I am not sure what I would do if it was a new ability, I never designed a new rune or ability. But I play a ton of games with all the factions and have gotten a strong feel for the strength of most abilities including this one. The reason I would cost this ability at 5 is because at 5 nora the ability seems worth taking. for example if you had an option for no ability or absorb at 8 nora I would take nothing but at 5 I would consider taking absorb. if absorb and dodge were the same cost dodge would probably be slightly more useful generally. it depends at what skill level you are playing. in higher skill level games you dont really focus on attacking a champ unless you have a way to kill it quickly, what absorb usually does is limit you to 1 ranged attack before killing the champ. dodge prevents the initial ranged attack which can allow the champ to live longer and possibly use the ability again.
So pretend you are doing it now. Dodge 1 is currently 6 nora. Evasive 3 is currently 9 nora. Absorb is a new ability and needs a cost. How would you go about thinking about it?
I don't really know atm. I would have to look at other times where my time has felt wasted and compare it to this time. When i'm done doing my homework i'll get back to you. But I must say, over half the runes in this game are shoeboxed.
Maybe cyclops should get a mountainer/lethargic racial. I don't think they will ever be any good with 5 speeds unless they get ready or something. Even after this change they still need alot of work. I know alpine cyclops gives mountainer but alpine cyclops sucks. the vitalize ability on wardrummer also sucks along with the champ itself.
"why do you think it should be reduced" "I think it should be reduced by 2" "why tho" "its overcosted"
The one that killed me was "Give me something other than i think it is overcosted" "It just needs a cost reduction"
To be fair, we did get to the idea of Dodge 1 vs Absorb being roughly equal. Would be interested to hear what others think of this idea.
I do agree with what he said about i'd take dodge 1 over absorb on a champion who isn't particularly tanky. the difference between avoiding the first hit or avoiding all others afterwards is a rather large 1 on a champion who can't survive many hits.
Right. Another general consideration is that Dodge 1 is better in a 1v1 or small skirmish, while the benefit of Absorb is preventing one-rounding in a larger fight.
blockade is also very similar to secure fonts and annex. This is a 10 nora ability that would be fine at 1 or 2 nora, not sure what other abilities are grossly overcosted like this one but there are several others.
Large units don't need a buff, maps just need to be changed to the point where they aren't always stuck or cornered. Right now when i deploy a 2x2 i know it's only purpose is to take up space that has become their only use. With themes like cyclops and tree folk and the majority of their runes being large units it is a major reason why they don't see play that often, and it's not because their bad runes mostly because of their ability to move on many maps without running into some sort of problem or cornered by the famous "impassable terain" or inaccessible spaces. Lack of maneuverability is the problem of large themes.