Tinker’s Factory and Tinker’s Level 6 Robo Goblin abilities are very strong. Some players could find them a bit OP. But, what if instead of factory + engineering, one goes rockets + engineering instead. The second option seems to be very weak.
For example, let’s compare Tinker’s rockets + engineering with MK’s clap+ bash.
Rockets (70 mana) stun for 1 second and deal 45/75/110 damage in the area of 200/230/260/290 depending on the Engineering Upgrade. Mountain King’s Thunder clap (90 mana) deals 60/110/160 in the area of 300/350/400 and slows down units for 5(3) seconds!
If I understand correctly, rockets’ and clap’s damage is not capped and it is all about finding the right moment to cast your spell. For Tinker it is a bit easier, because it is a ranged spell.
Tinker’s engineering upgrade gives +2 damage and +10% movespeed. MK’s first level bash gives 2(1) seconds stun and 25 bonus damage with 20% chance which is on average +5 bonus damage per hit.
Clearly, Tinker’s Rockets + engineering combination could be slightly buffed (especially for 1vs 1 gameplay). We can start with minor changes:
Make rockets stun for 1 second and deal 50/80/110 damage in the area of 200/240/280/320 depending on the Engineering Upgrade. I think, it is important to give Engineering Upgrade greater impact for rockets then current +30 radius (at least + 35!).
Tinker will rarely get to Level 7 to acquire Level 3 Engineering Upgrade. The most important are Level 1 and Level 2 abilities, which are on the low side for Rockets. I believe these changes should be okay to try.
Also, it would be cool to add to Tinker a passive ability (from the start) to repair mechanical units. Isn’t he a mechanical expert? His repairing time can be x2/x3/x4 faster with each engineering upgrade.
Or you could just try a different game.
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Rockets are good and don’t need a change, in fact Rockets 3 is OP:
-Rockets work on air units. (RIP flying machines)
-Rockets also work on structures.
-Rockets don’t have a cap on the number of targets.
-Rockets cost 70 mana.
-Rockets cooldown is 6 seconds.
Well, I am playing and watching mostly 1 vs 1 games. Maybe, in FFA and 4 vs 4, Tinker and Rockets 3 is a common place. But it is not for 1 vs 1. I also didn’t suggest to change Tinker’s +110 damage on Level 3.
I’d like to see more Tinker in 1 vs 1 games using Rockets. If players in 1 vs 1 games, start (occasionally!) to choose Tinker for his AoE Level 1 and Level 2 Rockets to counter mass air (gargs, flying machines, bats, etc) or for any other reason I will be very happy. That’s why I think +5 damage on Level 1 and 2 would be a welcoming change.
Most spells in the game have a limit to how much damage or healing they can output.
For example:
Level 1 Shockwave deals 75 damage per unit and can deal up to 900 max damage. This means it won’t affect more than 12 units.
These things are never referenced in tooltips, so most people don’t know about it. It’s a way of keeping balance to sane levels. If you’ve ever made custom spells with aoe you can see why uncapped spells are broken.
Tinker is still an Int based hero, so comparison to MK is a bit whacky. Tinker isnt used for his melee capability in combat, he is there for his spells and utility. Increasing his base damage through engineering seems a bit pointless. Its always been icing on the cake to its true value - boosting spell effects and increased speed
let’s compare a 5 meter blink with a 3 second stun as well, makes just as much sense bruh
One more argument towards the fact that Engineering Upgrade +30/60/90 radius doesn’t scale uniformly with levels is seen if we consider the increase in the area of the effect:
A: from L0 to L1: pi * (230^2-200^2) = 40526
B: from L1 to L2: pi * (260^2-230^2) = 46181 (which is 14% more increase comparing it with A)
C: from L3 to L2: pi * (290^2-260^2) = 51836 (which is 28% more increase comparing it with A)
That’s why I believe +35/+35/+30 radius increase would be more uniform.
Today we see full ladder of tinkers! (joke)
its wery sad, cos now he’s useless
if i use factory and upgrade i get full usless hero.
He can’t fast creep as Am or Beastmaster or DR. (for respawn goblins need a lot of time)
he can’t haras (factory small hp) and he can’t fight (factory is target №1)
rockets not good, cos with more upgrade it need more time for launch as channeling. Сlap= instant, rockets need time for flight and launch. I think area of 200/240/280/320 would be fair buff (and small)
respawn of goblins that will be fair in my opinion is
4.9
3.9
3.2
2.46
in 1.26 it was
5.0
4.0
3.2
2.56