• Break a hero by changing one of their abilities
    2,905 replies, posted
Spiked Carapace no longer stuns enemies attacking Nyx. What? It counts as breaking a hero.
Spiked Carapace now stuns if you just look at nyx.
[QUOTE=Rarara;40448996]Mass level 7/12/17 Axe with Helix levelled up.[/QUOTE] Mass Mass Serpent Wards Leshrac, eat your heart out
Bloodseeker's thirst is now global and procs at 99% hp. Bloodseeker's bloodrage is now gobal Gondar shuriken
[QUOTE=Rarara;40448996]Mass level 7/12/17 Axe with Helix levelled up.[/QUOTE] Also, rank 2 Axes use Call while rank 3 Axes spam battle hunger on everyone, damage stacks.
Tiny scepter now lets you wield axe, who you can toss at enemies
Brewmaster's E is no longer passive crit-and-dodge dice; it is now a Fire Breath ability that acts like Dragon Breath or Dragon Slave. If the enemy is drenched by Drunken Haze, Fire Breath causes damage over time in addition to the main damage it deals.
[QUOTE=ironman17;40464981]Brewmaster's E is no longer passive crit-and-dodge dice; it is now a Fire Breath ability that acts like Dragon Breath or Dragon Slave. If the enemy is drenched by Drunken Haze, Fire Breath causes damage over time in addition to the main damage it deals.[/QUOTE] Brewmaster is no longer a carry.
Makes sense; if you have strong and/or amazing abilities that scale well, you normally don't need a bajillion items to supplement your power.
[QUOTE=ironman17;40465066]Makes sense; if you have strong and/or amazing abilities that scale well, you normally don't need a bajillion items to supplement your power.[/QUOTE] I think you didn't get it, Drunken Brawler is the only thing that makes him a carry of any sort.
Psi-Blades turn global.
[QUOTE=maxumym;40465147]I think you didn't get it, Drunken Brawler is the only thing that makes him a carry of any sort.[/QUOTE] ...what? Dice, of all things, is what makes someone a carry? Seriously; RANDOM NUMBER GENERATION is what makes Brewmaster a carry? How can you rely on luck to carry your team? You can't count on the throwing of bones to make it anywhere in life, especially in a competitive action-strategy game; if you can get screwed over by bad dice, you WILL get screwed over by bad dice at least once. Or is the disadvantage of having to grapple with dice what makes it so that Brewmaster needs to be carried in the early-game so he can get the farm he needs to carry later on? 'cause I can see how he'd have mana problems early-on with that 14 starting INT and 1.25 INT gain; you can't do much in terms of abilities with low mana capacity and low mana regen unless you have a bunch of Clarities. But in terms of health and damage output, he does get 2.9 STR per level and has 23 STR to start with, even though his DPS is hampered by low starting AGI.
Random number generation make both faceless void and phantom assassin carries
Rocket Flare now gives you a 575-radius vision on the skill crosshair (only visible to you), and projectile travels twice as fast. [url=http://www.dota2wiki.com/images/0/0a/Ratt_level_03.mp3]My precision increases.[/url]
[QUOTE=ironman17;40465426]...what? Dice, of all things, is what makes someone a carry? Seriously; RANDOM NUMBER GENERATION is what makes Brewmaster a carry? How can you rely on luck to carry your team? You can't count on the throwing of bones to make it anywhere in life, especially in a competitive action-strategy game; if you can get screwed over by bad dice, you WILL get screwed over by bad dice at least once. Or is the disadvantage of having to grapple with dice what makes it so that Brewmaster needs to be carried in the early-game so he can get the farm he needs to carry later on? 'cause I can see how he'd have mana problems early-on with that 14 starting INT and 1.25 INT gain; you can't do much in terms of abilities with low mana capacity and low mana regen unless you have a bunch of Clarities. But in terms of health and damage output, he does get 2.9 STR per level and has 23 STR to start with, even though his DPS is hampered by low starting AGI.[/QUOTE] Random numbers are what makes a lot of carries - carries. Faceless Void, Phantom Assassin, Chaos Knight,Slardar, Skeleton King, Juggernaut - they all rely on their RNG skills to carry (crits and bashes). [editline]29th April 2013[/editline] Especially CK - he's literally the personification of gambling.
[QUOTE=maxumym;40466957]Random numbers are what makes a lot of carries - carries. Faceless Void, Phantom Assassin, Chaos Knight,Slardar, Skeleton King, Juggernaut - they all rely on their RNG skills to carry (crits and bashes). Especially CK - he's literally the personification of gambling.[/QUOTE] Well that just means it's easier for a carry to fail because of a streak of poor rolls, and it's nothing to do with actual skill; it's not a matter of doing something skilled to overcome your enemies, it's a matter of continuing to hit them and hope you don't get screwed over by the dice deciding not to proc any crits or stuns or dodges. I've said it once, and I'll say it again; dicerolls in a competitive multiplayer game, where shit can turn on a dime thanks to the rolls not coming up good, is [U]bad game design[/U], and heroes that depend on dicerolls are not as well designed a hero as other heroes that don't need to gamble with dicerolls and still do well in the hands of a skilled player. In other words, a hero with a chance-based passive is a badly-designed hero. Which by that logic is to say a bunch of heroes in Dota 2 are not well-designed. I know I know, call the Inquisition; a heretic is on the loose and offending our sensibilities! Also, I refuse to believe that dice are what makes a carry a carry; what REALLY makes a carry is starting out kinda weak and getting more powerful when they get the gold advantage and acquire all sorts of fancy new items. They lack power in the early-game, and will need to have an eye kept on them to ensure they get the farm they need to scale well into the later stages of the match, usually with an early-blooming Support (Lane or Regular) being alongside them to help keep them safe. You don't need dice to make someone weak in the early-game, since there are other ways to do so, like fiddling with the starting stats and the stat gain of that hero, so they start out kinda weak but they make up for their disadvantages later on as they gain better stats and buy the item they need to help them get over their shortcomings. My main gripe with the whole RNG in competitive multiplayer is not just that it throws a wrench in the strategic plans of the team, but also because of the way that failing your team doesn't just let YOU down, it lets down 4 other people as well, which in turn can lead to your team blaming you for failure when it was actually out of your hands, being that the dice are not something you can actually control. Thus RNG, even with PRD trying to make up for it by shuffling the cards in a special manner, ruins competitive multiplayer and makes the game less about skill.
Gyrocopter's Rocket Barrage now launches Meathooks. If DOOM kills it's target, it will bounce to the closest enemy hero within 1000 range. If there are no heroes, it will jump to a creep.
[QUOTE=Bordellimies;40467329]Gyrocopter's Rocket Barrage now launches Meathooks.[/QUOTE] Bristleback's Quill Spray launches meat hooks in all directions.
[QUOTE=ironman17;40467323]Also, I refuse to believe that dice are what makes a carry a carry; what REALLY makes a carry is starting out kinda weak and getting more powerful when they get the gold advantage and acquire all sorts of fancy new items. They lack power in the early-game, and will need to have an eye kept on them to ensure they get the farm they need to scale well into the later stages of the match, usually with an early-blooming Support (Lane or Regular) being alongside them to help keep them safe. You don't need dice to make someone weak in the early-game, since there are other ways to do so, like fiddling with the starting stats and the stat gain of that hero, so they start out kinda weak but they make up for their disadvantages later on as they gain better stats and buy the item they need to help them get over their shortcomings.[/QUOTE] By your logic, anyone can be the carry if they get a gold advantage. Yes, this may be somewhat true. A crystal maiden with a Blink, Aghs, BKB and I don't know, Dagon is scary. But someone will always be better. Yes, someone with a crit or a bash.
Crit and bash are useful, that I cannot deny; dealing good damage or disabling a target is a very good thing, but the dice-based way in which many of them are handled just feels wrong, janky and archaic, reminiscent from a time when we didn't have to tech to do reliable simulations and complex strategies. I feel as if things like critting/bashing should be something you can actively trigger, like how Tusk's ult causes his next punch to deal a crit and knock the target into orbit (technically a disable since the target isn't moving), or Kunkka's Tidebringer which has a Cleave effect that triggers a cooldown when it procs, meaning it has to recharge before it procs again, or Riki's Backstab dealing extra damage when attacking from behind. I'm just saying that there are so many other ways to do things like crit and bash and cleave, which are proven to work in certain heroes; you can have the next strike be planned using an ability, or have it be a passive that has to recharge once you've made your strike, or have it be based on positioning and direction. Hell, in theory you could have it proc based on the statistics of your target, or even your own stats! With all these genius skill-based methods to perform crits, bashes, dodges, cleaves, and other status effects, it just feels unnatural to have Heroes with abilities that cause these things to happen based on an arbitrary value that cannot be influenced in any way except for mindlessly hitting your target hoping to land a lucky hit before someone smacks you about like you're the guy who tuned the radio to Judy Garland in the prison gym (assuming that your fellow inmates aren't big Judy Garland fans). Also, like I said, having games so south because of bad dice is not fun; it hurts your team as well, not just yourself. If you messed up due to poor planning or not using the right abilities at the right time, then it's on you, whereas if you messed up because the dice decided to screw you over, the only thing to blame is the game itself for having an arbitrary system of random non-input decide whether you give someone a concussion or hit a weakpoint. This isn't yesteryear when we didn't have the processing power for such complex algorithms in civilian computers and gaming consoles; this is the year 2013 AD, with advanced technology and powerful mechanisms that can handle all those complex calculations on a guddamn smartphone. Just look at the mechanics on the wiki, all those additions and subtractions and percentages and multipliers and divisions for things like Armour and Stats. We have the power to make things like that work, so we don't need to fall back on digital dice and virtual card-decks to decide the outcome of a circumstance. We also have good netcode in this time period, so I'm certain all these complex calculations can be transmitted from computer to computer; after all it's not like we're back in 2004 when we had to deal with World of Warcraft simulating an entire world and thousands of players per server so they had to cut back on combat complexity to make up for all the stuff you wore. Long story mercifully short, I see no reason why we can't do these kinda things WITHOUT random number generation taking control away from us. If anything, taking away the RNG and making it more, oh I dunno, strategic with planning your special strikes and taking into account resistances, would be all the more fitting for this genre; action real-time [U]strategy[/U]. 'cause it's been stated that this isn't a MOBA, this is an ARTS, a real-time action game with strategic elements, and what better way to be strategic than to be able to control when and where you do those special things that cause the tide of battle to turn on a dime? Doesn't it make sense to have actual planning in a real-time strategy game, even an action-based one?
Here's a better RNG for Brewmaster. A Part Of Nature When used, obtains a skill from one of the spirits into the normal form of Brewmaster. Randomized every 1 minutes.
Well, it's still RNG, but at least it allows you to throw the dice and get an extra power. Better to have the choice of throwing the dice, rather than have the dice thrown for you whether you want to or not. A lack of choice can also screw you over.
What if Omniknight's Repel silenced enemies you put it on?
[QUOTE=unlimi_Ted;40468587]What if Omniknight's Repel silenced enemies you put it on?[/QUOTE] and purify can be cast on enemies it deals damage to the target enemy and heals all nearby allies for the same amount
Treant's ultimate is a toggle-able ability. Bloodstone all day every day
[QUOTE=lord0war;40464769]Tiny scepter now lets you wield axe, who you can toss at enemies[/QUOTE] Witch Doctor scepter makes Death Ward shoot out flying Axes at enemies Brewmaster scepter makes all his brewlings Axelings with the same abilities as Axe and the spirits combined Zeus scepter summons an Axe next to all heroes who has been struck by the thunder, they automatically use Culling Blade if you are low enough HP to die Meepo scepter turns all 4 Meepos into Axe as well as adding a fifth Axe, their HP works independently Crystal Maidens scepter makes Axes rain from the sky in the same manner as frost shards, if they hit an enemy they are stunned for 5 seconds because Axe [editline]29th April 2013[/editline] [QUOTE=I am Error;40469603]Treant's ultimate is a toggle-able ability. Bloodstone all day every day[/QUOTE] Treants ulti makes all trees on the entire map summon entangling roots in default AoE, for every single tree who hits someone, the effect stacks directly and they are stuck for additional seconds. [editline]29th April 2013[/editline] [QUOTE=devon_wargod;40468606]and purify can be cast on enemies it deals damage to the target enemy and heals all nearby allies for the same amount[/QUOTE] And Guardian Angel turns all enemy Juggernauts into paperweights [editline]29th April 2013[/editline] [QUOTE=ThatSprite;40467435]Bristleback's Quill Spray launches meat hooks in all directions.[/QUOTE] Troll Warlords whirling axes shoots out several meat hooks who go the same distance and deal the same damage as default hook. [editline]29th April 2013[/editline] [QUOTE=Bordellimies;40467329]Gyrocopter's Rocket Barrage now launches Meathooks. If DOOM kills it's target, it will bounce to the closest enemy hero within 1000 range. If there are no heroes, it will jump to a creep.[/QUOTE] If DOOOOOOM kills it's target, they turn into a DOOOMbringer with their own DOOOOM spell who works exactly the same as DOOOOMs DOOOOM.
[QUOTE=ironman17;40465426]...what? Dice, of all things, is what makes someone a carry? Seriously; RANDOM NUMBER GENERATION is what makes Brewmaster a carry? How can you rely on luck to carry your team? You can't count on the throwing of bones to make it anywhere in life, especially in a competitive action-strategy game; if you can get screwed over by bad dice, you WILL get screwed over by bad dice at least once. Or is the disadvantage of having to grapple with dice what makes it so that Brewmaster needs to be carried in the early-game so he can get the farm he needs to carry later on? 'cause I can see how he'd have mana problems early-on with that 14 starting INT and 1.25 INT gain; you can't do much in terms of abilities with low mana capacity and low mana regen unless you have a bunch of Clarities. But in terms of health and damage output, he does get 2.9 STR per level and has 23 STR to start with, even though his DPS is hampered by low starting AGI.[/QUOTE] PRD. That's all there is to say on the matter. It's there to prevent you from getting fucked over entirely. It's there to prevent you from getting ridiculously lucky. A good number of [i]hard[/i] carries have three main attributes to being a carry, I've noticed - damage boost (bash, crit, etc.), damage mitigation (dodge, etc.), and an escape (blink, ms boost). And most of the former two rely on PRD. Spectre and Medusa are unique cases in that they doesn't rely on PRD.
[QUOTE=biodude94566;40473393]PRD. That's all there is to say on the matter. It's there to prevent you from getting fucked over entirely. It's there to prevent you from getting ridiculously lucky. A good number of [i]hard[/i] carries have three main attributes to being a carry, I've noticed - damage boost (bash, crit, etc.), damage mitigation (dodge, etc.), and an escape (blink, ms boost). And most of the former two rely on PRD. Spectre and Medusa are unique cases in that they doesn't rely on PRD.[/QUOTE] Even a fully farmed medusa cannot beat a void who gets really lucky with his bashes though.
[QUOTE=Amaurus;40473466]Even a fully farmed medusa cannot beat a void who gets really lucky with his bashes though.[/QUOTE] While that's true, PRD does try a bit to mitigate that. Because without PRD, a Void CAN get 10+ bashes in a row in Chrono and murder a Medusa with no issue. With PRD, you'd probably be lucky to get 3 in a row, though you might get 10+ in the fight.
[QUOTE=Amaurus;40473466]Even a fully farmed medusa cannot beat a void who gets really lucky with his bashes though.[/QUOTE] A fully farmed void hits twice a second at 25% chance each with 40% dodge. The rolls are in his favor
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