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He's already got incredible lane control, so not sure about increasing his range further. As for his agility...yeah it's quite a big drop compared to his old one, BUT he gets straight stacks of attack speed (up to 14 stacks of 20 - 280 attack speed) to somewhat make up for this. Yes, he doesn't scale with big farm the way he used to, but he stacks up a lot better at lower farm/agility than he used to.
Agility would also give him yet more armour, and if your team doesn't have pure damage (e.g. haven't counter-picked), then he's already got massive magic resistance, so yet more physical resistance is pretty OP. He's already horribly hard to kill with more armour stacked up - an Assault Cuirass or even Blade Mail (or a mek) is hard to deal with.
As for dropping his self-damage...well not entirely against that, but again it can be negated through item choices - Black King Bar obviously, Pipe of Insight works too, or you can just wait to leap until your health has already dropped some - you get to stack up your own magic resistance against it, plus a lower % health...you hardly lose anything. With an Aghanim's Scepter he can leap EVERY 4 SECONDS for 65% of their health.
Personally I think people need to move on a bit from the old builds...yes Armlet/HOTD/BKB still works, but there are a lot more choices now like Pipe, Mek and Scepter. Blade Mail can be awesome, many of his old counters like Necro just don't work anymore. He can completely destroy many casters who used to cause him problems. Batrider finds it almost impossible to kill him now.
Basically...he's moved on to Mid/Semi-carry/Dual-offlaner, it's time people adjusted to his playstyle rather than just wanting the old one back. If anything he actually has a definite role now instead of being a carry/ganker that isn't particularly brilliant at either. He strongly counters many heroes (especially 1v1) and has fantastic lane presence.
He's already got incredible lane control, so not sure about increasing his range further. As for his agility...yeah it's quite a big drop compared to his old one, BUT he gets straight stacks of attack speed (up to 14 stacks of 20 - 280 attack speed) to somewhat make up for this. Yes, he doesn't scale with big farm the way he used to, but he stacks up a lot better at lower farm/agility than he used to.
Agility would also give him yet more armour, and if your team doesn't have pure damage (e.g. haven't counter-picked), then he's already got massive magic resistance, so yet more physical resistance is pretty OP. He's already horribly hard to kill with more armour stacked up - an Assault Cuirass or even Blade Mail (or a mek) is hard to deal with.
As for dropping his self-damage...well not entirely against that, but again it can be negated through item choices - Black King Bar obviously, Pipe of Insight works too, or you can just wait to leap until your health has already dropped some - you get to stack up your own magic resistance against it, plus a lower % health...you hardly lose anything. With an Aghanim's Scepter he can leap EVERY 4 SECONDS for 65% of their health.
Personally I think people need to move on a bit from the old builds...yes Armlet/HOTD/BKB still works, but there are a lot more choices now like Pipe, Mek and Scepter. Blade Mail can be awesome, many of his old counters like Necro just don't work anymore. He can completely destroy many casters who used to cause him problems. Batrider finds it almost impossible to kill him now.
Basically...he's moved on to Mid/Semi-carry/Dual-offlaner, it's time people adjusted to his playstyle rather than just wanting the old one back. If anything he actually has a definite role now instead of being a carry/ganker that isn't particularly brilliant at either. He strongly counters many heroes (especially 1v1) and has fantastic lane presence.
Exactly my point, mek rush and you are set for the game, i generally go mek into treads followed by aghanims then heart or mkb. Lifesteal isnt good enough for me and i prefer just going for your orb. When you are low you will get like a 1000 magic damage on your enemy just by attacking him for 2-3 seconds. A mek is also more beneficial and reliable than a lifesteal item as it will heal you for 250 hp which is like one-fourth of your hp early on and that is a big thing, coupled with a magic wand you will just never die.
I've found that Omniknight goes really well with Huskar. Put Repel on Husk and it's a free BKB. When he gets low, if he's still in trouble from right-clickers, use Guardian Angel and watch as they get obliterated by a magic-immune, physical-immune, flaming-spear-throwing ball of death.
But what can I do when the grapevines lead me here?
Quoted:
You can thank SugaSutA for that stupid agi nerf. He proposed it in an older, multi-page Huskar thread and IceFrog implemented it exactly as SugaSutA proposed it. I knew immediately at the time that it was a boneheaded nerf. IceFrog is dumb, SugaSutA is dumb.
based on what, your gut instinct of balance?
With every statement must come a logical explanation for that statement, do quote out my posts on PD and explain to me exactly why an agi nerf is such a horrible idea as compared to your trashcan buffs (which are like most current PD balance debate threads, unjustified and completely illogical). Why not man up and take me on PD where I'm actually there? Or is your "logic" incapable of matching actual sense?
The agi nerf wasn't even the biggest nerf that hit huskar. This is :
* Can no longer orb-attack while attack restricted (such as Ethereal or Frostbite)
and this is one of the changes that I insisted must not happen on PD. However, some ******s (probably the likes of you) suggested this and somehow it was implemented without too much agreement on PD.
Previously when Huskar was more viable, it was because he always punched a hole in the enemy lines, forcing disables while being able to survive and still take down an enemy or two while he's at it, making face-rush, multiple priority target lineups extremely hard to deal with. With the removal of ghost-attacking and the combined agility nerf (IE he now has to tank physical damage), it was too much for a hero to take when he's already not that amazing in highest level games because people can coordinate through such an adversary. It's not a bad concept, but it was a bad nerf (the ****ing ghost nerf).
Instead of crying about my agi nerf, why not cry about the double nerfs which some genius pulled out of a hat just like you? Hey hey he needs to tank physical damage no matter what now because eh why not. ****ing ghost attack was available since the beginning and people had to **** **** up.
Yeah too far, you can make your point without ranting.
I think the ghost nerf was necesary, it was pretty ridiculous to have any carry class hero using their right click while physically immune for the price of a cheap item. I wouldn't be against them bringing back the ghost attack if you only did the magic damage from the spears, not your own damage. It could also tie in nicely to increasing his self damage from spears (to say 20 or 25) but making it magic damage.
These days you have to get some armour on Huskar, with plenty of armour, his high magic resistance stacks and Inner Vitality he's already damned hard to kill once farmed. I'd also like to see him used more in a semi-carry/tank/initiator type role - you could potentially even pass on Inner Vitality to your carry, a well farmed Morphling could be healing at 100s of HP per second with it!
The issue with the ghost nerf was that it KILLED his niche.
Quoted:
Previously when Huskar was more viable, it was because he always punched a hole in the enemy lines, forcing disables while being able to survive and still take down an enemy or two while he's at it, making face-rush, multiple priority target lineups extremely hard to deal with.
This viability is ended the moment you can be taken down in the span of one or two disables.
Now Huskar is literally not viable in any situation outside of some odd 5 man mage lineup severely lacking in physical damage, in which case he'd be extremely overpowered because you're not going to take him down under any circumstance either way (it's not a niche it's a joke of an auto-win which shouldn't happen in any realistic situation or be considered whatsoever).
What should have happened was that Huskar's niche be kept and he be made easier to deal with in the sense that during the gaps of his invincibility, he became much more vulnerable. But instead of that, we have a destroyed concept. Even in his ghost form, it was not true invincibility. You could always simply disable him, hex him up, get away (Ie force), purge him, etc. Strong without a doubt, but not unbeatable.
When it comes down to it, even if he wasn't that viable even at his prime in highest level games, he's still a developing pick with a decent set of skills that would eventually shine in the right situations (the one which I explained). The nerf was too hard - he definitely didn't NEED the ghost nerf.
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