Slarks ultimate is easily counter-able with gem or wards, at least give him his movement speed and Regen even when he is seen so his ultimate isn't completely useless
I guess no one else will say it....
Your suggestion makes slarks ult weaker not stronger.
^
how is that weaker?
i think u misunderstood what i meant. i mean to say that the passive regen and speed will dispel only when slark is 800 units in sight of an enemy unit.
in simple terms, during the day, units will have 1800 sight range, but upon spotting slark 1800 range away, the regen will not dispel. the enemy needs to close in until 800 range for it to dispel (similar range during night)
Ok, well in that case it will do practically nothing. The situations in which slark does not get regen because he was seen more than 800 units away are extremely rare if you play the hero correctly. Why would slark ever want to be seen more than 800 units away? What could he possibly be doing for more than 1 or 2 seconds that he would be in such a position?
i agree that your suggestion Ming would not change that much. Personally I dont think slark needs any changes, especially his ultimate. Its fine and irritating to deal with already.
although i agree with ming, slark is way to weak, essence shift needs to steal 1 armor per hit to make him a formidable carry.
Slark is already good enough for his role.
He's a snowballer, you get a good start and you will absolutely wreck your opponents and most likely win your team the game, you have a bad start and you will be useless for the rest of the game.
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since he has relatively low stat gain, they should reduce the passive regen to dispel only if slark is within 800 range from an enemy unit. (structurs creep n stuff)