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Old 04-20-2010, 04:56 PM   #1
BiH-Kira
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Default [RMK] - Refresher Orb + Test Map



Just to say this at the start.
This remake of Refreshers active skill is at the same time a minor nerf to some heroes, but a mayor buff on most casters.



Refresher Orb
Build up:
Oblivion Staff (1675)
Perseverance (1750)
Refresher Orb (1875)

Total Cost: 5300 gold
Bonus:
+5 HP/sec regeneration
+200% mana regeneration
+40 damage
Reset Cooldowns (active)

Additional Information:
Reset Cooldowns
- Resets the cooldowns of all your abilities and items
- Costs 375 mana, and has a 210 second cooldown


(go to the next tab)



I did some buffs on the item and 1 tweak. First I reduced the mana cost, cooldown and the price of the item. The mana cost and cooldown received a huge buff. That's why I did this minor tweak on the 'Refresh' ability. It refreshes all skills as it does currently, but disables your ultimate for 6 seconds.
Why?

When I reduced the mana cost and the cooldown, some heroes that have game breaking ultimates would be overpowered. The thing that keeped those heroes from aut winning with Refresher was the huge mana cost. Without it, there is nothing to prevent them from owning without a counter. Those heroes are Enigma, Tidehunter, Roof, Magnus, Earthshaker (not anymore after the ultimate tweak)... And those are the only heroes that actually buy Refresher. You can sometimes see some other hero with Refresher orb, but that is really really rare.

By reducing the mana cost I allowed those heroes to use their ultimates 2 times without needing some huge mana items, but at the same time, I allowed the enemy team to prevent those heroes to do so, by adding the 6 seconds disable. This actually makes the game more playable and enjoyable. The lower mana cost and cooldown makes Refresher viable on maby other heroes who rely on their other skills and not only on their ultimates, but I did not make it overpowered on some heroes that are game breaking. Now heroes that where walking ultimates need to think a bit before using the refresher. A bit of a mind game. The enemy has to chose. Ether to ignore Tide and get destroyed or to focus Tide. So this remake adds 1 pseudo ability to Refresher Orb. It's a pseudo Berserker Call. Something like Radiance's aoe presence. Get destroyed by the carrier or focus them. Every non retarded or non newbie player will focus them. So this enabling some heroes to play the "tank" roll for real. The visual effect after using Refresher will help even more to play the tank roll since the enemy team will be "notified" about using it.

As you can see, Refresher gets more viable and improves the game play by adding some mind game then the current one.



*Viable on more heroes
*Much lower mana cost
*Much lower cooldown
*Doesn't require high cost mana items
*Increases the agro of the carrier enabling some heroes to play the tank roll for real
*Gives the enemy team some space to counter the Refresher carrier


------------------------------------------------------------------

*More difficult to use well
*Less viable on heroes who rely only on ultimate skills
*Increases the agro of the carrier
*Makes countering double-combos easier
Attached Files
File Type: w3x Ref.Orb Test map v1.1.w3x (19.3 KB, 79 views)
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Last edited by BiH-Kira; 01-10-2011 at 12:00 PM. Reason: Update
Old 04-20-2010, 05:42 PM   #2
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Default Re: [RMK] - Refresher Orb v1.00

Actually, I'm really interested in seeing how this goes. 8 Seconds is still very reasonable for a high cd ultimate, and it brings the other aspects of the item in line enough that it might see some more play, especially now that it's more viable on mid-cd heroes too, such as Bane or even Crixalis.

Perhaps lower 8 seconds to 5 or so, it's still enough that large aoe ultis can't be doublecasted, but it should still allow both ultimates to make an impact on the battle, whereas if one of them is 8 seconds late, it's probably over already.
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Old 04-20-2010, 05:49 PM   #3
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Default Re: [RMK] - Refresher Orb v1.00

Quote:
Originally Posted by Monsterlord View Post
Actually, I'm really interested in seeing how this goes. 8 Seconds is still very reasonable for a high cd ultimate, and it brings the other aspects of the item in line enough that it might see some more play.

Perhaps lower 8 seconds to 5 or so, it's still enough that large aoe ultis can't be doublecasted, but it should still allow both ultimates to make an impact on the battle, whereas if one of them is 8 seconds late, it's probably over already.
I was thinking about making it 5 seconds. But some ultimates have a really long disable.
Black Hole's duration is 4 seconds, Reverse Polarity stuns for 4 seconds, Overgrowth's duration is 5 seconds, Ravage stuns for 2.25 seconds.

If i make it 5 seconds, That gives sometimes less then 1 second time to counter. It's almost the same as some instant double ultimates, with lower mana cost. So that's not enough. With the 8 second cd, you have just 3 seconds time to counter roof. Some more time to counter Tide.

I name Tide, roof, enigma.... because they benefit the most from the current Refresher. And by buffing refresher, they get a huge buff indirectly. So I'm using them as a control group.
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Old 04-20-2010, 06:43 PM   #4
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Default Re: [RMK] - Refresher Orb v1.00

huray for icefrog, create an alternative ult for every single hero with a cd of 8 sec. you should pay him overtime. 0 sec cd for regular spells? -wtf much?
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Old 04-20-2010, 09:12 PM   #5
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Default Re: [RMK] - Refresher Orb v1.00

Quote:
Originally Posted by bababoom View Post
huray for icefrog, create an alternative ult for every single hero with a cd of 8 sec. you should pay him overtime. 0 sec cd for regular spells? -wtf much?
Fail.
Next time try to read it the right way.
Reset isn't equal set. The current Refresher orb resets every CD to 0.
I suggest that the Refresher orb resets every ability to 0, but not the cd of the ultimates. It will set the ultimates to 8 seconds left until the skill is usable.
So the CD stays the same. Magnus's ultimate still has 100 sec cd, but if you use Refresher, you will set the CD to 8 seconds till usable instead of usable right away.
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Old 04-20-2010, 09:18 PM   #6
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Default Re: [RMK] - Refresher Orb v1.00

somehow remove the recipe using soulbooster and it will be beyond awesome
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Old 04-20-2010, 09:52 PM   #7
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Default Re: [RMK] - Refresher Orb v1.00

Quote:
Originally Posted by hajasmarci View Post
somehow remove the recipe using soulbooster and it will be beyond awesome
And that's exactly what i don't want to do. Adding mana to Refresher Orb would make it overpowered. Allowing some heroes to use powerful ultimates just like that isn't right. To allow Tide to use the double "V" (for victory) button, he needs to farm some more then just Refresher. I reduced the mana cost for more then a half. Now adding mana...
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Old 04-20-2010, 10:14 PM   #8
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Default Re: [RMK] - Refresher Orb v1.00

Can the 8 second ultimate CD be codable?
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Old 04-20-2010, 11:49 PM   #9
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Default Re: [RMK] - Refresher Orb v1.00

Quote:
Originally Posted by Torchic Maniac View Post
Can the 8 second ultimate CD be codable?
That... could be a problem.
I don't have any clue about coding beside C++ and Java, so i don't really know if it's codable via the Map Editor.

I just hope it is and that someone would tell if it is or not.

But I have an idea how to avoid coding to set the left CD to 8 seconds. It resets the ultimate like any other spell, but disables its usage. I think it's coding to disable just one spell for a set duration. In this case 8 seconds. I have seen it on some other maps.
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Old 04-21-2010, 02:10 AM   #10
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Default Re: [RMK] - Refresher Orb v1.00

I don't think it's codeable.

The refresh-cooldown to 0 part is, but not the 8 second. Cooldown manipulation is weird.
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Old 04-21-2010, 04:43 AM   #11
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Default Re: [RMK] - Refresher Orb v1.00

I think this would be a very good change. The refresher has been a pubbie fun item for too long. It may need a slight decrease in the price too to make it worth buying.
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Old 04-21-2010, 09:38 AM   #12
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Default Re: [RMK] - Refresher Orb v1.00

Quote:
Originally Posted by Graupel View Post
I don't think it's codeable.

The refresh-cooldown to 0 part is, but not the 8 second. Cooldown manipulation is weird.
Ok, thanks for the information. I changed the way how it works.
Now it refreshes all cooldowns like the current refresher does. But it disables your ultimate for 8 seconds. i have seen in some other maps that it's possible to disable just on spell on one unit. So this should be possible.
What do you think?



Quote:
Originally Posted by shayayalee View Post
I think this would be a very good change. The refresher has been a pubbie fun item for too long. It may need a slight decrease in the price too to make it worth buying.
Heh... that's one of the reasons why I didn't change the recipe part. But i will wait for some more feedback and if more people want a lower price, with good arguments, I'll lower the price. But not too much. Maybe maximum 500 gold.

Thanks for the feedback guys.
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Old 04-21-2010, 09:59 AM   #13
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Default Re: [RMK] - Refresher Orb v1.01

only the 8 cd on ulti.That was a huge nerf to Warlock,Roof,TC and other Refresher wielder.
to others.
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Old 04-21-2010, 12:13 PM   #14
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Default Re: [RMK] - Refresher Orb v1.01

Quote:
only the 8 cd on ulti.That was a huge nerf to Warlock,Roof,TC and other Refresher wielder.
No it's not. Look at the change in Refresher's cd. Now it's roughly the same as their ultimates, which means you'll be able to double-ultimate during every fight, rather than every two fights. It's actually a huge buff to those heroes.
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Old 04-21-2010, 12:30 PM   #15
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Default Re: [RMK] - Refresher Orb v1.01

Quote:
Originally Posted by dominator02 View Post
only the 8 cd on ulti.That was a huge nerf to Warlock,Roof,TC and other Refresher wielder.
to others.
It's a small nerf and an even smaller price in order to make Refresher viable on many heroes. For now there are 4-5 heroes who buy Refresher. Enigma, Warlock, Tide, Roof, rarely Magnus, rarely Doom, not viable after the utli change of Earth, and you can see it sometimes (but really really rare) on OD and Necrolyte.

So for now, we have 4 heroes where it's almost a core item.
2 heroes where it's viable, but not that good.
And 2 heroes who can take it and benefit from it, but there are way better items for them so they almost never buy Refresher.

Out of the 97 heroes, only 8 could use it. Is that a good item?
And if we buff Refresher so that it's viable on many other heroes, but don't nerf its usage on those "fantastic 4" they will be overpowered.

Even with the 8 seconds disable, it could be still overpowered on them. Read few posts above. Roof disables and entire team for 5 seconds. Magnus and Enigma for 4 seconds. Are 3 seconds enough to take down roof to not allow him to use ulti the seconds time? Are 4 seconds enough to kill Magnus and Enigma? Magnus has good hp and most people usually go AC on him so he has good armor to survive the 4 seconds. And if he survives, you are focusing him, so he will stun almost all of you again.
Enigma has BKB as core, so you need to take her down with only DPS. It's pretty hard if you have the opposite team attacking you.

As you can see, on some heroes, the 8 seconds disable is hardly noticeable.
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Old 04-21-2010, 12:32 PM   #16
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Default Re: [RMK] - Refresher Orb v1.01

Not codeable
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Old 04-21-2010, 12:44 PM   #17
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Default Re: [RMK] - Refresher Orb v1.01

to 8 cd disabled ultimate. You should decreases it to two secs.

It somehow possible to disabled ultimate 8 cd. Just set that after refresher ultimate will straight to have a 8 sec of cd until it can be cast again after 8 sec.
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Old 04-21-2010, 12:46 PM   #18
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Default Re: [RMK] - Refresher Orb v1.01

Quote:
Originally Posted by Console View Post
Not codeable
Disabling a skill for 8 seconds is easily codable.
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Old 04-21-2010, 12:52 PM   #19
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Default Re: [RMK] - Refresher Orb v1.01

Quote:
Originally Posted by killjogging1256 View Post
to 8 cd disabled ultimate. You should decreases it to two secs.
Read my post again and again:

Quote:
Originally Posted by BiH-Kira View Post
Even with the 8 seconds disable, it could be still overpowered on them. Read few posts above. Roof disables and entire team for 5 seconds. Magnus and Enigma for 4 seconds. Are 3 seconds enough to take down roof to not allow him to use ulti the seconds time? Are 4 seconds enough to kill Magnus and Enigma? Magnus has good hp and most people usually go AC on him so he has good armor to survive the 4 seconds. And if he survives, you are focusing him, so he will stun almost all of you again.
Enigma has BKB as core, so you need to take her down with only DPS. It's pretty hard if you have the opposite team attacking you.

As you can see, on some heroes, the 8 seconds disable is hardly noticeable.

Quote:
Originally Posted by killjogging1256 View Post
It somehow possible to disabled ultimate 8 cd. Just set that after refresher ultimate will straight to have a 8 sec of cd until it can be cast again after 8 sec.
Setting the left time of a CD of a skill is uncodable (i was told so), but disabling one spell is easily codeable.

And I put a 8 seconds disable of the ultimates to prevent abusing Refresher with double imba aoe ultimates. Just look at the Cd and Mana cost. You onlt need 2 Null Talismans and you can cast ulti/refresher/ulti on most heroes. So they don't need Shivas or some other expensive mana item.
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Old 04-21-2010, 02:05 PM   #20
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Default Re: [RMK] - Refresher Orb v1.01

Good suggestion, tho I would still like to see some change in items/stats.
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