Update : Read about S2Nome Post about 2.0.23
Analysis by GosuGamers Strategist, Emin "Jinot" Eke
Brutalizer:
The recent changes have made the Brutalizer a more viable choice on Agility carries than it was before. Furthermore, the increased Strength is welcomed by most Agility heroes that lack survivability.
Runed Axe (renamed to Rune Cleaver):
This change was needed, in my opinion, since it lowered the efficiency of carries like Swiftblade and Scout during the early game.
Savage Mace:
The removal of Halberd was definitely an indirect nerf to Savage Mace, as the mini-stun was very useful, even before finishing the Savage Mace. While Warhammer provides more damage, it loses the ability to cancel channeling spells and efficiency in terms of chasing.
Engineer:
Engineer's "Tinker" skill has been replaced by Spider Mines. Spider Mines provide a lot of strategic maneuverability in terms of mind-games. In my opinion, it's a great change that makes Engineer more attractive for competitive play again. They could scale the damage down by 50 per level, but, all in all, it's a great skill that fits Engineer well.
Nomad:
Nomad is a melee Agility carry with a decent Strength gain per level. His first skill, Sandstorm, can be used in many ways, be it initiation or escape. Mirage Strike is also a very versatile skill that can be used offensively but also defensively in some matters. Mirage Strike can be used to harass the opponent since it is a ranged skill, but can also be used as an escape mechanism since it provides the Nomad with 3 seconds of invisibility. True Strike, on the other hand, is the chasing and killing skill. The additional attack speed allows you to kill your opponent in seconds. His third skill is Wanderer, a passive that makes the Nomad's next attack stronger the farther he travels. This can be used in addition with Sandstorm to move fast and thus gain charges on your skill. Edge Counter is a very unique ultimate that stuns the opponent. All in all, Nomad is a very strategic hero, in my opinion. Well-played, he can escape, initiate, and chase, thus being a very nice addition to every team. For me, a team fight could look like this: initiating with Sandstorm, casting True Strike on an enemy hero, pop off the ultimate, and escape with Mirage Strike's invisibility.

10 comments:
WTF. savage gives no more mini stun?
no...
the halbert, doesn't exist anymore.
so before finishing savage mace, you had a mini stun too, but not anymore.
Savage mace still gives ministun - this guy doesn't know what he is talking about. Why did you post his opinion on the patch changes when he clearly has 0 competitive insight at all?
I like the included engineer mines need reduced damage, but nothing said about wanderer? Honestly there's no reason why his image should be able to do the full crit and walk away with hardly any mana wasted. To counter engineer, don't get baited or buy a ward, how do you counter the guy that hits w and halves your life til late game?
i dont really focus on the savage mace, but if this guy made a wrong statement then its his bad, i think its good to post this because some people need to know the changes in this patch, about engi and nomad, im going to play one of them now(if i can get them)
I think the guy meant extra damage, not the mini stun, from halberd. It was just a minor but misleading error.
Liking the new engine rofl kills.
I find most of his points very poorly thought out, personally. The obvious one is on the halberd change, with how halberd never gave a ministun. However, if you look deeper, they reduced slayers cost, making it a slightly more balanced build up, makign it easier to get that big item. A plus in my book.
Engi change was bad. The hero's style was to be a support semi-ganker. Taking away tinker made it so you cant get a reduced cooldown and manacost on your keg, making him a lot less useful for that role. They also moved away from theie gank-oriented game vision, by giving him a skill that basically promotes waiting and getting an instant kill. They also nerfed his ultimate, making him scale worse into later as a support. BAD changes IMO.
all they did to runed axe was lower the cost by 200. again, bit of easier build up, but not usually too much of a big deal. Dont really like it as much tho, buffed carries and a farming game.
Nomad is hard to comment on. From here, his ulti looks a bit too good. they made it a counter, so they gave it a good stun and damage, but it's way too easy to just pop off when an enemy just simply auto attacks you as a ranged hero. Hard to tell ATM.
you know, i played nomad twice, and i think the problem is lack of regeneration, his health i mean( i think its good for him to get a lifesteal item) and about engi, they should reduce those spidermine damage, its too imba for 900 damage to a hero, that is pain in ass you know
Wtf is this guy talking about?
Halberd never mini-stunned. Ever.
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