|
Here's an idea how to make possession more viable:
a) In addition to regular properties, when possession is cast on enemy heroes, it receives 50 sec cooldown. Enemy hero affected by possession cant target Sylvanas for 10 seconds (aoe effects still act normally, so she can be aoed).
b) Upgraded possession receives a small aoe.
|
possessing a single character is very interesting. they really just need to nerf her passive to make posession seem stronger as well.
|
Mexico2169 Posts
I don't see how nerfing her passive would make posession better, the problem is wailing arrow is very good while possesion is bad. I think you are saying that because sylvanass can kill and make useless creeps and mercenary camps pretty easily, so if she had a harder time dealing with them you could choose posession to balance that out, but in reality wailing arrow would still be much better because you can't even posses mercenary camps until lvl 20.
I also don't think adding effects to damage enemy heroes is something the ability needs. Not because its bad, but because it kinda goes againsnt the concept of the heroic.
I would put the ability to take mercenary camps since lvl 10, and at lvl 20 reduce the cooldowns and make it aoe. maybe give it global range.
|
Possession just sucks balls because you need to invest too much time to get weak minions while you stand around doing nothing instead of just clearing the wave quickly and having an awesome aoe silence ult.
The possession needs to be stronger or much faster. The most logical change I think would be to make in an AoE effect, probably around the size of blizzard so you can barely catch a wave but not really double waves easily. This even has nice interaction with her passive as you could stop minions to ball up a wave and get more units, for example almost a double wave. Cooldown probably has to be around ~60 seconds and the ult upgrade could let the ability affect mercs and catapults too and possibly decrease cooldown or add a bit of HP to the units.
Alternatively the ability can be given charges and/or the converted minions and mercs can be buffed. I like this less though.
Between the Aoe size and cooldown there is plenty to tweak to make this ability rival wailing arrow. Blizzard size AoE and 60 seconds would be a good starting point I think, if this ends up still too weak or too strong you just adjust. Theorizing exactly what numbers would be good is very hard as these sort of push ults are hardly used and splitpush is hardly played at all in HotS at the moment. This could easily change with maps and a few buffs here and there though which could change things drastically.
Perhaps a small buff to splitpush in general later on would be good to deviate a bit from the moving as group lategame we see mostly. For example minion waves could scale a little harder lategame and/or towers a little less so pushing tactics become stronger.
|
Hmm how about targets affected by her passive will all be taken over by possession and the cooldown will be based on how much was taken over. (so if she takes over a bruiser and a siege camp at the same time, which is possible on some maps the cooldown will be huge) But it won't change the fact that it is a split push ult and it is hard to make that work on maps where you fight for objectives, though if Sylvanas takes over a whole creep wave, one needs to act fast. Only blackhearts bay really allows to go for many PvE talents.
The approach that it could affect heroes is interesting though. But a silence aoe that does damage is just better. And Sylvanas would be pretty crap in a team fight without this utility.
|
On May 06 2015 12:21 [Phantom] wrote: I would put the ability to take mercenary camps since lvl 10, and at lvl 20 reduce the cooldowns and make it aoe. maybe give it global range.
I agree, I forgot which streamer it was that pointed this out, but by lvl 20 mercs are just a distraction, not something you want to waste an Ult on (especially since 20 sec cooldown means you don't even deal with all of them).
|
I think you could do something interesting with actually making a "posession" skill. Have her soul leave her body and actually take control of another hero for a very short time, like 2-3 seconds. During this time her body is extremely fragile (+100% dmg recieved). If you live, you get a debuff like 50% slow and +25% dmg recieved for another 2-3 seconds after it's over as she re-orients herself back into her body. This should probably have a pretty long cooldown too. The level 20 can either increase the duration or lessen the debuff after casting.
Obviously I'm not expert enough to get any of the numbers correct, but I think you could balance it with some tweaking, maybe you should not be able to use their heroic etc. To me, this feels like a real possession, not just "turning" enemy creeps while you keep your main hero. And this shouldn't be game breaking either, you're taking one hero out of the fight for a short while, just like Stitches, but with the added bonus of wasting cooldowns and doing some damage, but also with the drawback of increased vulnerability during and after the skill is over.
Something like this would make the choice between an AOE silence (shut down the team for a while) and possession (shut down one hero in particular) a hard choice while still being very thematic of her character and the lore.
|
The big problem with possession isn't the skill itself but rather that mercs and minions lose value in the lategame. Even if you could possess an entire creepwave with a single spell and no cooldown any opposing hero (even malf ... ) clears that wave with 1 or 2 spells. So not only did you waste your ulti on a useless spell but you also fed the enemy team experience.
Anyway, as it is now, possession has no place in the game and, in agreement with the posts before me, i would like to see it removed or reworked entirely. I never really understood why blizzard decided to deviate away from their original wcIII hero abilities? Why did the Deathknight, one of the fastest heroes in all of wcIII, become slowpoke number one? and who changed the deathcoil into a self heal spell... (DK coil was infamous for flying over the entire map and was the undeads only means of finishing off fleeing enemies. in other words it had range) And its the same with Sylvanas, while i like the silencing arrow i can't help but wonder about what happened to her skeletons?
|
The answer to the DK is easy, it's a hybrid between the WC2 / WC3 / WoW Deathknights. It is Arthas after all, he was definitely not flying around in WC3 (unless my memory completely fails me) and his character / class was much fleshed out in WoW.
|
On May 08 2015 16:11 Wuster wrote: The answer to the DK is easy, it's a hybrid between the WC2 / WC3 / WoW Deathknights. It is Arthas after all, he was definitely not flying around in WC3 (unless my memory completely fails me) and his character / class was much fleshed out in WoW. Well he had a sick jump so he could catch Illidan mid-air.
|
|
|
|