Someone talked about the ult and poison, Idk if the ult damage refreshes posion (it is physical damage so maybe, but I never explicitly tested it?).īut, while his ult active is pretty meh, if you consider the stacking component (which I don't think a lotta people notice, and admittedly I didn't really realize or work around all that much until recently), it can build up to be a substantial heal/damage. I still feel as though his stuff isnt nearly as spammable as before, but I guess changes did have to be made. Honestly, I spam some dazzle, and I was sad about the ult change. ![]() Refreshing ally item's sounds cool, but does it worth 4k2 gold? I haven't ever found a chance to build it in my games. You're not afforded to have many active items to get advantage of Aghs. ![]() Aghs is not practical, at least for support roles. Try make shadow wave to refresh poison touch on affected units? You're sup 5 and not supposed to stand front to hit the enemy. Yes, poison touch mechanics at late game is dumb. 1 armor reduction at lvl 6 is little low for me, when midgame is so important for a support. from 1/2/3 to 1,5/2,25/3 armor reduction per spell cast). A better scaling of armor reduction would be nice (ex. Another thing can be improved is his ultimate. New Dazzle now needs to spend too much resources only to improve his Manapoint. Totally agree with the idea of mana reduction. In fact my winrate with the new Dazzle is high ^^. How would you improve on the 7.31 Dazzle mechanics?ĭazzle spammer here, and it's interesting that what you think is very close to my ideas. ![]() This would make posion touch much more effective lategame, because you could refresh it without having to get close and right click people. I think a good improvement would be to make it refresh poison touch. It could be either passive mana cost reduction% per level, or spells cast under Good Juju could give stacking mana cost reduction% buffs, so the more you cast in rapid succession, the lower the mana costs get for a short duration.Īnother gripe is that the Bad Juju active feels kind of underwhelming. I think this could be solved by either having a flat mana cost for all abilities (like what they did to Shadow Wave), or by giving Good Juju some kind mana cost reduction. My biggest gripe I can think of is that while the new mechanics incentivize spamming your spells as often as possible, the spells are way too expensive to keep that up, and you can easily run out of mana in the middle of a teamfight. I'm personally fine with the new mechanics for the most part, but I think it needs more work before it can reach its full potential. I'm a Dazzle spammer, and I saw that the 7.31 Dazzle rework has gotten a mostly negative reception.
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