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#1 |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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#2 |
Member
Join Date: Sep 2009
Posts: 147
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Ever considered it's because Halberd + Manta is about 4,5k gold more expensive?
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#3 |
Member
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Your suggestion is a bit interesting.
However with 16 charges it gives : 127 AS, and lots of others bonuses. Once the item gives 32 str, it will be easy not to die. I would be ok for a buff, but not this, TD
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#4 | |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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Quote:
Also, yes, it gives a ton of bonuses and is a really high tier item for a low price. Keep in mind, however, that you must go 16 minutes without dying to max it. In addition, games are currently shorter. You'd have to rush it and not die once to gain its full benefit. If you die, you lose almost all o fit, since you have relatively little time to wait around.
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#5 |
Member
Join Date: Jan 2012
Posts: 219
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Nerf your buff, and it's actually pretty nice.
Also, Manta + Halbert is quite expensive,
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#6 |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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It's a strong buff, yes. I know. And yeah, Halberd and Manta is quite expensive, but they also scale better late game. Even Manta outdoes S&Y later, for the most part. Relatively little reason to have S&Y. I might nerf it a bit. Still awaiting more feedback.
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#7 | |
Member
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General good idea, but charges gained through time passed isn't a good idea, because it'd tend to make its owners more feared about dying, which isn't S&Y, a ganking mid game item, purpose.
Because of Dota2, I'm a long time far from playdota.com forums, but I'm about to publish a general buff to make S&Y survive compared to new alternative paths for its components.
Do you think that would be the most simple yet efficient way for S&Y having its place under the sun? |
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#8 | ||
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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Quote:
Complex is nice. DotA's built upon complex, and recently there hasn't exactly been any Magic Missle level abilities. Point and Click seems to be on its way out, and so does orthodox play-styles. Variety is the spice of life, eh? The time passed means that it needs to be rushed if chosen for its full potential. This encourages its mid-game use. There are 3 possibilities: You gain momentum, adapt a reasonable item for a better upgrade, like Manta or Halberd, or turtle and scale it up. Should one be failing, they can upgrade. Should one be stomping, then its all the more easy to stomp. Should one be doing fine, but turtling hard, they can scale safely with a nice cheap easy to build item. Thus it balances out. Its a complex balancing thing, but I think it'd work out great. The charges aren't meant to be a thing you should pick it solely for. You pick it because you can hardly go wrong with it. I know it being disassemble-able is not in the original post, (I don't think I added it) because I saw another thread for it and did not want to steal that thread. I would happily merge them, however, or add it in and give credit. I did not have time this morning. I hope my ramblings make some sense. If you need me to clarify more I can.
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#9 |
Member
Join Date: Jan 2012
Posts: 22
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Your buff is good for a turtle game.
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#10 |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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It's also good for gankers doing well.
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#11 |
Member
Join Date: May 2010
Posts: 1,563
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Halbred+Manta is also two items that take up two item slots. You can't compare 1 item to 2 items at the same time. Its like saying buriza needs a buff because 3 crystalises are better.
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#12 | |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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Quote:
If you need a slow, just get Halberd, it scales better. Need speed, get Manta. There really is less of a need for S&Y. You can usually survive with the upgrade of the part you want more, in fact, it's usually better that way.
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TA Agha: http://www.playdota.com/forums/showthread.php?t=409852 S&Y Buff: http://www.playdota.com/forums/showthread.php?t=621909 |
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#13 |
Banned
Join Date: Sep 2009
Posts: 5,835
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Comparing SnY to Manta/Halberd is retarded. Not only is the difference in cost extremely significant, the two don't overlap. A hero buying Manta has rarely has use for Halberd, a hero buying Halberd has rarely has use for Manta, and heroes buying SnY often prefer it over either of the other two.
The only thing SnY really needs is a minor boost to its non-stat bonuses to solidify the niche it holds over the other two. Dr_JP's suggestion is perfect. |
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#14 |
Member
Join Date: Sep 2009
Posts: 110
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I think Yasha is an ok item (I wouldn't mind it giving +1% AS though), it's Sange that's not justifying it's cost.
Some simple buffs to the numbers would do, I agree. The +16 dmg buff sounds good but the biggest problem here is maim:"15% chance slow by 20% for 4 seconds". Not only is it unreliable, the effect - the 20% slow for 4 seconds - is relatively weak. The item would also work great on Ursa (300 hp, dmg, slow) if the slow effect was more powerful. I also think aesthetics shouldn't play a role in balancing and wouldn't touch the ms bonuses. Another possible buff would be to simply increase the stats bonuses a bit (+18 or something). |
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#15 |
Member
Join Date: Oct 2010
Posts: 800
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Nerf the number and it will be balance.
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#16 |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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The numbers are actually quite balanced. You lose a ton of benefits if you die.
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#17 |
Forum Staff
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![]() Okay, first of all, one of them costs considerable more gold. Second of all, Halberd + Manta is an expensive late-game item combination. Sange and Yasha is rather bought when you need good effects soon and relatively cheap, it's a mid-game item. These items have rather different usages, you cannot just compare them like this. Your idea isn't bad, but I don't think it's needed and I don't think it's on the correct item. Sange and Yasha isn't a turtler item, it's an item that significantly boosts your mid-game, but rather falls off towards the later stages. This change doesn't fit to the concept of the item. If Sange and Yasha needs anything, it's only slight buffs in its numbers, but overall the item is fine after the removal of the orb effect. |
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#18 | |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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Quote:
I know the item combo is expensive. My point, however, is that S&Y has no real use on carries. And S&Y is usually gotten on Semi-Carries or carries that come online fast and can use it midgame. It ends up wasting their gold. If they wanted the effects of the two items they'd be far better off just saving for Halberd/Manta combo. Plus Why is HALF of an epic destined sword pair combo BETTER than the full epic matching destined sword pair combo? I just like the flavor. It isn't completely a turtle item. Honestly I think it's being a bit misinterpreted as one. You COULD use a turtle strategy, but you could also play like normal. It's meant to allow more versatility with the item. You really lose nothing, this is only a buff. If the item's useful now imagine when it'll actually be better to invest time and let your turtle carry turtle. As of now heroes like PA are useless because they do not come online and so some turtling item could help. But, the turtling item would also allow them to come online faster, though not overpoweringly so. The time scale really is quite balanced, games lasting 40 minutes would be wrecked if you get this at 20 min plus and die even once with it.
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#19 | |
Banned
Join Date: Sep 2009
Posts: 5,835
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Quote:
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#20 |
Member
Join Date: Jul 2009
Location: United States
Posts: 1,097
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It works great on most of them, amazingly so. It just isn't used because it's terrible for their later game. Therefore, they sacrifice a great mid game chance to actually do something besides farm.
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