Wisp, Medusa, CK, KotL, Enigma etc now rise to their full power as the fundamental God Heroes, increasing size and strength of all abilities, items and stats by 300%, making them suited for the new role of destroying everything in their path.
[QUOTE=Shibbey;42199416]But void's "evasion" already stacks.[/QUOTE]
He can have 100% evasion if he buys 2 more Talismans if that worked.
Did I mention the items also stack with each other? MKB is now a must on all heroes.
Reactive Armor stacks infinte amount of times, permanently.
Each stack removes 0.1 armor but adds 2.5 AS and MS.
Did somebody say glass cannon?
Doom can now be summoned by drawing a pentagram on the map
[QUOTE=Zukriuchen;42200231]Doom can now be summoned by drawing a pentagram on the map[/QUOTE]
A summoned Doom casts Doom on the nearest unit. If said unit dies, it casts Doom again on the five closest units. The range of this effect is global and it will continue until every creep and hero on the map is dead.
[QUOTE=Bat-shit;42199501]Wisp, [B]Medusa[/B], CK, KotL, Enigma etc now rise to their full power as the fundamental God Heroes, increasing size and strength of all abilities, items and stats by 300%, making them suited for the new role of destroying everything in their path.[/QUOTE]
What?
Aghs on Abaddon not only increases time duration but removes audio and visual cues for enemies.
[QUOTE=maxumym;42200526]What?[/QUOTE]
I think she was one of them but oh well.
[QUOTE=Zukriuchen;42200231]Doom can now be summoned by drawing a pentagram on the map[/QUOTE]
Redo ping symbol into pentagram :p
Doom's ping symbol is now a pentagram, if cast directly on an enemy hero in the fog of war, it casts doom on them.
[QUOTE=Coffee;42233685]Doom's ping symbol is now a pentagram, if cast directly on an enemy hero in the fog of war, it casts doom on them.[/QUOTE]
Spam ping on enemy fountain.
Kaldr's ice ball is global (creates a giant sphere). Changes the map into winter mode.
Mirana's arrow keeps going through the map until it hits a unit.
Tidehunter's Ravage stuns the way it is then summons a large octopus.
[QUOTE=ysrael214;42242217]Kaldr's ice ball is global (creates a giant sphere). Changes the map into winter mode.
Mirana's arrow keeps going through the map until it hits a unit.
Tidehunter's Ravage stuns the way it is then summons a large [B]octopus[/B].[/QUOTE]
Just Kraken that instantly swallows enemy heroes globally will do.
Kunkka's Ghostship no longer is the size of a big rowboat (the AoE is 425, slightly bigger than the ship itself). The ship model has now been made 10 times larger (AoE increased by 7 times), it appears 10 times farther behind Kunkka but still lands 1000 units in front oh him. The travel speed has been significantly increased, but the ship now takes 5 seconds to reach the location instead of 3.
When the ship lands, it deals damage between a flat amount of 350/450/550 and 30/40/50% of the enemies current health, whichever is greater. When the ship has crashed, 6/8/10 (*9/12/15 with Scepter) Phantom Sailors are spawned for 15 seconds. They behave similar to Death prophet's ghosts as they attack enemies on their own but cannot be targeted. The Phantom Sailors do not target Tidehunter.
Each Phantom Sailor attack damage based on Tidebringer's level, dealing 30/40/50/60 damage per attack. Their attacks slow the enemies based on X Marks The Spot's level, slowing by 4/5/6/7% per attack for 2 seconds. The slow stacks. After the 15 seconds, the ghosts disappear in a watery eruption, dealing 30/40/50/60 damage to nearby enemies based on the current level of Torrent.
Boat cooldown increased to 90/80/70 (*70/60/50 with Scepter) seconds.
Boat model has been significantly improved along with the sounds. The ghost ship is now scary as balls, increasing the chance of jumpscaring the enemies.
ok you might be putting a liiiittle too much thought into this
Nether Ward has no cooldown.
Kunkka can drive his Ghost Ship for 10 seconds around the map, stunning and damaging anybody he hits. If he presses his ult button again during the ult, a set of cannons are fired that stun, damage and knockback enemies.
Assassinate, Pudge's hook, and Mirana's arrow are now controllable units with an infinite life span. They will do their effect when they get a basic attack on a unit.
[QUOTE=AnnieOakley;42248391]Assassinate, Pudge's hook, and Mirana's arrow are now controllable units with an infinite life span. They will do their effect when they get a basic attack on a unit.[/QUOTE]
I would have them on a follow command on a certain hero, just letting him know [i]I'm always there[/i].
[QUOTE='[Green];42247735']Nether Ward has no cooldown.[/QUOTE]
+ Nether ward can be smoked
[editline]19th September 2013[/editline]
[QUOTE=Zukriuchen;42244157]ok you might be putting a liiiittle too much thought into this[/QUOTE]
there is elegance in simplicity
Acid Spray now acts like cold feet. Stuns if still in the large acid area.
Duel now renders Legion Commander and her Duel target invulnerable and untargetable to all other units. Duel now ends [I]only[/I] when one of the heroes die.
Broodmother eats occasional hobbits that get tangled in her web.
Doing so grants her 50% evasion and permanent invisibility due to getting "The Ring".
The Ring takes an item slot, cannot be dropped and slows movement speed by 10. However, the evasion and invisibility will not be disabled even when attacking or casting spells.
However all Dire towers and fountain attack you now, even if you are on Dire's team. The Dire Ancient kills you if you go within 200 range of it and you lose The Ring.
[QUOTE=Bordellimies;42253196]Duel now renders Legion Commander and her Duel target invulnerable and untargetable to all other units. Duel now ends [I]only[/I] when one of the heroes die.[/QUOTE]
Probably how it should work, being that it's a duel and duels aren't meant to be interrupted by a third party.
When a skill with damage more than 200 is reflected by Spiked Carapace, player who received damage gets giant red notification on the screen for few seconds: "HOW DO YOU LIKE IT YOURSELF BITCH". Kotl gets 3 of them permanently
All neutral creep skills that Doom devours are 3x more efficient than their original versions.
Satyr Tormentor's aura heals for 12hp/s, its nuke 300 damage, Packleader's aura increases damage by 90% and gives a 45% chance for a critical hit, Kobold speed aura gives 36% movespeed bonus etc.
When Ursa activates his ultimate, he gains maximum movement speed.
[video=youtube;SF9ZLNxHaBY]http://www.youtube.com/watch?v=SF9ZLNxHaBY[/video]
Charge of Darkness is mixed with skewer.
Combine Meat Hook with Blade fury. Now Pudge can spin to win and pull in anyone he hits the hook with.
aghanim's scepter now makes rubick's ult copy the enemy's entire skillset
at level 3 on his ult, he can copy 3 whole skillsets from 3 different heroes OR 3 times from the same hero, each set with separate cooldowns
Invoker's tornado creates a huge tornado that roams around the map, sucking up units and throwing them around the map. It lasts for 1 minute and a unit can be trapped inside the tornado for a maximum of 10 seconds, taking 15/25/35/40/45/50/55 damage per second they are in the tornado. The number of seconds is randomly selected.
When the duration is over, the unit is thrown across the map.
When the unit lands it takes damage based on 2+wexlvl% of the distance traveled when thrown by the tornado. The maximum distance thrown is 8000 units and the minimum is 2000. The number is randomly selected.
If a thrown unit hits a unit after being thrown, it stuns for 1.6 seconds and does 2% of the distance traveled by the unit in composite damage.
Mana Cost: 800
Cooldown: 600
Dark Seer's Surge is now permanent until his next auto-attack, which also gets bonus damage. Getting hit with stuns our disables does NOT stop the effect.
[media]http://www.youtube.com/watch?v=Pk6AobT_SDo[/media]
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