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Suggestion to Fix Hand of the Gods

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Forum » General Discussion » Suggestion to Fix Hand of the Gods 6 posts - page 1 of 1
Permalink | Quote | +Rep by Subzero008 » January 23, 2014 4:06pm | Report
This item is a requirement on way too many roles.

I tried to keep what the effect was intended for, executing bosses, and jungle camps.

New effect: One minion in a 10-foot radius (within 20 feet) takes 540 true damage. If multiple minions are in the radius, it selects the one at highest health. Cooldown: 45 seconds.

Ranked effects: Instakill at 10%, 25%, etc. Fist of the Gods is unchanged.

That's right, only ONE minion is affected. So it's practically useless for pushing. The best you can do with it is kill one of the large minions in lane, but that's just take XP away from your hunter.

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Permalink | Quote | +Rep by Raventhor » January 23, 2014 4:13pm | Report
XP is shared, firstly.

Anyway, not a bad idea. I like this.
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Permalink | Quote | +Rep by Subzero008 » January 23, 2014 4:50pm | Report
Yay!

I admit the idea was taken from Smite in League, but they've pretty much perfected the MOBA there. Or at the very least, it's a hell of a lot better than certain aspects of Smite.

Should Fist deal a longer stun duration to a single target and be slightly "ranged" like the reworked Hand, or should it have the same stun but potentially affect multiple targets?

Alternatively, what would it be like if it were removed entirely?

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Permalink | Quote | +Rep by Sunfall » January 23, 2014 5:39pm | Report
Many people have suggested it work on only one minion for a long time, but HiRez for some reason is adamant on keeping it as an AoE kill-all-minions skill.

I think the big reason they refuse to change it is solo viability. Most warriors cannot compare to mages in terms of pushing power, and they often need Hand of the Gods to not lose gold to their tower.

The question is, how do we make it balanced for solos without it being too good for the duo lane?
Waiting on a good new MOBA, please.

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Permalink | Quote | +Rep by Subzero008 » January 23, 2014 6:01pm | Report
Make pushing worse, so pushers have less of an advantage.

Mid lane will be the push lane, while the sides won't. This will make solo and mid lanes less like a duplicate of each other.

How? Make the side lanes bigger. Remember that round map, compared to the blocky one we have now? That would make pushing quite dangerous.

I think I missed something, but I think this would be a good change.

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Permalink | Quote | +Rep by BestMinionEver » January 23, 2014 10:25pm | Report
That is actually not a bad idea!

Then it will basically be for the tank/support to secure GF and FG and for the jungler to help clear and give that extra CC when finished into FOG.

Makes a big change to the solo lane and what viable there :)


FOG is good IMO, when it had a longer stun it was just OP as ****. And even if you make it longer and single target it is still a 100% kill on a adc/mage etc. for a jungler.
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