• Break a hero by changing one of their abilities
    2,905 replies, posted
Upon killing an enemy hero with Culling Blade, all of Axe's abilities will come off cooldown.
Not sure if it would break Axe, but I wished the Ult CD would refresh on creep/courier kills too. I use it on the courier so often. :v:
Maybe on courier or player-controlled units above a certain max health, but on creeps it would be a haste and attack speed buff for your whole team that has no cooldown. [editline]22nd October 2014[/editline] Definitely would be nice on Golems, primal split pandas, and Spirit Bear.
Lich can now sacrifice the courier, bringing any items it was carrying into his inventory and owning them. EDIT: If Lina owns 2 scepters, Laguna Blade will fry the target's motherboard and do massive AOE damage in a 200 radius.
[QUOTE=unlimi_Ted;46304704]Maybe on courier or player-controlled units above a certain max health, but on creeps it would be a haste and attack speed buff for your whole team that has no cooldown. [editline]22nd October 2014[/editline] Definitely would be nice on Golems, primal split pandas, and Spirit Bear.[/QUOTE] And we still wouldn't see him in the competitive scene..
[QUOTE=ghosevil;46308314]And we still wouldn't see him in the competitive scene..[/QUOTE] If cull could be used on creeps and cooldown refreshed Axe would definitely be picked.
[QUOTE=Rarara;46308531]If cull could be used on creeps and cooldown refreshed Axe would definitely be picked.[/QUOTE] Maybe. Axe is struggling with mana though, so making the Ult cd refresh on creeps would make Axe even more mana intensive. :v: It would be good though, and might just make him viable in comp. scene but probably not.
axe has tons of early mana issues and also drops off super hard around the time the enemy team gets any armor or HP. if they either fixed his mana issues or made him scale better late game he'd probably be much stronger. i think if they made battle hunger more worth getting points in it early on and also cost way less mana he'd be really strong but right now that spell is a weak point in his otherwise fantastic kit.
Magnus's empower grants splash damage when cast on ranged heroes.
[QUOTE=DesumThePanda;46314485]axe has tons of early mana issues and also drops off super hard around the time the enemy team gets any armor or HP. if they either fixed his mana issues or made him scale better late game he'd probably be much stronger. i think if they made battle hunger more worth getting points in it early on and also cost way less mana he'd be really strong but right now that spell is a weak point in his otherwise fantastic kit.[/QUOTE] I ALWAYS level up 1-3-1-1, or 1-2-2-1, and then rest of Battle Hunger. Then alternating between leveling up Taunt/Helix. If you don't level up Battle Hunger first, then your team will NEVER see Battle Hunger's true potential, like actually killing someone early-ish. [editline]24th October 2014[/editline] You don't need fucking 3 ranks of Helix to jungle. God I hate most pub Axe players they're so fucking shit. Ideally you gotta get a kill or two BEFORE blink, or at least have paid visit to a side-lane and zone the enemy out a little bit. Or mid. (The least you can do as a shitty jungler.) [editline]24th October 2014[/editline] As for late-game, Axe can still easily kill off things like NP or other split-pushers by taunting them and some creeps (+ use of some items), and has a 3.2-sec pseudo AoE stun that can be combo'd with other Heroes' spells.
[QUOTE=Bat-shit;46319154]I ALWAYS level up 1-3-1-1, or 1-2-2-1, and then rest of Battle Hunger. Then alternating between leveling up Taunt/Helix. If you don't level up Battle Hunger first, then your team will NEVER see Battle Hunger's true potential, like actually killing someone early-ish. [editline]24th October 2014[/editline] You don't need fucking 3 ranks of Helix to jungle. God I hate most pub Axe players they're so fucking shit. Ideally you gotta get a kill or two BEFORE blink, or at least have paid visit to a side-lane and zone the enemy out a little bit. Or mid. (The least you can do as a shitty jungler.) [editline]24th October 2014[/editline] As for late-game, Axe can still easily kill off things like NP or other split-pushers by taunting them and some creeps (+ use of some items), and has a 3.2-sec pseudo AoE stun that can be combo'd with other Heroes' spells.[/QUOTE] Maxing battle hunger first simply isn't viable anymore. I get one point in it then max it last. Extra points in helix early is nice because it deals a fucking ton of damage that way. Don't forget that taunt pierces BKB.
[QUOTE=Rarara;46319355]Maxing battle hunger first simply isn't viable anymore. I get one point in it then max it last. Extra points in helix early is nice because it deals a fucking ton of damage that way. Don't forget that taunt pierces BKB.[/QUOTE] If it's not viable anymore, then it never was, so I fail to see where you're getting at. Also Helix deals plenty of damage (even at rank 1 lol), and if you're doing it right, those levels will be rolling in fast anyway. If I want to deal as much damage as I can, I will max out Helix right after Battle Hunger, meaning at level 10 my skill-build will look like this: 1-4-4-1. Although that leaves for a really short duration Taunt as of yet, which is why I sometimes alternate between Helix and Taunt after maxing Battle Hunger, i.e. 2-4-3-1. And it has worked completely fine, if not even better than most of majority of Axes I have observed.
[QUOTE=Bat-shit;46319953]If it's not viable anymore, then it never was, so I fail to see where you're getting at. [/QUOTE] Didn't it used to do a lot more damage?
I still think Battle Hunger is perfectly viable, it used to do 150/273/432/627 damage and now does 150/240/350/480. 140 less damage at lvl 4 [I]is[/I] a lot, don't get me wrong, but 480 is still a lot. Combine that with Urn DPS and it is very easy to get kills on half-health supports.
Battle hunger is really good at pushing supports/pressured carries out of the lane early on. If they try to get a last hit to negate the damage you can just get in there and start hitting them. It falls off late game though and it's really only good for the move speed boost.
Luna's Aghanim's Sceptre now does pure damage.
all illusions now give a gold bounty proportionate to the level of the hero upon being killed.
Faceless void ultimate now stops everything outside chronosphere, time runs normally only inside of it. Void can't damage heroes outside of chronosphere. Stepping out of chronosphere deals half of current hp.
Enigma using black hole on your team and Void farming top? Use chrono anywhere, easy win.
Nightstalker aghs ultimate gives 20% backtrack OR 40% evasion at night. Still shit lategame
Classic Rubick steals friendlies. Ogre gets 5x Multicast with Aghanims, too. [editline]2nd November 2014[/editline] [QUOTE=DesumThePanda;45493331]Lone Druid Aghanim's Scepter Upgrade: Gives Lone Druid another Spirit Bear. can be bought up to 6 times for 6 more bears. 42 slot lone druid anyone? [editline]25th July 2014[/editline] 5 radiances, 1 bear in each lane, 1 in each jungle, and the two extra bears next to lone druid himself. and you thought tinker was bad. edit: i just realized this is basically meepo except every unit can have its own items and dying only results in damage to the main hero and gold given to enemy holy shit that's OP[/QUOTE] Sorry, just reading back to this, but holy fuck. Bear can now use Midas separately, can't he? 6 Sceptres and 6 Midas-es. Disgusting...
Aghanim's Axe autoattack becomes a culling blade. Aghanim's Ember Spirit's fire remnants mimic each spell he does, including future casts of his ultimate, and if multiple spells were to hit the same individual, the damage per second would stack. Mirana's Sacred Arrows are can now be targeted, and are home towards the targeted enemy. Upon impact, it shatters into tiny fragments, doing area of effect damage and blinding all targets within the area of effect. Any heroes recently hit with an ability or attack with a water element (ie. Waveform, Gush) take double damage from any instances of damage with a thunder element, and half damage from instances of damage with a fire element (one instance of damage will remove the debuff). If Tidehunter hits 5 heroes with Ravage, the cooldown of the ultimate is refreshed. This can happen infinite times. A break in the dream coil will also damage and stun other enemies linked to the coil. If Earthshaker hits 5 heroes with Fissure, he gets one free charge for Echo Slam, allowing him to use Echo Slam once for free with no cooldown.
[QUOTE=Arandomu;46415294]Mirana's Sacred Arrows are can now be targeted, and are home towards the targeted enemy. Upon impact, it shatters into tiny fragments, doing area of effect damage and blinding all targets within the area of effect.[/QUOTE] So it's basically OP Homing Missile?
Actually ember spirit's aghs would be awesome like that. But the remnant should only mimic only flameguard and shackles, like naga's illusions Send in 2 remnants, flameguard, sleight of fist, shackle and the whole team is immobilised/dead.
[QUOTE=Yahnich;46415362]not gonna lie this would be a pretty cool ember aghs except the whole 'future casts' thing[/QUOTE] Had to make to make it absurdly broken somehow! It would be pretty awesome to have invulnerable remnants doing 60hp/sec burn damage each in the middle of the enemy team. Or 4 sleights of fist at once. Instant rampage.
The remnants aren't actual units so I don't think they should have any attack damage. But spreading spell effects like Stone Remnants makes perfect sense. Though I don't think the Flame Guard damage should stack, just have it's AoE expanded by the remnants.
You're right, I didn't consider the limited amount of remnants you have at any given time.
I don't think it should stack, it would be just too much damage if you decide to leave the remnants hang around Maybe aghs could also increase the max remnants from 3 to 5, and the charge timer from 35 to 30?
Aghanim's Scepter gives slark flying vision and true sight when he ults.
Coup de Grace is now an Auto-cast ability for the cost of 20 gold per attack.
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