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03-11-2008, 11:30 PM
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#1 (permalink)
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Junior Member
Join Date: Oct 2007
Posts: 14
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Shadow Hunter Ult...
So anyways, most of you know I play SH a lot to heal others and myself. The ultimate however blows for being just 3 secs. If i get rooted I'm almost always dead. And its not even enough time to reload some guns in. I think it should be raised to 5 sec at least so you have defense against roots, as a support class you should be able to stay alive through stuff right?
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03-12-2008, 08:50 AM
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#2 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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It has been considered, many times. The reason it was set to 3 sec. was so you can't plant/defuse while fully immune. Otherwise I have to put special code in so you can't plant/defuse while using it. Planting/defusing takes min. 5 sec. for those who don't know. If there's enough support for this, I will put it in tho.
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--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-12-2008, 03:50 PM
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#3 (permalink)
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Member
Join Date: Jan 2008
Posts: 41
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honestly I just recently got my SH ultimate. For a support class... its pretty weak. I find even with the 3sec invulerablitiy going up against someone who i a NE with 3 points evasion, I will end up dead. 3 sec isn't long enough especially considering its a ultimate and i can get pwned by someone with just 3 pionts in passive skills.
OH and i think the wards should slow + do damage. the wards don't do anything... people will run through it without any fear of damage taken. i don't know how much each ward does per second, but i know its not enough to "ward" anyone off.
even if the wards do stay up while the SH is alive... it still does barely enough damage to work well. Even stacking 3 wards on top of one another isn't good.
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03-12-2008, 04:45 PM
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#4 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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I think there is some confusion as to just how the wards "ward-off" players.
They flash your screen when the player walks through them. This tells you they are coming. They are not about doing mass damage, however they do roughly 5-10 damage. They hit every 0.3 sec I believe. If by some stroke of luck your teammate were to root a guy on top of a ward, they'd prolly die before they unfroze, but that's not really how they're intended to be used. The idea is to place them strategically so you can warn your team of their impending assault. Such as placing them around the entrances to the hosties. They don't do enough damage to really stop a player from going in and taking the hosties, but it does tell you where they are. We don't want to prevent players from completing the objective, but nothing says we have to make it easy
This does not however mean you should all go SH and place 20 wards on the door to the hosties on compound. Lets not be gay about it, but good luck with co-ordinating that anyways. As for slowing the player... when they take damage they get "stunned" just like they would if you were to shoot them in the toe with a glock.
__________________
--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-12-2008, 06:49 PM
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#5 (permalink)
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WC3 Admin
Join Date: Apr 2007
Location: California
Posts: 883
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In the 1.6 version, didnt it slow you down for a few secs aswell and the time you were hit by the dmg was like 0.5-1 sec and you were slowed atleast 40-50%..and were slowed for 2-3 secs after leaving the ward. Beleive the dmg was increased tho to 25 to counter the slower dmg recieved rate. Something like that...never really checked the coding for the exact times but in game could tell.
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03-12-2008, 07:35 PM
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#6 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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If it activated every 0.5-1.0 sec. it would very rarely ever hit anyone at all. As it is, undead can often run through them unscathed. I wont add any additional slowing effects to it. They make noise, and get stunned, and flash your screen... What more do you really need?
I would understand beefing them up if they only lasted a few seconds and were tiny, but these rather quite large, and last until you die. If anything they're kinda over-powered, just under-used.
__________________
--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-12-2008, 08:28 PM
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#7 (permalink)
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WC3 Admin
Join Date: Apr 2007
Location: California
Posts: 883
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Hey either way works. Wish it would hit you once you touched then after that its .3..would solve the issue of undead running through without dmg. Should get dmg no matter how fast you are running through...right?
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03-12-2008, 10:12 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2007
Posts: 184
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Quote:
Originally Posted by 7355608
It has been considered, many times. The reason it was set to 3 sec. was so you can't plant/defuse while fully immune. Otherwise I have to put special code in so you can't plant/defuse while using it. Planting/defusing takes min. 5 sec. for those who don't know. If there's enough support for this, I will put it in tho.
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I support.. if there isn't much trouble in doing so that is
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03-12-2008, 10:59 PM
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#9 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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If it was as simple as that corrosion, it would've been done that way.
exile, there's always a certain amount of trouble involved in these sorts of changes, but as I said, I will add it if it's needed.
__________________
--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-13-2008, 10:59 AM
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#10 (permalink)
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Member
Join Date: Feb 2008
Posts: 32
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I think that would be very useful (the no defuse/plant while invince, though I have put it to use before). Could you make it last 3s if defusing/planting? Because that is one of the more obvious usages of Voodoo... Or just nerf Roots, 5s is hella long to not move...
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Frvwfr2 - Human/Shadow Hunter/Night Elf/Undead
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