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#1 | |||
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Join Date: Jun 2009
Location: Croatia
Posts: 235
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Change Log: 10:40 June 12. Changed % of heal from 5% to 4% Balanced duration |
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Old: Summons a Healing Ward that heals all nearby allied units' life.Ward lasts 25 sec. lvl1 - Heals 1% of hit points per second lvl2 - Heals 2% of hit points per second lvl3 - Heals 3% of hit points per second lvl4 - Heals 4% of hit points per second hp: 5 Mana Cost: 140 Cooldown: 75 MS: 150 |
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New: Summons a Healing Ward that heals 4% of hit points per second to all nearby allied units' life. lvl1 - Ward lasts 6 seconds and has 50hp. lvl2 - Ward lasts 12 seconds and has 100hp. lvl3 - Ward lasts 18 seconds and has 150hp. lvl4 - Ward lasts 25 seconds and has 200hp. Mana Cost: 140 Cooldown: 75 MS: 150 |
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#2 |
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Insane buff. % heal is gamebreaking, just like Hearts not stacking. I do not support this insane ammount of healing to AoE, also, giving ward even more HP is another buff.
What wrong with original anyway?
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#3 |
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Join Date: Jun 2009
Location: Singapore!
Posts: 1,259
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Too huge a buff. Healing Ward is balanced because it heals a fair amount over a fair duration. Its not a core skill, just some random support ability Guinsoo threw in for "lol" and "OMG" or something.
Also, did you just make the Ward immobile? I know this is a nerf to balance it out but it makes Ward rather useless. Its like a war Medic kind of thing, you fight while its around to heal you, not run back to it when you're dying or something :S |
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#4 |
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Join Date: Jun 2009
Location: Croatia
Posts: 235
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original is 100% useless at lvl 1 and 2. and numbers are imba but what about concept.
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#5 | |
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Quote:
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#6 |
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Well the concept is exactly the same as it currently is in the game, the only reason why anyone would T-down is just because of the numbers. It makes it imbalanced ( in a strong way ).
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*removed due to severe case of butthurt*
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#7 |
Member
Join Date: Jun 2009
Location: Croatia
Posts: 235
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New:
Summons a Healing Ward that heals 4% of hit points per second to all nearby allied units' life. lvl1 - Ward lasts 6 seconds and has 50hp. lvl2 - Ward lasts 12 seconds and has 100hp. lvl3 - Ward lasts 18 seconds and has 150hp. lvl4 - Ward lasts 25 seconds and has 200hp. how about this. and the concept is to make % the same and change duration to make ti more useful at lvl 1 and 2 |
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#8 | |
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Quote:
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*removed due to severe case of butthurt*
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#9 |
Member
Join Date: Jun 2009
Location: Croatia
Posts: 235
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it is the same ward only a bit stronger on lvl 1 and 2
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#10 |
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Join Date: Jul 2009
Posts: 1
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edited by cp6uja_, rulebreaking
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| Last edited by Cp6uja; 07-12-2009 at 09:00 PM. | |
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#11 |
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Actually, i find anything good with Healing Ward. But why don't we just get Healing ward as an item. Not a skill. Its pretty useless to Yurnero early game, but freakin' useFUL late game.
But Null, because the numbers become really overpowered, and due to some of the comments. |
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#12 | ||
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Join Date: Jun 2009
Location: Croatia
Posts: 235
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Quote:
Check the numbers. New will at lvl 1-3 heal a bit less then old but much faster and at lvl 4 it is the same ting just a concept change witch buffs Healing ward early, but let us not forgot that ward have 75 sec cd and 140 so it will not bu spamable. Quote:
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#13 |
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This only heals faster, not better. Full duration of current Healing Ward heals more (above poster got the numbers in before I did).
No one takes ward before level 9-12 anyways. This wouldn't influence them that much.
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While I have partially returned to the forums, I am still not making test maps. If you have a small request, you can PM and I will try to work something out, but I do not have the time to make full test maps.
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#14 |
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Oh. Thanks for the number table. Let's change the term overpowered, into underpowred at level 1-3. But same at level 4. Alright, now i T-up. It seems more balance now that i saw the table.
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#15 |
Member
Join Date: Jun 2009
Location: Dota2beta
Posts: 1,184
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Good needed rmk, I would maby start rising some lvls of ward before my +'s . T-up
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#16 |
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Join Date: Jun 2009
Posts: 478
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The healing faster buff is better, but it would have way too much HP. It still needs to one-hit die, so this buff, but the HP stays the same, and it's cool.
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#17 |
Member
Join Date: Jun 2009
Location: Croatia
Posts: 235
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Just vote on concept we have Ice to worry about balancing.If extra hp needs to go it will go.
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#18 |
Member
Join Date: Jun 2009
Posts: 493
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You are just scaling numbers, you have nothing to do with concept. LOL.
T-UP btw.
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#19 |
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But you are suggesting balance if I see right . . . Nothing has changed, only the %
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#20 |
Member
Join Date: Jun 2009
Location: Croatia
Posts: 235
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I was thinking about wards hp.
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