• Break a hero by changing one of their abilities
    2,905 replies, posted
[QUOTE=ironman17;42530983]He was already sent to jail in the first place due to the backlash of accidentally blowing up a mountain whilst trying to turn it into gold. Speaking of which, do you think the "blowing up a mountain" thing is connected to the eruption of Mt. Joerlak in Magnus' lore?[/QUOTE] Unlikely, but that'd be fucking amazing if it was.
True; originally I didn't theorize any sort of Alch-Magnus connection, and as a result I thought up a hero that was partially responsible for the eruption of Mt Joerlak; [URL="http://facepunch.com/showthread.php?t=1247548&p=40700868&viewfull=1#post40700868"]Eyrz, the Chthonian Keeper.[/URL]
Aghs on Phantom Assassin gives her attacks 10 percent more crit chance stacks. These stacks are consumed when she deals a critical strike. Wait a mintue, I just realized that's actually a mechanic of how chance works in dota 2.
Post mortem kills give you 50% bonus gold.
[QUOTE=ThatSprite;42534829]Post mortem kills give you 50% bonus gold.[/QUOTE] Disabled for Huskar due to being a cunt.
Undying's Decay permanently steals 1 STR point from all heros hit by it. Heros will regain that point after a period of time, but Undying will permanently keep that point.
If you're within melee range of a hero, you can click them and steal items from their inventory. Can be done from stealth.
Silencer's autocast now steals 1/2/3/4 int permanently on each hit.
[QUOTE=Nerfed;42537820]Silencer's autocast now steals 1/2/3/4 int permanently on each hit.[/QUOTE] Every single spell and auto attack by silencer now silences and steals int on hit and on each tick of damage
Invoker now has access to 8 elements and activate 5 charges at a time, granting him access to all manner of crazy spells. He also now speaks in faux-Swedish and has a colourful hooded robe that obscures his face completely with shadows. "ARSE mines!"
[QUOTE=ironman17;42537922]Invoker now has access to 8 elements and activate 5 charges at a time, granting him access to all manner of crazy spells. He also now speaks in faux-Swedish and has a colourful hooded robe that obscures his face completely with shadows. "ARSE mines!"[/QUOTE] i am not understanding this reference, unfortunately also on topic, how about skeleton king's nuke resets his ultimate when cast and skeleton king's aura is aoe life drain for enemies meaning he can just STAY near you and eat your health, kind of like Heartstopper except he also gets it back. it's not a percentage of their health, but Ostarion's health at level 4 it drains 2.5% of ostarion's health (this does not account for health added by items, such as Heart of Tarrasque or the STR Heart of Tarrasque gives) per second from every enemy unit within his aura's range, which at its highest level is double of the original aka at highest level he drains a good 57 health per second from everyone within a 1800 radius in a teamfight he can get a potential of 285 health each second from JUST heroes, but add creeps and you can't nuke him down because he just won't die true to his name
It was a Magicka thing; relevant because the updated multiplayer version, Magicka: Wizard Wars, is currently in Alpha, and from a MOBA standpoint, the game is, and I quote, "like 8 people all playing Invoker with no ideas what's going on". Even more relevant because this title allows you to call only three elemental charges, as opposed to the 5 that the original game had. Personally I'd be fine with 4 charges, so that I can summon ARSE mines (Lightning, Shield, Arcane, Cold, if I recall).
[QUOTE=ironman17;42537922]Invoker now has access to 8 elements and activate 5 charges at a time, granting him access to all manner of crazy spells. He also now speaks in faux-Swedish and has a colourful hooded robe that obscures his face completely with shadows. "ARSE mines!"[/QUOTE] Invoker retains the Quas, Wex, and Exort, but is now dependent on the order of charges, and he can have up to 4 charges, allowing him to take hold of 108(?) hero spells in the game.
When Mjolnir procs, the attack damage of the hero is added onto the damage of the chain lightning as pure damage. Additionally, any orb effects (including increased damage from things like flaming arrows) are applied to all units involved in the chain.
[QUOTE=ironman17;42538040]It was a Magicka thing; relevant because the updated multiplayer version, Magicka: Wizard Wars, is currently in Alpha, and from a MOBA standpoint, the game is, and I quote, "like 8 people all playing Invoker with no ideas what's going on". Even more relevant because this title allows you to call only three elemental charges, as opposed to the 5 that the original game had. Personally I'd be fine with 4 charges, so that I can summon ARSE mines (Lightning, Shield, Arcane, Cold, if I recall).[/QUOTE] Unrelated to dota, but have the alpha keys been distributed yet? I really want to try that game out. [editline]16th October 2013[/editline] [QUOTE=AbeX300;42538542]Invoker retains the Quas, Wex, and Exort, but is now dependent on the order of charges, and he can have up to 4 charges, allowing him to take hold of 108(?) hero spells in the game.[/QUOTE] Well, that's pretty much how Ye Olde Guinsoo Invoker has been, minus the 4 charges thing. He had a crapload of spells and I think some of them are still in game, just used by other heroes.
Didn't the original invoker have 30 spells?
Well, as far as I know there are Starter Packs available on Steam as part of early access, which grant you access to the alpha, but the cheapest pack is about £9. I dunno the currency conversion rates on Steam, but apparently that's almost 465 roubles.
[QUOTE=BuffaloBill;42541018]Didn't the original invoker have 30 spells?[/QUOTE] He had 3^3 + 3 + 1= 31 spell.
[QUOTE=BuffaloBill;42541018]Didn't the original invoker have 30 spells?[/QUOTE] 31 spells, and with so many he was bound to have overlapping ones. A lot of really basic, really overpowered, or really useless spells.
Treant Protector's ult's vines will stick to the enemy until they kill it or if treant is silenced, or killed or if they go magic immune.
Unique attack modifiers stack Desolator + Diffusal Blade + Satanic on every carry
Midnight Pulse now reduce magic resistance in addition to the damage. Scepter Upgrade for Enigma: Increase radius, damage, no longer needs to be channeled
[QUOTE=BuffaloBill;42541018]Didn't the original invoker have 30 spells?[/QUOTE] 3 instances + Invoke + 27 invoked spells = 31 in total [IMG]http://i.imgur.com/dUeY3.jpg[/IMG]
Charge of Darkness Charge speed is now 2/3/4/5 times of Spirit Breaker's movement speed.
[QUOTE=Bordellimies;42556639]Charge of Darkness Charge speed is now 2/3/4/5 times of Spirit Breaker's movement speed.[/QUOTE] Thirst is now an ability similar to Surge, but is dependent on his health. When casted on an ally unit, however much health % he has at the time will be a multiplier for the base 5000 movement speed (i.e. having 12% of max health will give 600 movement speed), and if you have 100% health when casting it, that unit gains instant-teleportation powers on wherever it clicks.
Charge of darkness procs Greater bash on both the target and Spirit breaker
blood seekers passive is now global he also has no max movement speed cap during said passive
[QUOTE=Whibble;42562047]blood seekers passive is now global he also has no max movement speed cap during said passive[/QUOTE] More like speed seeker
Maledict does Pure damage.
Storm Spirit's ultimate ability doesn't require mana :v:
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