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Berserker's Call are as powerful as RP, so I think some nerfs can be given.
Enemy units affected by Berserker's Call can now use their items. Since all actives from items has instant cast time so it won't interrupt their attack.
Cooldown reduction 100% I think, maybe to like 15 or 14 or something. And then maybe also reduce the armour he gains from it, that way he is more punished for jumping into a 5 man beserkers call. The idea is okay, but I don't think that being able to use items while affected by call will change much.
1.Well long time ago it was 5/10/15/20 bonus armor.
2.Won't help much because most of the time Axe would just stay there and man-fight his enemy.
3.This actually buffs the skill because more attack = more Counter Helix, attack damage are negligible remember?
4.Acceptable but higher mana cost is better than increased cooldown time IMO.
@Bunkansee
Combined with Counter Helix, this skill was meant to wreak havoc during early/mid game. Allows the usage of item will weakening this skill during late game when everyone has some active items to assist their team or save themselves despite being called.
Problem with blink is not that it's spammable. I actually really like the mana cost remove.
Problem with blink is that it's instant. It's just too good of an escape mechanism. Escape skills with instant cast time are OP. There's a reason why Anti-Mage's Blink has a .4 second cast time.
I think more items should cancel it. I'm just sick and tired of seeing poeple escape a Radiance Lone Druid by blinking out between the damage ticks from radiance.
The issues are mostly around the cooldown time I think - RP has a much longer CD, slightly bigger radius and much higher mana cost. Personally I'd say disable the magic immunity piercing (it still works if you get the drop on people, but bit less utility overall) and increase the CD to say 30-40 seconds. Alternatively you could increase the mana cost and/or reduce the "stun" time. 3.2 seconds is a long time for a non-ultimate AOE "stun".
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