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Old 05-18-2010, 03:23 PM   #1
greenspleen
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Default [Invoker] Quas/Wex/Exort


This is the problem:


I don't even know what this is. Is that one Wex, one Exort, and one Quas? Is the Invoker retarded and only learned Exort and Wex? Also, keep in mind that this Invoker is by himself in the middle of a river. Imagine how difficult it must be to see those orbs in the middle of a huge teamfight. FYI, it is actually Quas, Wex, and Exort.

Onto the Suggestion:
Placing indicators of which reagents (Quas/Wex/Exort) are turned on through the status/buff bar, under the hero information stuff.

The icons I suggest we use are exactly the same as the skill icons, just resized to fit the bar. For example, if three Exorts were called up, three small Perseverance-like icons would appear in the statusbar.

This is what I mean:


This idea can help make Invoker easier to use for many people, as now instead of squinting to see which orbs are turned on (very difficult in the midst of a giant battle), they can merely glance at their status bar.

But why? We all know of Invoker's pausing issue - whenever you call up an orb, Invoker pauses for a split second, interrupting the current action.
This is irrelevant as of 6.72.

However, when invoking spells, many players still simply press the complete combination of orbs (ex: EEER for Sun Strike) instead of trying to see which orbs are already called up - because they can't, or it is very difficult. What if they already had three Exorts called up? They simply waste crucial time re-preparing the reagents for the spell, when all they needed to do was press Invoke.

This suggestion would change that by allowing players to simply glance at the statusbar to check which orbs are called up, possibly avoiding the need to (re)select orbs and causing Invoker to pause. This saves at least a valuable second that sometimes can be the difference between a kill, a death, or an escape.

Pros:
- Ability to easily check which orbs are on
- Easier to see
- Anyone, including allies, can see which orbs are present.
- Little to no MSI


Cons:
- Codeability
- Possible cluttered status bar - shouldn't be a problem unless you are playing CP (lol) and have 6 Vlads.
- Anyone, including enemies, can see which orbs are present.


Please comment; feedback is welcomed.
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Last edited by greenspleen; 05-21-2011 at 05:17 AM.
Old 05-18-2010, 03:27 PM   #2
Snake
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Default Re: [Invoker] Quas/Wex/Exort

Invoker is fine the way it is.
But if makes it easier to play, T up then.
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Old 05-18-2010, 05:17 PM   #3
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Default Re: [Invoker] Quas/Wex/Exort

t-up. Even though i no need to see both side, just use 3+1 times of hotkeys every invoke. But this doesn't brings any cons, so i t-up.
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Old 05-18-2010, 06:20 PM   #4
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Default Re: [Invoker] Quas/Wex/Exort

T-up thats fine. Atm it just takes too much time to check it, and some buffs dont hurt.
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Old 05-18-2010, 09:59 PM   #5
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Default Re: [Invoker] Quas/Wex/Exort

T-UP , it saves time instead of making combination again or try to see regeants around invoker
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Old 05-19-2010, 01:20 AM   #6
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Default Re: [Invoker] Quas/Wex/Exort

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Old 05-19-2010, 06:10 AM   #7
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Default Re: [Invoker] Quas/Wex/Exort

take 3 spots in hero bar, could be critical. i think, not problem to change reagents before invoke, no cd, no mp.
t-d
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Old 05-19-2010, 07:19 AM   #8
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Default Re: [Invoker] Quas/Wex/Exort

Quote:
Originally Posted by DracoLich View Post
take 3 spots in hero bar, could be critical. i think, not problem to change reagents before invoke, no cd, no mp.
t-d
Well, I don't see anyone with their buff bar full, to be honest. So I think that won't be an issue.
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Old 05-19-2010, 07:33 AM   #9
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Default Re: [Invoker] Quas/Wex/Exort

vladimir + cm auras + this 3 auras = omfg i cant see barathrum charge
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Old 05-19-2010, 11:21 AM   #10
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Default Re: [Invoker] Quas/Wex/Exort

Quote:
Originally Posted by DracoLich View Post
vladimir + cm auras + this 3 auras = omfg i cant see barathrum charge
Without those 3 aura's, you can still miss it.

For me, T-Up of course
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Old 05-19-2010, 03:10 PM   #11
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Default Re: [Invoker] Quas/Wex/Exort

Not necessary T-Down
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Old 05-19-2010, 03:12 PM   #12
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Default Re: [Invoker] Quas/Wex/Exort

i think the suggestion is codable but is it possible to add priority on which buffs are placed earlier in the status area?

anyways, T-UP
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Old 05-19-2010, 03:13 PM   #13
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Default Re: [Invoker] Quas/Wex/Exort

Quote:
Originally Posted by nzz815 View Post
Well, I don't see anyone with their buff bar full, to be honest. So I think that won't be an issue.
dont you see it full on capture point mode? lol
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Old 05-19-2010, 03:14 PM   #14
greenspleen
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Default Re: [Invoker] Quas/Wex/Exort

Dunno, but I guess thats also an issue that needs addressing. The three icons should always be together, not separated by some other buffs. Don't think that that would be difficult to code, though
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Old 05-19-2010, 07:16 PM   #15
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Default Re: [Invoker] Quas/Wex/Exort

WHO cant see orb flying near Hero? WHO havent eyes? WHY need that's?
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Old 05-20-2010, 12:44 AM   #16
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Default Re: [Invoker] Quas/Wex/Exort

Quote:
Originally Posted by nzz815 View Post

I think that this idea can help make invoker easier to use for many people, as now instead of squinting to see which orbs are turned on (very difficult in the midst of a giant battle), they can merely glance at their status bar.
There you go
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Old 05-20-2010, 10:43 AM   #17
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Default Re: [Invoker] Quas/Wex/Exort

Quote:
Originally Posted by DracoLich View Post
WHO cant see orb flying near Hero? WHO havent eyes? WHY need that's?
1. Orbs are flying around Invoker. You may miss one of the orbs when it flies in back of you. And, you don't know the order. While this tweak may enables you know all the time and know the right order

2. When you are hit by sight blocking spells (like smokescreen), you can miss them

3. When you are nearby a tree or big units, you may not see them

4. And, your grammar is even worse than mine
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Old 05-21-2010, 01:28 PM   #18
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Default Re: [Invoker] Quas/Wex/Exort

t-up good idea!
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Old 05-30-2010, 04:25 AM   #19
greenspleen
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Default Re: [Invoker] Quas/Wex/Exort

bump, i think this is a really useful suggestions without that many cons... please add your thoughts
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Old 06-16-2010, 01:26 PM   #20
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Default Re: [Invoker] Quas/Wex/Exort

Edited to incorporate further ideas.
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Last edited by greenspleen; 03-28-2011 at 02:50 PM.
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