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Current Version: v0.0.01A

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Changes to the way I release versions? (read the thread)

63% 63% [ 5 ]
38% 38% [ 3 ]

Total Votes : 8

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Version Progress
Changes for v0.02.0A
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Kharn needs some changes.

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Kharn needs some changes.

Post by Glycine on Thu Sep 17, 2009 12:24 pm

I'll just list out a few ideas.

Mana cost on the damage reduction is still far too high for his character to be effective.

The Ult is very good when you're killing creeps, but when you get into sustained hero combat with another tank, you lose a lot of your effectiveness because of the ias/attack drop. Perhaps it should be changed to launch Kharn into a Berserker Rage, where he takes double the amount of damage during the duration, but gains spell immunity and a lot of attack speed?

He needs some way to account for spells, as well. Bloodthirster has a passive spell deny, so Kharn should be blessed similarly by Khorne to either reduce spell damage by a lot of nullify it completely.

Have to go to class, but i'll throw out new ideas later.
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Re: Kharn needs some changes.

Post by DeusMechanicus on Thu Sep 17, 2009 12:29 pm

Well, in fluff Khârn has the Blessing of the Blood God, making him immune to psychic powers. Pretty sure it talks about him in one of the Chaos Codex, 3rd or 4th.
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Re: Kharn needs some changes.

Post by Grass Hopper on Thu Sep 17, 2009 3:44 pm

well, he doesnt have alot of other spells to cast... and its still a pretty powerfull skill... and 33% damage reduciton = all sources of damage, including spells... i might lower the numbers again...

the ult buff lasts... 15 seconds? so it should be long enough to have a battle with a hero. (dont forget he gets max bonuses when he kills a hero)

oh and your proposed ult switch is a combination of his innate and his charge... (+ms,+ias,+damage taken, +imune to stuns)

oh... and the schools internet SUCKS!

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Re: Kharn needs some changes.

Post by Glycine on Thu Sep 17, 2009 5:05 pm

Lol, 15 seconds is never long enough when Kharn and a tank go against each other. It's a war of attrition, one of which Kharn will lose most times because his skill-set is comparatively limited.

Instead of 33% damage reduction, I would prefer something that makes him better against spells in general, because the mana drain per second is prohibitive at level 4.

Kharn will have around 700-800 mana near end game, and if he activates it and goes into combat, people will realize he has damage reduction up and run away. The problem is with this is that the toggle to turn off mana drain has a cooldown of 10 seconds, so you lose 220 mana pointlessly if they run away.
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Re: Kharn needs some changes.

Post by Grass Hopper on Thu Sep 17, 2009 5:10 pm

which calls for some strategic thinking, timing, forethought and teamwork Razz

and its a cooldown that runs while its toggled on, so if he doesnt need it... he doesnt have to be wasting mana

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Re: Kharn needs some changes.

Post by Glycine on Thu Sep 17, 2009 5:17 pm

But that's the thing. If you think you're going to be in battle, and then 3 seconds in, the hero takes off, you're guaranteed to lose 220 mana because you can't toggle the skill off until 10 seconds has elapsed from the initial use of the skill.

It needs to be so he can toggle it on and off when he needs it without a cooldown on the toggle off.
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Re: Kharn needs some changes.

Post by Grass Hopper on Thu Sep 17, 2009 5:18 pm

theres a cooldown on the toggle off? o.o ill check that right away

edit: just tested, no cooldown to toggle it off Razz

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Re: Kharn needs some changes.

Post by Glycine on Thu Sep 17, 2009 5:45 pm

Very Happy That's ok then. I still think he needs a true skill that counters spells in a way, because he doesn't do very well against casters, even with a crit on charge.

I would replace his Innate with a true Blessing of the Blood God that reduces magic effects or damage.

Charge is still a good skill, but he needs a Berserking mode where he loses all control, gains a lot of damage and attack speed and cleave, and will attack any unit in his general vicinity.
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Re: Kharn needs some changes.

Post by Grass Hopper on Thu Sep 17, 2009 10:33 pm

in general, those are bad skills to have... its only ever useful in a 1v1 in the forrest situation, because u cant never tell whats gonna happen if there are other units around... (altho i guess thats why he gets cleave) i might take some ideas into consideration on that... merge blood for the blood god with mark of khorne... make blood for the blood god the berserk effect... toy around with those ideas... and possibly post a half remake thread Razz

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Re: Kharn needs some changes.

Post by DeusMechanicus on Thu Sep 17, 2009 11:37 pm

Having a Berzerker mode would be more true to the characeter name too. He is called "The Betrayer" because he went into a blood frenzy and killed his own Legion when he ran out of enemies.
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Re: Kharn needs some changes.

Post by Fromundaman on Fri Sep 18, 2009 1:46 am

While I do like this idea of 'going berserk', when it comes to the character itself, I don't really think he NEEDS changes. Sure he can use some if you want to give them, but he seems fine right now to me. Then again, I don't play him much since I find him really boring...
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Re: Kharn needs some changes.

Post by Grass Hopper on Fri Sep 18, 2009 11:56 am

i do like the idea of reworking kharn a bit, because as you said Razz hes very boring...

it might be as simple as merging the current blood for the blood god with mark of khorne, and make his ult do the 'zerker mode' where he rapes everything, giving him more of his namesake

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Kharn needs some changes.

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