Overgrowth: If you use Overgrowth within radius of trees, the trees will spread Overgrowth onwards, the trees can spread it even further to other trees.
ITT: Overgrowth entire forest.
[QUOTE=Rarara;39358905]Overgrowth: If you use Overgrowth within radius of trees, the trees will spread Overgrowth onwards, the trees can spread it even further to other trees.
ITT: Overgrowth entire forest.[/QUOTE]
That would be so broken.
There is trees everywhere, even inside the base and around the spawns. You could trap people inside their base while you push, from a safe distance.
And I'm pretty sure that so many root models and effects would crash atleast one person's game.
Centaur Stampede Agha Upgrade;
Gives your stampede a greater punch, increasing the damage/stun a bit, and allowing the Centaur only to destroy trees with collision, (and mow terrain)
[QUOTE=Malvodion;39357981]Or scepter could upgrade it so that it deals damage again.[/QUOTE]
please
Best combo when overgrowth did damage
Tiny and treant
Tiny tosses treant and ults, then nukes a target guy w/ leech seed. Tiny avalanches everyone.
did insane damage.
Props if treant/tiny gets a shivas
Silencer: Now adds a 20% miss rate to all enemies.
Clockwerk: Hook now only pulls you towards enemy units, will pass through newts and allies, CD still reduced.
Drow: Turns ult into a super form of power treads, toggling ult switches which stat gets boosted- everyone within her current radius benefits from whatever the ult is set to.
Templar Assassin: Traps are immune to true sight.
Dragon Knight: Ult becomes a toggle that drains both health and mana as long as it is enabled.
Rikimaru: Gets a spell to feign death every 100 seconds, upon activation a buff will activate and the next time you take damage a body double will fall and a notification will appear as if you died.
Sniper: When the bullet hits from assassinate it explodes into shrapnel and hurts any enemies in an arc behind the entrance wound for full damage(not the actual ult damage, a separate number) and anyone in a radius for half damage.
I dunno, I'd like more situational ults or even upgrades unrelated to the ult itself.
[QUOTE=Badunkadunk;39359511]Silencer: Now adds a 20% miss rate to all enemies.
Clockwerk: Hook now only pulls you towards enemy units, will pass through newts and allies, CD still reduced.
Drow: Turns ult into a super form of power treads, toggling ult switches which stat gets boosted- everyone within her current radius benefits from whatever the ult is set to.
Templar Assassin: Traps are immune to true sight.
Dragon Knight: Ult becomes a toggle that drains both health and mana as long as it is enabled.
Rikimaru: Gets a spell to feign death every 100 seconds, upon activation a buff will activate and the next time you take damage a body double will fall and a notification will appear as if you died.
Sniper: When the bullet hits from assassinate it explodes into shrapnel and hurts any enemies in an arc behind the entrance wound for full damage(not the actual ult damage, a separate number) and anyone in a radius for half damage.
I dunno, I'd like more situational ults or even upgrades unrelated to the ult itself.[/QUOTE]
half of these would be downgrades or totally useless
oh boy i can't wait to get scepter on dragon knight so i can cast life drain on myself!!
[QUOTE=dual elites;39359619]half of these would be downgrades or totally useless
oh boy i can't wait to get scepter on dragon knight so i can cast life drain on myself!![/QUOTE]
Yeah, his ulti has effectively 55 second CD.
[QUOTE=Badunkadunk;39359511]Clockwerk: Hook now only pulls you towards enemy units, will pass through newts and allies, CD still reduced.
[/QUOTE]
So you just took away Clockwerk's only escape mechanism?
Just drop the scepter and hook your teammates then geez
PA: Summons 10 illusions on hit
Jk of course.
[QUOTE=Badunkadunk;39360596]Just drop the scepter and hook your teammates then geez[/QUOTE]
Because dropping a 4200 gold item in the ground is totally not a complete waste of time and gold. Do you even understand what you're saying?
-Spectre: Mana cost reduced by 50. Illusions deal 50% damage and won't dispel after using Reality.
-Chaos Knight: Spawns an extra illusion per level.
-Shadow Demon: 100 extra damage and all levels have a slow recovery rate for the slow buff.
-Death Prophet: Spirits deal 55-60 damage, reduces CD by 20 and mana cost by 50.
-Pit Lord: 20 or 30 sec CD reduction and 1(or maybe 2) sec delay reduction.
-Timbersaw: Increases AoE to 300, damage & dps by 20, 100/125/150 mana cost with 10/15/20 mana per sec drain.
Are these ok?
[QUOTE=Malvodion;39364002]-Spectre: Mana cost reduced by 50. Illusions deal 50% damage and won't dispel after using Reality.[/QUOTE]
she got a buff that made the illusions stay after reality already
Tinker
instant reset, costs no mana
[IMG]http://www.americanthinker.com/blog/assets/iranfakemissles%20(1).png[/IMG]
[QUOTE=Malvodion;39364002]
-Chaos Knight: Spawns an extra illusion per level.[/QUOTE]
even though this is just +numbers i actually like this one because it means you won't need manta style to trap people at level 3 any more
Axe's changed
Axe gains health equal to theirs if culling kills. Everyone around axe gets 20% of the health axes receives.
Cooldown is 10
[QUOTE=Suttles;39365456]Axe's changed
Axe gains health equal to theirs if culling kills. Everyone around axe gets 20% of the health axes receives.
Cooldown is 10[/QUOTE]
That actually sounds much more useful then the current upgrade.
[QUOTE=ThatSprite;39365475]That actually sounds much more useful then the current upgrade.[/QUOTE]
The only way the current one is useful is if you get a bloodstone
I've done it before, it rapes and everything and gives axe a spammable nuke and good initiation by ulting a creep but like, it doesn't do much else to the ultimate.
Centaur: Charge Duration: 4.75
Damage: 2/3/4 times your strength
Slow is replaced with a .75 second stun.
Stampede Collision AoE: 120
Can affect magic immune targets
Again, too OP?
[QUOTE=Bryceanater;39367179]Centaur: Charge Duration: 4.75
Damage: 2/3/4 times your strength
Slow is replaced with a .75 second stun.
Stampede Collision AoE: 120
Can affect magic immune targets
Again, too OP?[/QUOTE]
It shouldn't affect magic immune units. AoE would be too much. A mere stun over the slow is not such a good idea, the idea is to upgrade the skills, not to remove previous advantages.
I think it could work like this: Charge duration of 4.5, 2/3/4 times your strength for damage, causes ministun followed by slow.
Silencer:
Reduces cooldown to 60 seconds.
Enemies within 1000 range have all items silenced as well.
Death prophet
Cooldown: 70 seconds
Spirit damage: 50-60
[QUOTE=devon_wargod;39364122]she got a buff that made the illusions stay after reality already[/QUOTE]
Oh right, I keep forgetting about that.
-Spectre: Mana cost reduced by 50, CD by 20. Illusions deal 50% damage and last a second more. ?
[QUOTE=dual elites;39364737]even though this is just +numbers i actually like this one because it means you won't need manta style to trap people at level 3 any more[/QUOTE]
That's the idea. Reducing cd or manacost would either be useless or too much.
Adding a single illusion with empower the spell without giving it any downsides while also not making it op.
gyro ult change
Range: 1000 (1100)
Radius: 450 (500)
Duration: 2/3 (3/4)
Missile One Damage: 250/300/350(300/375/450)
Missile Two Damage: 100/150/200 (200/240/290)
Missile One Movement Speed Slow: 20%(25%)
Missile Two Movement Speed Slow: 50%(55%)
Missle one and missle two are swapped(maybe?)
[QUOTE=Suttles;39378599]gyro ult change
Range: 1000 (1100)
Radius: 450 (500)
Duration: 2/3 (3/4)
Missile One Damage: 250/300/350(300/375/450)
Missile Two Damage: 100/150/200 (200/240/290)
Missile One Movement Speed Slow: 20%(25%)
Missile Two Movement Speed Slow: 50%(55%)
Missle one and missle two are swapped(maybe?)[/QUOTE]
Why the hell would you take away the global part of it
[QUOTE=TehWoodPcker;39378789]Why the hell would you take away the global part of it[/QUOTE]
Because atm its fucking shit?
It doing more damage and slow hitting first would be a LOT better.
[QUOTE=Suttles;39378844]Because atm its fucking shit?
It doing more damage and slow hitting first would be a LOT better.[/QUOTE]
Not realy. Removing the Global would ruin a lot of "strategies" and would force players to play him different.
Like I said earlier, " the idea is to upgrade the skills, not to remove previous advantages."
Tinker:
Aghanim's Scepter unlocks a 5th skill, which allows him to channel for a while to regenerate mana, dependant on the level of his ultimate.
[QUOTE=Shibbey;39382105]Tinker:
Aghanim's Scepter unlocks a 5th skill, which allows him to channel for a while to regenerate mana, dependant on the level of his ultimate.[/QUOTE]
Kind of useless considering he can just grab a soul ring and tp back to base whenever.
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