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Old 01-04-2010, 06:28 PM   #181
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Default [Hero] Invoker ,simple and important suggestion


Yeah,Icefrog believes if there's something that must be changed then the whole hero must take a whole greater level of balance approach >.<
But I believe someday he will understand Invoker is broken and he will change him...
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Old 01-05-2010, 01:19 AM   #182
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Default Re: [Hero] Invoker ,simple and important suggestio

I'm quite i t-uped this. but TUP Again!
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Old 01-05-2010, 10:34 AM   #183
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Default Re: [Hero] Invoker ,simple and important suggestio

How about Quas also giving mana? I think that would be very useful.
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Old 01-05-2010, 11:03 AM   #184
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Default Re: [Hero] Invoker ,simple and important suggestio

Deffinetly useful,but it would make Invoker self-contained and that leads to overpowerness,don't you think?
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Old 01-05-2010, 03:10 PM   #185
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Default Re: [Hero] Invoker ,simple and important suggestio

Invoker requires a tremendous amount of skill to be really overpowered. I don't think that he should be hurt, simply because one in a thousand players know how to play him well and have a possibility to make him seem too good.

T-UP for suggestions.
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Old 01-06-2010, 07:20 AM   #186
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Default Re: [Hero] Invoker ,simple and important suggestio

Quote:
Originally Posted by JohnnyBalboa View Post
Lol this thread is old xD. So after this time you changed the buff to wex only on the ms aspect? Now is up to 42% ms with or without the ias? It's ok for me now! Invoker is realy squishy so the ms buff is great.

T-up after all xD
haha didnt see that
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Last edited by max_goh99; 01-06-2010 at 07:23 AM.
Old 01-14-2010, 01:02 AM   #187
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Default Re: [Hero] Invoker ,simple and important suggestio

Gentlemen.

Our patience has been rewarded.Check 6.66 changelog for further info.

I m so happy,I think I might drop a tear of happiness.
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Old 01-14-2010, 01:30 AM   #188
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Default Re: [Hero] Invoker ,simple and important suggestio

Contratulations ^^
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Old 01-14-2010, 01:43 AM   #189
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Default Re: [Hero] Invoker ,simple and important suggestio

Quote:
Originally Posted by JohnnyBalboa View Post
Contratulations ^^
Damn you /drops that tear
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Old 01-14-2010, 04:29 AM   #190
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Default Re: [Hero] Invoker ,simple and important suggestio

Truly a great day for Quas's regen.
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Old 01-15-2010, 09:43 AM   #191
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Default Re: [Hero] Invoker ,simple and important suggestio

I slightly edited the OP and I really hope people vote t-up for a wex change as well
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Old 01-25-2010, 04:01 AM   #192
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Default Re: [Hero] Invoker ,simple and important suggestio

T-up. Buff WEX is sooooooo needed.
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Old 01-25-2010, 04:04 AM   #193
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Default Re: [Hero] Invoker ,simple and important suggestio

T-Up xD
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Old 01-25-2010, 04:14 AM   #194
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Default Re: [Hero] Invoker ,simple and important suggestio

yes yes yes yes yes please!
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Old 02-18-2010, 12:46 PM   #195
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Default Re: [Hero] Invoker ,simple and important suggestio

Bump for Wex!
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Old 02-18-2010, 05:32 PM   #196
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Default Re: [Hero] Invoker ,simple and important suggestio

Well, I'm not good as you with maths (your teory about why quas was underpowered against exort is really good, I'm happy they improved it) but, I'm playing the warlock a lot this times (really a lot of matches, around 20 in 24 matches... and I'm in team with friends on skype). About wex, while playing I notice a big difference between exort and wex. While I don't "feel" so much difference with +21% movement speed except if I have boots of travel (otherwise is really not so much different), I can say that +2% AS each level is a bit low, I don't want to explain it in mathematich-terms, but I can notice the big difference between killing creeps with exort and killing creep with wex, is a really big difference. The thing that make me think why they keep that value for wex is for the skill obtained with 3 wex: while EMP (once reached level 7, otherwise it's a very difficult skill to hit with, I need at least tornado in the beginning) it's very useful (100 mana burn in 2-3 times nullifies mana for a lot of heroes), solar flare damage bad (low damage, what about adding a slow effect?). Cold snap is good, probably good as emp, expecially in the beginning (when they added the initial stun, this skill became usable)...ok in the end too (stun every 0.6 :P)

Thinking about these things, I think that the problem is the ROLE of Wex:
While Exort is offensive and Quas defensive, Wex has the big problem of being an hybrid which is useful, but gives your invoker an "hybrid" aspect when you try to focalize on something like disabling or buffing (which is easy due to tornado/emp, or alacrity/emp).

So the only thing that I can think about is improving AS (improving MS could become overpowered), also base MS improvement (as you suggested) could be very balanced: spell will not get overpowered while becomes more effective.
Now I put here two ideas on how Wex could be changed (numbers could not be so far, but I hope someone can help me about it).

Slow effect instead of MS improvement
As the title explains, instead of improving invoker ms, what about slowing units around him?It will be more effective than self MS improvement (maybe too much) so something like -0.75% MS on units around invoker (instead of -1%) could be good (around 15% ms reduction).

Reduced attack speed of nearby units
This could be a good idea but not a "noticeable". Reducing all nearby units AS by something like 1% (per istance per level) will not help you against hero, but will improve your pushing skill (combined with alacrity, will help your team creeps so much), which can be good (maybe more balanced than the previous idea)

Slow attackspeed of target
When you hit a target, it will get it's attack speed reduced (for something like 1 sec), it gives you more survivability, while remeaning a good attack skill (so wex will preserve it's "hybrid" status), I thought also about a slowing effect when you hit the target (maybe it will become good as exort), but this can become easily unbalanced (could become something like skadi, which costs a lot)

Hope that someone can find these things useful
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Old 02-18-2010, 07:29 PM   #197
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Default Re: [Hero] Invoker ,simple and important suggestio

Quote:
Originally Posted by Fire-Dragon-DoL View Post
Well, I'm not good as you with maths (your teory about why quas was underpowered against exort is really good, I'm happy they improved it) but, I'm playing the warlock a lot this times (really a lot of matches, around 20 in 24 matches... and I'm in team with friends on skype). About wex, while playing I notice a big difference between exort and wex. While I don't "feel" so much difference with +21% movement speed except if I have boots of travel (otherwise is really not so much different), I can say that +2% AS each level is a bit low, I don't want to explain it in mathematich-terms, but I can notice the big difference between killing creeps with exort and killing creep with wex, is a really big difference. The thing that make me think why they keep that value for wex is for the skill obtained with 3 wex: while EMP (once reached level 7, otherwise it's a very difficult skill to hit with, I need at least tornado in the beginning) it's very useful (100 mana burn in 2-3 times nullifies mana for a lot of heroes), solar flare damage bad (low damage, what about adding a slow effect?). Cold snap is good, probably good as emp, expecially in the beginning (when they added the initial stun, this skill became usable)...ok in the end too (stun every 0.6 :P)

Thinking about these things, I think that the problem is the ROLE of Wex:
While Exort is offensive and Quas defensive, Wex has the big problem of being an hybrid which is useful, but gives your invoker an "hybrid" aspect when you try to focalize on something like disabling or buffing (which is easy due to tornado/emp, or alacrity/emp).

So the only thing that I can think about is improving AS (improving MS could become overpowered), also base MS improvement (as you suggested) could be very balanced: spell will not get overpowered while becomes more effective.
Now I put here two ideas on how Wex could be changed (numbers could not be so far, but I hope someone can help me about it).

Slow effect instead of MS improvement
As the title explains, instead of improving invoker ms, what about slowing units around him?It will be more effective than self MS improvement (maybe too much) so something like -0.75% MS on units around invoker (instead of -1%) could be good (around 15% ms reduction).

Reduced attack speed of nearby units
This could be a good idea but not a "noticeable". Reducing all nearby units AS by something like 1% (per istance per level) will not help you against hero, but will improve your pushing skill (combined with alacrity, will help your team creeps so much), which can be good (maybe more balanced than the previous idea)

Slow attackspeed of target
When you hit a target, it will get it's attack speed reduced (for something like 1 sec), it gives you more survivability, while remeaning a good attack skill (so wex will preserve it's "hybrid" status), I thought also about a slowing effect when you hit the target (maybe it will become good as exort), but this can become easily unbalanced (could become something like skadi, which costs a lot)

Hope that someone can find these things useful
That's some neat suggestion.I especially like the decrease in AS..
The decrease in MS would be overpowered,simply because you already have Ghostwalk and Icewall for that
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Old 02-19-2010, 12:06 AM   #198
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Default Re: [Hero] Invoker ,simple and important suggestio

Quote:
Originally Posted by Kasad View Post
That's some neat suggestion.I especially like the decrease in AS..
The decrease in MS would be overpowered,simply because you already have Ghostwalk and Icewall for that
Mh yes maybe you are right, but AS reduction think can "fix" that underpowering against the other 2 globes
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Old 03-15-2010, 10:45 AM   #199
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Default Re: [Hero] Invoker ,simple and important suggestio

Bumpapadaaaa
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Old 03-26-2010, 07:46 PM   #200
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Default Re: [Hero] Invoker ,simple and important suggestio

ba da bump tsss
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