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Reworking around Berserker's Call

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Forum » General Discussion » Reworking around Berserker's Call 15 posts - page 1 of 2

Poll Question:


Enemy units affected by Berserker's Call can now use their items.
Yes.
No.
Other, please state.
You shall not press this one except me.
Permalink | Quote | PM | +Rep by MrLocket » March 10, 2015 9:59am | Report
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.

Good? Bad? So-so? Not today?
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Permalink | Quote | PM | +Rep by Unscathed » March 10, 2015 10:19am | Report
Ummm

Well,

Thats a r[a]dical thing.

But dont think its enough.. I dont think it need some weird effects. It needs some numbers change.

1.Reduce armor. This way he is less immune to physical damage. Reduce armor to: 30 or 25.

2. Electric Vortex treatment. Slows Axe's MS by 30%.

3. Increase enemy AS. Increased by 65.

4. CD reduction.


Implementing all four will make it trash, i know. Maybe implement 1 or 2 of them. My opinion.
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Permalink | Quote | PM | +Rep by Bunkansee » March 10, 2015 10:24am | Report
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.

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Permalink | Quote | PM | +Rep by MrLocket » March 10, 2015 11:31am | Report
@Unscathed

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.
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Permalink | Quote | PM | +Rep by Hamstertamer » March 10, 2015 11:47am | Report
Increase call cooldown to 14-15 seconds. There, problem solved, Axe is now balanced.

A Blink Dagger nerf wouldn't hurt either, item is just way too good as an escape mechanism right now.
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Permalink | Quote | PM | +Rep by Unscathed » March 10, 2015 11:56am | Report
give Blink Dagger mana cost again? :/

maybe like 40 mana? not too much but not too spammable now.
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Permalink | Quote | PM | +Rep by Hamstertamer » March 10, 2015 12:06pm | Report
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.

Orchid Malevolence, Diffusal Blade, Rod of Atos...IMO every initiation item in this game could use the Euls treatment and disable blink daggers on activation. Maybe even Dust of Appearance. And fix the damage ticks from Radiance so that you can't blink out of it.
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Permalink | Quote | PM | +Rep by Sando » March 10, 2015 1:43pm | Report
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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Permalink | Quote | PM | +Rep by TheSofa » March 11, 2015 12:54am | Report
What if Axe, instead of getting bonus armour, deals more damage, but takes more and is unable to control himself?

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Permalink | Quote | PM | +Rep by TheSofa » March 11, 2015 12:54am | Report
What if Axe, instead of getting bonus armour, deals more damage, but takes more and is unable to control himself?

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