Got it!

This website uses cookies to ensure you get the best experience on our website. Learn more

How can they nerf BKB because it’s too good, but leave Jugg spin as it is?

Windranger DOTA 2 Hero Warriors Ice

I honestly don't understand how that spell still exists, not only does it not disarm him with shard…

It does 500+ magic damage at level 1, in an AOE… and gives him BKB effect… for 6 seconds.. every 18 seconds.

Like laning is fine. Laning phase you can deal with it, kite it, tank it whatever.

But once the mid-game fights start happening the hero feels like:

> Runs at you at 520 movement speed with just phase boots.

> Spins for first 6 seconds of the fight, as an agi carrry with 30+ armour, so 60% phys resistance, 100% magic resistance, 900 magic damage nuke for touching him.

> 6 seconds is over, now ultis for the next 6 seconds. This is 100% immunity to everytihng.

> Second ultis for 2 seconds…

> Puts down ward that heals for 5% hp, and runs away again at 520 move speed.

So the entire 12 second interaction with this hero he is either 100% immune to everything, or 100% immune to magic, or moving away at 520 movement speed and healing 5% per second.

The biggest problem though is the spin.

Either it should:

– Slow him down so it needs to be paired with a stun/slow to be effective.

– Give magic damage immunity but not spell immunity so he can still be stunned, he just wont take damage.

– Remove the shard so that it properly disarms him when he is spinning

– Give it a 0.5 second cast point so he 'spins up' for a second and is vulnerable to timing attacks/being stunned during the spin up.

Source: https://www.reddit.com/r/DotA2/comments/w77yqs/how_can_they_nerf_bkb_because_its_too_good_but/

leave a comment

Your email address will not be published. Required fields are marked *