Aghanims for Tusk.
Gives Walrus Punch a kill threshold like culling blade instead of the double damage threshold.
I was thinking tusk's could be increased duration, up to 25 seconds, but you get two walrus punches sharing that single increased duration.
What if Agh's on Rubick let you steal your team mate's spells?
[QUOTE=Idzo;39615359]What if Agh's on Rubick let you steal your team mate's spells?[/QUOTE]
This has been discussed many times before, and we say no everytime because it would be overpowered as fuck
steal a friendly finger of death before the fight, then use it and steal your friendly laguna blade during the fight and use that
4 instagibs
[QUOTE=Harpie;39618619]steal a friendly finger of death before the fight, then use it and steal your friendly laguna blade during the fight and use that
4 instagibs[/QUOTE]
And then all 3 heroes also use dagon and refresher orb
O hey 16 nukes
[QUOTE=Idzo;39615359]What if Agh's on Rubick let you steal your team mate's spells?[/QUOTE]
Aghanim's scepter already works on Rubick, upgrading stolen ultimates even if the enemy he stole from doesn't have an Aghanim's himself.
[QUOTE=Mikolah;39619826]Aghanim's scepter already works on Rubick, upgrading stolen ultimates even if the enemy he stole from doesn't have an Aghanim's himself.[/QUOTE]
True, but it's kinda inherited and unavoidable when you make hero that really is all about turning enemy's magic against them.
Actual Aghanim upgrade for Rubick could be suited for example when enemies have very little useful spells to steal, or there could be "boring" cooldown/range/duration/manacost way.
I was thinking about idea of it having insane range (like Sniper's Ultimate or so) and slightly reduced cooldown. With good vision, Rubick could constantly steal new spells and not just hunt for the big-game in the teamfights, but Rubick is still hard-level in designing Agha, so that's just empty words.
[editline]17th February 2013[/editline]
[QUOTE=Idzo;39615359]What if Agh's on Rubick let you steal your team mate's spells?[/QUOTE]
Lemme just clarify why it's perceived as too much :
Part of the Rubick's ultimate is getting in range of enemy (squishy rubick), timing steal so it's spell you want and then using it before getting obliterated. All that while enemy is aware that Rubick can steal it.
Good Tidehunters, for example, will always walk with team when Rubick is on the enemy team to avoid even possibility of wasting a Ravage, they'll always try to catch Rubick in Ravage, and even then, they'll always Anchor-smash right after Ravage so Rubick doesn't get Ravage.
Now imagine that there is no risk of dying when coming to user of particular, powerful spell, because he is teammate, there is no need to time it really, you could essentially waste ultimate and turtle until you have double whammy (or do it mid-teamfight, with communication it's rather easy), and all that is left of "balance drawbacks" of Spell Steal is risk of dying before using powerful spell, and that part is natural part of Dota that by itself isn't considered balance, just gameplay.
I think that no mana cost and a range of 1800 on Spell Steal (maybe more cast range on all his abilities?) or maybe more magic resistance on Null Field for himself would be neat upgrades too.
And stealing ally skills would be insane. Rubick + Faceless Void and enjoy your 11 seconds of stun.
Rubick + any ultimate + ally stealing = OP as shit
I think it should just reduce cooldown slightly and let him hold a spell until he gets a new one (even if he dies)
[QUOTE=Rarara;39620131]Rubick + any ultimate + ally stealing = OP as shit
I think it should just reduce cooldown slightly and [B]let him hold a spell until he gets a new one (even if he dies)[/B][/QUOTE]
That would be counter-productive.
You want Rubicks to be active, running around, stealing any ability and making unexpected use out of it. It's very boring to play as and very sad to see Rubick who steals 1 ability and sticks to it for the entire game, and part of prevention is the death/timer, so that you know you'll lose the ability, so use it the moment you can and grab a new one.
Imagine Rubick stealing Black Hole, I doubt that anywhere but on the higher-tiers that Rubick would steal anything else in the entire game if it wasn't going to expire and persisted through death. It is a boon to the team, sure, Black Hole and THEY picked Enigma, cool, but if your Rubick uses black hole and all he has in the mean-time are Telekinesis and Fade bolt then he is not really playing Rubick to a true potential.
Cowardly or insecure Rubicks would make Aghanim in a heartbeat while progressing Rubicks would cast it away as rather useless.
[QUOTE=Rarara;39620131]Rubick + any ultimate + ally stealing = OP as shit
I think it should just reduce cooldown slightly and let him hold a spell until he gets a new one (even if he dies)[/QUOTE]
Reduce cooldown to 2 seconds, allows you to hold 2 spells at once.
Although that would be rather damn overpowered.
[QUOTE=maxumym;39620239]Reduce cooldown to 2 seconds, allows you to hold 2 spells at once.
Although that would be rather damn overpowered.[/QUOTE]
And no damn reason not to get Agha.
Yes, Agha is "core" on some heroes, but that is not fully intended. Just like any item, it's supposed to be a choice, and if it's just straight 100% pure always-useful upgrade, then there is no reason to get it.
If it makes it better for certain scenarios, prefferably those that other items not-quite achieve for given hero, then it's proper.
[QUOTE=Tokagero;39620271]And no damn reason not to get Agha.
Yes, Agha is "core" on some heroes, but that is not fully intended. Just like any item, it's supposed to be a choice, and if it's just straight 100% pure always-useful upgrade, then there is no reason to get it.
If it makes it better for certain scenarios, prefferably those that other items not-quite achieve for given hero, then it's proper.[/QUOTE]
Not really. For example scepter on Gyro is a pretty sicknasty upgrade to his ult but since his ult is only one small part of his kit, and not really the main 'point' of the hero, it's not a very good pickup on him.
If Rubick could steal spells from his team, he could spam Zeus' ult:
1. Have Zeus in your team ult
2. Have a Tinker in your team rearm
3. Have Rubick steal Zeus' ult, use it, then steal rearm, then steal Zeus' ult again, use it, and so on.
IMO if he could hold 2 spells at once like Invoker, that would be really sweet but not overly strong.
[QUOTE]Aghanim is a core on meepo. It gives you 100% stat sharing and 1 extra meepo. By buying 2 aghanims, you get 200% stat sharing and 2 extra meepos. Do you realize how imbalance is this? Seriously, aghanims core on meepo. My personal favourite build is 1 tranquil and 5 aghanims. 9 meepos and 500% stat sharing. You won't die i swear, you will just destroy everyone in your way to throne.[/QUOTE]
[URL="http://www.reddit.com/r/shittydotacoach/comments/168t5s/buy_more_aghanims_on_meepo_for_more_meepos/"]Here[/URL]
[QUOTE=dual elites;39620366]Not really. For example scepter on Gyro is a pretty sicknasty upgrade to his ult but since his ult is only one small part of his kit, and not really the main 'point' of the hero, it's not a very good pickup on him.[/QUOTE]
I remember enjoying Global Farm without having to move away from team.
And easy pushing.
Checking Roshan, Slow ensuring noone runs away.
It's not as bad as you think.
Most annoying Aghs buff would be probably Riki becoming immune to gem/ward/dust.
[QUOTE=sindraim;39681396]Most annoying Aghs buff would be probably Riki becoming immune to gem/ward/dust.[/QUOTE]
That would be gamebreaking and I think it's also impossible to make without making him immune to any buff. This thread is for more or less serious "suggestions", for silly/gamebreaking changes there is the "Break a hero by changing one of their abilities" thread.
0.01 second fade time
Agh's for Slardar;
Removes mana cost, doubles casting range, also disables evasion, backtrack and all damage dispersion abilities such as dispersion.
I think extended range and making it unpurgeable would be nice
[QUOTE=Samiam22;39690751]Agh's for Slardar;
Removes mana cost, doubles casting range, also disables evasion, backtrack and all damage dispersion abilities such as dispersion.[/QUOTE]
Just gonna go on a wild thought here :
What if agha would just make it remova as much armor as possible ? Max -armor is -20 btw
[QUOTE=Tokagero;39692596]Just gonna go on a wild thought here :
What if agha would just make it remova as much armor as possible ? Max -armor is -20 btw[/QUOTE]
That would be pretty good vs Agi carries.
[QUOTE=Colour;39692651]That would be pretty good vs Agi carries.[/QUOTE]
Actually, it would be interesting, as to counter Slardar in respect of Amp Damage you can't go BKB route (pierces) so you have to either kill faster or get tons of armor, like Shiva/AC.
With this it just reaps all of armor. It's not good if there is not that much armor to begin with, but against DK or PL it would be quite significant.
Thing is I think it's too good as pretty much everyone will have some armor to make it straight upgrade from -20 his level 3 Ult provides.
[QUOTE=Tokagero;39692596]Just gonna go on a wild thought here :
What if agha would just make it remova as much armor as possible ? Max -armor is -20 btw[/QUOTE]
All the way to -20 armour would be absurd.
A slar and void would just steamroll.
[QUOTE=Samiam22;39693201]All the way to -20 armour would be absurd.
A slar and void would just steamroll.[/QUOTE]
Well, it is very much possible.
Think Medallion + Slar + Dazzle + SF maybe , hell throw in AC.
[QUOTE=Tokagero;39693439]Well, it is very much possible.
Think Medallion + Slar + Dazzle + SF maybe , hell throw in AC.[/QUOTE]
It is possible but it isn't very common, the amount of co-ordination needed to do what you've just posted is above most pubs.
If it was as simple as getting agh's on slar and just clicking it would be ridiculous. All carry teams would suddenly become viable.
[QUOTE=Tokagero;39620271]And no damn reason not to get Agha. Yes, Agha is "core" on some heroes, but that is not fully intended. Just like any item, it's supposed to be a choice, and if it's just straight 100% pure always-useful upgrade, then there is no reason to get it. If it makes it better for certain scenarios, prefferably those that other items not-quite achieve for given hero, then it's proper.[/QUOTE]
Here's my idea:
10 second cooldown
Rubick can have two spells at once, but both are on separate timers.
If Rubick steals a spell from someone who doesn't have a scepter for their ultimate, his scepter upgrades it to ultimate version. (Though it already does that, doesn't it?)
Though you can argue that it's a pure upgrade for some like Lina, who gets a damage increase, some nice stats along with HP and Mana. The same with Lion.It's not really situational and core as the game goes on and the enemy starts to gain more and more hp.
[QUOTE=LtKyle2;39693635]Here's my idea:
10 second cooldown
Rubick can have two spells at once, but both are on separate timers.
If Rubick steals a spell from someone who doesn't have a scepter for their ultimate, his scepter upgrades it to ultimate version. (Though it already does that, doesn't it?)
Though you can argue that it's a pure upgrade for some like Lina, who gets a damage increase, some nice stats along with HP and Mana. The same with Lion.It's not really situational and core as the game goes on and the enemy starts to gain more and more hp.[/QUOTE]
Agha for Lina and Lion are straight upgrades, but they are considerable only before hard-late game, when that +200/300 damage is funny to heroes with Hearts, Mantas,etc. In that case something more "effective" like Vyse, Eul or Orchid could play a bigger role, though whole Agha deal is not yet perfected and will be molded as time goes on, so not every existing Agha upgrade is perfect.
And giving rubick 2 spells could lead to quite a power-surge. Stealing 2 big ultimates from enemies and hoarding them for as long as possible basically means won teamfight in that time period. Taking a Black Hole to the face from Rubick hurts already, now imagine that and your enigma nuked with Laguna Blade of your Lina at start.
+ I think we'd run out of keys. If rubick steals something like Morph or Wisp's Spirits he gets "co-spells", like Morph Agi and Morph Str, with Spirits he gets increase/decrease distance. How'd that work with 2 "actual" spell slots?
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