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[CLOSED][Remake] Counter Helix


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Nerf Counter helix

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#1 3lpFan2sea

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Posted 07 May 2009 - 08:35 PM

What my proposed idea does. Its more like a nerf. It makes it so that if his mana is below the suggested mana cost he cannot deal a counter helix.


Current

Counter Helix (Passive)
IPB Image
Mogul Kahn counters some blows made to him dealing damage to all nearby enemy units.

Level 1 - 17% chance to counter with 100 damage.
Level 2 - 17% chance to counter with 125 damage.
Level 3 - 17% chance to counter with 150 damage.
Level 4 - 17% chance to counter with 175 damage.

Suggested
Counter Helix (Passive)
IPB Image
Mogul Kahn counters some blows made to him dealing damage to all nearby enemy units.

Level 1 - 17% chance to counter with 100 damage. Mana Cost of 200.
Level 2 - 17% chance to counter with 125 damage. Mana Cost of 175.
Level 3 - 17% chance to counter with 150 damage. Mana Cost of 150.
Level 4 - 17% chance to counter with 175 damage. Mana Cost of 125.


New Enemies From my proposed Idea
IPB Image
IPB Image

Edited by 3lpFan2sea, 07 May 2009 - 08:36 PM.


#2 devie

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Posted 07 May 2009 - 08:39 PM

Why fix something that's not broken?

#3 Cp6uja

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Posted 07 May 2009 - 11:23 PM

Is he going to loose 125 mana every time he spins or he needs that only to spin?

Anyway, no need at all. I just don't get why? Its not overpowered ability, since it is reduced by armor anyway.

#4 TheImagination

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Posted 07 May 2009 - 11:28 PM

Do you want to nerf Axe down to nothing? I don't like this idea =.=

#5 Ripshock

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Posted 07 May 2009 - 11:29 PM

QUOTE(devie @ May 8 2009, 12:39 AM) View Post

Why fix something that's not broken?

This

And at lvl1, you've lost almost 2/3 of your mana pool by your suggested numbers

Edited by Ripshock, 07 May 2009 - 11:30 PM.


#6 Orichalcum

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Posted 08 May 2009 - 12:19 AM

I think he meant that when Axe's mana is below suggested number, Helix won't proc.

Terrible sugg. Just after call Axe won't be able to spin anymore =,=

#7 bigmaw

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Posted 08 May 2009 - 12:21 AM

WTF? biggrin.png

#8 deptrainhatmang

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Posted 08 May 2009 - 12:28 AM

QUOTE(devie @ May 8 2009, 11:39 AM) View Post

Why fix something that's not broken?
^ Said it all.
@OP: So the more spinning Axe does the more mana he loses? Tee Dee.


#9 LavenderOx

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Posted 08 May 2009 - 02:00 AM

QUOTE(Orichalcum @ May 8 2009, 04:19 PM) View Post

I think he meant that when Axe's mana is below suggested number, Helix won't proc.

Terrible sugg. Just after call Axe won't be able to spin anymore =,=

Agree with buckethead friend here.
t-D

Not needed.  td.gif

#10 doublespeaK-ex

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Posted 08 May 2009 - 02:20 AM

needing mana for axe to spin renders axe possibly useless.  td.gif

#11 Noobish-Noob

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Posted 08 May 2009 - 02:54 AM

Lol, so basically at level 1, Axe has 195 base mana thanks to his already shitty int, and your Helix spin mana requirement is 200, wtf, he can't even spin without buying stat item.

td.gif for obvious reasons...

#12 The_Dark_Seeker

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Posted 08 May 2009 - 03:07 AM

Are you insane?!

Axe cant use his current skills properly because of his low mana.

td.gif

#13 rambo-bot

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Posted 08 May 2009 - 03:19 AM

YES. YOU SIR, FAIL.

#14 peon-at-work

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Posted 08 May 2009 - 04:06 AM

this means... Manaburn < 3 axe tongue.gif this is a nono sry man but gonna have to td.gif this axe relies on this to much and is his only skill that makes axe the axe. tongue.gif

#15 kikut

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Posted 08 May 2009 - 04:10 AM

He can damage enemies only by Counter Helix. You want to remove that possibility? No, it's broken, t-down.

#16 Ali Radicali

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Posted 08 May 2009 - 04:40 AM

I'm getting a very strong OP-just-got-owned-by-Axe vibe from this suggestion. Horrible nerf to a pretty balanced hero, T-down for obvious reasons.



#17 Jenova-

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Posted 08 May 2009 - 05:02 AM

Thread starter: At this point, your suggestion has either received less than 60% positive votes or will not be able to reach that ratio at a total of 15 votes. Seeing as how this rating is a reflection of the community's opinion regarding the viability of your suggestion, I'm afraid this particular proposal isn't quite ready for DotA yet. If you belive this idea is worth a second chance, I advise you to rethink it as a whole. Reposting it without fundamental modifications would serve little if any purpose - it will just be as badly received by the community as this one has. Anyhow, good luck with your future suggestions!

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