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April 12, 2022 at 6:53 am in reply to: Souljase refusing his pos 5 obligations for the first part of the game. #16121
Souljase, I won’t bother responding more to you in this thread.
You blatantly disregard anything, I wrote in my previous two posts. Your rambling in the previous comment is unrelated to this support ticket. If your view of positive is the above posted chat logs, then I believe you need more than a light spanking by the admin team this time, to get the point.
April 12, 2022 at 2:10 am in reply to: Souljase refusing his pos 5 obligations for the first part of the game. #16118Always get 2 obs wards first as support, if you wanted stout you could bring less regen to the lane (as that is literally the trade off). And this is probably the biggest issue – no one was nagging you this game, you are seeing ghosts and acting like a douchebag with the excuse of “everyone is out to get me anyway”, believe it or not myself and the other players in the game (only you and orcish are outside of at least tier 2 territory) are playing to have a good and fun game, which given the player pool there was definetly a good possibilty of.
You not only didn´t get support stuff early game but when I reminded you, that you were pos 5 and you should get cour / upgrade + obs wards, when you had done neither 6+ mins into the game (no deaths on you no excuse). You decided to go “stfu”, “thats me”, “time to lose”.
You have an extremly toxic behavior, and I think you should work hard to get rid of that behavior.
DanishPride
EUTeam Name: The Leftovers
DanishPride (C) – EU
Pandalegend – EU
Issi – EU
HolyBear – US
Nikolasik aka. Niko-god – EUSubs:
LitLich
RetardeddogEvery player in FBG makes mistakes “That fissure at minute 7 might have been the game losing fissure and I’m not sure if it was just bad or intentionally game ruin” this is just baseless. No one can say this was the game losing moment, especially not this early in the game. If that´s the case I’ll be able to get 9 players banned each game for “a game-losing mistake” – even Vosje.
If Nikolasik deserves ban from that game i wont specualte about, because frankly TL;DR.
But as someone who has previously advocated for unvouches you have to look at the player.
Niko has improved since joining FBG significantly at that, he is now often picked ahead of 2-3 players every game = no longer default last pick, as it was in the beginning. He has a fine attitude and is actually improving.I can 100% support this he has been very toxic lately, he was being negative since mid picks and spamming gg. Proceeded to basically not support and buy a lothar’s edge.
Can confirm Psyduck from Dotalicious times would fit in well.
DanishPride
SwedenIf possible change the aghas for EarthShaker, Sand King and Zeus.
For ES: People here don´t realise how trash his aghanim’s is. Change to enchant totem 1k cast range jump to the position with 0,75 fly time.
For Sand King: Again waste of gold aghs.. Change to 1400 cast range and add poison sting to all heroes hit by burrowstrike.
For Zeus: Now for real +180 ulti damage is bad for the cost it removes around 130 hp extra (this is shit). Introduce Nimbus cast range: Global
Radius: 500
Strike interval: 2.5
Duration: 50
Cooldown: 50
Mana cost: 275
Melee attacks to destroy: 4
Ranged attacks to destroy: 8
Non-hero attacks to destroy: 16
Gold bounty: 100
Notes: Casts regular Lightning Bolts on the closest enemy within its radius, based on the Bolt’s current level, applying all of its effects (damage, mini-stun, vision and true sight). The strike interval is affected by cooldown reductions.Honestly w/o talents and lightning bolt stun duration at 1 sec. This is by no means imba, but it provides an otherways kinda dull one dimensional hero with an extra tool.
I also second a change to Atos so it´s a root rather than a slow. It´s a useless item as it is now and rarely sees play.
Also the sidelane raxes should be moved a bit closer to each other. I consider it a bug that Luna glaives does not bounce between the rax.
Change Elder Titan Aghanim’s (atm it is literally useless) to = after ancestral spirit returns gain 2 sec of magic immunity for each hero it walked through.
Here are my comments:
lucifer:
-Scorched Earth damage/heal reduced from 12/23/34/45 to 10/20/30/40
-Scorched Earth movement speed bonus from 16% to 14%
-Doom cooldown increased from 100 to 125Agree
Alchemist
-Greevil’s Greed Bounty Rune minimap icon.png Bounty Rune multiplier rescaled from 5x to 3/4/5/6x
-Fixed Greevil’s Greed granting full gold during Buyback gold penalty phaseAgree
Batrider
-Base HP regeneration increased from 0.25 to 2
-Flamebreak mana cost reduced from 140 to 110/120/130/140Agree
Bounty Hunter
-Jinada movement and attack speed reduction increased from 25% to 25/27/29/31%Agree needs a slight buff
Earth spirit
-Geomagnetic Grip can now only pull allied heroes when using Aghanim’s ScepterAgree this mechanic is to insane for free
Enigma
-Malefice damage increased from 25/40/55/70 to 30/50/70/90
-Black Hole cooldown reduced from 200/190/180 to 200/180/160Agree needs slight buff
Gyrocopter
-Call Down’s first missile damage reduced from 250/300/350 to 220/285/350Agree needs slight nerf
Kunkka
-Tidebringer is now an autocast ability, will only trigger if turned on or cast directly on the target(
kunkas 2nd becomes togglable)
-Tidebringer damage bonus increased from 20/35/50/65 to 25/40/55/70This is okay tbh. Kunkka is under utilized as a core and it´s to easy to play around cleave. But two nerfs needs to be done to x mark:
1. Eul´s needs to dispel it both on allied and enemy heroes. (It is considered a bug in my book, that you can´t dispel x mark on enemies).
2. Increase x mark cd as Peach suggestedLuna
-Turn rate increased from 0.4 to 0.6
-Eclipse Aghanim’s Scepter icon.png Aghanim’s Scepter beam interval reduced from 0.6 to 0.3Slight buff is fine, but I think a minor buff to stat gain is better.
Morphling
-Adaptive Strike base damage increased from 50/60/70/80 to 100
-Adaptive Strike mana cost reduced from 100 to 100/90/80/70
-Morph rate increased from 2/4/6/10 per second to 2/4/8/16In need of a buff
Oracle
-False Promise no longer continuously dispels after the initial cast(this means the ulted unit wont be perma bkb during ult)
-False Promise cooldown rescaled from 80/60/40 to 90/60/30Very much needed nerf
Rubick
-Fade Bolt attack damage reduction increased from 14/20/26/32 to 20/25/30/35
Needs a bit further buffs perhaps +10 msSlardar
-Corrosive Haze now only reveals the target rather than the area around itAgreed
Skywrath mage
-Concussive Shot mana cost reduced from 110 to 95Agreed:
Suggestion change aghanim’s scepter from cd reduction on ulti. To the one from dota 2:
Cast a second instance of the spell (not items) on a random enemy in range (heroes prioritized, but cannot target the same target as the spell was cast on).Storm spirit
-Electric Vortex mana cost reduced from 100/110/120/130 to 85
Is in need of a buff this could be it, I think a slight buff (not entirely back to 6.83 imba level mana cost on ball lightning but a small, reduction to cast cost for instance).Undying
-Tombstone Zombie damage reduced from 35 to 33
-Tombstone bounty increased from 75/100/125/150 to 125/150/175/200Agreed
Skeleton King
-Vampiric Aura can now be toggled to make the lifesteal for heroes onlyagreed
Items:
Cloak
-Magic resistance reduced from 20% to 15%Agreed
Boots of speed
-Cost reduced from 450 to 400
-Movement speed bonus reduced by 5Not needed
Bottle
-Cost reduced from 700 to 660
-Health regen per charge reduced from 110 to 90
-Mana regen per charge reduced from 70 to 60
-A charge now heals over 2.5 seconds instead of 3 seconds (total amount is still 90/60)Seems fine with all the runes spawning
Hood of Defiance
-Hood of Defiance now has an active ability.
Creates a spell shield on your hero that absorbs up to 325 magical damage.
Duration: 12 seconds
Cooldown: 60 seconds
Mana cost: 75Yes this is cool
Ring of Protection
-Cost reduced from 200 to 175
-Armor bonus reduced from 3 to 2Agreed
Smoke of Deceit
-Cost reduced from 100 to 50Agreed
Tranquil boots
-Tranquil Boots armor reduced from 4 to 3
-Movement speed bonus reduced by 5Agreed
Observer and sentry wards
-Can be merged in 1 slotPlease make this!
These were all the official changes of 6.86
Now for some unofficial ones everyone been asking for, I’ll post them here for debate:
-Terrorblade sunder range reduced to 300
Disagree, Terrorblade has major issues with bad hp pool in early game, and without the -cd talent on sunder from dota 2, there is no need for a nerf here.-Poor man shield block chance reduce from 100% to 60%
Disagree it´s just a stout shield then. Remove it entirely or reduce the damage block to 16 with 100%.-Necro ultimate nerf to +15 seconds death timer on level 1 instead of +30s
Disagree, doesn´t really make sense to me. I think introducing Spirit vessel will be an indirect nerf to necro and all that is needed.-Phoenix ray damage reduced
I agree that either the damage type should be made magical or reduce dmg by 20%.-Arc warden magnetic field( ennemy units inside the field should not miss attacks) and arc’s ulti clone should give 100 gold bounty on death.
I think this is to big a nerf for arc, it should be either or.-Sentry wards to be purchased 1 by 1 for 100g instead of 200g for 2
I really like this change.
-Dust of appearance price reduced to 100g instead of 160 or 180 idk what it is.
This is to much of a cost cut imo, 180 gold for two potential kills is a fine invenstment.
I agree with most of Peachtree’s suggestions:
I think weaver swarm should be 3/3/4/4 as suggested by vosje.
I don´t think Glimpse needs a nerf, it´s a niche skill that has a lot of requirements to be powerful:
1. It is main value lies when you are stronger than the opponents. As they have to “flee”
2. 1800 is out of vision, so you need to have wards down or otherwise vision of the target.Earthshaker
– Nerf the mana cost from Enchant Totem from 20/30/40/50 to 35/40/45/50.
Reason: It costs no mana on the early levels and it can be spammed easily while still doing significant dmg.
Considering the popularity of ES in FBG i think this is a fine minor nerf.Slardar
– Nerf and rescale Slardar Sprint from 20/28/36/44% to 16/25/34/43%.
Reason: Slardar sprint at lvl 1 gives 70 movespeed extra if you have boots. It can outrun everyone and as pos 4 it is way too strong. It gives 60 movespeed without boots at lvl 1. The movespeed at lvl 4 is alright though, hence the rescale. I don’t want to nerf Slardar sprint too hard but changing from 20% to 16% might not even be enough, but it’s a start.I disagree that Slardar needs further nerfs than the aoe vision on amp dmg (which is a huge nerf).
Rikimaru
– Nerf Permanent Invisibility hp regen from 6/8/10/12 hp per sec while stealth to 4/6/8/10 hp per sec.
– Nerf Blink strike charges from 4/5/6 charges to 3/4/5 charges
Reason: The amount of blink strike charges riki has is too much imo. The hp regen nerf is because I feel like it’s too strong at the beginning.I don´t see a need for Riki to be nerfed, it´s not a picked or strong hero in this meta.
Venomancer
– Nerf and rescale poison sting duration from 6/9/12/15 s to 6/8/10/12 s
– Nerf Venomeous gale tick damage from 10/40/70/100 to 0/30/60/90 damage over time
Reason: The poison sting duration is so fucking long that its very easy for venomancer to just 1 attack, ulti, then run away. His ulti is 16 sec so the poison sting almost covers the whole ulti duration. His plague wards also have poison sting for the same duratio and by nerfing the duration venomancer has a shorter time span to reapply this effect if he wants to keep sm1 poisoned.
As for his venomous gale tick damage… I think it’s too much damage and that’s why I suggest a small nerf for that. Note that Venomancer is a top pick in the fbg inhouse games.I think the nerfs are to big here. I agree with the gale nerf, sting could get a slide nerf but I think 1 sec on each level is fine, as it nerfs the early game of veno.
Naga Siren
– Nerf and rescale Song of the Siren cooldown from 180/120/60 s to 180/130/80 s
Reason: It is very hard to gank a naga siren because his ulti cooldown is so ridiculously low at max lvl. I suggest a small rescale here because I dont want to nerf it too hard yet, however, I want to point out that a further nerf to maybe 180/140/100 s might be even better.
People don’t play naga siren often in FBG because they dont know how to play him correctly, however, there are some players that DO know how to play naga siren and they have shown that once naga has radiance and manta style he can be hard to find and with his low as fuck ulti cooldown he is also very hard to catch.I disagree, Naga is an ignored hero on FBG for the most part.
Lina
– Nerf base movement speed from 295 to 285
Reason: He is fast as fuck with his passive. With boots and lvl 1 Fiery Soul he gets +35 movespeed if he casts 2 spells (which is often the case). In the early game this 35 movespeed matters a lot and makes it very hard to outrun a lina (as any mid hero, maybe except for pugna).
I was also thinking of suggesting to nerf his attack range a bit (cus 670 is quite a lot), but I think I want to see the movespeed nerf first, since lina is not really a top-pick in FBG.I´m not sure Lina needs a nerf it does not seem like a popular pick on FBG. Also she itemize for ms a solution could be to convert %ms to flat ms bonus. I think that should be a general change though instead.
Ursa
– Nerf Enrage from 1.5/1.75/2x dmg multiplier to 1.5/1.65/1.8x dmg multiplier
Reason: Ursa is strong and I think he needs a slight nerf. This change also means that dmg items on ursa have more meaning.I agree on nerfing Ursa, i´m not sure the dmg is the right place to do it. Imo a cd nerf on enrage or overpower would be better.
I think Spirit Vessel should be introduced. AA is the only counter to a lot of hp reg relient heroes, it should be possible to negate the hp reg in other ways. Also Urn is not utilized very much in FBG and this is a way to make the item more popular.
I would also suggest the introduction of Aether Lens, as a lot of Int heroes would see more play if they could cast spells from a further distance.
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