Rubick's Spell Steal now has auto-cast. When auto-cast is on, it will automatically steal enemy spells as soon as they cast them.
[QUOTE=_Kilburn;41574862]Rubick's Spell Steal now has auto-cast. When auto-cast is on, it will automatically steal enemy spells as soon as they cast them.[/QUOTE]
That would be horrible.
Rupture now affects blink attacks and teleportations, meaning you take damage equal to the distance teleported.
Fuck you and your teleport.
[QUOTE='[Green];41575697']Rupture now affects blink attacks and teleportations, meaning you take damage equal to the distance teleported.
Fuck you and your teleport.[/QUOTE]
Aside from TP scrolls It already does as long as you don't move more than 1300 units in 0,25 seconds.
[QUOTE='[Green];41575697']Rupture now affects blink attacks and teleportations, meaning you take damage equal to the distance teleported.
Fuck you and your teleport.[/QUOTE]
It already does on Blink.
Disruptor's Kinetic Field now pushes enemies back a'la Power Cogs if the enemy touches the edge.
Tinker can now rearm Midas
[QUOTE=Rarara;41575722]Aside from TP scrolls It already does as long as you don't move more than 1300 units in 0,25 seconds.[/QUOTE]
That's what I mean. It'd affect any type of movement, including TP scrolls and the type.
Rupture has no cast animation, the duration is reduced to 20% but damage increased to 500%.
Suddenly Force Staff deals 5 times the damage compared to now, and enemies won't have the reaction time to stop in time.
Thirst is global, and gives sight on all units below the health treshold, including Roshan. He only gains the speedboost if an enemy hero is shown, though.
If Abaddon has full health, Borrowed Time grants a damage absorbing shield based on the damage taken. The shield lasts up to 30 seconds after Borrowed Time ends.
Invoker no longer has his Invoked Spells, and Invoke is now a Target Unit spell. When using Invoke on an enemy, the most recent spell used by said enemy will permanently be registered into one of the Invoked Spells slots, depending on what orbs you had out at the time (so having 2 or less orbs would not make it work whatsoever). The spell can be overwritten as needed. When using Invoke on yourself, it works just as usual.
You cannot take enemies' Ultimates (unless you have the Scepter), and will instead take the most recently used normal spell. Invoke will not work on allied units.
For example, having QQQ out and using Invoke on an enemy Chen who used Hand of God and Test of Faith (Teleport), it will either put Test of Faith into the slot, or Hand of God if you have the Scepter.
So essentially, Invoker is now Invokerubick.
Shadowfiend's Passive armor reducing aura is now global range and its effects doubled.
Tusk's snowball now does not fall off after a period of time. It grows infinitely up until it hits the target. The size of the snowball now adds damage and aoe. Much like barathrum's charge it will go too the next available target when the original dies.
[QUOTE=AnnieOakley;41580778]Tusk's snowball now does not fall off after a period of time. It grows infinitely up until it hits the target. The size of the snowball now adds damage and aoe. Much like barathrum's charge it will go too the next available target.[/QUOTE]
Snowball Tinker.
Congrats, you now a rolling wrecking ball that destroys everything on the map.
Razor's Static Link now "leashes" the target, meaning they cannot move a certain distance from Razor.
[QUOTE=ironman17;41581701]Razor's Static Link now "leashes" the target, meaning they cannot move a certain distance from Razor.[/QUOTE]
dear god
However the duration is reduced. And you can still blink/force to break the link.
[QUOTE=ironman17;41581701]Razor's Static Link now "leashes" the target, meaning they cannot move a certain distance from Razor.[/QUOTE]
This is exactly what I thought it would do when I started playing dota.
[QUOTE=maxumym;41581650]Snowball Tinker.
Congrats, you now a rolling wrecking ball that destroys everything on the map.[/QUOTE]
Until you carry your whole team into the enemy fountain.
Tusk's Snowball is now a target point spell.
Now it's also a great escape.
Anti-Mage's Mana Void is now an AoE attack with 750 radius. On top of this, it does two things. First and foremost it burns all of the mana of targets affected. The total damage dealt is mana burnt x3, since it will first burn 1 point of mana for 1.5 points of damage. The second damage output is when target's mana hits zero, which is when it hits for 1.5 point of damage per mana point missing. It also has a Black Hole-like effect of drawing affected units towards the center of the casting area for 5 seconds.
Anti-Mage most powerful nuker in gaems.
Spirit Breaker's charge won't be cancelled if/when the enemy target goes invisible.
That's honestly the only drawback to that charge. The fact that you can cast it from across the map makes it OP enough.
[QUOTE=J$ Psychotic;41591766]Spirit Breaker's charge won't be cancelled if/when the enemy target goes invisible.
That's honestly the only drawback to that charge. The fact that you can cast it from across the map makes it OP enough.[/QUOTE]
Charge DOESN'T get cancelled by enemies who go invis and you get to see where they are going (but nobody can attack them or target them)
can still kill them with bash
;)
Gyro's Call Down now gains extra missiles at higher ability levels (3 at Level 2, 4 at Level 3), and each level in Call Down decreases the time between missile strikes.
"Now we are all sons of bitches."
[QUOTE=ironman17;41640180]Gyro's Call Down now gains extra missiles at higher ability levels (3 at Level 2, 4 at Level 3), and each level in Call Down decreases the time between missile strikes.
"Now we are all sons of bitches."[/QUOTE]
First rocket slows
Second rocket deals damage over time
Third rocket damages
Fourth rocket homes on the target with least HP and deals devastating damage
Pudge's Rot now has a lingering DoT associated with it, meaning that enemies still take damage for a second or two, even if they get away from Pudge or kill him.
Soul Ring hp damage is now magic damage.
March of the machines robots are now counted as units for Echo Slam.
Rearm can be purchased by Aghanim's Scepter and reduces the cooldown to zero.
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