[QUOTE=Suttles;39428645]removing both manacost and cooldown is retarded....[/QUOTE]
removing the cooldown entirely would be kind of dumb (it would make linken's 100% useless for example) but it's not like either of those things are significant by the time you'd be building scepter
turning it into a smallish aoe so you can track whole teams at once or making the true sight into an aoe around the target might be decent
[QUOTE=Gekkosan;39427475]Gondar: increases bonus gold for allies and self, and removes cooldown and manacost, and adds a minus-armor debuff.
Yes, wouldn't it be fun to have an incredible stat-boosting item as Gondar for as cheap as 4,200 gold.[/QUOTE]
pretty good except the no cooldown part, its already low enough to spam it as is to be honest.
and as said above, it would ruin the point of linken sphere
BH: Gives current day vision at night, and at day gives vision over trees, mountains etc, like Night Stalker.
[QUOTE=Rarara;39429849]BH: Gives current day vision at night, and at day gives vision over trees, mountains etc, like Night Stalker.[/QUOTE]
I have an idea: Provides a larger area of vision around tracked units and does not give a debuff notification.
[QUOTE=Tokagero;39427856]It's not bad really, Gondar would rather throw shurikens than spend mana on Track.
It's the bonus gold I am worried about. Gold is significant entire game , why would gondar not want to pick up Scepter with this ?[/QUOTE]
No yeah, I made it sound like sarcasm and I don't even know why.
But yes it'd be [i]neat[/i], which is a slight underestimation, because Gondar can already gross pretty insane amounts of gold with little-to-no last hits or direct kills, and he lacks health, so that Agha upgrade would probably be overpowered.
[editline]1st February 2013[/editline]
But even if, where am I supposed to squeeze a god damned Aghanim's Scepter (4200g) between my usual (cheap) purchases, like Medallion and Drum being my most definite favorites to acquire first, Phase Boots, Deso/Vlad's or both..
So many bounties to fulfill, but so little time.. (And a good Gondar also acquires a couple of wards, but don't ask.)
Kunkka's ghost ship
Ghost ship now moves at 800 speed.
Stun duration is now from 1.4 to 2
Buff duration is now 10 seconds
Maybe damage increase?
[QUOTE=nmagain;39429377]pretty good except the no cooldown part, its already low enough to spam it as is to be honest.
and as said above, it would ruin the point of linken sphere[/QUOTE]
yeah I admit to that, I guess I kind of got it mixed up with the "Break a Hero" thread
Nah, Kunkka needs to send in the entire fleet or something. Think march of the machines but the width of the map.
[QUOTE=Sir Psycho Sexy;39431431]Nah, Kunkka needs to send in the entire fleet or something. Think march of the machines but the width of the map.[/QUOTE]
oh god
and they all come out of the river
[QUOTE=Suttles;39430360]Kunkka's ghost ship
Ghost ship now moves at 800 speed.
Stun duration is now from 1.4 to 2
Buff duration is now 10 seconds
Maybe damage increase?[/QUOTE]
Doesn't it already do like 8 billion damage?
[QUOTE=Da_Maniac_;39436046]Doesn't it already do like 8 billion damage?[/QUOTE]
Damage increased to 9.5 billion
Kunkka: Summons 3 ships, the 2 other ones spawn a bit further back as well as more to the left/right (One on each side)
Same AoE, same damage, if several ships hit the same guy he takes stun duration from both, it's impossible to be hit by more than 2 ships at a time. Movement speed increased to 700.
[QUOTE=Rarara;39436873]Kunkka: Summons 3 ships, the 2 other ones spawn a bit further back as well as more to the left/right (One on each side)
Same AoE, same damage, if several ships hit the same guy he takes stun duration from both, it's impossible to be hit by more than 2 ships at a time. Movement speed increased to 700.[/QUOTE]
The movement + huge aoe is too much, it'd become unavoidable trully op, and that's without mentioning that you can get hit twice.
Kunkka should have a scepter that makes his boat not shit. If it was just a little faster moving it was be 10x better.
[QUOTE=Malvodion;39437639]The movement + huge aoe is too much, it'd become unavoidable trully op, and that's without mentioning that you can get hit twice.[/QUOTE]
The default movespeed is 650, I was so sure someone would comment "hurr movement is op" if I didn't include "changed from 650" then I decided not to.
It will deal 750 damage (Not including bonus magic resist/pipe) and stun for 2.8, hitting with more than one boat will be pretty hard since they would only share AoE in a very tiny area.
Antimage's Mana Void is now applied to all heroes in a 250 aoe.
[editline]sads[/editline]
[QUOTE=Rarara;39436873]Kunkka: Summons 3 ships, the 2 other ones spawn a bit further back as well as more to the left/right (One on each side)
Same AoE, same damage, if several ships hit the same guy he takes stun duration from both, it's impossible to be hit by more than 2 ships at a time. Movement speed increased to 700.[/QUOTE]
How about if damage negated from Kunkka's rum buff is never reapplied, and the boat does +100 damage.
Or that one idea a guy had a while back where ghost sailors fly off and join the battle.
[editline]sdasda[/editline]
Adding more...
Tinker: Instant Rearm, while costing a tad more mana (Probably OP, might think up a better one.)
Specte: Ult duration increased to 9 seconds, and can now jump between multiple illusions without destroying them.
Wisp: Relocate channel time is removed and Wisp can return any time by pressing r again.
Ursa: 50% of Ursa's agility is added to his movespeed.
Slark: Any stats stolen while in Shadow Dance will remain so until the victim dies.
Timbersaw: Chakram does 10% of the heroes' max life as damage per second. This would allow Timbersaw to fall off far less in the late game seeing as that's his biggest problem.
Broodmother: Insatiable Hunger is applied to spiderlings, but with only a 20 damage boost.
[QUOTE=Rarara;39438282]The default movespeed is 650, I was so sure someone would comment "hurr movement is op" if I didn't include "changed from 650" then I decided not to.
It will deal 750 damage (Not including bonus magic resist/pipe) and stun for 2.8, hitting with more than one boat will be pretty hard since they would only share AoE in a very tiny area.[/QUOTE]
Try to calculate how fast the 3 boats would move at 750. Also try to calculate how much space would it cover.
It's hard to outrun Kunkka's ship, so you simply step aside. With this you won't be able to evade it and even less outrun it.
A stun with huge AoE, high damage that has a chance of doing twice the damage, that is very hard to evade.
How is that not broken?
Batrider: Lasso can now take enemies over impassable terrain :v:
batrider: duration increased to 5
manacist decreased to 100
good enough, no crazy stuff
[QUOTE=nmagain;39440799]batrider: duration increased to 5
manacist decreased to 100
good enough, no crazy stuff[/QUOTE]
Maybe something kinky though. It could have higher range, it could stun units you've dragged enemy over, etc.
Boring upgrades for Aghanim are not that nice to have. I mean, Lucifer has one, +1 second on the longest disable in the game and more than 50% increase in damage deal on level 3, moving from 1050 damage to 1760 damage <Around Veno's damage from Nova, except it slices and dices and dooms a bit better and is lethal>. It's strong, but noone ever considers it pretty much and Ultimate is tricky to balance with Agha since it already provides basically "Counter to anyone".
[editline]1st February 2013[/editline]
That's the biggest challenge with Aghanim suggestions really.
It has to be :
- good enough to consider
- useful compared to other item choices
- not be a 100% upgrade that is flawless choice no matter the circumstances
- prefferably have use in more than 1 scenario
- fun
It's forgivable if it's picked up frequently on given hero, if it so happens that it's that heroes most common buildpath, but in case where Aghanim is considered trash or core it should be worked on.
Although I am not IceFrog, so maybe he wants Aghanim to be optional on some heroes and crucial on others. But that's how I see it.
ok let me try again
naga siren: song lasts forever until cancelled but costs an additional 30 mana per second
please dont ruin my hopes and dreams again tokajero
[QUOTE=chonks;39439072]Antimage's Mana Void is now applied to all heroes in a 250 aoe.
[editline]sads[/editline]
How about if damage negated from Kunkka's rum buff is never reapplied, and the boat does +100 damage.
Or that one idea a guy had a while back where ghost sailors fly off and join the battle.
[editline]sdasda[/editline]
Adding more...
Tinker: Instant Rearm, while costing a tad more mana (Probably OP, might think up a better one.)
Specte: Ult duration increased to 9 seconds, and can now jump between multiple illusions without destroying them.
Wisp: Relocate channel time is removed and Wisp can return any time by pressing r again.
Ursa: 50% of Ursa's agility is added to his movespeed.
Slark: Any stats stolen while in Shadow Dance will remain so until the victim dies.
Timbersaw: Chakram does 10% of the heroes' max life as damage per second. This would allow Timbersaw to fall off far less in the late game seeing as that's his biggest problem.
Broodmother: Insatiable Hunger is applied to spiderlings, but with only a 20 damage boost.[/QUOTE]
I think an important thing to consider with a Tinker upgrade is that it is taking up 1 usable & refreshable item - Normally Tinker has 6 usable items, BT, Soul Ring, Bottle, Scythe, Dagon, Ethereal Blade, Force Staff, Blink Dagger, Eul's Scepter and Shiva's Guard - so having reducing cast time might actually be reasonable. I think a subskill would be cool & effective though.
[QUOTE=Malvodion;39440365]Try to calculate how fast the 3 boats would move at 750. Also try to calculate how much space would it cover.
It's hard to outrun Kunkka's ship, so you simply step aside. With this you won't be able to evade it and even less outrun it.
A stun with huge AoE, high damage that has a chance of doing twice the damage, that is very hard to evade.
How is that not broken?[/QUOTE]
700 movespeed isn't 750.
Sure, avoiding it by running to the side will be extremely hard, but you can still try to outrun it or simply take one boat and not take any additional damage.
You could always use pipe/force staff/bkb/blink/etc
It will have a large chance to hit, but not 100% (Since if you see it in time you can actually outrun it), and it will stun for 1.4 seconds and deal 375 damage, not that bad, albeit, it should perhaps increase cooldown to 80/70/60
Nyx: Cooldown 50 on all levels, lasts for 30/45/60, bonus damage changed to 400/550/700
[QUOTE=nmagain;39441392]ok let me try again
naga siren: song lasts forever until cancelled but costs an additional 30 mana per second
please dont ruin my hopes and dreams again tokajero[/QUOTE]
Then you could say, buy a bloodstone and a bunch of other int items, keep it up forever and now you are Naga Staller, keeping the enemies for what basically is a tactical pause. Too abusable.
[QUOTE=Zorus;39441989]Then you could say, buy a bloodstone and a bunch of other int items, keep it up forever and now you are Naga Staller, keeping the enemies for what basically is a tactical pause. Too abusable.[/QUOTE]
Tactical pause? More like stand still while we split push your racks.
Even if naga doesn't build mana items she can still keep it going for 20 seconds, enough time for her teammates to run past a sleeping team and take a tower.
BH track- Gives AoE true sight around the targeted hero
[QUOTE=Arandomu;39447149]BH track- Gives AoE true sight around the targeted hero[/QUOTE]
What for ? Track pierces magic immunity already, you could just apply it to invisible enemy hero when you get a glimpse of him. +Track debuff is a bit obvious notification, so if they'd see Gondar with Agha noone would walk near their wards/invisible allies while tracked.
4200 gold remember.
[QUOTE=Regularjoe;39444241]Tactical pause? More like stand still while we split push your racks.
Even if naga doesn't build mana items she can still keep it going for 20 seconds, enough time for her teammates to run past a sleeping team and take a tower.[/QUOTE]
The mana cost per second could increase every second it's held up for, making mana much less effective.
[QUOTE=NotAName;39447729]The mana cost per second could increase every second it's held up for, making mana much less effective.[/QUOTE]
Cheese = free rax ?
Regen rune = free rax ?
i'd like icefrog to revert shadow fiend's ultimate on death then add it again as a scepter upgrade
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