• Break a hero by changing one of their abilities
    2,905 replies, posted
Track's bonus money is now based on 100/150/200% of the tracked unit's GPM.
Replace Clinkz's Invisibility with Riki's
[QUOTE=TeamEnternode;46180836]Replace Clinkz's Invisibility with Riki's[/QUOTE] i think that would sort of be a nerf because clinkz needs that movement speed
[QUOTE=Constructor;46183162]i think that would sort of be a nerf because clinkz needs that movement speed[/QUOTE] I mean unless he kept the increased movement speed.
Chain Frost can now bounce to Lich if there are no other units for it to bounce to How to break it even further: Each it bounces to lich, it gives a damage block shield (150/225/300 ('250/335/400')) that refresher with each bounce (doesnt stack though)
[QUOTE=Fillmore;46173033]Track's bonus money is now based on 50/75/100% of the tracked unit's GPM.[/QUOTE] which would mean that killing a lvl 4 hard supp with your freshly obtained lvl 6 would not differ from lasthitting a creep or 2
[QUOTE=SxRustle;46189733]which would mean that killing a lvl 4 hard supp with your freshly obtained lvl 6 would not differ from lasthitting a creep or 2[/QUOTE] Imagine it in the late-game. And tracking their hard carry.
[QUOTE=Fillmore;46189875]Imagine it in the late-game. And tracking their hard carry.[/QUOTE] its basicly strictly core hero hunting and late game comebacks then, will do almost nothing to slowly gain advantage in midgame, because the more you kill, the lesser becomes the bonus
Sacred arrow : stun duration is now increased by every additional stun from other sources with no cap.
[QUOTE=SxRustle;46189926]its basicly strictly core hero hunting and late game comebacks then, will do almost nothing to slowly gain advantage in midgame, because the more you kill, the lesser becomes the bonus[/QUOTE] just make it part of the aghanim's upgrade then
[QUOTE=Yahnich;46195137]Venomous Gale now stuns in a 0.2s (or whatever) interval to simulate the 50% MS slow (so average MS will be halved)[/QUOTE] I think it'd have to be in 0,4 second intervals to simulate 50% move slow.
Rot can no longer bring Pudge below 1 hp
aghanims now gives bonus damage to all of pudge's spells based on his str. 2000 pure damage hooks guys
The tracer shot for Ancient Apparition's ult now bounces off the edges of the map (instead of leaving the map). Radius continues to scale with travel time, so if you wait for like 5 minutes you can have a global radius ult
[B]Techies Rework[/B] [B]Land Mines[/B] Land Mines now have a charge system, recharging 1 mine every 19/16/13/10 seconds. Max mines stored is 4/6/8/10. When returning to allied fountain, Techies recharges all mine charges. Mines no longer have a max amount placed, meaning an infinite amount of mines can be placed. Land Mines are now invisible for all units (including Techies), and allies can detonate them taking full damage. [B]Stasis Trap[/B] Stasis Traps now have a charge system, recharging 1 trap every 20/16/13/10 seconds. Max traps stored is 4/6/8/10. When returning to allied fountain, Techies recharges all trap charges. Traps no longer have a time limit, meaning an infinite amount of traps can be placed and they won't expire. Stasis Traps are now invisible for all units (including Techies), and allies can detonate them being stunned similar to enemies. [B]Minefield Sign[/B] Now has 10 charges, recharging 1 sign every 10 seconds. Unlimited signs can be placed, but they have 1 health. Landmines and Remote Mines destroy signs. When Techies return to their fountain, they recharge all sign charges. Lane creeps do not target Minefield Signs, but neutral creeps can attack them if they are aggroed. [B]Suicide Squad, Attack![/B] Now detonates all stored Land Mine, Stasis Trap and Remote Mine charges when Techies detonate themselves. Each stored charge applies 25% damage or stun as bonus damage. Allies take half damage. [B]Remote Mines[/B] Remote Mines now have a charge system, recharging 1 mine every 10 seconds. Max mines stored is 6/8/10. When returning to allied fountain, Techies recharges all mine charges. Mines no longer have a time limit, meaning an infinite amount of mines can be placed and they won't expire. Remote Mines no longer grant vision, but Techies gains a new sub-ability when leveling Remote Mines skill. [B]New: Explosive Ward[/B] Replaces Focused Detonate sub-ablity. (Remote Mines can still be detonated globally in numbers when multiple Remote Mines are selected, and then using Pinpoint Detonate.) Places an invisible ward which grants a small amount of sight and reveals Techies' mines for allied units (not true sight; does NOT reveal invisible enemy units!) Max 6/8/10 charges, recharges 1 charge evey 10 seconds. 10 manacost. Wards can be remotely detonated by Techies. When detonated, all Remote Mines within 500 radius will be detonated, and the ward additionally also purges all invisibility based effects off of enemy units, and prevents invisibility on affected units for 10 seconds.
[QUOTE=Samiam22;46205788]Rot can no longer bring Pudge below 1 hp[/QUOTE] I wouldn't mind this.
Terrorblade's W is replaced with juxtapose.
[QUOTE=arbio22;46236758]Terrorblade's W is replaced with juxtapose.[/QUOTE] cough* 9000 metamophed illusions cough*
[QUOTE=Bordellimies;46230821][B]Techies Rework[/B] Land Mines are now invisible for all units (including Techies), and allies can detonate them taking full damage. Stasis Traps are now invisible for all units (including Techies), and allies can detonate them being stunned similar to enemies. [B]Suicide Squad, Attack![/B] Allies take half damage. [/QUOTE] Techies games now actually are 4v5v1
[QUOTE=unlimi_Ted;46241956]Techies games now actually are 4v5v1[/QUOTE] Techies vs. The World.
Scott Spleen vs. The World
Sniper's base attack time is now 5 seconds to ensure a precision shot.
[QUOTE=arbio22;46275776]Sniper's base attack time is now 5 seconds to ensure a precision shot.[/QUOTE] headshot now has a 100% proc chance
Sniper's autoattack now fires skillshot projectiles in the direction you right click.
Faceless Void: Chronosphere: - Starts as a channel. -- The sphere starts with a 75 unit radius on the initial cast point and slowly expands in size the longer Void channels it. - Duration counts down as soon as Void ceases channeling.
Can potentially hold someone you blink onto still for like ten seconds Can potentially do nothing I like it
Spirit Breaker's charge speed increases exponentionally, gaining 0.3/0.35/0.4/0.5 damage per move speed he has acquired during the charge upon impact as well as doing a greater bash of the current level. Max move speed is 600/800/1000/1200.
Yeah, charging across the map should be a bigger deal than when he charges someone 3 meters in front of him.
Like Mirana's arrow
Or like.. Snowball?
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