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Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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![]() | Fires a ball full of shrapnel into the air, which promptly explodes, showering the target area in explosive pellets. Deals some damage upon explosion, and enemy units that walk in this area get damaged and slowed. Deals 1/3 damage to buildings. Lasts for 8 seconds |
| Level | Manacost | Cooldown | Casting Range | Area of Effect | Duration | Effects |
| 1 | 90 | 15 | 1200 | 350 | 8 Seconds | 25 Damage/15% Slow/12 DPS |
| 2 | 100 | 15 | 1200 | 350 | 8 Seconds | 50 Damage/20% Slow/24 DPS |
| 3 | 110 | 15 | 1200 | 350 | 8 Seconds | 75 Damage/25% Slow/36 DPS |
| 4 | 120 | 15 | 1200 | 350 | 8 Seconds | 100 Damage/30% Slow/48 DPS |
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#2 |
Member
Join Date: Sep 2009
Posts: 1,638
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t up on shrapnell initial dmg, and small mana cost reduce, or better scaling
want headshot to be able to deactivate it, you know enable /disable this this is enoguh to me |
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#3 |
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Join Date: Jan 2012
Posts: 568
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What about making Shrapnel's damage mixed?
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#4 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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@ Microsoft I suposse that to make headshot disableable, it will requires to either it be an orb (wich will be a nerf) or something like troll's berserker rage. dunno if it will be good
@Exhibitionist not very sure, but isn't mixed damage reduced by armor? if so, this will be a nerf =S |
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#5 |
Member
Join Date: Jan 2012
Posts: 568
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No, make it pure for a half, for example.
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#6 |
Member
Join Date: May 2011
Location: Bandung, Indonesia
Posts: 154
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how about pure damage for shrapnel
200 pure and aoe slow isn't that much there is spec with his spec dagger or PA w/ stif dagger and if Assasinate will always trigger Headshot and pass magic-immun stealth is good, but keep it for short duration, maybe 2s on lvl3 thats all |
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#7 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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Pure damage on sharapnel will be kinda op I suppose, as it is already a strong skill. PA's dagger, even with low cd, is single targeted, and spec dagger has a very small damaging path. This will be a 350 AoE 200 pure damage + 48dps + slow.
Dunno if this effect on assassinate is even codeable, but will be nice. If confirmed, i will add to first post. And yes, invis should be very briefly, maybe even non-scaling, as it can be useful in lvl1 and balanced on lvl3. |
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| Last edited by Odaik; 03-13-2012 at 03:50 AM. | |
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#8 |
Member
Join Date: Sep 2009
Location: Roshan Pit
Posts: 1,154
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t-up on initial damage.
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#9 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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Added some numbers, and a second sugg for his ultimate
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#10 |
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t-up for everything but invis, we dont need any more invis agi heroes.
also, mixed damage is ALWAYS magical and physical damage.
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#11 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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@Lord_Talron Thx for support. And I kinda agree, but this one is so easily counterable... even clock's missles counter it. The main thing is that you will have to lose some time/money to counter it
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#12 |
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thats my point.
not to mention its very overused id rather have him remain unrevealed if he attacks while currently out of view
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#13 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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This will be too much of a work (dunno if can be coded btw), for a way too situational buff. And will not solve his escaping problems. The 2s unreveled invis will have almost the same effect, as you will not be noticed for the first 2s of attack.
And after some tought i've noticed that invisibility is overused because it's one of the 3 main escaping mech of the game. The other 2 are running like hell, or any kind of relocating spell (blink, tp, pseudo-blinks in general), and none of those fits the sniper theme |
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#14 |
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how about this:
Blend In (or something like that): Sniper is adept at blending in to his surroundings, allowing him to attack his enemies with little notice. Blurs Kardel over time when he is standing still lvl1: 100% blur over 14 seconds lvl2: 100% blur over 10 seconds lvl3: 100% blur over 6 seconds lvl4: 100% blur over 3 seconds numbers out of my ass but you get the idea. supports his theme of positioning and gives him a powerful new way to avoid being found out. another idea would be that after so many seconds of standing still, he would be removed from the enemies' minimap instead of bluring. (maybe both, but that seems to similar to pa) and since i just remembered that your suggestion is not suggesting a combination of headshot and take aim. >.< this can probably be added on to his ult ezpzy
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#15 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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I got your point, and makes some sense in fact. But in the current metagame, standing still is counter-productive. And will not solve his escaping problems, wich are way bigger than attacking and being noticed. Suggested invis in some way helps both.
And about merging passives, I don't suggested it, and was intentional. If you really want I can explain every reason for why it's not a good idea, but resuming, will be a hell to balance, and his new skill will have to be way to good or most players will go stats instead. And balancing the new skill AND the 2-in-1 passive, AND sharapnel AND ulti will end resulting on a total remake of him, wich is not my point. |
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#16 |
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i dont think he needs a direct*escape mechanism tho. not every hero should have one.
make level 4 blur over one second to address your concerns over the mobility thing, which makes perfect sense. however, sniper isnt about moving around, he is about finding that perfect spot to sit back and kill shit. and i think bluring him is the best way to keep him safe doing that. thus alleviating his real problem, that his positioning is so easily countered in this current version.
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#17 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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Then we disagree. He is easy food as he is now, and even if I don't care much buying lothars with him, giving him a lower version of this will not hurt too much.
Exactly, his positioning is easily counterable. And, if you are on fog for exemple, and is blurred, and attack, enemies will see ad blank open area in the map, with nothing there but something that can still be targeted by stuns and easily killed. And who is, by free will, standing still there, w8ting for them to come. Makes hards for enemies to see him, but only that. After seen, they will still kill him as easily as they kill now. He must kill shit, yes, but by no means standing still. He is fragile... the more the trouble to catch him, the better. |
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#18 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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Added a new scaling to his ulti damage as first suggestion
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#19 |
Member
Join Date: Jul 2010
Location: Wonderful City, BraSil
Posts: 72
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Template'ed it, now it's easy to read
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#20 |
Member
Join Date: Oct 2010
Posts: 18
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Sharapnel instant dmg: Tup
Will help farming, and allow you to deal more dmg against no-afk target Improve Heashot scaling: Tup Im not sure about 0.3s, maybe. But I do believe this ministun is already powerful in late. This skill always scalled weirdly. What do you think of: 0.1, 0.1 ,0.2 ,0.2 ? Take Aim: Tdown I dont really like this concept, you already have your utlimate to finish targets trying to flee. Ulti : Tdown Sniper isnt meant to be an invis hero to me. I feel the improvement I suggested is already enough: http://www.playdota.com/forums/showthread.php?t=726117 That being said, Icefrog will be reluctant adding too much changes in one hit, it would lead to an OP hero !
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