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Huskar getting buffed.

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Forum » Theory Crafting » Huskar getting buffed. 20 posts - page 1 of 2
Permalink | Quote | PM | +Rep by F.E.A.R.0 » March 21, 2014 10:00pm | Report
So I wanted to ask everyone what do you think about these threads discussed on PlayDota about Huskar being underpowered and that he sucks.

http://www.playdota.com/forums/showthread.php?t=1408733&highlight=Huskar
http://www.playdota.com/forums/showthread.php?t=1406761
http://www.playdota.com/forums/showthread.php?t=1406637
http://www.playdota.com/forums/showthread.php?t=1407151


This guy here and others but I'm gonna put his comment here to see what he said he explained more than the others also I do to.

Quoted:
IMO one of the worst heroes in the game and one of the worst designed heroes for several reasons.

1) He's complete kamikaze right now. He'll kill 1-2 heroes in fights but he will guaranteed die every single fight--he's completely unreliable, especially now that lifesteal is no longer ideal.
2) He's still forced to buy BKB for disables despite his magic. res. which doesn't feel right at all.
3) His agi gain nerf was way overkill, taking out that gimmicky ghost scepter combo was already a punch to the gut, the base agi and agi gain nerf was a kick to the groin.

I'd really like to see berserker's blood redesigned again, the magic resistance just wasn't that great of an idea. Perhaps reduce the magic res. down to something like 4-5% a stack and then also add armor on to there, so he gets a moderate amount of both, but not close to complete immunity (maybe cap at 75% magic. res. and 30-35 armor at really low HP levels).

Or perhaps return the old damage component but also add a disable reduction, 20% per stack perhaps, disables just fck up Huskar way too much no matter the version. He's 100% reliant on BKB and that's fine with something like old Huskar, but it's just bad design with the newer version.


I think that these threads will change Huskar. The burning spear made from Hp removal to magical was my idea I'm glad that the community liked it. Every one argues but mostly his Agility nerf nobody likes it even I.

I like this guy idea and see what he says:

Quoted:
You can thank SugaSutA for that stupid agi nerf. He proposed it in an older, multi-page Huskar thread and IceFrog implemented it exactly as SugaSutA proposed it. I knew immediately at the time that it was a boneheaded nerf. IceFrog is dumb, SugaSutA is dumb. That is all on that topic.

Regarding Huskar, I had proposed in that thread that instead of an agi nerf that Huskars Berserker's Blood passive be re-worked as follows:

2/2.5/3/3.5% magic resistance per stack. (cut right in half from current value)
2/2.5/3/3.5% stun and snare duration reduction per stack. (perhaps this could even be extended to all forms of CC such as roots and mind control effects (Bane))

Such changes would better align both with what Huskar really needs (CC mitigation) and the flavor of the passive. (He's going BERSERK, i.e. he's becoming harder to control) Also, he would no longer be God mode against heroes like Zeus, Venomancer and Lina.

P.S. Lifesteal is not worthless on Huskar. Good Huskar players know to start out with fire spears at the start of an engagement and turn them off once you get below 1/3 health and allow your Helm of the Dominator to kick in. (You did get Helm of the Dominator on Huskar after you finished your Armlet didn't you?) The high attack speed of his passive combined with lifesteal greatly increases his survivability. (Doesn't work obviously if you get STUNNED)


The buffs to Huskar are (the buffs to Huskar are not OP and no one on PlayDota complained that the buffs would be OP if you think like that than you are just stupid):
  • Damage increase from 42-51 to 54-58.
  • Inner Vitality mana cost removed since he uses his own life and having this hero using mana is ******edly stupid or Inner Vitality passive.
  • Berserker's Blood small rework.
  • Burning Spear damage from Hp removal to Magical.
  • Life Break (to much suiciding) self damage from 40/35/30% to normal 35/30/25%. Cast range from 550 to normal 600.
  • Agility to normal from 15 + 1.4 to 20 + 2.4.

1 more thing. While saying Huskar was OP with the Agility because he received high As on -> Low Health <- other heroes like Drow Ranger, Troll Warlord, Ursa, Lifestealer etc. receive As on full Hp while poor Huskar got As when his Hp dropped and this was OP? Da logic was put in to this.

Discuss I wanna know your thoughts.
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Permalink | Quote | PM | +Rep by 9black » March 22, 2014 2:45am | Report
Since the update I have actually not seen a good Huskar The agi decrease would have been fine if it was not such a decrease. like 15 + 2.0 or something. Im not a very high ranked pub player but Its easy to tell when a nerf was too hard when you simply no longer see a hero.
(Note: some heros are not seen much Io for example but what I mean is I never see Huskar anymore and I used to see him semi regularly.)

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Permalink | Quote | PM | +Rep by Ancient Hero » March 22, 2014 3:31am | Report
I think its more coordinated teams know how to deal with him now. The low HP makes him burst resistant, I think its just knowing the boundries of the hero.

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Permalink | Quote | PM | +Rep by Sando » March 22, 2014 10:42am | Report
Personally I don't think he really needs changing, overall the benefits he got from the rework outweight the nerfs. I just don't think people have adjusted enough to how to play him - he's a semi-carry now, with incredible lane control and ability to tank up magical damage. Maybe a little tiny boost so people consider him more viable, but he's already freakishly strong in many situations.
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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » March 22, 2014 11:55am | Report
Who the hell says Huskar is underpowered?
After the "nerf" i took down a frickin 5-slot AM with my huskar no problemo.

Some of my best Huskar games have been after the update. You should just know how to play him.

My most favourite way is to play him WITH the orb, like you would an OD or Silencer. I just go mid, wreck the mid, rush a mek(sounds insane but works), wand treads and GGWP game is done.

No nuke based lineup can ever kill him. You should just know WHEN to pick him.

They have something like an Axe or Dazzle ,huskar is a big no-no, they have a not so much physical team just wreck em, they got big -armor dudes just dont pick huskar.

Some links to the non-believers :
(Just because they have physical giants doesnt mean you cant win though)

http://dotabuff.com/matches/524875327
http://dotabuff.com/matches/503873377
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Permalink | Quote | PM | +Rep by KaliZa » March 22, 2014 1:30pm | Report
I think he needs more str/level 2.9 would be nice
#JustBringIt

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Permalink | Quote | PM | +Rep by Xyrus » March 22, 2014 1:38pm | Report
F.E.A.R.0 wrote:
  • Damage increase from 42-51 to 54-58.

This much Base Damage would give him back the 3rd Highest Base Damage of any Ranged Hero(below Witch Doctor and Templar Assassin, but above Weaver, Bane, etc.). Given that he can do considerable Harrass with Burning Spear, I'm not really sure he needs that much Damage early on.

An Attack Range increase seems fairer to me. Perhaps to 500 or even 600ish?
F.E.A.R.0 wrote:
  • Inner Vitality mana cost removed since he uses his own life and having this hero using mana is ******edly stupid or Inner Vitality passive.

He only has the 1 Skill that uses Mana. Remove the Mana Cost and he can just spam this off Cooldown, never having to worry about HP or Mana ever again.

I'm sorry, but removing any need to manage Mana and possibly even HP would be OP.

Attaching the Passive to the Active would be fine though, since it will allow him to use Burning Spear in Lane to Harrass.
F.E.A.R.0 wrote:
  • Burning Spear damage from Hp removal to Magical.

Making the Self Damage Magical would certainly make using Burning Spear while on low HP viable, but if it's Magical Damage on the target, it would be less effective as it can now be reduced. Seems a reasonable change to me. Stacking it with Lifesteal or removing the Self Damage component (even if temporarily) would be going too far though, imo.
F.E.A.R.0 wrote:
  • Life Break (to much suiciding) self damage from 40/35/30% to normal 35/30/25%. Cast range from 550 to normal 600.

This is reasonable, he still has to get within what is effectively Right-Click Range, and having 5% extra HP isn't a massive boost either.
F.E.A.R.0 wrote:
  • Agility to normal from 15 + 1.4 to 20 + 2.4.

Right now he has the 7th lowest overall Stat Gain, and most of the Heroes that are a little lower have some way of gaining extra Stats, e.g. Drow Ranger's Marksman, Slark's Essence Shift, etc. so a Stat Gain Buff would be reasonable. I would rather see his Strength Gain, and/or Base Armour boosted instead of Agility Gain though.

He doesn't really need that much Attack Speed to do his job, he just needs to be Tanky enough to be able to survive at low HP so he can utilize Berserker's Blood.
KaliZa wrote:

I think he needs more str/level 2.9 would be nice

I hate when I get ninja'd during long posts ._.
F.E.A.R.0 wrote:

Regarding Huskar, I had proposed in that thread that instead of an agi nerf that Huskars Berserker's Blood passive be re-worked as follows:

2/2.5/3/3.5% magic resistance per stack. (cut right in half from current value)
2/2.5/3/3.5% stun and snare duration reduction per stack. (perhaps this could even be extended to all forms of CC such as roots and mind control effects (Bane))

I like this, it enables him to go after his target, but I think some forms of CC should be left untouched, especially the ones that can be removed anyway, e.g. Frostbite can be removed by becoming Magic Immune, so there's no need to give Huskar less reason to buy a Black King Bar.

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Permalink | Quote | PM | +Rep by F.E.A.R.0 » March 22, 2014 3:34pm | Report
Xyrus wrote:


This much Base Damage would give him back the 3rd Highest Base Damage of any Ranged Hero(below Witch Doctor and Templar Assassin, but above Weaver, Bane, etc.). Given that he can do considerable Harrass with Burning Spear, I'm not really sure he needs that much Damage early on.

An Attack Range increase seems fairer to me. Perhaps to 500 or even 600ish?

He only has the 1 Skill that uses Mana. Remove the Mana Cost and he can just spam this off Cooldown, never having to worry about HP or Mana ever again.

I'm sorry, but removing any need to manage Mana and possibly even HP would be OP.

Attaching the Passive to the Active would be fine though, since it will allow him to use Burning Spear in Lane to Harrass.

Making the Self Damage Magical would certainly make using Burning Spear while on low HP viable, but if it's Magical Damage on the target, it would be less effective as it can now be reduced. Seems a reasonable change to me. Stacking it with Lifesteal or removing the Self Damage component (even if temporarily) would be going too far though, imo.

This is reasonable, he still has to get within what is effectively Right-Click Range, and having 5% extra HP isn't a massive boost either.

Right now he has the 7th lowest overall Stat Gain, and most of the Heroes that are a little lower have some way of gaining extra Stats, e.g. Drow Ranger's Marksman, Slark's Essence Shift, etc. so a Stat Gain Buff would be reasonable. I would rather see his Strength Gain, and/or Base Armour boosted instead of Agility Gain though.

He doesn't really need that much Attack Speed to do his job, he just needs to be Tanky enough to be able to survive at low HP so he can utilize Berserker's Blood.

I hate when I get ninja'd during long posts ._.

I like this, it enables him to go after his target, but I think some forms of CC should be left untouched, especially the ones that can be removed anyway, e.g. Frostbite can be removed by becoming Magic Immune, so there's no need to give Huskar less reason to buy a Black King Bar.


Well Xyrus these are the suggested buffs for Huskar. Clearly all like them. I see the members at PlayDota say that the Agility nerf was unwanted and everyone dislikes it.
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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » March 22, 2014 6:12pm | Report
F.E.A.R.0 wrote:

Well Xyrus these are the suggested buffs for Huskar. Clearly all like them. I see the members at PlayDota say that the Agility nerf was unwanted and everyone dislikes it.

That part i agree with, it was uncalled for, without proper items it hurts to e1 be hit by creeps sometimes.
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Permalink | Quote | PM | +Rep by Allegiance » March 22, 2014 11:16pm | Report
Huskar is a bad hero, because his concept isn't good. Just like Bloodseeker and Spirit Breaker, his skillset only works in uncoordinated games. Those heroes are way too easily countered, if you know what you are doing.
And not because they need minor buffs on spells, they just need a complete makeover, I feel like.
But well, not every hero hast to be relevant for competetive Dota i guess.

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