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Old 10-12-2009, 04:02 PM   #1
Necro
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Default An extremely effective buff for Orchid Malevolence


Orchid Malevolence, as we all know, is terribly outclassed by two items of a similar role: Guinsoo's Scythe of Vice and Shiva's Guard.

Soul Burn, a five second silence + damage amplification spell, indeed does have its uses. however, for its high price of 5025 gold, it just doesn't match the abilities provided by its slightly more expensive competitors.

So here I suggest a very simple buff to Soul Burn, effectively making it a pseudo disable with good outcomes.

Quote:
Current:



A garnet rod constructed from the essence of a fire demon, Orchid Malevolence can burn away an enemy's spellcasting capabilities for a limited time.

+20 Intelligence
+30 attack speed
+40 damage
+225% mana regeneration
Soul Burn (active)
3 X Oblivion Staff (1675)

Soul Burn
  • Silences a target unit and amplifies the damage it takes by 20%.
  • Amplified damage is dealt at the end of the duration as magic damage.
  • Lasts 5 seconds.
  • Costs 100 mana.
  • 25 second cooldown.
  • 900 cast range.
Quote:
My suggestion:



A garnet rod constructed from the essence of a fire demon, Orchid Malevolence can burn away an enemy's spellcasting capabilities for a limited time.

+20 Intelligence
+30 attack speed
+40 damage
+225% mana regeneration
Soul Burn (active)
3 X Oblivion Staff (1675)

Soul Burn
  • Silences a target unit and amplifies the damage it takes by 20%.
  • Amplified damage is dealt at the end of the duration as magic damage.
  • Lasts 5 seconds + 0.5 seconds for every 300 units moved.
    CAP OF 12 10 SECONDS.
  • Costs 100 mana.
  • 25 second cooldown.
  • 900 cast range.



This is a graph by gnaLor representing movement time against speed. It shows the original suggestion (200 MS for 0.5 sec silence) and the improved one (300 MS for 0.5 sec silence). Clearly, the 300 MS one is more balanced, so a big, big thanks to him! Here's a high resolution image of the same: *click*
What does this change?

The proposed change potentially gives Orchid Malevolence a pseudo disable. While indeed the enemy can still flee, he will be prohibited from casting spells and take bonus damage for a longer time.

Imbalance?

While some may feel that this could cause an endless Soul Burn for a fleeing foe, that isn't so. The average time a unit would take to cover 200 units is around 0.5-1 seconds itself, no to speak of other physical obstacles. So yes, no matter how fast the target runs, the duration will eventually end.

Also remember that the enemy can still flee, thus making Soul Burn a little less useful than Hex. Yet, this comes at a price of being unable to cast spells and to take a lot of bonus damage.

Example

An enemy hero covers 200 units in 1 second. Soul Burn is cast on it, and the hero continues to move for 600 units.

Thus:

First 200 units: Original Soul Burn exhausts by 1 second. An additional 0.5 seconds is added.

Remaining duration: 4.5 seconds.

Next 200 units: 4.5 seconds - 1 second (time taken) + 0.5 seconds (from my buff).

Remaining duration: 4 seconds.

Last 200 units: 4 seconds - 1 second (time taken) + 0.5 seconds (from my buff).

Remaining duration: 3.5 seconds.

After that: The remaining duration slowly drains away. The target was under Soul Burn for a total of 6.5 seconds.

Of course, stopping in the fog of war, in a juking area, not running retardedly in a straight line does reduce the effectiveness. Then again, it is indeed possible for a maniac running at this rate to be under Soul Burn for 7.5 seconds. And some units move much faster.

Pros and Cons

Pros:
+ A buff to an underused item.
+ Provides a new pseudo disable as an alternative to Hex.
+ Can pressurize the enemy into thinking whether to suffer more damage and be unable to cast spells or to let the duration end.


Cons:
- Can't think of any.


Reminders

Numbers can be changed, DO NOT vote on the numbers, just the concept.

Soul Burn also makes the target take bonus damage, so don't think of this as just a buff to a useless silence.
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Last edited by Necro; 12-01-2009 at 10:48 AM.
Old 10-12-2009, 04:08 PM   #2
seikishi
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Default Re: An extremely effective buff for Orchid Malevol

I like the idea. T-UP.

Perhaps you can even change the description to:

"A garnet rod constructed from the essence of a fire demon, Orchid Malevolence can burn away an enemy's spellcasting capabilities for a limited time -- to the point that even moving will exhaust him further."
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Old 10-12-2009, 04:11 PM   #3
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Default Re: An extremely effective buff for Orchid Malevol

Thanks for the input . But for the moment I don't think I should add anything not to do with a remake (i.e. visual/cosmetic changes), so I'll just leave it at that.
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Old 10-12-2009, 04:23 PM   #4
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Default Re: An extremely effective buff for Orchid Malevol

I like this t-up.
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Old 10-12-2009, 05:19 PM   #5
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Default Re: An extremely effective buff for Orchid Malevol

Hmm..sounds pretty good, and it's not imbalanced
full support
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Old 10-12-2009, 05:32 PM   #6
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Default Re: An extremely effective buff for Orchid Malevol

Now were talking. Its worth more than Guinsoo, so I guess it should have more perks than it. I mean Guinsoo, were talking about a hex disable, here is a silence (which can be countered by item-spells) so I guess every time you move will give some sense into things.

Support this item fix!
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Old 10-12-2009, 05:33 PM   #7
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Default Re: An extremely effective buff for Orchid Malevol

LMAO now it synergies with Rupture (:

great buff. Silencer+orchid, hit hit hit = they'll sure move.

Sand King Ulti + sure move (:
Vacuum, etc.
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Old 10-12-2009, 05:34 PM   #8
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Default Re: An extremely effective buff for Orchid Malevol

Quote:
Originally Posted by AbyssPetra View Post
LMAO now it synergies with Rupture (:

great buff. Silencer+orchid, hit hit hit = they'll sure move.

Sand King Ulti + sure move (:
Vacuum, etc.
I was actually thinking the same thing for rupture.

But Bloodrage already does the trick, so its not really a necessity on BS's case.
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Old 10-12-2009, 05:35 PM   #9
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Default Re: An extremely effective buff for Orchid Malevol

I also dislike how current Soul Burn for me adds dismal +damage at the end of the duration, so really, T-Up.
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Old 10-12-2009, 05:44 PM   #10
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Default Re: An extremely effective buff for Orchid Malevol

Great idea
I always felt Orchid was underpowerd comparing to guinsoo and needed some buff. T-UP
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Old 10-12-2009, 06:34 PM   #11
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Default Re: An extremely effective buff for Orchid Malevol

Quote:
Originally Posted by p811025 View Post
I like this t-up.
Quote:
Originally Posted by Ro]W View Post
Hmm..sounds pretty good, and it's not imbalanced
full support
Quote:
Originally Posted by king_james View Post
Now were talking. Its worth more than Guinsoo, so I guess it should have more perks than it. I mean Guinsoo, were talking about a hex disable, here is a silence (which can be countered by item-spells) so I guess every time you move will give some sense into things.

Support this item fix!
Thanks a lot!

Quote:
Originally Posted by AbyssPetra View Post
LMAO now it synergies with Rupture (:

great buff. Silencer+orchid, hit hit hit = they'll sure move.

Sand King Ulti + sure move (:
Vacuum, etc.
Quote:
Originally Posted by king_james View Post
I was actually thinking the same thing for rupture.

But Bloodrage already does the trick, so its not really a necessity on BS's case.
Actually there isn't any synergy with the two. In both cases, the enemy will stay put.

Quote:
Originally Posted by seikishi View Post
I also dislike how current Soul Burn for me adds dismal +damage at the end of the duration, so really, T-Up.
Quote:
Originally Posted by EtherMage View Post
Great idea
I always felt Orchid was underpowerd comparing to guinsoo and needed some buff. T-UP
Thank you .
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Old 10-12-2009, 08:45 PM   #12
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Default Re: An extremely effective buff for Orchid Malevol

A good buff.
Soul Burn is a soft disable and the item itself is oriented towards damage-dealing, which is closely related to chasing. This way, you can force a fight and use it's damage / attack speed to it's fullest.
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Old 10-12-2009, 08:56 PM   #13
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Default Re: An extremely effective buff for Orchid Malevol

I think i have to t-up as well. Guinsoo > Orchid atm due to its high cost and yet fairly weak useage.
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Old 10-12-2009, 09:09 PM   #14
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Default Re: An extremely effective buff for Orchid Malevol

Thanks!
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Old 10-12-2009, 09:43 PM   #15
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Default Re: An extremely effective buff for Orchid Malevol

T-up sweet idea man!
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Old 10-12-2009, 11:17 PM   #16
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Default Re: An extremely effective buff for Orchid Malevol

I like it, how about thinking of an optimal initial duration to bonus duration combination.
This + Doom = Boom, if not + Rupture or + Maledict.

And...
Nobody pointed out that while this may be a little expensive, its composed of cheap materials that you can readily use, and how many of here use the items found in my sig, I don't...
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Old 10-13-2009, 12:05 AM   #17
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Default Re: An extremely effective buff for Orchid Malevol

Quote:
Originally Posted by Dynes View Post
I like it, how about thinking of an optimal initial duration to bonus duration combination.
This + Doom = Boom, if not + Rupture or + Maledict.

And...
Nobody pointed out that while this may be a little expensive, its composed of cheap materials that you can readily use, and how many of here use the items found in my sig, I don't...
he has a point with the cheap base items
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Old 10-13-2009, 02:19 AM   #18
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Default Re: An extremely effective buff for Orchid Malevol

Oh this is VERY good use this in conjunction with force staff,hook and other spell movers and you'll see some pretty spectacular shit.T-UP
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Old 10-13-2009, 04:12 AM   #19
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Default Re: An extremely effective buff for Orchid Malevol

T-up
this is an epic idea, perfect on warlord, ppl will have to run away, but they will get silenced or more damage if they do
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Old 10-13-2009, 04:14 AM   #20
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Default Re: An extremely effective buff for Orchid Malevol

Real support. I never thought of it b4. Nice
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