FFA Masters League

General => General Discussion => Topic started by: Dovekie on February 22, 2018, 01:59:37 pm

Title: Video on how patch changes will affect FFA
Post by: Dovekie on February 22, 2018, 01:59:37 pm
my opinions on how this will affect FFA

Title: Re: Video on how patch changes will affect FFA
Post by: ZsSuperCumulo on February 22, 2018, 03:56:58 pm
Panda will still perform better than mk. Mk and panda both need mana, lots of it, but mk seems to fall short even with items. For example, a panda with decent items can get up to two drunken haze and bof at lvl 4, while mk will probably get 2 bolts and barely 2 claps. Also, mk has to get close to the orc army where he will get stompped, hexed and right clicked to death; and holy light wonīt really do much; meanwhile panda can do better damage with his ranged spells. Lastly, bash is pretty good for mk, specially with orb of fire and instead of focusing on stacking your mk with mana items for bolt and thunder clap, you can stack him with other items for more agility, auras, strenght, invult pot, etc.
Thunder clap works, in theory, best vs orcs, while bash works best vs all races.

Kotg and DL got retarded buffs, itīs not even funny.

As for the neutral heroes, itīs all good, Iīm in favor of that, mainly because a good human player should be like a night elf player; that is, being able to use any tavern heroes without problem.
Title: Re: Video on how patch changes will affect FFA
Post by: Dovekie on February 22, 2018, 04:21:21 pm
Hmm yeah I think the Panda will continue to be stronger levels 3-5 in larger battles, but the MK will still be stronger levels 1 and 2, his levels 3-5 will still be strong enough, and level 6+ starts to get pretty wonky with that huge, high-damaging clap.
Title: Re: Video on how patch changes will affect FFA
Post by: FML|HighTac on February 22, 2018, 04:25:33 pm
Great video and very interesting insights. Thanks

Would be cool to see more general FFA theory videos by you
Title: Re: Video on how patch changes will affect FFA
Post by: aarnikratti on February 22, 2018, 05:27:04 pm
Nice video. I agree with pretty much everything, though I don't see that Tinker buff so significant.

Some my random thoughts how this patch will affect FFA (in addition for that what came up in the video)

- AM MK synergy will be more major now because of the Thunder Clap buff. This will decrease the variety of human hero combos because the full potential of MK needs AM now.
- It will be much harder to fight undead air now with human. Imagine an UD with DK PANDA DL hero combo which will be the ultimate anti-human hero combo. This will make humans think about army compositions against UD.
- Its pure stupidity to make a standard garg army as UD if elf has ALCH PANDA KOTG hero combo. UD should make necrowagon or fiend/banshee against that army.
- People will learn to dispell an entangle now coz otherwise their hero will die.
Title: Re: Video on how patch changes will affect FFA
Post by: deluded on February 22, 2018, 07:16:04 pm
ROCKET BOF NEW META

rly enjoy ur content keep it up!
Title: Re: Video on how patch changes will affect FFA
Post by: b100death on February 22, 2018, 10:07:52 pm
mk clap in ffa good now vs hum not vs orc, vs orc still uselles compared panda meta
kodo aura and war drums item from creeps also will not increases crit damage more
why so little gave to elves? give pls also to potom 3 sek invul starfall, elves was and so the weakest  :icon_mrgreen:
1.elf 2.ud 3. hum 4. - will not be players for this race
Title: Re: Video on how patch changes will affect FFA
Post by: ZsSuperCumulo on February 23, 2018, 08:42:56 am
The mk "buff" on thunder clap is as useful as the following buff for the dh:
Immolation lvl 1 - 20 dmg p/second, lvl 2 - 30 dmg and lvl 3 - 40 dmg.
Now, it may seem like a good increase but how useful will dh be without evasion. A similar idea goes with mk, how useful will he be without bash.
If that immolation buff happened would good players like trunks or under.sta stack their dh with intel/mana items? Or completely ignore the buff and stick to their usual burn mana/ evasion + the stacking of agility, claws and more important items?

Firelord
Also, I think soulburn should not be dispelled, just like shadow strike and it also should reduce movement speed similar to drunken haze. Incinarate should also be improved.
Title: Re: Video on how patch changes will affect FFA
Post by: deluded on February 23, 2018, 02:57:22 pm
i agree with the suggestion to put slow on soulburn

i thought everything that damages mechanical units will also damage buildings. however this (https://www.youtube.com/watch?v=8ezPC3wOvVs&feature=youtu.be&t=1525) carrion swarm doesn't damage the towers. or is it just 24 players without the balance changes yet?
Title: Re: Video on how patch changes will affect FFA
Post by: Pinballmap on February 23, 2018, 05:13:21 pm
i agree with the suggestion to put slow on soulburn

i thought everything that damages mechanical units will also damage buildings. however this (https://www.youtube.com/watch?v=8ezPC3wOvVs&feature=youtu.be&t=1525) carrion swarm doesn't damage the towers. or is it just 24 players without the balance changes yet?

it does hit mechanical units but still not the buildings. thats correct at it is.
Title: Re: Video on how patch changes will affect FFA
Post by: deluded on February 23, 2018, 05:55:43 pm
ok thx for clarification then. i'm not aware of any other damaging ability with that configuration (hitting mechanical units but not buildings). cluster rockets, breath of fire, starfall, shockwave, blizzard and flame strike all hit both.
Title: Re: Video on how patch changes will affect FFA
Post by: Peregrine on February 23, 2018, 06:02:35 pm
naga ice arrow hits mechs but not buildings

infernal stun hits mech but not buildings

doomguard stomp too i think?
Title: Re: Video on how patch changes will affect FFA
Post by: deluded on March 07, 2018, 05:52:01 pm
@Eshan thx for reply it's true these don't affect buildings but they are primarily about their effect (stun, slow) and the damage is only of secondary importance. carrion swarm is then the only purely damaging aoe spell that affects mechanical but not buildings. i dont like tbh. would've preferred if undead also got some more utility for destroying buildings.

also i just noticed that the warden change is very bad (and should be revoked). lvl 3 blink will reduce the cooldown by 3 seconds. that's not worth a skill point. it was better how it was before.
Title: Re: Video on how patch changes will affect FFA
Post by: Peregrine on March 10, 2018, 12:39:08 am
I agree about warden change