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Dragonheart91
01-05-2008, 07:03
I found the Disrupter to be worthless when I used him recently. As you said in the hero guide, he is worthless against both creeps and enemy heroes. I ask you, what IS he good at then? I understand he drains mana, but he really can't do any damage. His first three abilities are only good against heroes and are situational, and the ultimate is only good vs creeps and again situational. Let me break him down into his different abilities and possible uses.

Mana Burn: Good for disabling opponents mana in conjecture with his aura, worthless for creeping, worthless for PVP unless you have at least one-two allies to support you.

(Forgot the name so I'll just call it by its melee name)Spell Shield: Good for stopping spells and helping you run away. Enemies shouldn't be targeting their spells at you, considering that they are only going to get 1-2 casts each before they have no mana they should kill your allies. This makes this spell only good when your being chased.

Mana Degen Aura: Probably the hero's best ability, but also the most situational. This ability is good against titans, and heroes if there are three or more, and you have at least as many team mates backing you up. Mostly though, it seems to only end up helping your allies and not all that much. I would much rather see something that actually hurt the enemy, I think that would be alot more useful.

Ultimate: Worthless! There is only one use for this: Creeping. This ability will NEVER hit an enemy hero, and is only good against creeps if you have mercs backing you up, and it takes all your mana + an item build to support it in order to do that.

I think the 8 second charge time on the ultimate is waay too long, and I would suggest reworking the ability. Instead of a big boom, it would be much more useful if it did something like DOT. Drains your mana over 10 seconds, and deals damage to enemies in the area = to 50%(75,90) of the mana used per second.

As far as his aura, I think it should gain a slowing effect as well. Slows enemies by 4,8,12,16% movement speed in the aoe.

For mana burn, I think it is fine once the other abilities are changed thusly.

I would also like to see the ultimate have no cooldown. (What is the point of a long cooldown when it drains 100% of your mana? If you can find a way to regen mana I think you deserve to be able to use it again.)

Other possible abilities that could replace some of his current abilities:

Teleport an ally to your location, mana cost 120,130,150 Casting time, 8,6,4 seconds. Level one and two are random ally, level 3 is targeted.

Arcane Shield: Blocks 30,40,50% of damage and makes it deal it to mana instead. Mana represents 1,2,3 points per hit. In addition, while mana shield is on, you lose .5% mana per second, and slow enemies that hit you by 25% movement/attack speed per hit (2,3,4 seconds). (This effects ranged and melee.)

I would suggest teleport to replace either his ultimate or his aura, and arcane shield to replace his spell block ability. Just as a reminder, all numbers are fluid and the ideas should be judged solely on concept. I wouldn't mind a review of my article on a 1-10 scale, and/or counter-arguments.

P.S. Yes Steelb_l_ade I finally registered on the forums... Happy now?

P.P.S Does anyone think I should make these ideas into a completely different hero instead of using this one as a template?

DeathClown
01-05-2008, 10:44
Umm, Ultimate is for killing heroes, I'm telling you, if someone forgets to bring their stuns\nets, and you got a decent mana build = they're dead >.<

Hunter of Shadows
01-05-2008, 13:18
Ultimate: Worthless! There is only one use for this: Creeping. This ability will NEVER hit an enemy hero, and is only good against creeps if you have mercs backing you up, and it takes all your mana + an item build to support it in order to do that.

Eh, If you work with a team that has disables or slows, and you have a decent mana build along with good timing, for example in a battle for the ritual circle disruptor can annhilate the ENTIRE enemy team with ONE move!

And if you get nets, they can't run from it, if they forgot their nets and stuns, well its pretty much gg.

Dragonheart91
01-05-2008, 15:02
Ummm. 8 second charge time.... Even slowed or stunned that is more than enough time to run. Against an enemy team, they are probably at 300-600 range from you. That means it takes them approximately 2-4 seconds to escape. Say they by some miracle don't notice you charging for 2 seconds, then your allies slow or stun them for 2 more seconds. The net result from that would be they all escape, and your allies get 1-2 more physical attacks against them per ally. But, you lose all your mana which is likely 1-2 casts of mana burn, and you lose approximately 6-7 attacks.

Against a single hero, If you get them in a situation where they are at the maximum 750 range, and they must run fully past you (like corner them in a dead end) then they would probably have to go approximately 5-6 second of moving to escape. This combined with allies to slow would be the only chance you have of actually hitting with the ultimate.

Have you REALLY ever hit anyone besides a new player with this? If you have, then I suggest the person you hit go play some reaction games because they need to build reflexes.

Making it DOT would allow it to be useful in alot more situations, and would stop people from just walking away to escape scott-free. (Although they would still run, they would likely take 50-250 damage in the meantime.)

IcyAngel
01-05-2008, 21:39
It's, I think, the most powerfull spell of the game.
You didn't understand how it work.
It CAN charge up to 8 sec, but it'll only do so if you have like 2k mana and more ( Which is kinda impossible ) cause it drain a fixed amount per sec, so it's usually like 3-4 sec charge time.
And at lvl 3, it can do more then 1000 aoe dmg, which is freaking big, right ?
You have an Anti-Magic shield which can stop a stun each 15 sec and Spellshater stack with it, so it's really hard to stop you if the enemies aren't organized much.
Of course they can run, but they can do so with every spell or so right ?

Steelb_l_ade
01-05-2008, 22:57
Okay to wrap up soem confusion about the ultimate and the way it works i'll clarify as the tooltip is deeply misleading on this spell.

It DOES have an 8 sec charge time in all circumstances but its 8 seconds in "trigger time" rather than "real game time" so in actualy application it only takes between 2-4 sceonds to fully charge,blast and damage(!)

Ive been killed myself by this multiple times as because the Disrupter can get spellshatter amour (which blocks a spell) that stacks iwth his magic resistance u need to hit them with 3 imobalises in 2-4 seconds to actually stop this attack.
Since you cant fire that fast it requires at least u AND one of ure allies to stun them (one of u hitting twice) to prevent him from blowing ure entire team's brains out.
Also, Mana Burn is a horribly overpowered spel for PVP in most arenas and here its prety useful as most enemy heroes around levels 6-12 only just ahve enuff mana to preform thier ultimates anyway.

Hunter of Shadows
02-05-2008, 00:32
Okay to wrap up soem confusion about the ultimate and the way it works i'll clarify as the tooltip is deeply misleading on this spell.



So uh, do you intend to correct this?

Steelb_l_ade
02-05-2008, 00:51
To be perfectly honest, i doubt it, because frankly the trigger cmd is set to wait out the 8 seconds, duration is set to 8 seconds but when u actually play the game with a stopwatch it simply isnt that long, (Try it yourself and tell me how long cause im clueless)

So you could argue the tooltip is correct for the editors point of view, its just for me I could swear it aint 8 sec in game and if it is im a bigger noob than i thought cause half teh time this spell gets me =)

So all the tooltips are written to the best of my knowledge judging by the values set in the editor.
That's about all i can do with that.

Duration: about 2-3 seconds sort of, maybe, sometimes, in a 3v3, with athlon 2.3ghz, 2gig ddr ram etc etc

hehe

Dragonheart91
02-05-2008, 08:00
When I played with him, his ultimate NEVER hit. I usually cast at the center of the ritual area with the enemy team spread out throughout the square, and the ALWAYS have plenty of time to dodge. It seemed to charge the full 8 seconds when I used it. I don't know what the time was, but I'll time it next time.

Steelb_l_ade
14-05-2008, 19:27
In conclusion in the games I'm watching the Disrupter is decimating people with his ultimate, exeperienced players included. Yes You should be able to get out of the way in theory, but not always in practice, as I myself have been kille dby it numerous times. Beign as its so powerful it should be at least reasonably avoidable.

Azure604
02-06-2008, 04:44
Not to mention the Disruptor pretty much screws over the nuke-oriented characters just by being there >.>

...

I know I've managed to blow myself up as the Shadowmancer at least once due to running out of mana before firing :confused:

Racoon
07-11-2008, 04:58
Disruptor is my new fav hero now lol-- his skills are decent, but his ulti is the best- a word to cancel out the channeling time- bring some hammers and nets, disable them- charge up AND BOOOOOOOOOOOOOOOOOM!!!!!!

Dragonheart91
06-01-2009, 17:51
Yeah, I guess he is ok. Still though, he's not a good standalone hero. He needs alot of support from allies, and that is just not my style. (Especially when your playing on bnet with random people who don't know how teamwork works.)

chenlimin
07-01-2009, 12:54
Disrupter isn't a newbie hero, just like you said, it is "situational" hero, as werewolf with bash upgrade will screw disrupter badly once he gets all his skill active (dis need to burn away like 200+ mana in less than 1s, which was kinda hard), but than a combo nuker like lich/elementist will be screw over and over again by disrupter as their spells become useless, and with a well timed net, it's imbaness. However support from allies is a MUST, unless you hope to channel for 3-4 without a single net/stun.