[QUOTE=Malvodion;39332626]Dragon knight: More speed and damage and each form also has the special passive of the previous forms.
Green dragon: Damage per sec. (corrosive)
Red dragon: AoE and Damage per sec. (burn)
Blue dragon: AoE, Damage per sec. (frostbite) and Slow.[/QUOTE]
I like
[QUOTE=Atlascore;39334038]Troll Warlord = his ult becomes a passive that permanently grants all allies 75/150/225 attack speed.[/QUOTE]
That's more or less how it used to be, he had beastmaster's aura as ult, and beastmaster had troll's ult for E.
[QUOTE=elivance;39329294]Drow's scepter(+60/80/100 Agi): The game is over as soon as you buy it![/QUOTE]
So basically, Building aghanim on drow would be like Summoning exodia
[QUOTE=leonthefox;39334792]So basically, Building aghanim on drow would be like Summoning exodia[/QUOTE]
PINK ORB OF THE FORBIDDEN ONE
BLUE ORB OF THE FORBIDDEN ONE
okay I'm done
Don't get why Shredder doesn't already have an Agh's upgrade.
[U][B]Chakram[/B][/U]
Passthrough Damage: 100/140/180
Damage per Second: 50 ([B]60[/B])/75 ([B]85[/B])/100 ([B]120[/B])
Range: 1200 ([B]1500[/B])
Mana cost per Second: 20/25/30
Initial Mana cost: 125 ([B]100[/B])/150 ([B]50[/B]) /175 ([B]0[/B])
[I]Rizzrack can Timber Chain to his Chakram, and the passthrough damage is converted to pure damage. [/I]
[B][U]Infest/Consume[/U][/B]
Cooldown: 100 ([B]50[/B])
[I]Lifestealer can control the unit he infests.[/I]
[editline]23rd January 2013[/editline]
[QUOTE=RagerTrader;39330420]
[B]Bloodseeker-[/B] Gives +100% damage and slows targets by 50% when they are below half health.
[/QUOTE]
It should give them max movespeed for maximum pubstomping
Riki Scepter Upgrade: Double Invisibility (You need two forms of invis-detection to see him)
[B][U]Global Silence[/u][/B]
Enemy units are now disarmed as well.
Cooldown: 140 ([B]70[/B])
[B][U]Overgrowth[/U][/B]
Trapped units also have their life sapped from them for the duration of the spell.
Bloodseeker: Grants max movespeed on affected hero and will automatically move from bloodseeker
Enigma: Black Hole no longer has to be channeled
batrider's Flaming lasso
Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Range: 175 [B](325)[/B]
Duration: 3[B](3.5)[/B]/3.5[B](4)[/B]/4[B](4.5)[/B]
90[B](70)[/B]/70[B](50)[/B]/50[B](30) [/B]150
[I]Increases range and duration of flaming lasso, while decreasing cooldown. [/I]
Lycanthrope's shapeshift
Lycanthrope assumes his true form, increasing his combat capabilities. During Shapeshift, Lycanthrope and all units under his control move at maximum speed and cannot be slowed.
Bonus Health: 100/200/300(200/300/400)
Bonus Armor: 2(3/5/7)
Base Attack Time: 1.5(1.2)
Critical Strike Chance: 30% (40%)
Critical Strike Damage: 1.7×(1.9x)
Day/Night Sight Range: 1800/1800(1900/1900)
Duration: 18(24)
100/70/40 No mana cost.
[QUOTE=LtKyle2;39336274][B][U]Global Silence[/u][/B]
Enemy units are now disarmed as well.
Cooldown: 140 ([B]70[/B])[/QUOTE]
why not just massively increase the cooldown (45?) and maybe the mana cost
seriously global silence is such a "IF I FUCK THIS UP WE'RE FUCKED" skill and the cooldown makes you want to use it even less
Naga Siren's Scepter could cause her voice to be so horrible that for 5 seconds after the song enemies have no hearing
A friend of mine wanted Clinkz' ulti to have an upgrade that made Death Pact last at least as long as the cooldown.
[QUOTE=tyler3497;39336246]Riki Scepter Upgrade: Double Invisibility (You need two forms of invis-detection to see him)[/QUOTE]
What if it made it so that attacks that broke your invisibility did bonus damage, like wind walk?
[B]Lone Druid[/B]: Bearmode has no reduced movespeed, +150/300/450 hp, +10/15/20% magic resistance. Druid form increases movespeed by 40/50/60, increases attack range by 100/150/200 increases Spirit Bear's distance limit from 1100 to 1500.
[B]Sven[/B]: Increases raw bonus damage by 33/66/100%.
[B]Ancient Apparition[/B]: Creates a sub-ability which allows to fire the shard of ice at a specific location on the map (Similar to gyro ulti) without using the "tracer" projectile. Launches at max speed, AoE capped at 300/400/500. Otherwise same as his ult is normally. So at short range this would be better and easier to use, but doesn't get huge AoE over high distances.
Both skills share the same cooldown, cooldown reduced to 30.
[B]
Phantom Lancer[/B]: Allows the ability to be activated to create a bonus illusion for 15, cooldown 15/10/5 seconds and manacost 50. Illusion deals 50% damage and takes 200% damage. Jumbles PL and the illusion as if you used a Manta or something similar.
Juxtapose Max Illusions increased from 2/4/6/8 to 4/6/8/10, Juxtapose bonus proc chance from 2/4/6% to 9/11/13%, Juxtapose Illusion Duplication Chance increased from 3/5/7% to 6/8/10%.
ALTERNATIVELY
[B]Phantom Lancer[/B]: Illusions no longer take bonus damage (used to take 300% bonus damage) making them look identically tough as the real one, but instead they are removed upon receiving a set amount of damage equal to 33% of Lancer's current health (at the time the illusion was cast).
Illusions still deal only 25% damage, but they also deal 25% bonus "illusory" damage. This illusory damage causes the enemies see their health to drop, while in reality it doesn't (Lancer's team still sees their true health).
So the illusions basically seem to take as little damage, but in reality they aren't any more durable. You can't differentiate them from the real one anymore though. They also make it seem as if they deal twice as much damage, and the enemies soon see their health bar being at 1 and they have no clue how much it actually is.
MINDGAMES
[QUOTE=Suttles;39331748]Silencer - NOW HAS A GLOBAL DOOM[/QUOTE]
Silencer also has some mana draining capabilities, instead of increasing the duration, they could experiment with having it drain mana from every enemy hero as well and shortening the cooldown. I dont see that being very overpowered.
[QUOTE=Freakie;39338682]A friend of mine wanted Clinkz' ulti to have an upgrade that made Death Pact last at least as long as the cooldown.[/QUOTE]
Have the upgrade give Clinkz the Strafe ability for the duration of the buff. Or Searing Arrows cost no mana. More realistically, Bonus HP and HP Capacity: 50%/65%/80% of the killed unit's HP to 60%/80%/100%, and bonus damage: 5%/6.5%/8% of the killed unit's HP to 6%/9%/15%.
Just having fun, Brewmaster turns into Captain Planet! You gain water and heart elementals in addition to your earth, wind and fire ones. And when the timer runs out you let your powers combine, for 30 seconds Captain Brewmaster flies around the map instantly regrowing all of the trees on the map, while creating a path of trees where ever he flies underneath him, turning all enemies permanently into trees, and instantly killing Timbermaw. Why? Cause he's Captain Planet mother fucker.
[IMG]http://www.theshiznit.co.uk/images/main/captain-planet-motherfuckers.jpg[/IMG]
Lone Druid: Druid's bearform can now entangle, like the bear form.
Batrider: Can attack while lassoing (plus slightly shorter cooldown and slighly longer duration).
Tinker: Whenever Tinker is channeling, he is magic immune.
Phantom Lancer: New ability, can target any unit controlled by phantom lancer. When used, after a short channeling time all currently created illusions are teleported to that spot.
Clinkz: Now gets skills from the creep he eats, like DOOM does.
Templar Assassin: Increases effect radius and vision of each trap.
Weaver: When he uses his ult, it creates a 100%/100% illusion where he was before that lasts for 7 seconds. Also, opponents see no cast animation.
Rubick: 8 second cooldown.
[QUOTE=lord0war;39336486]Enigma: Black Hole no longer has to be channeled[/QUOTE]
[img]http://www.dota2wiki.com/images/5/58/Magnus.png[/img]
[QUOTE=Regularjoe;39340734]Lone Druid: Druid's bearform can now entangle, like the bear form.
Batrider: Can attack while lassoing (plus slightly shorter cooldown and slighly longer duration).
Tinker: Whenever Tinker is channeling, he is magic immune.
Phantom Lancer: New ability, can target any unit controlled by phantom lancer. When used, after a short channeling time all currently created illusions are teleported to that spot.
Clinkz: Now gets skills from the creep he eats, like DOOM does.
Templar Assassin: Increases effect radius and vision of each trap.
Weaver: When he uses his ult, it creates a 100%/100% illusion where he was before that lasts for 7 seconds. Also, opponents see no cast animation.
Rubick: 8 second cooldown.[/QUOTE]
I really like that weaver idea.
Riki - can cast spells and use items without breaking invisibility.
Magnus - makes a black hole
Storm Spirit - halves the over-time cost but increases the base cost.
[QUOTE=LtKyle2;39336274][B][U]Global Silence[/u][/B]
Enemy units are now disarmed as well.
Cooldown: 140 ([B]70[/B])
[/QUOTE]
Well to not make it too overpowered, It could be so only units in a 800 units radio are disarmed
[QUOTE=leonthefox;39341083]Well to not make it too overpowered, It could be so only units in a 800 units radio are disarmed[/QUOTE]
Shadowblade Aghanims Silencer new meta
Run into their team, pop ult, enemy team is neutralized
Troll Warlord Agnahim- Friendly Creeps in a small radius around you get 1/2 the attack speed buff.
[QUOTE=Roxerg;39340955]Riki - can cast spells and use items without breaking invisibility.
[/QUOTE]
Dagon riki
Wisp: You can target enemies to tether for relocate.
Slark: Can have true sight, Mana decreased to 90, cool down to 15, and last for 8 seconds.
Sladar: 2 second cooldown, armor debuff increase to 9/14/20
Too OP?
Overgrowth: Nearby trees carry the overgrowth 200/400/600 range further.
aka total 1225 range root if you and the enemies are near trees
Overgrowth duration increased by 2% for every tree within 1000/1500/2000 range
[QUOTE=Bryceanater;39354711]Slark: Can have true sight, Mana decreased to 90, cool down to 15, and last for 8 seconds.
Sladar: 2 second cooldown, armor debuff increase to 9/14/20
Too OP?[/QUOTE]
No one would buy one for slardar just to get +1 armor at rank 1 and -8 cooldown on already a spammable skill. yaay
Slark one is too huge on the other hand.
Making already a solid ultimate into one that can be up half of the time aswell as giving true sight which eliminates the need for any sentries whatsoever and making him a no-risk counter to all invis heroes there are. so no
Overgrowth Aghanims should just make the range global.
[QUOTE=RagerTrader;39357781]Overgrowth Aghanims should just make the range global.[/QUOTE]
Or scepter could upgrade it so that it deals damage again.
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