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 Nerfing Weak Constitution

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carefulibite
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PostSubject: Nerfing Weak Constitution   Thu Jun 09, 2011 9:07 pm

I don't know but seems all people do now or days is play builds centered around it. Take the last tourney for example over half the players in it were using it. Over use aside it turns almost all AOE nukes into ultimate's without the long ultimate cool downs. It is for this reason I'm requesting that it's cool down be raised. Also I think that Rag will probably need avatar because this skill makes doing the whole Rag quest way too easy. So hopefully both suggestion will be considered at the very least tweak the Rag mission so its bosses don't fall so quickly to this ability. Easy fix compared to reworking the whole mission is to give Rag Avatar if they choose to wait it out it gives Rag time to grow.
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Glorn2
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PostSubject: Re: Nerfing Weak Constitution   Thu Jun 09, 2011 10:50 pm

After the tourny, I thought the same of this. While it is pretty readily counterable, it has become overused, and pretty strong against bosses. I have already changed it in a way that I think will be a nice change, and I may alter again in the future if the results arent desired.

As many people have noticed, this does not LOWER your spell reduction, but SETS your spell reduction to a negative value. This is what makes it so strong; HP and AMS is the only good counter.

What did I do then?

I made it an aura again! Thats right, it is a passive aura again. However, it is only 15+5% spell reduction per level. This means that passive heroes using MEA, pulverize, static shock, or other units using DoTs, or a slow cast hero with a lot of abilities.. yadda yadda yadda.... The spell damage reduction will not be nearly as strong, but it will be usable on more builds. People using it with a single target nuke will be saddened, while people attempting more unique builds with it will be happy.

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epicpowda11
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PostSubject: Re: Nerfing Weak Constitution   Sun Jun 12, 2011 1:21 am

That would be dope for team games if it could somehow increase healing amounts as well.
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PostSubject: Re: Nerfing Weak Constitution   Sun Jun 12, 2011 1:27 am

mmmmmm why not make it also destroy some of the opponent's mana when they cast a spell? Like 10-20% of the mana cost of the spell.
It might take away some of the loss, if it could be called that.
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PostSubject: Re: Nerfing Weak Constitution   Sun Jun 12, 2011 1:31 am

that would be just absolutely ridiculous...
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PostSubject: Re: Nerfing Weak Constitution   Sun Jun 12, 2011 1:40 am

awwww
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