funny how the switch between damage and attack speed coincided with the similar switch in phase boots. I now wonder which boots to buy on him
^but tread switching? I was thinking about SF. Treads still worth it? (sorry for hijacking the topic :P )
What I like about this is that it finally opens Bloodseeker up to him unfucking the thirst values nerf. 75% hp is way too low for it to apply. His strength in 6.84 was that he would always have extra damage because as soon as someone took damage he got damage. Made last hitting and jungling the easiest/fastest ever (particularly jungle since if you got a bounty run and farmed the small camp once it would leave him at level 2 so with both sustain and damage).
Now getting extra attack speed in the lane doesn't really do anything to improve his laning. Conversely getting extra attack speed earlier in teamfights will now be much easier. So Icefraud can start raising the health threshold back to starting at 100 again rather than 75.
Given how bloodseeker has barely moved in winrate it shows that the changes haven't overly buffed him though thankfully he hasn't been Drowed/ODed either.
I'm sure Icefraud will soon also fix the oversight where he removed the +18 damage and +18 ms to meaning to be +18 attack speed and ms, rather than just the current +18 ms it is now because that is absolutely the most shit awful talent in the game and has to be some sort of mistake in the QA process.
Now Spirit breaker with BM is nice vs bloodseeker :D
Rupture can't kill u but BM damage can kill BS
Is BS totally BS?
Kills obtained while unit is under effect of rupture counts as rupture kills.
If not then Electric vortex kills won't make sense.
Rupture can no longer kill since it only does 8% of the current hp. So as they get lower and lower it takes only 8% of their hp away. Can't drop below 1hp so you can't get any more kills on the gem equipped to bloodseeker which counts the number of kills you get with rupture.
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RIP rupture kills gem.
Overall I think a much better set of buffs for bloodseeker. Switching out damage for attack speed reduces his ability to dominate a lane in the early game but it scales him better in the late game once he has items.
Switching rupture to a percentage of health rather than a value of distance is better against high hp strength heroes like centaur and night stalker who could in the late game pretty much ignore the spell because they had so much hp. Eg moving 1500 distance under level 3 rupture only did 900 hp damage, now it deals 15 instances of 8% of current hp, which should do about 70% hp damage. No longer lethal sucks though.
The reduced bloodrage damage limits his output but also reduces the fragileness of the hero which was something that was always a problem if he got initiated on. This means he can switch out a tankability item for an extra attack item like daedalus or MKB.
Phase boot change benefits him particularly and the boot movement speed changes in particular since the faster he is the more boots movespeed increases so he is going to be ferrari level speed much easier. Heart regen bonus means that he will heal even more off of his kills.
Bloodseeker Zeus thundergod's wrath combo is back. Extra rupture cast range is situationally much more useful than extra damage (since the whole point of rupture is to make your enemy not move, rather than move).
Changing the +18ms/attack damage to just +18ms is blergh though. Take the bloodrite cooldown every time now. Aghs is also even worse, the cooldown is only 10 seconds faster.
Overall finally a good set of buffs. A pity AM has a 3 second cooldown ability which will reflect rupture back on to bloodseeker. Totally balanced.