Clarity and Salves

Raise concerns about balance.

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GeneralFunk
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Clarity and Salves

#1 Post by GeneralFunk »

Should they or should they not be removed upon being hit?

Wouldn't they be a lot more useful and more worth buying if they didn't get removed in such a fashion, or would the balance tweak them as more impacting than usual?

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Last edited by GeneralFunk on August 8th, 2009, 2:47 am, edited 1 time in total.
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Re: Clerity and Salves

#2 Post by Cokemonkey11 »

No i like them the way they are. Though I prefer using replenishment generators
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Re: Clarity and Salves

#3 Post by Dekar »

Consumeables from the goblin shop
Made for open agression in the field
I dont think they are
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Re: Clarity and Salves

#4 Post by Dark_Nemesis »

I've actually wanted to touch on this, it can be very annoying trying to heal and having those damn spawn get in a last hit when you think you're safe.

I think if the hero is not moving then the potion should not be negated upon attack, yes, you could argue that: oh then they can just sit there and heal up!, not really, who's going to want to heal up when a massive push is coming your way. Other than that, the potions are fine how they are. My 2 cents.
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Re: Clarity and Salves

#5 Post by Jigokuro »

If they didn't dispel on hit they'd be op, esp on heros that have another regen source that stacks like Yggdrasil.
Fine how they are, esp for the price. 40 gold for 1k health in field? awesome. If you do it right you can still hang in creep exp range even.

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Re: Clarity and Salves

#6 Post by CryptLord1234 »

It's not too terribly hard to not get hit by creeps. If you do, it's what, 40g that was spent in a learning experience. Annoying, yes, but again, just play a little more cautiously while effected by the HoT.
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Re: Clarity and Salves

#7 Post by mianmian »

If your getting hit while healing (HoT) your in the WRONG PLACE.

Get the fuck outa there, your low on HP!

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Re: Clarity and Salves

#8 Post by CryptLord1234 »

Yeah, basically. I just like saying things a little more tactfully.
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Re: Clarity and Salves

#9 Post by GeneralFunk »

Who says the person just wants to use it only when almost dead? After all it's a HoT, you can make good use of it with only a little bit of damage taken if you plan to keep taking damage; taking into factor the scenario that it wouldn't be lost to being hit.

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Re: Clarity and Salves

#10 Post by Discombobulator »

They're fine the way they are.


Which is also the way they are in DotA.

Would they do it in a way that is less than perfect?

Therefore, the consumables shouldn't be changed.
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Re: Clarity and Salves

#11 Post by CryptLord1234 »

IF the HoT wasn't dispelled by taking damage, you have a 40 gold, slightly-more-foresight-required uber potion. I guess I'm kinda curious why I wouldn't be running them all the time, assuming I can kill 2 melee mobs in the time it takes for the HoT to wear off.

The problem with running them all the time would be that certain heroes who can kill earlier than others wouldn't be able to, I think, 'cause of the regen given by these salves. Also, getting surrounded wouldn't matter as much on the melee heroes -- yes, you can still be killed, but carrying these things makes it a lot harder.

And as much as I don't like the community of DotA, Discombobulator has a point there: They are incredibly competitive, and they find that healing salves are balanced as is. I realize this is a different game, with some different mechanics to it, but if the same mechanic works well there, it should work well here. Numbers? Maybe change them, but the way it works? Naw, that's fine.
"L4D2 promises to set a new benchmark for co-op games. . ." Like L4D promised to hand us new maps, survivors, and zombies? We've seen how that works.

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