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![]() Huskar ![]() Huskar is unique in being one of the few strength heroes with a regular ranged physical attack, giving him the advantages of a ranged hero and the survivability of a strength hero. Although he is a powerful force at all stages, Huskar is especially dangerous early in the game. His Burning Blood causes his attacks to burn enemies and he gets more attack speed and damage the more injured he is, and in this state he can quickly decimate any foe. Huskar can find his life quickly drained away by his enemies, and must be careful to balance harassment and defense. Due to his Burning Blood, Huskar is at his most deadly when he is injured, but even when he is about to die, Death's Rage kicks in and extends his life and provides him with enormous resistance to damage. Combined with his natural healing spell, Inner Vitality, he is a force to be reckoned with. His powerful Life Break ability emphasizes this suicidal fighting style, causing immense damage to both the target and Huskar himself. However, while Huskar increases in power the more damage he takes, it is unlikely that his unlucky target can say the same. ![]() The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in an ultimate act, in order to bring the Undead Scourge to an end.
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#2 |
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Join Date: May 2010
Posts: 1,564
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This seems kind of imba 6 secs of damage reduction is huge.
But i do like the combination of the burning spear and burnign blood spells. But that does take Leech Life off teh table for him, which would be a major nerf. |
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#3 |
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No, I already stated that the burning damage over time becomes only a buff placer, not an orb, and thus is stackable with the lifesteal orb, which is not a buff placer. And changed Death Rage's duration to 5 seconds.
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#4 |
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Join Date: Jan 2010
Posts: 1,580
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I am confuse with burning blood, is this passive?? Not orb walking anymore?
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#5 |
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Join Date: May 2010
Posts: 1,087
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This seems very overpowered.
So.. If he is missing 80% hp his spear (which is passive) would do 12x10=120 dps for 4 sec.
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Never fear shadows. They simply mean there's a light shining somewhere nearby.
Getting sick of pubs.. |
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| Last edited by silly_me; 03-19-2012 at 09:03 PM. | |
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#6 |
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Join Date: May 2011
Location: Bandung, Indonesia
Posts: 154
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the 3rd skill is so IMBA, HP back to 20% every 15s?
too much buff |
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#7 | ||
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Quote:
Unfortunately that means no orbwalk for Huskar, which is a nerf. Quote:
Increased Death's Rage cooldown from 60/45/30/15 seconds to 60/50/40/30 seconds. 15 seconds was indeed too low. |
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#8 |
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Join Date: Dec 2011
Location: Yami no Heya
Posts: 1,289
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IMBALANCED.
Huskar is a freaking pub stomper. In many games I played, Huskar would have gotten an ULTRAKILL if my Dragon Knight, Sven or Skeleton King did not show up to bolt it.
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#9 |
Member
Join Date: Oct 2009
Posts: 2,428
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No orb-walking skill mean he would be very weak at laning phase, and even when chasing.
Honestly, I only pay attention to Death's Rage. Does he die after 5s duration?
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| Last edited by Nanaya Shiki; 03-19-2012 at 01:24 PM. | |
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#10 | |
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As a side note, I reduced the damage reduction given by Death's Rage from 50% to 35%. |
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#11 |
Member
Join Date: Sep 2009
Location: England
Posts: 612
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I like the fact your aware of huskar being a pub hero only and want to make him less pub stomp and more viable in competitive.
Inner Vitality: T-up on this, thought I recommended changing casting range to 550. That seems to be the only t-up I ever got on my huskar suggestions. Burning Blood: Interesting how you combined the two, they always gave me trouble in figuring out how to keep them in some form. From what I got in comments the 12 dps doesnt stack right? If so seems little lackluster as its like veno's passive tossed into burning blood but I can give on it. Originally Burning Spears was my biggest issue with lifesteal because I don't think a natural orb effect should be replaced but since this isn't an orb effect anymore I guess I can't complain. Death's Rage:The current numbers seem balanced and I loved the idea. Does really help Huskar survive his suicide playstyle and defines him more. My question does it immediately take effect or does it have a delay similar to Skeleton's Kings ult? And if it is immediate, then does the damage that would have killed him bleed into his new found life or does the rest of the would be taken damage disappear? All in all I like it. Much better version than any of my huskar suggestions which exploded in fiery flame hate. |
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#12 |
Member
Join Date: May 2010
Posts: 1,087
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Lets take a serious look at this compared to current Huskar.
I didn't read your wall of text but you pretty much have to read mine. Muhaha :P I will use colors to make you feel happy (+ I am bored). Inner Vitality: Compared to current, this one is stronger when hp ranged from 0-80% while current is stronger at 80-100% (at exactly 40% both are the same). I like the concept of making it scale linearly but I would prefer the numbers slightly reduced. Burning Spear and Berserker's Blood: Both merged into the same ability. Berserker's Blood was nerfed slightly. Burning Spear now does 12x4=48 at the cost of no life and is passive while the current does 16x6=96 at the cost 15 hp and is a orb effect. In my opinion the new passive Burning Spear (also merged with Berserker's Blood) is stronger then the old. Sure it doesn't give as much lane control as the orb, but then you have to remember that you also get the same amount of levels of Berserker's Blood. Life Break: Only change I can see is "Upon recieving the fatal damage instance, Huskar's current health is set to 20% of his max health." Although I am almost certain this is a mistake, as it says the same on Death's Rage. Death's Rage: Now to the interesting part. I will review this taking into account that so far you have buffed Inner Vitality (slightly) and Buffed Burning Spear as well as merging Burning Spear and Berserker's Blood making it even stronger in the early game (while slightly nerfing Berserker's Blood. I actually really like the spell. I don't want this ability to be nerfed. Rather rescaled to not only decrease the cooldown as this encourages many to skill stats instead. The regained health should be something like 10/15/20/25%. Although if the current numbers are kept this is like a wtf imba 5'th ability, which makes the hero completely broken. Conclusion: I really like the new spell. And I do not wish to see it nerfed (more then what I suggested). But if this was ever to be implemented his other skills must be seriously nerfed. I would like to see a nerf on Inner Vitality and Burning Blood. Ulti should be kept the same.
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Never fear shadows. They simply mean there's a light shining somewhere nearby.
Getting sick of pubs.. |
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| Last edited by silly_me; 03-19-2012 at 09:44 PM. | |
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#13 | |||||||
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To answer your questions: @Inner Vitality: I don't think a minor casting range increase would provide any real benefits. Most of the time Huskar uses it on himself, or when he casts it on an ally, he does that before or after the battle. I could add the extra range, but it's not really needed. The regeneration rescale seems sufficient to me. @Burning Blood: I stated in the notes below the skill description that the damage over time from each spear stacks indefinately just like the current Burning Spears. When I reffered to the Venomancer comparison, I was comparing the ability to harass without the need of orb walking. Though if needed, the stacking damage effect can be removed if it is too overpowered, which I don't think it is. @Death's Rage: The skill triggers instantly. It's like a Void Backtrack dodging the instance of damage that would kill Huskar, then his health is immediately set to 20% and he gains the damage reduction buff. All the damage dealt by the killing blow is nullified. He doesn't die and reincarnate with 20% health. Hope this clears things out. Quote:
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| Last edited by MR-President; 03-19-2012 at 09:55 PM. | ||||||||
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#14 |
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I'm not sure about the Burning Spear, Berserker's Blood combining.
Simply too many powerful effect crammed into a single skill, sam reason why Dwarven Sniper remakes who combine Headshot and Take Aim are generally frowned upon. Also, there are so few Orb-walker heroes already... The near death skill seem nice, but I'd much rather save it for a new different hero. Your version of IV is very interesting, and would benefit Husk when low on HP obviously, but current is very useful at casting just before going into combat, even with FULL health..
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#15 | |
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Keep in mind that he still needs to be dangerous at low HP. I don't want to nerf this skill any further as it already reduces his damage output by half. The best I can do is make the burning spear effect not stack with itself anymore, but I really think it's uncalled for. And why have an orb effect when it's commonly agreed that it's almost useless on him and they get lifesteal over it anyway ? Think about it this way: his damage output is decreased by almost half. Will he still be an ultimate pubstomper ? No. Maybe he will still stomp pubs, but I can guarantee you that he won't do it so easily anymore. And on the other hand, making him more survivable will make him viable in competitive gaming. Isn't is what we all want ? Instead of having a hero overpowered in pubs and trash in competitive, he is now decent in pubs and decent for organized games as a mid/late game carry/ganker/tank. |
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| Last edited by MR-President; 03-20-2012 at 03:19 PM. | ||
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#16 |
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Join Date: Sep 2009
Location: England
Posts: 612
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^all i wanted. Heroes shouldn't only shine in pubs. That just bad design.
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#17 |
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#18 |
Member
Join Date: Jan 2010
Posts: 136
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I always wanted Huskar to be something like this. I think you may want to change his 3rd skill a bit, like make it that if it failed to get a hero kill in 10 sec your hp will drop back to 0/1, so Huskar cannot simply get hit by creeps while low on health to get a huge portion of his health back.
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#19 | |
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#20 |
Forum Staff
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I must say, I haven't thought much about the effect of the removal of his Burning Spears yet, but in general, I really love the idea of Death's Rage. It suits is suicidal playstyle so much, negates to some extent nuking counters and thus might make him more viable.
I'll think about the other skills, I'm not sure about some things, I'll be posting again as soon as I have more ideas
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