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#1 | ||||||||||||||||||||||||||||||||||||||||||||
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Join Date: Jun 2009
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__________ | Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy land units. Units that are under the effects of drunken haze will trip, momentarily stunning themselves and taking damage. |

| __ | ____. | ________. | _______. | ___. | _______. | __________________________. |
| Mana | Cooldown | C. Range | AoE | Duration | Effects | |
| 1 | 90 | 12 | N/A | 400 | 4.25 seconds/*.25 seconds | Deals 70 damage (120 to the units with the drunken haze buff) and slows movement speed and attack speed by 25% |
| 2 | 105 | 12 | N/A | 400 | 4.25 seconds/*.5 seconds | Deals 145 damage (195 to the units with the drunken haze buff) and slows movement speed and attack speed by 35% |
| 3 | 130 | 12 | N/A | 400 | 4.25 seconds/*.75 seconds | Deals 220 damage (270 to the units with the drunken haze buff) and slows movement speed and attack speed by 45% |
| 4 | 150 | 12 | N/A | 400 | 4.25 seconds/*1 second | Deals 270 damage (320 to the units with the drunken haze buff) and slows movement speed and attack speed by 55% |
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#2 |
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Join Date: Jun 2010
Posts: 1,109
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At least it's better than current.
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#3 |
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Join Date: Jan 2010
Location: somewhere without english language
Posts: 831
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buff and a forced synergy?
idk, he's already strong at his current state.. |
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#4 |
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like i said, im just making him more like his ladder counterpart. damage, stun time, etc. can be lowered if needed (.5 sec stun all lvls mb?)
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#5 |
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Join Date: Sep 2009
Posts: 237
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This is more like a nerf to me since it's forced synergy and increased damage is only 20 greater than current. Furthermore, this combo costs you 200 mana at max level (150 for clap and 50 for haze) which kinda lots for panda. I think he doesn't have enough mana to afford repeated combo. I know he is not supposed to spam it, but still.... Any idea on this?
EDIT: oh nevermind I guess cause he already got extra stun there. |
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#6 |
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Join Date: Oct 2009
Location: romania
Posts: 1,120
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Synergy.. I like it. Careful on the numbers tho. T-up on the concept.
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#7 |
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Join Date: Oct 2010
Location: In my mansion
Posts: 5,050
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T-up!
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[filing out medical forms]
Mr. Burns: Social security number? Naught, naught, naught, naught, naught, naught, naught, naught, 2. Damn Roosevelt. Cause of parents death? Got in my way. Mr. Burns: I could crush him like an ant, but it would be too easy. No, revenge is a dish best served cold. I'll bide my time until... oh, what the hell, I'll just crush him like an ant. |
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#8 |
Banned
Join Date: Jul 2009
Posts: 5,655
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Well, it makes no sense. If a unit is drunk, it will trip even without being slowed. Not only that, you nerf panda by decreasing overral AoE damage and forcing him to use more mana to do the damage of the current skill on a target.
Second, your reasoning isn't valid. Ladder Panda and DotA Panda may look alike, but that means nothing. Ladder Panda is balanced for Ladder, this one is balanced for DotA. And Panda already has a stun and a cyclone. (And before someone asks, Knight Davion's Breathe Fire does not do bonus damage if the enemy unit has Drunken Haze on him) |
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#9 |
Banned
Join Date: Sep 2009
Posts: 5,837
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I love it. It's a very small buff, but it's all Panda needs really. It's barely a nerf either, the reduction in damage is minor, and Thunderclap was already considered very strong. It also can't be considered forced synergy, because the skill does the same thing it always has. Now it simply has a new option.
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#10 | |
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Quote:
anyway, my reasoning is that ladder and dota panda both have: drunken haze, drunken brawler, and ult, albeit numbers are different. my thinking goes is that drunken haze can have some synergy with thunder clap, but both skills are fine on their own. anymore suggestions on numbers? i could change it so that clap only has 20 or so reduced damage than current
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#11 |
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Join Date: Jan 2010
Location: somewhere without english language
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the logic is:
when the ground is shaked, normal ppl tend to dizzy thus, make them move slower for a period of time. when a drunk ppl feel the ground shaked.. the shocked and then trip.. quite make sense to me.. i like the concept and hope ice somehow could make this idea work.. |
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#12 |
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Join Date: Jun 2009
Location: Pakistan
Posts: 832
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why is it needed? he already is strong and now u want him to cancel channels with long range haze + aoe....
T-down |
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#13 | |
Banned
Join Date: Jul 2009
Posts: 5,655
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Quote:
Not only that, I mentioned that Panda has 2 ways of breaking channels and does not need any more. |
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#14 | |
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Join Date: Jun 2009
Location: Everywhere
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Quote:
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#15 | |
Banned
Join Date: Sep 2009
Posts: 5,837
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Quote:
As for "forcing" the players to level Haze early, no. Thunder Clap is just as useful without Drunken Haze as it always has been; it is still a powerful aoe slow. It has lost almost nothing compared to it's current version, 30 damage is completely ignorable, while it has gained a little bit of utility and a little bit more use during late game, which is a place where Panda loses out. Besides, Brawler is a skill you should avoid leveling early. A point in Haze is perfectly acceptable. |
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#16 |
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Join Date: Jun 2010
Posts: 1,109
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^This.
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#17 |
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Join Date: Jun 2009
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anymore thoughts? or does noone care about our panda
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#18 |
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Join Date: Jun 2009
Location: Philippines
Posts: 603
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Kinda like the concept since the enemy gets dizzy cause of the haze and dizzier when Panda slams the ground. LOL~
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#19 |
Member
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I like it (:
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#20 |
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Join Date: Oct 2009
Location: PH
Posts: 858
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This is good.
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