to see my name mentioned (see balance debates).

So if you didn't steal it,then I give a t-up for obvious reasson..
Quote:
Originally Posted by Nightguest View Post
Sorry about this! I didn't know you posted the same thing.
Yes, I also thought you got the idea from Kasad when I first saw this thread.

It might help to add a bit more damage output to DB as well. This move is Invokers only real nuke; all of his other abilities takes time to deal damage so it could help to increase the dmg. Not by a lot but just a small increase.
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Old 08-01-2009, 04:06 PM   #13
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Default Re: [SPELL] Deafening Blast

Quote:
Originally Posted by EricJLima View Post
Yes, I also thought you got the idea from Kasad when I first saw this thread.

It might help to add a bit more damage output to DB as well. This move is Invokers only real nuke; all of his other abilities takes time to deal damage so it could help to increase the dmg. Not by a lot but just a small increase.
It's ok,I don't hold grudge for anyone playing my fav hero

Deafening blast:
- damage: 40 / 80 / 120 / 160 / 200 / 240 / 280

If that's the damage it should deal in level 13 with full Exort,then I am dissapointed as well
At least give it a better initial and final damage.Even tornado deals was buffed to 120 early damage ~_~
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Rebalance techies' hit attack

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Old 08-01-2009, 06:59 PM   #14
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Default Re: [SPELL] Deafening Blast

DB is not meant to deal tons of dmg. I think it's fine as it is (in terms of dmg)
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Old 08-02-2009, 04:01 AM   #15
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Default Re: [SPELL] Deafening Blast

Make sense. T-up
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Old 08-02-2009, 10:20 PM   #16
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Default Re: [SPELL] Deafening Blast

Quote:
Originally Posted by Nightguest View Post
DB is not meant to deal tons of dmg. I think it's fine as it is (in terms of dmg)
I feel that DB should be a move that equally uses q,w and e since it is all three powers combined. q and w on DB seems to be more useful than the e, I think.
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Last edited by EricJLima; 08-02-2009 at 10:25 PM.
Old 08-02-2009, 11:40 PM   #17
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Default Re: [SPELL] Deafening Blast

T-up for me. It would increase the power of Exort + Wex build.
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Old 08-03-2009, 11:43 AM   #18
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Default Re: [SPELL] Deafening Blast

tup +1
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Old 08-03-2009, 01:27 PM   #19
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Default Re: [SPELL] Deafening Blast

both the q and w part of defining blast work as disables. Actually, having q as a push back is more of a disable than w because it prevents enemies from doing anything while wex only prevents them from normal attacking.

And the we build wont benefit from the push back of defening blast. the meteor goes on for a long long way and defining blast hardly pushses them. If anything they might get hit more by the meteor but it certainly doesnt matter because its they wont be running in the meteor for any longer than its lvl 1 wex. IMO, the wex benefit from meteor hardly does anything.

sure it could work in the game but the real question is will ice frog actually care enough to change it?
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Old 08-04-2009, 12:42 AM   #20
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Default Re: [SPELL] Deafeing

Quote:
Originally Posted by Zack1996 View Post
Makes sense. T-Up!
^This.
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