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Bloodseeker idea!

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Forum » Hero & Item Ideas » Bloodseeker idea! 11 posts - page 1 of 2
Permalink | Quote | PM | +Rep by porygon361 » June 18, 2015 3:21am | Report
What if Blood Rite switched skill slots with Rupture? In order words, what would happen if Blood Rite was an ultimate and Rupture became a normal ability?

Rupture's damage and duration could be decreased to around 20/30/40/50 damage per 100 units and 2/3/4/5 seconds, respectively, and the cooldown could be lowered a bit to compensate. Blood Rite can be a LOT more damaging and possibly have a shorter delay/longer silence, but have a longer cooldown.


If this change were to be implemented, Bloodseeker would be able to begin to use the effects of Rupture during the laning phase and, making him more threatening in the lane, but it is kept balanced by the short duration. Blood Rite never hits any competent enemy in the laning phase anyway unless they are greatly disabled/cornered, so I don't think this removal will affect him much. With this change, Bloodseeker will have a stronger laning phase and more powerful teamfight presence. I think this could earn Bloodseeker a special place in the meta as a powerful ganking offlaner.

Discuss your opinions.

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Permalink | Quote | PM | +Rep by TheSofa » June 18, 2015 3:29am | Report
Rupture before six? How am I supposed to get the rune?

Rupture's already annoying. Please don't make it anymore annoying than it is already.

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Permalink | Quote | PM | +Rep by porygon361 » June 18, 2015 3:31am | Report
TheSofa wrote:

Rupture before six? How am I supposed to get the rune?

Rupture's already annoying. Please don't make it anymore annoying than it is already.



It only lasts for 2 seconds at level 1 and deals a whopping 20 damage/100 units (as weak as level 1 rupture currently), and only 5 seconds at max level. I don't think it's that overpowered if it has an appropriate mana cost.

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Permalink | Quote | PM | +Rep by GreenPeaAdvanced » June 18, 2015 4:49am | Report
Could work, but an ultimate with an ok aoe but horrible delay for some damage and silence sounds like it could be skipped,unless teamfights are breaking out extremely early.

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Permalink | Quote | PM | +Rep by porygon361 » June 18, 2015 5:00am | Report

Could work, but an ultimate with an ok aoe but horrible delay for some damage and silence sounds like it could be skipped,unless teamfights are breaking out extremely early.



That is true. However, since a level 4 Rupture would deal a lot of damage, enemies might consider not moving at all compared to the current level 1 rupture where everyone just runs away. Thus, the ultimate would still be worth picking up.

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Permalink | Quote | PM | +Rep by Hamstertamer » June 18, 2015 6:10am | Report
Just saying that Bloodseeker is already threatening in lane, with Thirst being the ******** ability that it is now.

Skill build is to max Thirst first, not Blood Rite

He just has to wait for one hero to just be missing a bit of HP, and then he can simply run him down. He doesn't need to be level 6 to do that, just level 3 or 5 is enough.
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Permalink | Quote | PM | +Rep by porygon361 » June 18, 2015 6:20am | Report
Hamstertamer wrote:

Just saying that Bloodseeker is already threatening in lane, with Thirst being the ******** ability that it is now.

Skill build is to max Thirst first, not Blood Rite

He just has to wait for one hero to just be missing a bit of HP, and then he can simply run him down. He doesn't need to be level 6 to do that, just level 3 or 5 is enough.




True, Thirst is really ****ing ridiculous right now. The bonus damage is really strong, and if heroes in another lane are getting low you can also start running at 300 + 322 movespeed at your opponent in lane and just right click them.


I guess it's good that Bloodseeker doesn't get Rupture before level 6, otherwise that would be OP in conjunction with the current Thirst. And now that I think about it, Blood Rite could also be used to last hit and heal in the lane if it is too dangerous thanks to the huge cast range.

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Permalink | Quote | PM | +Rep by TheSofa » June 18, 2015 2:12pm | Report
porygon361 wrote:




It only lasts for 2 seconds at level 1 and deals a whopping 20 damage/100 units (as weak as level 1 rupture currently), and only 5 seconds at max level. I don't think it's that overpowered if it has an appropriate mana cost.

Uh, no... Level 1 Rupture currently is 12 seconds and 60% of distance as damage.

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Permalink | Quote | PM | +Rep by porygon361 » June 18, 2015 2:18pm | Report
TheSofa wrote:


Uh, no... Level 1 Rupture currently is 12 seconds and 60% of distance as damage.



*ahem* Check again, the damage of level 1 Rupture is 20% distance as damage, i.e. 20 damage per 100 units. Am I incorrect?

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Permalink | Quote | PM | +Rep by TheSofa » June 18, 2015 2:21pm | Report
porygon361 wrote:




*ahem* Check again, the damage of level 1 Rupture is 20% distance as damage, i.e. 20 damage per 100 units. Am I incorrect?

Sorry, I meant 20. :P

But still, it's 12 seconds. It's still really good.

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