I really like the idea of varying by distance so people will stop maxing it in lane, but the amp is just too huge. Maxing at like 2.5% would still be a big deal.
[url]http://dotadb.gameguyz.com/news/suspected-patch-6-82-change-log-.html[/url]
Okay so everyone knows this is fake and a lot of it is shit but there's a few actually good ideas in here.
These in particular are my favorite:
[QUOTE]
Doom
-Doom now ends if Doom dies
Earth Spirit
-Magnetize initial radius increased to 600
-Magnetize duration lowered to 4 seconds
-Every time Magnetize is reapplied with a Stone Remnant, the duration is 1 seconds longer
-Enemy heroes that die under the effect of Magnetize now return 1 Stone Remnant to the Earth Spirit
Kunkka
-Added a visual indicator to Torrent to show how close it is to activating. (Only visible to Kunkka and his team.)
Tinker
-Rearm now has a 10 second cooldown (cooldown is refreshed upon a successful Rearm)
-Bloodstone can no longer be Rearmed
Tusk
-Walrus Punch mana cost now remains 50 at all levels
Tranquil Boots
-When attacking or being attacked by creeps the cooldown is set to 7 seconds
[/QUOTE]
What do you guys think?
Earth Spirit regains a stone remnant whenever he kills or assists killing an enemy hero.
Heroes that die while under the effect of Magnetize now leave a stone statue behind.
[editline].[/editline]
The stone statues left behind by magnetize would be the affected hero in a pose, their model is turned into stone (similar to units affected by Medusa's Stone Gaze) in whatever position they were at right before they died. They would also stand on little stone platforms (like in the loadout screens) to show people that they are actual statues.
I am personally fond of those bloodseeker and broodmother changes.
Visage now gains 1/2/3/4 Hp regen per sec for 3 second whenever a layer of gravekeepers cloak is broken. This buff can be purged.
Dragons knights dragons blood effect increases by 1.5/2/2.5 while under the effects of his ultimate.
Earth Spirit now has a second innate ability, this one on the F key
Reclaim Remnant
removes a placed remnant and adds it back to his unplaced remnant count
10-15 second cooldown
If a remnant has already been used for a spell, it cannot be reclaimed.
Nice for if you accidentally placed one in a bad spot or if you're changing lanes.
edit: [U]Guys this was actually Coffee's idea whoops[/U]
[editline]4th September 2014[/editline]
[QUOTE=thisguy123;45881329]Visage now gains 1/2/3/4 Hp regen per sec for 3 second whenever a layer of gravekeepers cloak is broken. This buff can be purged.
Dragons knights dragons blood effect increases by 1.5/2/2.5 while under the effects of his ultimate.[/QUOTE]
I don't really understand why Visage would need that buff.
When the enemy removes his sustainability he just gets more sustainability anyway?
[QUOTE=unlimi_Ted;45891993]Earth Spirit now has a second innate ability, this one on the F key
Reclaim Remnant
removes a placed remnant and adds it back to his unplaced remnant count
10-15 second cooldown
If a remnant has already been used for a spell, it cannot be reclaimed.
Nice for if you accidentally placed one in a bad spot or if you're changing lanes.
[/QUOTE]
I already had an idea like this
I'm suing.
ignore
[QUOTE=Coffee;45916026]I already had an idea like this
I'm suing.[/QUOTE]
I probably got the idea from you and forgot the source.
[editline]7th September 2014[/editline]
[QUOTE=Coffee;45445549]Earth Spirit now has an additional innate ability: "Reclaim Remnant", which allows him to reclaim a single Stone Remnant, with a cooldown of 30 seconds.
[editline]20th July 2014[/editline]
Rolling Boulder now also bashes any enemy heroes it hits for .2 seconds[/QUOTE]
Here it is.
Wow, I even used the same name, I'm a terrible person.
A while back in a discussion about Windranger, someone said that the reason Windranger isn't as reliable of an offlaner as the heroes who are popular in that position right now is that she doesn't get an amazing fuck-someone-up spell upon reaching level 6, at least not with the kind of disabling power that comes from Centaur, Clockwerk, Batrider, and Tidehunter.
So here is my weird attempt at turning Windranger into an initiator upon reaching level 6.
For balance purposes, Windranger can no longer attack during the Duration of Windrun. However, you can press W again to prematurely end it if you really need to attack right then, of course losing your speed and evasion.
It still gives full evasion and disjoints projectiles.
It now slows attack as well as move speed.
At level 4, Windrun is a haste.
So at the cost of Powershot damage and Shackleshot duration you can max this by 6 and then you're suddenly a great initiator, and even though you can't actually attack during it you're still crippling the enemy heroes that can't even run away from you and getting into position for a perfect shackle.
Removes her ability to 1v1 carries by Windrunning while Focus Firing, though.
This might not be that great at all but I think it would be nice if Windranger had a more definite role.
[editline]11th September 2014[/editline]
Possible adjustments include removing the slows if you end the Windrun too early and allowing attacks during the run, but only on someone you've cast Focus Fire on.
Phantom Strike now goes through BKB
[QUOTE=unlimi_Ted;45953991]A while back in a discussion about Windranger, someone said that the reason Windranger isn't as reliable of an offlaner as the heroes who are popular in that position right now is that she doesn't get an amazing fuck-someone-up spell upon reaching level 6, at least not with the kind of disabling power that comes from Centaur, Clockwerk, Batrider, and Tidehunter.
So here is my weird attempt at turning Windranger into an initiator upon reaching level 6.
For balance purposes, Windranger can no longer attack during the Duration of Windrun. However, you can press W again to prematurely end it if you really need to attack right then, of course losing your speed and evasion.
It still gives full evasion and disjoints projectiles.
It now slows attack as well as move speed.
At level 4, Windrun is a haste.
So at the cost of Powershot damage and Shackleshot duration you can max this by 6 and then you're suddenly a great initiator, and even though you can't actually attack during it you're still crippling the enemy heroes that can't even run away from you and getting into position for a perfect shackle.
Removes her ability to 1v1 carries by Windrunning while Focus Firing, though.
This might not be that great at all but I think it would be nice if Windranger had a more definite role.
[editline]11th September 2014[/editline]
Possible adjustments include removing the slows if you end the Windrun too early and allowing attacks during the run, but only on someone you've cast Focus Fire on.[/QUOTE]This sounds like you're trying to tool her into a worse Centaur
Yeah I guess that's pretty much exactly what this is.
Oh well
she does need a rework though. half her kit looks good for a carry (attack speed steroid, 1.5 BAT, windrun is a good anti-carry spell) but she overall has poor DPS and she has half a decent support kit with good poke and a disable, but her high skill cap isn't very proportionate to how useful her spells are.
This doesn't necessarily make it viable, but I would like to point out that Windrun only has a 15 second cooldown, and one person with a near-constant Centaur ult can be just as useful as a full team hasted every two minutes depending on the situation.
Focus Fire
Ability: No Target
Affects: Enemy Units and Buildings
Windrunner channels the winds, gaining maximum attack speed but with reduced damage. Focus Fire ignores damage from Unique Attack Modifiers and Item Effects. Lasts 20 seconds.
Damage Reduction: 30% / 15% / 0%
Cooldown: 60
Scepter Upgrade: Adds damage from Unique Attack Modifiers and Item Effects.
Scepter Cooldown: 15
[QUOTE=slayer20;45972782]Focus Fire
Ability: No Target
Affects: Enemy Units and Buildings
Windrunner channels the winds, gaining maximum attack speed but with reduced damage. Focus Fire ignores damage from Unique Attack Modifiers and Item Effects. Lasts 20 seconds.
Damage Reduction: 30% / 15% / 0%
Cooldown: 60
Scepter Upgrade: Adds damage from Unique Attack Modifiers and Item Effects.
Scepter Cooldown: 15[/QUOTE]
15 second cooldown? sounds op as shit
[QUOTE=Dirf;45975015]15 second cooldown? sounds op as shit[/QUOTE]
That's what it currently is. The aghs upgrade has exactly the same effect as the current aghs upgrade. The only difference is that instead only being able to use this on a single target, it just straight up gives her the 400 attack speed buff.
[QUOTE=slayer20;45975210]That's what it currently is. The aghs upgrade has exactly the same effect as the current aghs upgrade. The only difference is that instead only being able to use this on a single target, it just straight up gives her the 400 attack speed buff.[/QUOTE]
4200 gold for max attackspeed permanently is pretty powerful.
as a support an aghs is going to be extremely situational and as a carry you won't get it till you have at least some type of damage cuz it won't matter how fast you hit if you're doing only 80 or so damage. it's going to be a third or fourth major item as a WR and when it is picked up it will be around the same time as other harder carries get their core items and they'll just face rape you.
[B]Earth Spirit[/B]
[B]Stone Remnants[/B]
Max Charges: from 6 to 5
Charge Restore Time: from 30 to 25
[B]Magnetize[/B]
Now increases remnant charges by 1/2/3
Can now be targeted on self or on a remnant (cast range 600)
[B]Aghanim's Scepter: [/B]
Increases remnant charges by 2, reduces remnant recharge time from 25 to 20, allows allies to carry Magnetized buff, all units affected by Magnetize can be used by Earth Spirit's spells and they are treated as stone remnants.
Allies affected by Magnetize do not take damage or crowd control effects shared by enemies, but they can now spread the debuff on enemies and used to boost Earth Spirit's spells.
[QUOTE=Bordellimies;45981734][B]Earth Spirit[/B]
[B]Stone Remnants[/B]
Max Charges: from 6 to 5
Charge Restore Time: from 30 to 25
[B]Magnetize[/B]
Now increases remnant charges by 1/2/3
Can now be targeted on self or on a remnant (cast range 600)
[B]Aghanim's Scepter: [/B]
Increases remnant charges by 2, reduces remnant recharge time from 25 to 20, allows allies to carry Magnetized buff, all units affected by Magnetize can be used by Earth Spirit's spells and they are treated as stone remnants.
Allies affected by Magnetize do not take damage or crowd control effects shared by enemies, but they can now spread the debuff on enemies and used to boost Earth Spirit's spells.[/QUOTE]
can i instantly deny my ally with my roll?
[QUOTE=VariaQlty;45981821]can i instantly deny my ally with my roll?[/QUOTE]
You would get the speedboost but no, you don't shatter the ally
The possibilities of a friendly Vengeful Spirit that is also a Stone Remnant seems hilarious and great.
I also love the idea of each level of Magnetize giving an extra remnant.
[editline]14th September 2014[/editline]
And Earth Spirit is exactly the kind of utility team fight hero that you usually build Aghanim's Scepter on, so it makes sense that he should have a good upgrade.
Actually I think that agh's upgrade might be too strong, 10 remnants at 20 seconds each, they'd be pretty much up all the time, which would defeat the purpose of why they're limited in the first place.
[QUOTE=Samiam22;45990376]Actually I think that agh's upgrade might be too strong, 10 remnants at 20 seconds each, they'd be pretty much up all the time, which would defeat the purpose of why they're limited in the first place.[/QUOTE]
Meanwhile, kotl ult. Why does it have cooldown? Once you get aghs it's unlimited = same reasoning
And you're still limited by the cooldowns of his actual spells.
[editline]16th September 2014[/editline]
I'd probably put a limit on the number of remnants you can have on the map at once though.
[QUOTE=slayer20;45972782]Focus Fire
Ability: No Target
Affects: Enemy Units and Buildings
Windrunner channels the winds, gaining maximum attack speed but with reduced damage. Focus Fire ignores damage from Unique Attack Modifiers and Item Effects. Lasts 20 seconds.
Damage Reduction: 30% / 15% / 0%
Cooldown: 60
Scepter Upgrade: Adds damage from Unique Attack Modifiers and Item Effects.
Scepter Cooldown: 15[/QUOTE]
I think that's easily a fair change. Even after they buffed it, I find Focus Fire is still one of the worst ults in the game. It's really dependant on her having farm for it to be very effective. If she's played in a support role or is gold starved, it's almost completely useless. The skill definitely needs some change.
Tusk can now manually raise the blockade of Ice Shards
Templar Assassin's Refraction now blocks 50/60/70/80% damage down from 100%.
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