|
Sign up now, Make more friends, Enjoy with more features, Let you easily Fun Community.
You have to Login for download or view attachment(s). No Account? Register
x
The major Problem which makes the game so unbalanced and make specific heroes the meta right now , lies behind the Items
Ex:Gusion,Granger, chou,Bruno,HC, etc. these heroes Rely on skill damage, Not really the attackspeed, makes them OP from Early to Late game
Because they can Dish out tons of damage even without a completed Item.
Other heroes on the other hand... needs to complete a specific item first, EX: DHS, GS, Endless Battle, They are very expensive and you need to farm first before anything else.
So how do you fix this problem?
Since I'm feeling generous and I cant play because I feel dizzy now...
The fix is simple,
#1 make item progression better, Having a half effect of the final item , in one of the components.
Best Example here is Cursed Helmet: Passive Burning Soul : deals 1.5% of Max HP of nearby enemies as magic damage. One of the Components of Cursed Helmet is ::::>>>> Molten Essence : Deals 1% of max Hp of nearby enemies as Magic damage.
You can see there that the Molten essence has a Reduced Effect of the Final item Being Built here.
#2 Make most of the components Combinable ex: Endless Battle , instead of having 3 different items to build, make it into two, combinations with the two higher tier having the reduced effects of the Final items. in Endlessbattle +5% movement speed will come out of Nowhere...
dont be lazy moonton, you are raking in big cash here...
SO Here's My suggestions:
#1 Endless Battle, Divine Justice: deal 60% of Physical attack as True damage, Make one of the components like (AZURE BLADE "endless battle" stats into>>>> Divine Justice(lesser): Deal 40% of Physical attack as True Damage. This will make Item build up more balanced and you can now pick other Heroes.
#2 Wind talker, Typhoon: every 3 seconds , basic attack deals 150-362 magic damage that hits 3 enemy units , Here Make one of the Components Like>>>> Rogue Meteor: Typhoon(minor), every 3 seconds , basic attack deals 90-150 magic damage that hits 3 enemy units . This will make these items more useful early game, We will have More hero/item Diversity, Unlike a Granger which only needs Physical attack items and nothing else.
#3 Necklace of Durance & Sea Halberd: Life Drain, Reduces HP regen/heal/spell vamp by 50% for 3 seconds, Ability & basic attack Respectively>>>>Life Drain: Dealing damage or using CC skills ("vale Ult CC" does not apply this effecr or assists if they escape the damage part) Reduces HP regen/heal/spell vamp by 50% for 3 seconds.
>>>>Also Make the Necklace of Durance similar to the item build path of Sea Halberd which is Deadly Blade, NOD should have 1 component (cheaper) to get the Anti Heal, It's annoying for mages because it takes a long time to build the damn thing, before you know it you get dominated by Healer Enemy heroes (Xborg, Thamuz, Hylos, Estes, esmeralda, Uranus).
#4 Scarlet Phantom, Item build should be changed, Where the hell did that 30 phyisical attack came from? , Instead of Rogue meteor and Javelin>>>> It should be Rogue Meteor and Dagger. (it make a lot of sense this way)
#5 Berserkers Fury, Make the components from 3 to 2 items >>>> one Legion Sword and One new item which : combines two Javelin = +16% crit chance and +20% Crit Damage.
#6 Corrosion Scythe: again the lessor version of the final item's Skill >>>One Regular spear: Impulse, Increase Attack speed by 8% up to 2 times, & the other Regular Spear: Corrosion, Basic attack has 25% chance to Slow enemy unit. (combine both and it will make sense and make the game better)
#7 Demon Hunter Sword: Make one of the components like Regular spear>>> Devour(minor):Basic attacks deal 4.5% of targets Current HP
I did not touch the Mage items, Because they dont need it, they are OP as hell right now.
I also made a Tank item suggestion.
Damn Moonton... I'm doing this for a better & balanced game.
|
|