Battlefury now gives splash damage to ranged heroes.
Sniper's assassinate damages all units passed through for half damage while dealing full damage to the targeted unit. Agh's causes assassinate to gain global range and is increased in damage by 1% for each non hero unit passed through. Heroes damaged increase it by 3%.
ursa is a range hero now with 850 attack range
When Abaddon uses Borrowed Time, healing abilities will be able to deal damage to him, and health regen will also be inverted, causing the appropriate amount of periodic health reduction.
Puck's abilities do double damage to any dragon hero.
[QUOTE=MaxisOp;42815292]Puck's abilities do double damage to any dragon hero.[/QUOTE]
Puck receives double damage from sword wielding heroes, poison abilities, and sniper.
-snip-
[QUOTE=aaakm1995;42793604]ursa is a range hero now with 850 attack range[/QUOTE]
ursa's attack animation changed from swiping to extending his arms and firing out his claws.
Warlock's Aghanim upgrade no longer gives him 2 weaker golems, instead the regular golem has an ability to create a golem everytime it kills an unit, be it a creep, neutral or hero.
Doom now creates a Doomguard whenever it kills an unit.
Doomguards have all the abilities that Doom himself has, including Doom so they can further Doom other people, but they cannot get experience or gold and they die after 1 minute in play.
Whenever OD casts Astral Imprisonment, he breaks.
Juggernaut: Bladefury:
Is now an active ability that drains mana over time.
[QUOTE=ghosevil;42818713]Juggernaut: Bladefury:
Is now an active ability that drains mana over time.[/QUOTE]
bloodstone is now core on Juggernaut
Sandking: Sandstorm:
Sandking now receives invisibility for a duration equal to how long he channeled the spell.
[QUOTE=ghosevil;42827611]Sandking: Sandstorm:
Sandking now receives invisibility for a duration equal to how long he channeled the spell.[/QUOTE]
Not really broken TBH, Sand King needs a buff anyway, this isn't too bad of a thing.
[QUOTE=mochisushi;42828054]Not really broken TBH, Sand King needs a buff anyway, this isn't too bad of a thing.[/QUOTE]
Invisibility does not disappear when attacking, using items, or using abilities. This invisibility is unaffected by truesight.
[QUOTE=Rarara;42828904]Invisibility does not disappear when attacking, using items, or using abilities. This invisibility is unaffected by truesight.[/QUOTE]
Currently, only Slark's ult is unaffected by truesight, Sand King's sandstorm has invisibility during and after the channel, both of which are able to be revealed by true sight.
[QUOTE=mochisushi;42847401]Currently, only Slark's ult is unaffected by truesight, Sand King's sandstorm has invisibility during and after the channel, both of which are able to be revealed by true sight.[/QUOTE]
Which is the change he suggested for Sand King, remember what topic you're in.
Make slark ranged.
Mirana: Sacred Arrow:
The arrow now grants truesight in an AoE.
Sacred Arrows now have unlimited flight duration, do not hit creeps, and gain damage & stun duration infinitely as they fly. When a Sacred Arrow flies off screen, it comes out of the other side of the map.
[QUOTE=Bordellimies;42848991]Sacred Arrows now have unlimited flight duration, do not hit creeps, and gain damage & stun duration infinitely as they fly. When a Sacred Arrow flies off screen, it comes out of the other side of the map.[/QUOTE]
The total amount of arrows is limited to 5.
The enemy team gets a infinite amount of "Arrow crossing" signs they can put on the map.
"Lucent Beam", "Void" and "Star Storm" deal pure damage during night time
Slardar's ult becomes a passive, that gives truesight and removes 2/4/6 armor per hit. He Still can cast the ult to an enemy, but it Will disable the passive until the effect wears off, or the enemy that it was cast on dies.
[QUOTE=AnnieOakley;42815379]Puck receives double damage from sword wielding heroes, poison abilities, and sniper.[/QUOTE]
Sand King is unaffected by Storm Spirit, Disruptor and Razor's attacks and spells
Also he is immune to laguna blade.
And also gives him a passive sandstorm that gives him extra magic resistance
Flame Guard can now be cast on allies.
Ember remnants have no limit, no cooldown and global range as well as instantly appearing wherever you click.
As long as Storm Spirit has mana, he can continue using Ball Lightning.
Spirit Breaker can now kill Earth Spirit, Ember Spirit and Storm Spirit with just one hit
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