• Break a hero by changing one of their abilities
    2,905 replies, posted
Warlock is basically a hero with three ultimates. His only weaker skill isn't Upheaval; it's Shadow Word, because "uninterruptible urn" is okay and all but it's hardly a stellar gamechanger. Meanwhile Upheaval allows you to capitalise on the chaos Bonds and Golem cause because enemies are forced into a dilemma between A) running away from your team very slowly while getting beaten on by your golem or B) turning around, blowing a stun on you and then getting minced by your team while the slow persists a little longer. Once Warlock has dropped all his skills it's not like he has anything to do anyway, since all his stuff has a fairly lengthy cooldown, and you can spend the chanelling time microing your golem instead.
I never use the slow thing as warlock since its pointless 90% of the time, because in all that time channeling it, you could attack some heroes for additional damage. It would be useful if it had a bigger range but as it stands now it only ends up making warlock vulnerable. I wish it was a passive for standing near your golem instead, like bonus damage for the golems and you. The problem with the golems that I have is that they get weaker as the game progresses even if you have the staff and refresher it doesn't change much. v I mean as in the range warlock casts it from so it doesn't make you as vulnerable. Hell I could live with the slow range reduced, as long as it makes me get out of danger easily.
[QUOTE=spectator1;41964183]I never use the slow thing as warlock since its pointless 90% of the time, because in all that time channeling it, you could attack some heroes for additional damage. It would be useful if it had a [B]bigger range[/B] but as it stands now it only ends up making warlock vulnerable.[/QUOTE] The range is already gigantic, and dual elites listed rather good reasons for using it as well.
Dooms Devour Creep can now eat Rosh.
[QUOTE=spectator1;41964183]I never use the slow thing as warlock since its pointless 90% of the time, because in all that time channeling it, you could attack some heroes for additional damage.[/QUOTE] This is not a good idea and 90% of the time it's the reason supports die when they should have survived in a fight. Once you have blown your abilities your autoattacks are almost entirely pointless in a teamfight. You need to retreat, hover around the edge of the teamfight, maybe throw a few attacks at somebody who has overextended, but sitting around right clicking for 70 damage a pop is stupid and you're going to contribute a lot more by briefly running away, not dying, and coming back when your stuff is off CD.
Crystal Maiden's Arcane Aura (or whatever its called) now also makes everybody near her a bit cold, taking 10 damage per second in a 900 radius.
Aphotic shield has no damage absorption limit, and is now toggleable for 15 mana per second.
Slows now affect the respawn time of any enemy who dies while slowed.
[QUOTE=PSI Guy;41970754]Slows now affect the respawn time of any enemy who dies while slowed.[/QUOTE] Rod of Atos' build rate goes up by 3000%
Meepo's Ult: When a Meepo dies, they do not all die. Meepo now has a new ability to resurrect each other. Faster resurrection cast time if more Meepos are present. You can also poof to a dead Meepo. But unless resurrected, or unless all Meepos die and respawn again, they will remain dead and inactive on the(ir) spot(s), gaining experience and vision around the area.
Viper now stuns everyone that touches him. Oh wait corrosive skin is almost the same thing.
Armlet disables Heart.
Treant's Nature's Guise is now global.
[QUOTE=Coffee;41996144]Treant's Nature's Guise is now global.[/QUOTE] Nature's Guise is passive on Treant, but can also be cast globally on certain allies. Leech Seed also deals damage to enemies around the leeched target. HOOMBAHROOM MOTHERFUCKER.
[QUOTE=ironman17;41996196]Nature's Guise is passive on Treant, but can also be cast globally on certain allies. Leech Seed also deals damage to enemies around the leeched target. HOOMBAHROOM MOTHERFUCKER.[/QUOTE] Leech Seed drains damage each turn. Ineffective against Grass types.
[QUOTE='[Green];41996854']Leech Seed drains damage each turn. Ineffective against Grass types.[/QUOTE] So, super effective against Sand king and Earthshaker, right?
The AoE on instances of Naga Siren's Rip Tide stacks, unlike the current state where enemies only take damage from one of the instances. What this means is that the damage from the Rip Tides generated by Naga and her illusions stacks, with four overlapping AoEs dealing the full sum of their damage. For balance, Rip Tide now scales differently, with individual Rip Tide dealing 60/120/180/240, which when multiplied by the 4 generated by the Siren and her 3 illusions equals 240/480/720/960. This encourages Rip Tide to be combo'd with Mirror Image to maximize the effect. With this, Naga is more support-capable with a newfound excellent combo.
[QUOTE=maxumym;41997013]So, super effective against Sand king and Earthshaker, right?[/QUOTE] Also against all rock and water based heroes like Tiny, Morphling, Naga Siren, Slardar, Slark etc. Doom, Skeleton King, Lina, Clockwerk, Skywrath Mage and other flying/fire based heroes take 50% damage as well as steel-based heroes. When Sven kills Lina or Windrunner, he spawns 5 children from their corpse. Axe does the same to Drow. [sp]-enormous genitals joke-[/sp]
[QUOTE=ironman17;42001319]For balance[/QUOTE] I thought the point of the thread was to make skills [b]not[/b] balanced... Anyway, Reverse Polarity is now Global. Literally, even outside of the game. When Reverse Polarity is used, it will suck in [b]everything[/b] to Magnus, forming into one giant ball, and then causing the Big Bang to happen, again.
you want not balanced? theres a new hero, his name is glorralf all of his abilities kills every single enemy unit on the map instantly, no mana cost or no cool down.
Fura the Ion Q - Sproot, makes a wall of shadows around everyone you want trapped, there is no way to penetrate this wall, and there is no way to get vision inside even with flying vision, you can not blink in or out or put a ward inside, the wall blocks all kinds of magic and lasts until Fura decides to disable it. W - Welesport, instantly teleports wherever you want to go at no cost, no cooldown, and stuns everyone near you for 2 seconds, minimum range 1000. E - Watur Kall, makes 6/8/10/12 watur elementals with 1000 HP each, can only be spawned in the river or water R - Raft of Watur, floods the entire map in water, making everyone except you, watur elementals and Wisp immobile, makes your elementals of watur deal 300% extra damage and regenerate 100 hp/s, doesn't flood map instantly, starts from a location of your choice and rapidly goes onwards, the further the flood has went the more damage it deals on impact with new things.
Io's spirits are now hero-seeking, have no mana cost and are replenished instantly.
Timbersaw's Chakram Aghs upgrade gives him a passive ability. Passive - Every tree Timbersaw cuts down adds 0.05 strength and 0.02% magic resistance to him. Bonus is halved upon death, stacks 2662 times (number of trees on the dota 2 map). At max stacks, he would have 53.24% additional magic resistance and 133.1 additional strength.
Outworld Devourer's Astral Imprisonment now slows enemy heroes in a radius.
Necrolyte´s Sadist: Everytime he kills an enemy hero, he gets permanent passive 1/2/4/8 hp and 2/4/8/12 regen depending on the level of Sadist which stacks. The Sadist regen for creeps is halved and not permanent and stacks indenpendently from the hero stacks. The amount of stacks is halved after death.
Wait, with my timbersaw idea, you could throw his ult out at one part of the map, then Chen or KOTL could just recall him back to spawn, then Timbersaw can recall his ult and he'd cut down a shitload of trees.
[QUOTE=Coffee;42015738]Wait, with my timbersaw idea, you could throw his ult out at one part of the map, then Chen or KOTL could just recall him back to spawn, then Timbersaw can recall his ult and he'd cut down a shitload of trees.[/QUOTE] or just tp
I suppose Or you could combo a Chen sending Timber back to base, then have keeper summon Timber on the other side of the map. And on that day, many trees will fall.
Dark Seer's Vacuum now turns the affected heroes into a tangled mess, fusing their health, mana, attributes and damage together but causing them all to have to command actions at the same time to get them done (i.e if you want to move somewhere everyone needs to click that spot at the same time, and if you want to cast a spell everyone will have to press the button at the same time) The debuff is permanent, and can only be taken off until all but one of the heroes affected die. BTW Spells are shuffled
Rubick no longer gains magic resistance that affects his team as his third ability, instead killing an enemy will randomly take one of their passives and allow you to take advantage of it until you get killed or discard it by using your third ability (this allows you to take another ability if you steal a crap one). Abilities stolen this way keep the enemy's level on it and allow you to do other things, for instance kill Pudge and you get Flesh Heap, you start with his stacks + 1 for killing Pudge and gain all previous stacks you would've had if you started the game with it etc.
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