It would make the game a lot more unpredictable and difficult to both play and balance especially in the early laning stage.
Casters already have a disadvantage to physical heroes: they can't push towers, their damage can be entirely negated with BKB, etc. There are some exceptions, but they are very rare.
Thus magic resistance being a fixed value kinda makes it more fair
Meepo has 35%, because he's already toast for huge AOE nukes and never builds BKB. It seems fair.
Visage's E is just too strong against any damage. Were he to have 25%, with 4 levels of E, he wouldn't get hurt by many nukes. So his 10% make sense.
This thread made me think of a great way to 'fix' anti mage : why don't we make him have 50% magic resist by default, freeing up a skill slot that could free him up from his "farm or nothing" playstyle.
Sure we'd have to nerf his stats in a way but the change would make so much sense, considering both lore and gameplay reasons. Spell Shield just seems like a super outdated and boring skill.
Why the fuck shud a hero who receives good amount of play and is decently strong rn get Uber buffed by receiving and entirely new skill for free?
Because it's boring to play the hero and see the hero get played. Most of the time the hero either renders his team helpless for 25 minutes or gets insane amount of space, closing the game out in a similar timing.
Also, all it takes is a slight meta change to get him from semi-picked to trash, more prove of his uber-linear nature.
Also - "uber buffed"? No, i also established that we needed to nerf his stats in a way. I thought that was obvious. I'm basically proposing the Lone Druid treatment.
Getting a free skill is a huge buff regardless of stats changes
Like, am farms fast so any missing dmg/hp or whatever from stats changes he farms to make up for.
If he was bad in the meta then maybe but for now he is seeing quite a bit of play so leave him be.
It's like how necros Winrate spiked when he first got ghost shroud cuz he basically got a free new skill.
Offtopic.
Anti-mage is the ultimate worst carry out of the popular ones.
He farms fast and splitpushes, but he can't fight.
Why pick Anti-mage, when you can pick Sven, who farms just as fast? Or Luna? The difference is, they can actually fight.
Like. If you have Anti-mage, you think that you have a carry, but you don't. You have a useless creep w/blink and mana burn, who can't even fight without AT LEAST ~15k net worth.
And I would be OK w/that, if the hero was actually strong ultra-late, but no, he isn't. He reaches his peak at 30-45 mins and then gradually falls off.
Sniper/Drow/Chaos Knight/there are tons of way better and efficient cores to have ultra late.
It's like... Why would you even draft that shit in 2017? He's decent in some drafts, but always has a better hero to pick over him.
If the game's getting any harder I will explode
Talents was introduced with magic resistance btw
Sven is naturally good against am
Mana burn is so strong, there r so many heroes who can't do Jack shit without their Mana.
Especially in this Shaker Veno meta, am becomes super tanky.
I'm pretty sure am farms faster than Sven or Luna.
Am can fight with bf and manta, and all he needs is a decent laning phase.
He balls out of control and the thing is that am can farm the enemy jungle and Sven and Luna can't
Am farms fast and denies enemy farm, so he ends up with retarded leads.
Luna - maybe, but I am almost 100% positive Sven farms just as fast, as AM.
He can't fight with just BFury and Manta, because he lacks CC, he jumps in, tries to hit someone and the target may just run away.
Always needs supports to REALLY suck him off, to stun for him, to save his ass 24/7, to blow him in his lane, because he can't lane against any ranged hero/hero with summons/any strong dual offlane.
He is among the most support-reliant heroes.
Anywhere 4500+ MMR, if AM fails to get his BFury <18 mins, because he was fucked hard, his game is fucking over, because his team will literally have NO carry hero. Enemy may as well just take Rosh, all T2s and take raxes min 24-25.
He is super-dependent on that 12-16 mins bfury timing window.
Furthermore, even if AM farms fast, he ain't as scary as Sven/Jug with a bit less money in their pockets.
Who's scarier: Anticreep with bfury+manta+VG or Sven w/MoM+Sabre+Blink?
I'd pick the latter without any contest.
Even if he blinks in with bf/manta/basher, he has no fucking hp. Wtf, he's fucking 1400-1500 hp 4-slotted, what kind of a joke is that?
So, what do we have in the end.
Antimage:
-Fast farming speed, but can be matched up by certain other cores
-Super-reliant on weak enemy offlane
-Super-reliant on good supports
-Super-reliant on getting the right item timings
-Not exceptionally strong very late into the game
-Can't fight early on
-Even if gets an upper hand in farm, somwtimes may get his ass handed to him by lesser (!!!) farmed, but more able enemy cores
And sure, he can splitpush, but it ain't exceptional. Many heroes in Dota can splitpush fast.
He fits in some niche situations, but otherwise a waste of farm and a totally dogshit hero.
most offlaners r solo, melee, and mana reliant
even enigma, who is ranged and has summoned loses trades, cuz am blinks on him, burns his mana, and wow enigma has no more eidolons
shit like that
he is reliant on bf
and yes am can fight with bf and manta, u just have to not be a total dipshit and run straight at the enemy, just jump on any stunned enemy and burst them
He fits in some niche situations
this
he isnt a pick every game and do decently hero like sven
he is situationally super strong, and sometimes super bad
he isnt always super reliant on supports, he can win many offlane matchups, pull on his own cuz of blink, and evade many ganks
his biggest weakness is his laning phase, he isnt a bad laner, but he if he gets rekt laning phase he often times loses
otherwise he is an ok hero, situational
sven luna farm faster than anti early mid game ,later anti but anti is having hard time killing this heroes at any stage
eventually my point would be to introduce the magic resistance concept that would be same to armor which depends on agility: the resistance depends on the intelligence. Then you can apply the same non-linear multiplicativity like 6 agility granting 1 armor which grants like 1.5% resistance from physical attacks, so say 7 intelligence will grant 1 unit of magic armor that will increase magic resistance by 1% or so. What do you think??
Now timber+bristleback will be unkillable. Shiva is a sure late game item for them.
In the first place the reason why they doesn't do that is because magic damage falls faster than physical late game. Even with spell amp it still works like that. This means spell amp should get buffed and make nuker snowball harder during midgame since not a lot of right-clicker built int-based items. Maybe skadi/vyse, and that's like 5k+ gold.
Ofc this is just a rant and might be not as impactful as it sound, but i feel like the balance will be a huge issues.
And HoD/pipe is cheap, glimmer also exist to help people from getting nuked and die instantly.
Also how about BKB, linken, etc.
The strength of AM is that you have a 4 second cd blink so you can use your networth lead to hit heroes and slay buildings instead of being kited around like a Sven. Also Sven drops off like a rock once your 8 second bkb is done you better have a rax or an insane lead, meanwhile AM scales reasonably well against all but the super hard carries.
Someone could get VHS but have no idea how AM is different from Sven. AM is the strongest hero of the late game only out-carried by Spectre. The biggest difference between AM and Sven is mobility and when they come online and when they fall. Sven comes online faster and falls faster. Late game if a hero is not mobile, there are often two scenarios: they either come out of fight victorious or die.
Only OSFROG knows why magic resistance for most heroes are like that by default.
But seriously tho, it has always been like that since time immemorial.
Am has this very invisible advantage called attack point - which makes him hit often as the game goes late. He has one of the best attack points in the game - better than Juggernaut's if I'm not mistaken. Also, Sven has his predator in the form of AXE, not this axe, that AXE, whom Am fucks over early and lategame
In warcraft 3, there were different armor types. The "Hero" armor type received reduced damage from siege and magical damage. So unlike in DotA 2, in wc3 this fixed 25% magic damage resistance was built in into the armor type, it wasn't something you set on hero basis.
Heroes that had + or - magic resistance had it through a specific dummy ability, and abilities that you can skill (like AM's shield) to get more magic resist were based off that ability as well, they just weren't hidden on the command card. For every different + or - percentage of magic resist you wanted in wc3, you had to make a separate ability. Therefore, introducing variable magic resistance on a hero basis was seen as something that required too much work.
attack point
What you have described is BASE ATTACK TIME, which is bellow 1.7 for him. Attack point is the delay between starting the attack, and it connecting onto a unit you are attacking.
Sven by no means farms as fast as AM. AM is comparable to Alchemist in terms of net worth how dare you compare AM to Sven.
Watch Resolution AM games in pro scene and tell me if any other hero could've carried like that.
In some drafts he can completely ignore heroes like literally clear waves despite having a hero with the wave and just go back to farming.
even with Sven It's not always a good idea to join fights if you can split push and get out safely. If you think carries are supposed to run around in circles with the team to do early fights you shouldn't play carry -.-
BAT wise am still loses to jugg,but he has better agi so it doesn't seem like that.and lincoln maybe you want to get your winrate to 50% and not play bot matches before talking about carries since AM is rather weak in a manfight
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Why magic resistance is the same for all heros? I dont understand why attack range, initial armor, move speed, turn speed, damage, characteristics are all different for every hero but magic resistance is always 25%! Is that so necessary? No need to play around it? Is it boring for developers?