[QUOTE=ironman17;39969457]Have the Multicast as his new Ult instead and we'll be good. It'd certainly break him alright, though probably in a good way. And whilst we're at it, switch his passive E out for Disruptor's Thunder Strike for wicked harass. Also, Aghanims on Zeus' Multicast could unlock a lightning-based target point ability similar to Clockwerk's Rocket Flare, similar to Aghanims on Ogre Magi Multicast unlocks Unrefined Fireblast.[/QUOTE]
Zeus is fine to me, he's really easy to counter anyway. Hardly ever has there been a match (for me anyway) where a late game Zeus actually means anything to the other team.
Death ward requires no chanelling and bounces 0/1/2/3/[B]4[/B] times
It already does that with Agh's.
[editline]19th March 2013[/editline]
how does it level up 5 times
Death Ward bounces infinitely (if it shoots 1 bullet it will bounce forever between heroes in range)
Assassination now bounces across nearby enemy units
[QUOTE=Fillmore;39974402]Assassination now bounces across nearby enemy units[/QUOTE]
I think giving Assassinate a cleave-like effect (not splash - you'd want it to hit only units behind) for the Aghi upgrade could be a neat upgrade that's not just a damage buff/cooldown decrease.
Luna's Eclipse moon beams no longer count creeps as a valid target.
[QUOTE=biodude94566;39975610]I think giving Assassinate a cleave-like effect (not splash - you'd want it to hit only units behind) for the Aghi upgrade could be a neat upgrade that's not just a damage buff/cooldown decrease.[/QUOTE]
So basically Assassinate would have Psi Blades added to it?
That does, in fact, sound rather interesting.
[QUOTE=biodude94566;39975610]I think giving Assassinate a cleave-like effect (not splash - you'd want it to hit only units behind) for the Aghi upgrade could be a neat upgrade that's not just a damage buff/cooldown decrease.[/QUOTE]
Agh's Upgrade
Stuns for 2 seconds in a 150/250/350 radius.
Halves cast time(or animation, whatever)
Assassinate - Gives Sniper a .50cal Barrett M82 which increases Sniper's base damage to his current level of assassinate - retaining every unique attack modifier (such as critical strike) he currently posesses. Penetrates buffs such as Magic Immunity, Refraction and Shallow Grave.
[QUOTE=Harpie;39977709]Luna's Eclipse moon beams no longer count creeps as a valid target.[/QUOTE]
That gave me an idea.
brb combining Edict with Eclipse.
[sp]Sacrifice can be used on heroes[/sp]
Playing as Zeus is now more realistic, you start the game off 10,000 gold in debt.
Antimage now gets a "Fuck magic" button on his HUD, he can press it to instantly say something horribly racist towards wizards, as well as saying it in chat.
Can be used infinitely with no cooldown.
Picks random messages from a pool.
Anti-Mage now has Mana leak for his E, replacing his Spell Shield. Sacrificing his normal resilience to magic, Anti-Mage is now more effective offensively against magic users, rather than the flat defensive bonus against magic that he gets. It would also allow him to effectively chase down an INT hero if they run too far, blinking in when the stun triggers to hack away at the target, though it probably wouldn't be too good in regards to his Mana Burn passive. Does Anti-Mage's Mana Burn still work if the enemy doesn't have any mana left?
Also, whilst we're dabbling in Keeper's powers, Omniknight's Degen Aura is now replaced with Chakra Magic, sacrificing Omni's short-range chasing advantage for an extra support ability, enabling him to restore the Mana of his allies and himself.
[QUOTE=Rarara;39990372]Antimage now gets a "Fuck magic" button on his HUD, he can press it to instantly say something horribly racist towards wizards, as well as saying it in chat.
Can be used infinitely with no cooldown.
Picks random messages from a pool.[/QUOTE]
Shitty wizard
also, how do you get those "Shitwiz" lines to work?
to stay on-topic with the thread:
Mana leak now lasts 10 seconds. If target runs out of mana, it will be left stunned for the duration of Mana leak.
Necronomicon spawns last permanently
Sniper now has WindWalk and his range is always the same without the need to lvlup
Zeus ultimate now affects creeps, neutrals and structures.
Sniper now has Coup de Grâce instead of Shrapnel.
-snorp-
Broodmother's Spawn Spiderlings does 325/450/675/950 damage
Upheaval now makes targets unable to attacks and can slow up to 100%
Epicenter now mini-stuns targets and moves them 10/15/25 units closer to Sand King with each hit
Broodmother's webs' health regeneration now affects allied units.
[QUOTE=Fillmore;40023792]Upheaval now makes targets unable to attacks and can slow up to 100%[/QUOTE]
Upheaval slows casting animation speed and autoattack speed, as well as movement speed by 100%
Rescaled percentage per second to 25%/50%/75%/100%
You can now refresh a refresher orb with another refresher orb.
Earthshakers wall is now a permanent part of the map.
Sunstrike and meteor lowers the ground where it hits.
Tornado one hit kills all towers and buildings.
Kunkkas boats leave shipwrecks you can enter to find loot.
Tiny can now absorb mountains to make pathways and become larger.
Treant can plant himself on the ground and be a tower.
Furion grows a nose.
Bane's Enfeeble gives him bonus damage equal to the reduced damage for the duration.
[QUOTE=biodude94566;40031420]Bane's Enfeeble gives him bonus damage equal to the reduced damage for the duration.[/QUOTE]
[img]http://www.dota2wiki.com/images/a/a0/Razor.png[/img]
Tusk's Frozen Sigil has armour reduction in it's aura in addition to the slow, softening up enemies before Tusk beats the crap out of them.
Spawn Spiderlings can now be set to autocast to turn on Spiderling AI.
Spiderlings automatically roam near Broodmother, and attack creeps when they're low health. They try to make sure that every nearby low health creep has been infected with their poison, allowing Spiderites to spawn.
Spiderlings and spiderites no longer expire, and they can go roam into the jungle if there are enough spiders near Broodmother.
Sorry, you need to Log In to post a reply to this thread.