Here’s a way to make the human orb fun, balanced and unique:
Orb of fire effect - starts with +10 base dmg
Any non mechanical units attacked are effected with a"burning effect" (lasts 2-3 seconds)
every following hit by the orb on the target increases the dmg it inflicts by 10 (as long as the burning effect isn’t interrupted by more than 2-3 seconds passing between an attack)
this will cause a hero/unit being attacked by the orb too many times get very high dmg (opponents will have to be careful and micro back units being attack by the orb not to get too much dmg as 5 hits in a row will cause +50 dmg effect)
should obviously not work on buildings and not stack with critical strike (blademaster in team games)
what do you guys think? i feel this would be way better than the current 1.31 idea.
This is already an ability, incinerate on firelord- which also causes explosions.
Doesn’t necessarily make it a good or bad idea, but you need to wonder if human needs a niche item that turns high attack speed into a huge dps. This is particularly scary with bloodmage because he’s a low damage, high speed hero with a great animation and range.
For whatever reason, developers seem to think humans need an anti-healing item straight out of a moba. I don’t really see the logic to it. Maybe there’s some niches that humans could use, but enemy healing hasn’t really been a critical fault.
You have to be careful with these orbs, even the seemingly mediocre buffs can make them do scary things. +10 damage orb never quite made it too strong, but there were some funny gimmicks like a 4x orb of fire tinker in robot form slapping mains for 300+ damage per hit.
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Its obviously for the Human VS Undead matchup, which still favours the undead for a handfull of things.
Would be quite OP on a Alchemist hero. We gotta remember that all heroes should be factored, not just the ones that come standard to Humans.
oh yeh i forgot the firelord xD
whats moba btw?
Since it comes down T3 when UD is more interested in coilnovaing heroes than healing its units, and since it does very little vs aoe heals (albeit still pretty decent for nerfing destroyers, both in terms of devour magic and coil on them), so far OoF’s main power seems to be in amplifying the hero killing potential of a mountain king in all matchups, best vs NE if anything, given rejuvenate/moonwells/tranquility. But yeah it helps kill the lich, and thats something. As long as OoF is nerfing healing potions/scrolls/etc, I think that’s going to be its main usefulness, and in that regard its a lot more like orb of corruption right now. Pretty close at killing heroes, worse at killing units
to throw some numbers at it, say you’re targeting a level 5 kotg with +150 hp from either 2x gauntlets or a periapt, so he has 825 hp / 4 armor and ~1.65 hp/s if its night time, and 1x 250 hp healing potion at the ready. Orb of corruption is +4 damage and reduces him from 1333 ehp to 1014 ehp. Orb of fire is +5 damage and reduces him from 1333 ehp to 1178 ehp, and further shaves off 0.8 hp/s and gimps any moon wells or scrolls or whatever else.