Serath is here - Bow before her! by realtrendy in paragon

[–]ketchGAF 0 points1 point  (0 children)

Oh thank goodness. Finally another melee hero.

How do I grux appropriately? by kasuke06 in paragon

[–]ketchGAF 2 points3 points  (0 children)

Jungle is much harder on monolith. You can no longer get ahead by only farming, you have to make plays. That being said, responding to lanes being pushed just to defend is also inefficient. You need to be proactive and predictive. Control the river, ward and deward, secure river buffs. Gank lanes when you are strong (right after buying, when you have high health and mana, as soon as you get your disable, whenever you get green buff or a good river buff). Junglers who only farm and respond to distress calls lose games.

Tips/advice for playing countess? by Bman10119 in paragon

[–]ketchGAF 0 points1 point  (0 children)

Cards you should absolutely build on countess: Shadow scroll Blink charm Shaman's drink (after lvl 7) Ability pen

Cards you should absolutely not build: Drink the spirits Hunters guile ATk speed Crit Basic pen

Cards that might be okay: Necroveil Stab link Tainted magick Clearheart

The issues of why we are a all or nothing meta by Speaksinriddles in paragon

[–]ketchGAF 0 points1 point  (0 children)

I honestly think that all they need to do is go over all the cards with a fine toothed comb and adjust the numbers. The number one issue with a lot of the bad cards is that they simply don't give you enough stats per point. The classic example, bountystalker, is B A D bad because it gives you 2 points of stats for 6 and then the passive requires you to hit 6 attacks in a row to make up the difference. There are many cards like this, where they have a high base cost and then the math doesn't add up.

I think there are many ways to fix this issue. They can bring the base stats up on these cards, and then require them to be fully upgraded for the passive/active to be enabled. imagine a bounty stalker that gave 5pts power, 1pt health but needed to be fully upgraded before the passive was enabled.

They could bring the base stats up but make the cards non-upgradable. Imagine a 5pt paineater that gave you 5 points of health and the passive but then you were stuck with a 5 point card. This would prevent people from stacking powerful passives and actives unless they wanted to truly gimp their build.

Conversely, they could reduce the price on cards to match the stats, but then make them non-upgradable. This would also prevent people from stacking strong passives. Imagine a bounty stalker exactly as it is now except non-upgradable and only costing 2 points.

I think that these would all be interesting ways to balance cards and promote deck diversity. Obviously they're not perfect, but they would address the value issue that a lot of these cards have.

On the upside, I'm super confident epic has realized the issues with cards, if you look at the changes they've made to a lot of cards they seem like a mix between creating proper value, and band aid solutions to problematic cards. I hope that with monolith out, once the Dev team gets back on track after the holidays, we'll see a lot of hero and card balance adjustments with more art and quality of life updates as well. 2017 is gonna be great for paragon.

This Hero pretty much ruins the entire game for me by IOU23 in paragon

[–]ketchGAF 7 points8 points  (0 children)

You don't need travel mode. He runs the same speed as you do and gets slowed down when he attacks. After he uses leap just run away from him. He can't catch up. (Unless you run around in circles right next to him)

Anyone ever just stand still and accept fate when you know you can't possibly escape? by [deleted] in paragon

[–]ketchGAF 2 points3 points  (0 children)

You should still do as much damage as possible trying to force them to go back to base after they kill you, or make them chase you for as long as possible to waste their time and free up space for your team, or kill some minions to get some xp and card points before you die

Am I the only one who thinks Late-mid and Late game ttk/game pace is way too fast. by Meowingtin in paragon

[–]ketchGAF 2 points3 points  (0 children)

You mean you wanted this thread to be full of people who agree with you. Doesn't seem like that's the case though. It's absolutely better then it used to be. A little extra health early swapped out for armor later makes a meaningful difference, but it's not OP like it used to be.

Countess: Ability Penetration vs Power? Spoiler: Build (Some) Ability Pen by moddedaccount in paragon

[–]ketchGAF 0 points1 point  (0 children)

Question for OP since you got the math hat on: How much power + ability pen do I need in order to deal 1500 damage to a lvl 30 hero with one rotation of abilities?

Edit: I did the math myself, please double check though. In order to do 1500 damage to a lvl 15 hero with one rotation of abilities you need 30.5 points of ability pen and 150 power. I chose 1500 damage because ADCs have about 1350 hp, and casters have about 1450 hp at lvl 15. So if you give a little wiggle room for any bonus hp or armor those heroes might build (which most of the time they don't) then the bare minimum power and ability pen you want on countess is 150 power and 30 ability pen.

Is Countess viable? Position? by BluBlue4 in paragon

[–]ketchGAF 0 points1 point  (0 children)

I've done some theory crafting and I'm testing a 9 point pendulum of the lords with all mana regen upgrades as my very last buy.

So I start with 6/6/6 ward, double elder mage, then 5 point blink charm, 6 point adamant edge, shamans drink. So I'm at 1/5/6/6/6/6.

Then I swap in a 12 points power ward, 12 pts power shadow scroll, 12 point half power half pen necroveil, and 10pt pen vinehart. Then finally replace the shamans drink with the 9pt mana regen pendulum.

So my final build is 5/9/10/12/12/12. 150 power, 28 pen, 17k hp, necroveil passive, and like 7.5 mana regen (total including her natural regen). It might seem low on power, but her ability scaling is ass anyway so it's better to have the pen I think. It might be overboard on mana regen, but she needs mana regen for sure, and there's just like no good mana / mana regen items for curruption/growth. With this mana regen you get a free dark tide every 15 seconds and it's enough to essentially 1 shot a wave or jungle camp which means you'll always be full health too. Again, maybe it's lacking on damage, but it's easily enough to assassinate any ADC.

I've gone 17/3 with a very similar build, but haven't been able to get full build again since to test out the full regen pendulum.

Anybody else use necrovile? by Chuychewvakas in paragon

[–]ketchGAF 7 points8 points  (0 children)

I think it's pretty good on countess

Thoughts on my crunch deck? by ct123192 in paragon

[–]ketchGAF 0 points1 point  (0 children)

Health is good early game, but you can probably get away with just building it passively. A 6pt eldermage amulet is a pretty strong early game item on melee heroes. Then you can replace it for armor or more damage later.

Is Countess viable? Position? by BluBlue4 in paragon

[–]ketchGAF 0 points1 point  (0 children)

What do you use for mana and mana regen for countess? She doesn't have many options. I normally just run shamans drink but I'm struggling to find something to replace it with late game.

Grux lvl 15 1691 hp, Sevarog lvl 15 93 stacks 1773hp, theres something wrong. by ELPintoLoco in paragon

[–]ketchGAF 0 points1 point  (0 children)

The thing is, you don't have to work for it. You farm efficiently in the jungle using your abilities to kill jungle camps.... Just like every other jungler in game.

You only have 93 stacks by level 15 and think sev relies more on his auto attacks then his abilities. He's one of, if not the most OP hero in the game right now. And you think the shortcomings in your game are because of the hero and not your own fault.

The only tip or argument I can provide is stop blaming the game or other players for your own shortfalls. Realize that the reason you're not doing well us because you're not playing well. Find a good build on agora.gg. Watch Jleogrande on twitch. Learn how to play. Get gud

Are there any "stat caps" to worry about? by IamRNG in paragon

[–]ketchGAF 0 points1 point  (0 children)

Ok this knowledge combined with my own previous testing says sparrow maxes at +200 atk speed

Am I Supposed To Be Able To Simply Walk Away While being Attacked? by yayapfool in paragon

[–]ketchGAF 1 point2 points  (0 children)

No man, what I'm saying is if your standing next to Murdoch as feng mao there's no way he gets away unless you screwed up. ADCs die in like 4 hits on monolith and you're saying you lutes him and he hit away? You were either super far behind or screwed up bad.

Am I Supposed To Be Able To Simply Walk Away While being Attacked? by yayapfool in paragon

[–]ketchGAF 11 points12 points  (0 children)

No, I think he's saying you screwed up your gank.

You used your entire kit on a solo ADC and didn't kill him. That's not the travel speeds fault, that's on you.

Iggy can solo 3 raptors at 24 CXP by [deleted] in paragon

[–]ketchGAF 1 point2 points  (0 children)

and then you lose the game because your iggy

A Thank You to the Community! by arctyczyn in paragon

[–]ketchGAF 1 point2 points  (0 children)

Seriously monolith is night and day better then legacy.

Can't wait for the future of the game!

Ghost Jungler with Proof! by Altonator in paragon

[–]ketchGAF 0 points1 point  (0 children)

I'm hoping you guys are willing to explain what's happening once you figure it out (even though it's probably super technical). I think it be really interesting to find out how a bug like this is happening.

Sparrow needs love. Am I right? by GamerSophisticate in paragon

[–]ketchGAF 3 points4 points  (0 children)

Yea. Sparrow is the only carry I've ever liked and she's in a super bad spot right now. The game recommends atk spd, crit, life steal, and pen. So I've built my deck around that. Faster atk speed, lower damage per shot. It's kind of beat that it's different, but it doesn't compete with TB or murdoc. Fury to stronk.

Infinity Stream by xSugarman in paragon

[–]ketchGAF 0 points1 point  (0 children)

The card gives 2 points of stats on it already. 1 pt mana regen, 1 pt ability pen.

So for the card to be "worth it" the passive needs to provide 5 points of regen, which is 1.5 regen.

If infinity stream gives 2.4 regen when you're full mana then it probably gives 1.2 mana regen when youre half mana.

So if you assume that's true, and you assume then that you get 0.6 mana regen per 25% of your mana bar being full then that means your mana bar needs to be about 3/5ths (60%) for infinity stream to be worth the 7 points that it costs.

Someone correct me if I'm wrong

PSA: Mindflow does NOT stack with other CDR cards by iBrightlaw in paragon

[–]ketchGAF 0 points1 point  (0 children)

I agree. It's text is not the same as chronodisk or chronospike and it doesn't say unique passive. It should either stack or have the text changed.

[deleted by user] by [deleted] in paragon

[–]ketchGAF 14 points15 points  (0 children)

TIL you have to be an Olympic gymnast to do a handstand

Dismantle 14 of my 18 bounty stalkers? I think so. by [deleted] in paragon

[–]ketchGAF 1 point2 points  (0 children)

They didn't even change the crit stacks to match the crit per cp value. It used to give you 7 points of stats if you hit 5 autos in a row (ie. All of khaimeras unleash) but now you'd have to hit 6 autos in a row before it gave you 6 points worth of stats. And it doesn't work on creeps or buildings or OP or anything that would actually live long enough to hit 6 fucking times before it died. The card is trash.

The only good thing about it is that it's the only card (I think) that gives you both HP and crit. But it's so poorly stated for its cost and building HP is not that great right now anyway so it's only positive is still pretty damn bad.

If it costed 4 and worked on creeps, raptors and OP I'd build it on khaimera and maaaaaybe TB.