It could be an interesting minor buff to make amplify damage deal some token amount of damage to grant him the assist and cancel blinks, just a small amount like 10 pure damage.
You get assist gold and xp as long as you're in range it just won't show on the scoreboard. That's what really matters.
I agree slardar is extremely strong, especially against high-armor agility carries that are popular in this meta. Very strong pick, just no fun :/
I disagree. He's a bad solo offlane cus he needs that quick blink/needs early farm. Most teams force solo offlaners now, I hardly ever get dual offlane. He's bad cus his escape actually hurts him with that 15% more dmg. One stun and he's toast usually.
Then safe lane, it's probably not a good idea to have slardar safe lane carry cus he farms so slowly. It's hard for me to find a lane for him on teams usually. In theory he's good, but in reality you'll usually have a safe lane carry and a better offlaner.
Slardar needs level 6, he needs farm, and he needs his laning phase to go well, the most viable position he can have is a carry and he needs a really strong lockdown to truly destroy the opposing carry with the said debuff. He has no way to comeback in farm if he is an offlaner and a very weak lane presence which won't make him viable as a mid.
I think you overrate his armor debuff too much, his team needs to be ahead to be able to make others tissue paper, else buying armor makes his ult useless.
He should get assist for it though, it's a pretty good idea for him to be a little bit better (it isn't as good as making space as BH track since it gives movespeed and gold advantage)
What above said, that's why I feel he is weak. Great toolkit but can't farm compared to other carries so why make him safe lane carry?
"kda means nothing. Winning means everything." this
Don't focus on padding your score. Certain heroes are basically designed to have a lower kda than most heroes but can still provide high impact (treant and omni come to mind).
He's pretty tough though. 5 starting armour that grows compared to an agi hero. The crush is usually what helps him more for escaping, with sprint following up to get out of their range. It's best not to panic-sprint. If you see a nuke coming your way, you do not press Sprint right away if they're close. You either let it hit you while walking away; then sprint, or try to crush them and sprint. It's basically like centaur offlane, but more armour and movespeed in exchange for strength.
Btw slardar farms ancients pretty good so this helps his fArm some and leaves other creeps for your teamates that can't kill ancients early.
Yes, dual laner offlane would be sweet. Group him with bristle or necro or something with a slow and they should rock it.
It would be awesome if Amplify Damage just prevented the target from blinking for the duration. Generally speaking if Slardar amps someone, he's going to be hitting them as well.
he needs a buff since always~
he basically has only one useful spell which is ulti, passif never proc, the speed shit is like mom without the as and lifesteal~
and stun deals 0 stun 0 range 0.
+has completely shitty stats and no mana.
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Lately I've had really enjoyed playing Slardar.
One of his super powerful skills in my opinion is his Ultimate skill/abilty.
Even granite-chinned Carries can be turned into Tissue paper.
However, i think its a shame whenever Slardar uses Amplify Damage to an enemy leading to a successful kill,
DOTA2 doesnt credit Slardar an assist if he wont inflict damage on that killed enemy.
But think about it, casting Amp.Damage alone to an enemy does and gives a LOT if not almost TOTAL Disanvantage to an enemy.
Aside from reducing its armor dramatically, it also gives vision to an enemy whether its invisible wherever it goes as long as the spell doesnt time out, which also helps a lot in pursuits. So to cause an aware enemy to think twice before engaging in fights.
So can Slardar atleast get credit for that? ..as worth-earned assist somehow??
So what do you think? any thoughts?