New Pudge Upgrade: Opens a butcher's shop, and earns 1000 gold a minute selling lovely fresh meat, though it has questionable origins.
Pudge: Stuns 1 second longer on all levels, cooldown reduced by 10
Wisp:
CD reduced to 50 and upon entry/exit, 100/175/250 magical damage and a 15% movement slow in a small aoe, maybe 400 radius.
Makes it more interesting, I have no idea whether it's balanced or not though
Kunkka: Stun time increased to 2.5 seconds from 1.4, increases ally movement speed to 25% from 10%, reduces cooldown to 25 seconds from 40 at max rank.
Storm Spirit: Mana cost per 100 units traveled decreased to 10 + 0.5% max mana from 10 + 1% max mana
Lone Druid: Can now switch forms while moving
Shadow Fiend and Ancient Apparition definitely both need Aghanim Upgrades.
AA: Tracer + projectile travels quicker, deals 350/450/650 and they shatter at 15/18/20% ?
SF: Ultimate has a cooldown of 60/30/20, deals 160/180/220 each wave.
How about Timbersaw's Aghanim's gives Chakram a Bash? Also increases the radius of the Chakram, so you can keep enemies in their even longer. Ultimate initiate/chasin'!
New Doom upgrade: Dooms around the target in a 250 radius.
[QUOTE=CharlesMan;39385525]How about Timbersaw's Aghanim's gives Chakram a Bash? Also increases the radius of the Chakram, so you can keep enemies in their even longer. Ultimate initiate/chasin'![/QUOTE]
It's already a pain to get out of there :v:
[QUOTE=l l;39385472]Shadow Fiend and Ancient Apparition definitely both need Aghanim Upgrades.
AA: Tracer + projectile travels quicker, deals 350/450/650 and they shatter at 15/18/20% ?
SF: Ultimate has a cooldown of 60/30/20, deals 160/180/220 each wave.[/QUOTE]
Increases soul cap to 50
:~)
[QUOTE=Suttles;39378844]Because atm its fucking shit?
It doing more damage and slow hitting first would be a LOT better.[/QUOTE]
i never really understood why the slow didn't hit first
but removing the global wouldn't be good imo, it's a great counterpushing skill as it is
Razor: Eye of storm no longer hit creeps
Kotl: can channel the spirit form version of illuminate up to 6 seconds, channels in half the time
[QUOTE=supersocko;39382662]Wisp:
CD reduced to 50 and upon entry/exit, 100/175/250 magical damage and a 15% movement slow in a small aoe, maybe 400 radius.
Makes it more interesting, I have no idea whether it's balanced or not though[/QUOTE]
Fairly useless as by the time Wisp can build an Agh's, the part of the game where he ganks a lot is most likely over (or at least less important.)
What would be nice would be that during Relocate, Wisp can press Relocate again to instantly return to where he came from. If he doesn't after 12 seconds, he stays where he is.
Chakram: Allows you to attack while it's out, range increased to 1800 (1200), slight increase to blade movement speed
Op?
[QUOTE=supersocko;39382662]Wisp:
CD reduced to 50 and upon entry/exit, 100/175/250 magical damage and a 15% movement slow in a small aoe, maybe 400 radius.
Makes it more interesting, I have no idea whether it's balanced or not though[/QUOTE]
Wisp:
Aghanim's Scepter: Teleport is instant and heroes do not return after twelve seconds; they stay at the location teleported on the map. (But this may not be liked by some because the return feature is useful sometimes too.)
Wisp: Automatic return is replaced by a new spell that allows you to return after a short delay.
New spell is only available for 12 seconds after relocation
That's a better variation.
[QUOTE=nmagain;39393564]Wisp: Automatic return is replaced by a new spell that allows you to return after a short delay.
New spell is only available for 12 seconds after relocation[/QUOTE]
They should just have that sub ability initially. Same with stopping Excorcism for an early heal. I mean if Bane's nightmare can have that effect on himself, why can't they add a harmless toggle to these spells?
Death Prophet; one spirit returns and is born each second, granting constant healing. The maximum amount of spirits out is the same, however. So the second one stops haunting, another one comes out.
This means it works like a sort of continual heal, making DP even tankier.
[QUOTE=Harpie;39398235]They should just have that sub ability initially. Same with stopping Excorcism for an early heal. I mean if Bane's nightmare can have that effect on himself, why can't they add a harmless toggle to these spells?[/QUOTE]
Exorcism might actually be cool, but wisps ultimate is ridiculously powerful enough as it is without a get out of jail free card attached.
[editline]29th January 2013[/editline]
[QUOTE=PSI Guy;39398450]Death Prophet; one spirit returns and is born each second, granting constant healing. The maximum amount of spirits out is the same, however. So the second one stops haunting, another one comes out.
This means it works like a sort of continual heal, making DP even tankier.[/QUOTE]
Ehh..that's not strictly an upgrade. A lot of the time you take a huge chunk of burst damage partway through the ult and don't take any damage for the first 15 seconds. In this situation, you'd actually frequently be weaker with that proposed upgrade.
-Ops, wrong thread-
on topic: windrunner scepter upgrade should be a bit better?
None, you'll just be playing in low priority.
Also, wrong thread?
[QUOTE=Sprelle;39399730]-Ops, wrong thread-
on topic: windrunner scepter upgrade should be a bit better?[/QUOTE]
it removes the penalty of unique attack modifiers as well, so if you had crits or something its worth it lol
[QUOTE=Sprelle;39399730]-Ops, wrong thread-
on topic: windrunner scepter upgrade should be a bit better?[/QUOTE]
It should reduce the mana cost, imo.
[QUOTE=Pocket Medic;39329214]Enigma's Black Hole: Now global, time taken to drag heroes to the core reduced by 33%
you did say make it more interesting
although to be fair you also said make it balanced, which causes quite a dilemma here
[/QUOTE]
Except for KotL, who's only pulled in if within 300 radius, else just slowed.
[QUOTE=Harpie;39389016]Increases soul cap to 50
:~)[/QUOTE]
That's not his ult.
[QUOTE=l l;39407926]That's not his ult.[/QUOTE]
[url]http://www.dota2wiki.com/wiki/Tiny[/url]
[QUOTE=l l;39407926]That's not his ult.[/QUOTE]
i think i know shadow fiends abilities
timbersaw
unlocks a fifth ability that serves as a second, identical chakram.
possibly have the slows stack, but otherwise that's it.
Slardar
Range increased to the same as Bounty's Track.
Cooldown halved to 5 seconds.
Alternatively
Target takes extra 30(Maybe less?)% physical damage as well as the armour debuff. Kill those squishy carries.
Anti Mage
Mana Void manacost decreased
One second stun
Damage is 1.5 the missing mana.
Mirana
No/Shortened fade time
Cooldown reduced to 100 seconds
[QUOTE=Harpie;39410181]i think i know shadow fiends abilities[/QUOTE]
Apparently you don't, because necromastery is not his ult.
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