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Old 07-15-2011, 12:11 PM   #1
zer11
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Default Bone Fletcher - Death Pact rescaled


Hello,
Since the spell lasts 35 seconds it wont be really useful, thats just like nothing. So i really want the spell to be more useful so i improved the duration and increased the cooldown of course. I also doubled the gold and the experience so theres less difference. Here it is:


Old

Death Pact
Type: Active
Targeting: Unit
Hotkey: E
Kills a target unit and gains bonus damage and HP capacity based on that target's current health when killed.


 ManaCooldownCasting RangeAoEDurationAllowed TargetsEffects
110045 seconds400N/A35Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
210045 seconds400N/A35Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
310045 seconds400N/A35Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
  • If the target is an enemy or neutral unit, it will give the Clinkz the correct gold and experience bounty.
  • Bone Fletcher gains HP capacity based on the HP of the target. Increases his current and max HP by a certain amount.
  • When the duration ends, the max HP returns to normal, but the current HP remains the same.
  • Bonus damage is also a percentage of the killed unit's HP.


New


Death Pact
Type: Active
Targeting: Unit
Hotkey: E
Kills a target unit and gains bonus damage and HP capacity based on that target's current health when killed.


 ManaCooldownCasting RangeAoEDurationAllowed TargetsEffects
110090 seconds400N/A70Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
212590 seconds400N/A70Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
315090 seconds400N/A70Any unit (not heroes)Gains 50% HP and 4% damage of the killed unit's HP
  • If the target is an enemy or neutral unit, it will give the Clinkz two times correct gold and experience bounty.
  • Bone Fletcher gains HP capacity based on the HP of the target. Increases his current and max HP by a certain amount.
  • When the duration ends, the max HP returns to normal, but the current HP remains the same.
  • Bonus damage is also a percentage of the killed unit's HP.



Pro's
1No MSI =)
2You dont have to walk in woods always.
3You dont need to eat a weak ghoul or a treant.
4More gang potential

Con's
1No more gold every 35 seconds. I doubled the amount of money and experience for more balance




Changelog

- doubled the gold and experience -> 15.7.11
- fixed skill description and increased mana cost (you wont use it that often so the extra mana on lvl 2 an 3 is fine) -> 15.7.11



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Last edited by zer11; 07-15-2011 at 07:41 PM.
Old 07-15-2011, 12:32 PM   #2
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Default Re: Bone Fletcher - Death Pact rescaled

I agree with the idea that Clinkz's ulti does seriously need a duration increase
so T-up on the CONCEPT

T-down on the numbers..... 20 sec cooldown on 70 duration skill seems unfair

i would like to see it as following

cooldown - 100/90/80
Duration-60 constant
Effects- 50% hp steal constant
3/4/5% max hp as damage
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Old 07-15-2011, 12:49 PM   #3
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Default Re: Bone Fletcher - Death Pact rescaled

Fix your skill description.

T-null. Overall the same.
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Old 07-15-2011, 12:53 PM   #4
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Default Re: Bone Fletcher - Death Pact rescaled

Good suggestion
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Old 07-15-2011, 01:25 PM   #5
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Default Re: Bone Fletcher - Death Pact rescaled

Fixed skill description.
I will take a closer look on the numbers later.
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Old 07-15-2011, 02:03 PM   #6
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Default Re: Bone Fletcher - Death Pact rescaled

Uhmm buff duration is best.

But use it in Agnahim maybe better...

T-Null for now
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Old 07-15-2011, 02:26 PM   #7
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Default Re: Bone Fletcher - Death Pact rescaled

@demondance: I dont think aghanims would be good for bone flether because you wouldnt buy it anyway. Bone isnt a hero for aghanims since he is a hardcarry. Or would you buy it for longer ult?


I thought about to make the ulti to have a very high cooldown ~200 and it gives you the buff as long as you life. Would that be overpowered?


Updated the skill a bit. Added 25 more mana on level 2, 50 more mana on level 3 and 110/100/90 on cooldown.
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Last edited by zer11; 07-15-2011 at 05:41 PM.
Old 07-15-2011, 02:51 PM   #8
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Default Re: Bone Fletcher - Death Pact rescaled

i think current is perfect.
decent gold, good hp, good dmg, low cooldown.

i see this as a nerf.
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Old 07-15-2011, 03:13 PM   #9
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Default Re: Bone Fletcher - Death Pact rescaled

Quote:
Originally Posted by zer11 View Post
@demondance: I dont think aghanims would be good for bone flether because you wouldnt buy it anyway. Bone isnt a hero for aghanims since he is a hardcarry. Or would you buy it for longer ult?


I thought about to make the ulti to have a very high cooldown ~200 and it gives you the buff as long as you life. Would that be overpowered?


Updated the skill a bit. Added 25 more mana on level 2, 50 more mana on level 3 and 110/100/90 on cooldown.
Increase duration just a part of Aghanim provice.

Keep low cd to make more gold more lv more stable....

Add more duration + some bonus when equip Aghanim is ok for me ...
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Old 07-15-2011, 03:30 PM   #10
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Default Re: Bone Fletcher - Death Pact rescaled

Quote:
Originally Posted by God_ii View Post
i think current is perfect.
decent gold, good hp, good dmg, low cooldown.

i see this as a nerf.
With the longer duration you can farm way better and also survive ganks easier. And it saves some time. I think both, current and suggested are very even.
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Old 07-15-2011, 05:00 PM   #11
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Default Re: Bone Fletcher - Death Pact rescaled

T-Down, don't take away his farm.
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Old 07-15-2011, 05:01 PM   #12
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Default Re: Bone Fletcher - Death Pact rescaled

nope.... death pact is like devour.. if i choose sumting like a creep to kill.. i would have to wait another 100 seconds to eat a centaur just to have the damage...

t-down

i like the scale as it is
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Old 07-15-2011, 05:36 PM   #13
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Default Re: Bone Fletcher - Death Pact rescaled


@doomed2die watch below

Doubled the gold and experience amount for less difference to the original.


@Hugaw: You dont have to eat a ghoul then. Else you would have the ghoul for 35 seconds and then the centaur for 35 seconds. Here you have the ghoul for 70 seconds and the centaur also for 70 seconds. Thats exactly the same just that you have to wait more for your next meal. I mean you would eat 50% ghoul and 50% centaur. Difference? No! By the way you would choose a good one with this new ultimate and not a ghoul wouldn't you?
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Old 07-15-2011, 07:33 PM   #14
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Default Re: Bone Fletcher - Death Pact rescaled

Current is more efficient then at lvls 6 and 11 where Clinkz is farming the most. You're ruining the carry potential a bit by reducing his farm. Also, because the cooldown is longer in between (yes I'm aware of your duration buff), you're spending more time in the lanes sometimes, more vulnerable and your ganking isn't stopped for 10 seconds, go, it's stopped for like 30 seconds. :/
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Old 07-15-2011, 07:41 PM   #15
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Default Re: Bone Fletcher - Death Pact rescaled

True, removed the 110/100/90 to a constant 90 second cooldown again. That was dumb anyway.
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Old 07-17-2011, 09:56 AM   #16
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Default Re: Bone Fletcher - Death Pact rescaled

insta t-up
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Old 07-17-2011, 10:16 AM   #17
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Default Re: Bone Fletcher - Death Pact rescaled

T-down.

I give you one question, You give me one answer:

Why needed? The current death pact is a challenge made to us by Icefrog, having only 30 seconds duration is a challenge that if we really need to use it, or leave it for killing purposes. (In short, death pact's duration was low because of balance purposes)

Use common-sense. (None of my responses are offensive to you)
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Old 07-17-2011, 10:34 AM   #18
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Default Re: Bone Fletcher - Death Pact rescaled

The enemies push just before that you go in woods and take your fat centaur, bear or wildekin. You run back to your mid tower (~23 seconds left now). Whats when the enemys wait for some seconds now? For the next creeps to come or for their Ultimate cooldowns to refill? ~15 seconds later they start and you have 7 seconds left on your ulti which is nothing. You go and choose your victim ~2 secs left. 3 hits and your ulti is over which leaves you pretty vulnerable.

Yes this is just an example but why should this spell last so short? Its a no sense...
This spell is your Ultimate. Its very often over when you start using it. There are always some unpredictable delays which make the duration of your ulti very short. Its very hard to time this in some cases.

I remember Dragon Knight with his Ultimate. It was a bit like this. His ulti was just for the half of the fight and ready in ~30 seconds again - BUT WHO NEEDS THAT? So Icefrog increased his cooldown and his duration which made much sense.

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Old 07-17-2011, 10:38 AM   #19
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Default Re: Bone Fletcher - Death Pact rescaled

I think I like it... Bonus hp and dmg can be used for jungling...
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Old 07-17-2011, 10:44 AM   #20
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Default Re: Bone Fletcher - Death Pact rescaled

Davion doesn't have the mobility like Clinkz...
And one question: can Death Pact be removed by purge?
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