[QUOTE=Bordellimies;45671617]Someone suggested an ability to cause spiderlings explode, and while both of these make sense from a gameplay standpoint, when it comes to lore Broodmother doesn't use them simply as cannon fodder. She cares for her young and keeps them well fed and safe. Like a proper mother, you know.[/QUOTE]
Maybe they could just burrow into the ground and disappear for the rest of the match?
[QUOTE=Bordellimies;45671617]Someone suggested an ability to cause spiderlings explode, and while both of these make sense from a gameplay standpoint, when it comes to lore Broodmother doesn't use them simply as cannon fodder. She cares for her young and keeps them well fed and safe. Like a proper mother, you know.[/QUOTE]
I'm pretty sure making a hero viable is more important than their lore.
[QUOTE=Wolf532;45672084]I'm pretty sure making a hero viable is more important than their lore.[/QUOTE]
Straight out killing them would still be too much of a no-no for Broodmother, sounds just about as bizarre as Treant Protector burning a forest so that the enemy team can't use tangoes to eat any trees. Makes no sense, right?
[QUOTE=unlimi_Ted;45671668]Maybe they could just burrow into the ground and disappear for the rest of the match?[/QUOTE]
This is a fantastic solution to this, same gameplay effect as having them suicide, but it wouldn't look out of place.
Poison Nova can kill and cannot be purged
[QUOTE=jp_rsardeto;45679438]Poison Nova can kill and cannot be purged[/QUOTE]
wrong thread
Poison Sting now affects allied units.
[editline]14th August 2014[/editline]
Upheaval now speeds up allies in the AoE.
[editline]14th August 2014[/editline]
Global Silence scepter upgrade now stacks - more curses will be applied the more scepters you have. If you get three scepters, in addition to the third stack of Curse, the enemy team will all get Last Word applied to them.
[editline]14th August 2014[/editline]
Chaos Knight crit chance increased to 15%
[editline]14th August 2014[/editline]
Backtrack no longer protects against True Strike.
I think that's all my ideas so far.
[QUOTE=Galen;45683872]Poison Sting now affects allied units.
[/QUOTE]
How would this be useful besides maybe making denying easier?
[QUOTE=unlimi_Ted;45671668]Maybe they could just burrow into the ground and disappear for the rest of the match?[/QUOTE]
I'd rather have them be able to burrow and then unburrow.
Chronosphere freezes enemies completely within it, rendering them incapable of dying within it. However, all the damage said enemies take whilst inside Chronosphere will be applied to them once Chronosphere ends. This does not apply to Faceless Void or any units under his control.
oh shit, wrong thread
this isn't the break a hero thread
[QUOTE=Fillmore;45686690]Chronosphere freezes enemies completely within it, rendering them incapable of dying within it. However, all the damage said enemies take whilst inside Chronosphere will be applied to them once Chronosphere ends. This does not apply to Faceless Void or any units under his control.[/QUOTE]
i don't think this would be a good idea because then you'd have no idea how well you were doing in the chrono, and if the person you've been smacking silly is actually dead or not.
[QUOTE=Galen;45688805]EXACTLY[/QUOTE]
This sounds good on paper but if the original hit didn't kill the creep then making it lose health slowly can just make the enemy's last hits easier.
I guess it's a trade-off that neither benefits nor hurts you.
[editline]14th August 2014[/editline]
applying a slow to your creeps could help pull the wave back too so I guess I support this now
Would these buffs make Tusk too OP?
[QUOTE][B]Ice Shards[/B]
Range: 1500
Radius: 200
Duration: 5
Damage: 70/140/210/280
Mana: 120
[B]Cooldown: from 18/16/14/12 to 18/15/12/9[/B][/QUOTE]
Explanation: Long cooldowns leave Tusk sucking on his thumbs in fights, as he doesn't have a lot of damage unless he has had farm.
[QUOTE][B]Snowball[/B]
Range: 1250
Launch Time: 4
Gather Radius: 100 Auto gather/400 Manual gather
[B]Stun Duration: From 0.5/0.75/1/1.25 to 0.75/1/1.25/1.5[/B]
[B]NEW: Bonus Stun Per Ally: 0.1/0.15/0.2/0.25[/B]
Damage: 80/120/160/200
Bonus Damage Per Ally: 20/30/40/50
Bonus Speed Per Ally: 75
Mana: 75
Cooldown: 21/20/19/18[/QUOTE]
Explanation: The stun is relatively weak.
[QUOTE][B]Frozen Sigil[/B]
Radius: 600
Duration: 30
Movement Speed Slow: 10%/15%/20%/25%
Attack Speed Slow: 30/40/50/60
Mana: 75
Cooldown: 50
[B]REPLACED WITH NEW ABILITY: Frost Blockade[/B]
[B]Tusk punches the ground, creating a barrier of ice behind him. The ice radiates with strong frost, slowing nearby enemies.
Slowing effect works on shards created with Ice Shards.[/B]
[I](OPTIONAL: Deals 70/140/210/280 damage to units behind Tusk as they are hit by the ice. Enemies damaged by Ice Shards receive a buff for 5 seconds during which they cannot be damaged by Frost Blockade. Enemies damaged by Frost Blockade receive a buff for 5 seconds during which they cannot be damaged by Ice Shard. [Either that, or the buff causes only half damage to prevent OP burst])[/I]
Slow radius is centered on each shard of ice. Slow lingers for 2 seconds after enemies leave the radius.
Creates a wall of ice made up of 5 shards. The wall is line shaped, allowing Tusk to either trap himself (and an enemy) inside the cage, or Tusk can aim away from the semicircular barrier to trap only the enemy in.
Radius: 300
Ice Duration: 5
Movement Speed Slow: 10%/15%/20%/25%
Attack Speed Slow: 30/40/50/60
[I](Optional damage: 70/140/210/280)[/I]
Mana: 120
Cooldown: 18/15/12/9
[/QUOTE]
Explanation: Frozen Sigil is a good ability, but doesn't fit his brawler theme. The new ability would retain the utility slow effect (now possible to divide into two areas with Ice shards!) and would work better with his overall theme. Lock an enemy in and have 5 seconds to beat down an enemy, or use Ice Shards + Frost Blockade strategically to lock an enemy in while you go beat on OTHER enemies.
[QUOTE][B]Walrus PUNCH![/B]
[B]Air Duration: From 1 to 1/1.25/1.5[/B]
Slow Duration: 2/3/4
[B]Movement Speed Slow: From 40% to 40/50/60%[/B]
Critical Multiplier: 350%
[B]NEW: Treshold Critical Multiplier: 500%[/B]
[B]HP treshold: 50%[/B]
Buff Duration: 10 seconds
Mana: 50/75/100
Cooldown: 25/20/15
[B]AGHANIM'S SCEPTER: If Tusk kills a hero with Walrus PUNCH!, he will retain the buff for another attack, and gains bonus damage for that attack. This effect can stack indefinitely.
Critical Multiplier: +50%
Treshold Critical Multiplier: +100%[/B]
[/QUOTE]
Explanation: Earthshaker's Enchant Totem deals similar damage, and it only has a 5 second cooldown. Bringing back the increased crit for weakened targets would allow it to be a much better finisher. Additional stun and slow wouldn't hurt him either.
Aghanim's upgrade would allow him to use at least two punches in a fight if he kills an hero with the first one, and with good timing it could allow for even higher chains.
[QUOTE=Bordellimies;45692702]-words-[/QUOTE]
I think the snow ball could either of the buffs, but not both. When you roll in with 5 heroes you already fly in super fast and deal 400 damage, 1.25 second stun, and all of your heroes are now in position to use their skills. Making it also have a 2.5 stuns seems like a lot.
I absolutely love the idea of the refreshed punch upon kill, I can't believe nobody else has suggested that.
[editline]14th August 2014[/editline]
[QUOTE=Dr. Doughnut;45692969]I think the snow ball could either of the buffs, but not both. When you roll in with 5 heroes you already fly in super fast and deal 400 damage, 1.25 second stun, and all of your heroes are now in position to use their skills. Making it also have a 2.5 stuns seems like a lot.[/QUOTE]
It's really difficult to be in a situation where you can get all five heroes into your snowball though
in the time it takes to click everybody in, the target can just walk out of range of the roll
Plus so many stuns are 2 seconds or longer, 1.25 seconds is just ridiculously low for an ability you might even miss entirely.
I think what would really help snowball would be an increase in cast range and rolling distance.
Then you could actually do surprise attacks with it. at its current range you have to be at high ground for the enemy to not see you rolling up.
Spirit Breaker's Charge of Darkness now is targetable on Magic Immune units.
Charge of Darkness, Greater Bash, and Nether Strike now deal Universal (Pure?) damage.
spirit breaker's BAT lowered to 1.8
greater bash is now pseudo-random
[editline]15th August 2014[/editline]
i dont think those changes would make him competitively viable, but it's a step in the right direction i think
increase Spirit Breaker's Bash chance to 20%, lower BAT to 1.7
seriously, he has one of the worst bashes in the game because it has a cooldown and the second lowest bash chance in the game (Troll's is the only lower at 10% IIRC and it has no cooldown) and his BAT nerf was not really needed either.
idk if it needs a higher bash chance but it does need to be pseudo-random to make his DPS more reliable. right now he's mildly annoying bullet-sponge cow.
Broodmother
Spiderlings only grant a bounty, Spiderites do not.
D - Consume Web
This ability levels up as 'Spin Web' is levelled up.
Destroys the web that broodmother is currently in, providing a health and mana boost to broodmother.
100/135/170/200 Health restored
50/70/90/120 Mana Restored
At level 4, it heals all friendly units (spiderlings, spiderites, creeps, necro creeps (but not heroes)) for 200 health and grants bonus 15% armor to all friendly units (except allied heroes) for 25 seconds.
Consuming a web reduces the cooldown of Spin web by half.
40/35/30/25 second cooldown
Heroes now become damage+magic immune and can not attack or use abilities while in fountain.
[QUOTE=AnnieOakley;45709802]Heroes now become damage+magic immune and can not attack or use abilities while in fountain.[/QUOTE]
i know you're saying this because you want to stop fountain camping (get over it) but this changes a lot more than you might think
Considering Spirit Breaker has really fucking awful attack speed and BAT I think increased bash chance would do justice.
[editline]17th August 2014[/editline]
Come to think of it, his stat gains are trash too.
Yeah man getting Sunstruck in your fountain is a huge part of the Dota experience.
[editline]16th August 2014[/editline]
But in all seriousness it's known that the fountain effect stays with you like half a second after you tp (shown by being able to refill an ally's bottle if you time it right) so it wouldn't be possible to stun someone who's tp-ing in anymore.
So basically you all want SB to become a broken hero again
...Sounds good to me!
[QUOTE=Galen;45713184]So basically you all want SB to become a broken hero again
...Sounds good to me![/QUOTE]
Him and Huskar are currently contenders for being the worst dota 2 hero, so I'd like them both to be buffed.
Also Spirit Breaker was never broken, he was just good against really fucking bad people.
spirit breaker's never really been 'broken', but his ult being unable to be interupted previously was what made him decently strong, not him chain bashing people with 17% chance to bash, lol
Slardar and Void both have a 25% chance to bash but that doesn't make them broken (Void's broken due to other reasons currently and only slightly) and they don't even have a cooldown on their bash either, while Spirit Breaker has a fairly hefty one at 1.5 seconds, which basically means that's 1.5 seconds he can't even have a chance of bashing in.
[QUOTE=Rarara;45712664]Considering Spirit Breaker has really fucking awful attack speed and BAT I think increased bash chance would do justice.
[editline]17th August 2014[/editline]
Come to think of it, his stat gains are trash too.[/QUOTE]
he's got insane base str though. once he gets a stout shield, just try harassing that fucker out of lane.
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