I think it should be completely changed to a 3 second silence and thats it
Real EMP's turn off electronics, dota EMP's should turn off spells.
I like the reduce to 300 but increase the mana/damage steal part, however one thing i must say is ridiculous in EMP is the radius. It feels like no matter how far you run it will catch you. Reducing the radius would be a good start. Not to mention it requires no skill to land, herp tornado derp emp.
Also, make it scale from the distance you are to the amount of effectiveness it has.
PS: EMP should disable tinker, timbersaw, clockwerk, gyrocopter for 1 minute.
^the thing about the range is that it has a long cast time. and the whole "herp derp tornado emp" thing is that you could say the same thing about meatball and DB "herp derp tornado meteor ulti deafening blast derp herp". its a combo, thats all it is and all it has been.
It's not fixed by simply doing that. When invoker is like lv 12 or more he'll manage to land emp's full damage and the amount of mana drained is still too high. It counters pretty much any hero that isn't int and annoys the hell out of heroes that are int.
It does too much for a spell that can be used casually without risk.
IMO, >Reduce radius and cast range >do the 300 mana thing that grim suggested > scale from how close you are to the center
I like the mana burn more in the middle and less on the rim. I hate having the very lip of the EMP touch me then all my mana is gone. Let alone the spell should resemble the real AOE, and not this fake little portion that is grabbing me on the lip so fucking stupid.
The thing is, you cast the spell, and you get more mana back. That's just retarded. Also even at level 2 wex it burns like 175 mana which is still a lot. Just make the explosion scaling with wex again, so people will have to be more careful about tornado-emp, while it will also be easier to dodge in the early levels.
I saw an interesting advice. Make EMP less effective if targets are further away from the center. Just don't overdo the nerf or EMP will be useless again.
Maybe:
heroes on the far edge of EMP will take 15% less damage/mana burn
heroes between the edge and center will take 1-14% less damage/mana burn
So you're saying the EMP would be a little bit harder to see?
Isn't a pink ball covering half your screen pretty damn obvious?
My 2 cents:
Have the aoe scale with Wex level (currently 675 radius, change to 300,350,400,450,500,550,600)
Max mana burn from 100,175,250,325,400,475,550 to 150,200,250,300,350,400,450
Maximum mana burn remains in 50% radius of centre of spell, for outer 50% of radius mana burn is 75%
Damage increased to 60% of mana burned
Mana restored remain at 50% mana burned
Thoughts?
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EDITED: 4/11/ 9:32pm PST
Old EMP is considered Overpowered and boring.
New EMP can be more fun, unpredictable, and interesting
Solution #1
New EMP:
Mana Burn reduced to 300 at max level
Mana Steal/Damage Increased to 80%
Casting range reduced by 100
EMP will be partially invisible like Blur
First hero closest to EMP center will be silenced for
1.6/1.9/2.2/2.5/2.8/3.1/3.3 seconds.
Second hero closet to EMP center will be silenced for
0.5/0.8/1.1/1.4/1.7/2.0/2.3 seconds
Post your recommendation for tweaks.
EDIT:
Solution #2
I saw an interesting advice. Make EMP less effective if targets are further away from the center. Just don't overdo the nerf or EMP will be useless again.
Maybe:
heroes on the far edge of EMP will take 15% less damage/mana burn
heroes between the edge and center will take 1-14% less damage/mana burn