• Break a hero by changing one of their abilities
    2,905 replies, posted
[QUOTE=Vodkavia;44783348] [IMG]http://i.imgur.com/oP7LQjS.png[/IMG] gg firefox[/QUOTE] Silencer is now a plumber.
Omniknight's Purification now purges the target and every kind of damage dealt by this unit is pure for a few seconds
Tusk's Snowball now causes him to become farmed and levelled to ridiculous levels within a matter of minutes.
Upon hitting a unit with Walrus Punch, that unit is propelled into the stars regardless of HP, dying after 2 seconds.
Bloodrage now also causes target enemy unit to be taunted by Bloodseeker, and attack him for the duration.
[QUOTE=MaxisOp;44792759]Upon hitting a unit with Walrus Punch, that unit is propelled into the stars regardless of HP, dying after 2 seconds.[/QUOTE] Also triggers [url=http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2e/Luna_drop_rare.mp3]this[/url] if Luna is a hero in the game.
Aghs on Faceless Void allows him to move during a pause.
[QUOTE=tso;44620743]Donkey can place wards[/QUOTE] In all honesty, why should it be able to? Warding is a waste of time.
Couriers now have 500 base mana and 5.0 manaregen per second. Courier haste is turned into a toggle that costs 15 mana per second, and couriers regain their shielding ability that makes them invulnerable to damage for 10 seconds, costing 250 mana to activate. Couriers still can use items.
Aghs on Timbersaw allows chakram to be a controllable, moving unit. Chakram moves at a speed of 450.
Shadow Dance no longer produces a black cloud. Slark is completely invisible for its duration.
[QUOTE=AnnieOakley;44802009]Aghs on Timbersaw allows chakram to be a controllable, moving unit. Chakram moves at a speed of 450.[/QUOTE] Enemies can also destroy the Chakram, permanently disabling Timbersaw's right-click
Shapeshifted Lycan, Summoned Wolves and Wolf Camps now uncontrollably chase the Chakram and Chain Frost when they're thrown and bring it back to the caster.
Amplify Damage can now be cast on buildings
Clockwerk's hook also makes the enemy go to you while you go to the enemy too like Reality Rift.
Spawn spiderlings and spawn spiderites now spawn units upon use as opposed to requiring the target to be killed.
Brood's spiderlings/spiderites now have the current level of incapacitating bite instead of poison sting. Aghs upgrade: Ult now affects spiderlings/spiderites for half the damage value. ALTERNATIVE Spiderites removed, spiderlings now spawn more spiderlings that can spawn more spiderlings of their own, and so on.
I know I always use other people's suggestions, but what about the spiderligs having an active hability that makes them explode/turn them into mines. They also explode when expiring. And what about Broodmama being able to "deny" her spiderlings at full health and restoring a part of their HP?
[QUOTE=Petachepas;44869435]I know I always use other people's suggestions, but what about the spiderligs having an active hability that makes them explode/turn them into mines. They also explode when expiring. And what about Broodmama being able to "deny" her spiderlings at full health and restoring a part of their HP?[/QUOTE] Mechanically, denying spiderlings makes sense, but when it comes to lore she would literally cannibalize her own children, those who she treasures so much. So neither would work. I also don't think turning them into explosives is a good idea. They're normal (big) spiders, not banelings.
Agh's for Clinkz: Always gets max HP as bonus hp from target, Clinkz can Death Pact towers at deny threshold. Honestly, I tried to write this as a legitimate Aghs upgrade. Think about it, losing an [B]entire tower[/B] to become extremely powerful for 35 seconds is almost [I]underpowered.[/I]
When destroyed, Storm Spirit's illusions are going explode dealing damage based on the current level of Static Remnant
[QUOTE=Yahnich;44875063]if it's in deny range you were going to deny it anyway so it's not that underpowered[/QUOTE] when you only have 11 towers to work with, and about half of them already gone by the time you find a way to fit aghs into your clinkz build, its definitely underpowered
Give phoenix berserker's blood
Techies' landmines and remote mines now burn mana equal to 25% of the damage they deal, and they temporarily disable [I][B]all[/B][/I] buffs (buffs disabled for 0.1 seconds, buff disabling happens before the mines deal their damage). No counter allowed.
Techies now allowed in Captain's Mode.
Storm Spirit's remnants now have no expiry time, but only a maximum of 6 remnants can be on the map at any one time.
Chaos Knight now how has a 10% chance to not spend any mana on abilities if Chaos Strike is leveled at least once. Or it could be 5%/10%/15%/20%(half of OD's aura) and maybe it could be innate.
Walrus Punch now launches both Tusk and his target into the air, granting Tusk the choice of where to land in a set radius of the punch point. When he lands, both the target and enemies in the blast radius take burst physical damage. Also, Aghanims makes the landing radius global. And yes, this is based on the ultimate of Moya from Dawngate. Welcome to the jam.
wisp's spirits do not expire until they hit an enemy, and their cooldown timer goes down while they're active. activating the skill again summons more spirits, up to a maximum of 25.
Tether is now an Inherent skill that no longer requires levelling.
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