• Change a hero's ability without breaking them
    278 replies, posted
You'd have to give it way more instances then and it would probably still be barely worth leveling.
Treant's invisibility is now replaced with a global teleport that can only be used when near tree's and has to teleport to other tree's. So, if he stands next to a tree and uses his teleport while deciding to go to top dire tower when he's at radiant bot, he has to teleport next to a tree and can't teleport any farther then a 100 range away from any tree's in the area.
[QUOTE=LtKyle2;46061526]Treant's invisibility is now replaced with a global teleport that can only be used when near tree's and has to teleport to other tree's. So, if he stands next to a tree and uses his teleport while deciding to go to top dire tower when he's at radiant bot, he has to teleport next to a tree and can't teleport any farther then a 100 range away from any tree's in the area.[/QUOTE] I've seen people suggest that as how NatPro's Teleport should work.
It means if you catch him in the river and can stun him until his sprout trees run out then he has to make a run for another group of trees. There's only a handful of tiny spots it would be relevant in I guess but if it slows him down while he's trying to teleport onto my courier then whatever [editline]24th September 2014[/editline] It would just be an unnecessary complication, there are way better ways to alter the balance of his W, mainly through channel time and cooldown.
Abaddon can cast mist coil on himself to automatically target the closest ally or enemy.
Spectre - Spectral Dagger procs the current level of Desolate. - Spectral Daggers shadow path reduces vision outside itself. Those viewing from the side could see into it, but not past it. And those in front of it could see about the same amount as the width into it.
[QUOTE=Yahnich;46074654]i was thinking of an aghs for spectre which would be similar: Spectral Dagger reduces vision of an enemy hero by 50% (900 daytime/450 night time) and daggered heroes will always proc desolate[/QUOTE] Ult also applies spectral dagger to enemy heroes
gush now goes through BKB but only the armor shred is applied
Phantom lancer's phantom rush, instead of causing him of his illusions to charge forwards, now send a phantasmal version of themselves at the target. These phantasms will cause their progenitor to be teleported to the target and attack on contact. Effectively working like phantom rush except via proxy. These phantasms can be destroyed to cancel the effect and instead of taking an increased amount of incoming damage, have a set HP based on level with minimal armour and no magic resistance. These Phantasms also count towards skills like Overwhelming odds and Echo slam.
Press the Attack no longer purges fucking batrider lasso. [editline]8th October 2014[/editline] Honestly the stupidest thing I've seen in DOTA
[QUOTE=Wolf532;46187560]Press the Attack no longer purges fucking batrider lasso. [editline]8th October 2014[/editline] Honestly the stupidest thing I've seen in DOTA[/QUOTE] It also purges shackles and fiends grip, it's super fukken strong.
[QUOTE=Yahnich;46199266]so does abaddon shield, for the mana cost it's honestly fine, the only thing they should nerf is the cast range they should nerf it down to 500-600 so it's more reaction based to actually save an ally, the cast range is high enough that you can basically purge any ally even if they're far away so even if a batrider blinks + force staffs way lc has plenty of time and range to purge it off[/QUOTE] I was aboiut to say "yeah but it has a one second cast time) but then I remembered that's Abaddons shield... Here's one, Aphotic Sheild cast time improved to 0.5 down from 1.
Windrunner can now target Trees when using Shackleshot, instead of just units. Shackleshot will also slow any enemy unit who pass through the two shackled targets (similar to Io's tether).
New chat wheel phrases added: >I wouldn't build that item if I were you... >Please don't go out alone. >Focus one target at a time. >It's all ogre now.
[B]Sand King - New Aghanim's Scepter upgrade for Epicenter [/B] Causes quake effect to happen even if the channeling effect is interrupted or canceled early. Quakes 2/4/5 times + 1 for every 0.3 seconds channeled. Increases maximum channel time to 2.1/2.4/3 seconds, creating up to 9/12/15 pulses if channeled for full duration (current Aghs increases pulses to 8/10/12). No longer reduces cooldown (normally reduces by 20 seconds at all levels). Balanced?
[QUOTE=Bordellimies;46291629][B]Sand King - New Aghanim's Scepter upgrade for Epicenter [/B] Causes quake effect to happen even if the channeling effect is interrupted or canceled early. Quakes 2/4/5 times + 1 for every 0.3 seconds channeled. Increases maximum channel time to 2.1/2.4/3 seconds, creating up to 9/12/15 pulses if channeled for full duration (current Aghs increases pulses to 8/10/12). No longer reduces cooldown (normally reduces by 20 seconds at all levels). Balanced?[/QUOTE] Downgrade.
By the time you build Aghanim's on Sand King you should have had your blink dagger for a long time and getting interrupted should not be a very big issue.
[QUOTE=Wolf532;46187560]Press the Attack no longer purges fucking batrider lasso. [editline]8th October 2014[/editline] Honestly the stupidest thing I've seen in DOTA[/QUOTE] Aphotic Shield purges things as well, but still i think it's fair enough since abaddon is a support.
Plus Aphotic shield does two things: damage reflect for an amount that quickly becomes irrelevant, and removes debuffs. Press the Attack gives a very large hp regen, an attack speed buff (attack speed is always good always) [I]and[/I] purges everything.
Good point, I didn't consider the cooldowns.
Undying's aghanim's buff feels kinda underwhelming, +10% dmg amp and the increased healing is nice, don't get me wrong, but it feels pretty dull. Would it be balanced if it also caused him to have a Tombstone aura (spawns zombies) when the ult is active?
[QUOTE=Bordellimies;46370098]Undying's aghanim's buff feels kinda underwhelming, +10% dmg amp and the increased healing is nice, don't get me wrong, but it feels pretty dull. Would it be balanced if it also caused him to have a Tombstone aura (spawns zombies) when the ult is active?[/QUOTE] if he got it super early it would be ridiculous and even toward late game when combined with an actual tombstone it'd be pretty annoying just from the slow. it'd be really strong but i'm not sure about OP. [editline]31st October 2014[/editline] i'm only saying it's not OP just because overall undying is rather shit late game since he falls apart from any sort of physical damage if he doesn't have a halberd and AC/shivas by then and considering farming with him is painfully slow it usually doesn't happen.
Backtrack has a one second cooldown
[QUOTE=Yahnich;46395203]Axe battle hunger buffs: A: constant mana throughout every level (minor buff but might be enough) B: gives enemy +20/+30/+40/+50 attackspeed but lowers their damage by 5%/10%/15%/20% (only base damage of course) C: reduce non-melee heroes range by -10%/-20%/-30%/-40% B would synergize with his counterhelix of course and C would make axe a better laner by making him better suited at dealing with ranged heroes, forcing them to come closer to his spinning blade of death ALSO an intelligence evasion item to give od and silencer (and maybe other int (semi)carries) some more options to deal with physical damage besides shivas: Rod of atos + talisman of easion + recipe (1k) = 5.9k item: Rod of evasion or whatever: +35int +450hp +30% evasion Major Cripple: 60% MS/AS slow same cooldown and duration as current atos balanced and working as intended[/QUOTE] Maybe make the target also miss a portion of their attacks on top of the cripple? Something like 20% miss chance perhaps?
A blind would make it almost an int halberd, and mixing attack speed and move speed slows just feels right to me since lots of existing abilities and items do that. [editline]2nd November 2014[/editline] I've been trying to come up with an int evasion item for a while but mine always involved Oblivion Staves, Atos is way way better though since it's already survivability based.
Aghs tidehunter ult goes through magic immunity for a 1 second stun and no damage [editline]1 minute after[/editline] Oh shit, this is the without breaking thread
[QUOTE=aurum481;46397626]Aghs tidehunter ult goes through magic immunity for a 1 second stun and no damage [editline]1 minute after[/editline] Oh shit, this is the without breaking thread[/QUOTE] Would be like 1,6 second stun then due to the tentacle effect. That'd make him a lot stronger late game that's for sure. [editline]3rd November 2014[/editline] Cancer Stick 3000(50) gold Components: 10x Orb of Venom + Magic Stick + Recipe Orb Effect: Ultra Aids: Slows attack and movement speed by 40%, applies 40 magic damage per second, lasts 4 seconds, stacks 4 times. Active: Cancerous Assault: Increases the targets BAT and cast time by 1000%, you cannot cancel an animation if you start one, you have to wait until it ends. Disabled by BKB, but only if used before you start an animation, otherwise you have to wait until it finishes. Also guarantees that your next attack or spell will miss and be useless. is balanced ja?
[QUOTE=Rarara;46398438]Would be like 1,6 second stun then due to the tentacle effect. That'd make him a lot stronger late game that's for sure. [/QUOTE] Oh right the tentacle effect. I guess then it should total 1 second. 2 seconds total with refresher. Basically an AoE abyssal.
[QUOTE=Rarara;46398438]Would be like 1,6 second stun then due to the tentacle effect. That'd make him a lot stronger late game that's for sure. [editline]3rd November 2014[/editline] Cancer Stick 3000(50) gold Components: 10x Orb of Venom + Magic Stick + Recipe Orb Effect: Ultra Aids: Slows attack and movement speed by 40%, applies 40 magic damage per second, lasts 4 seconds, stacks 4 times. Active: Cancerous Assault: Increases the targets BAT and cast time by 1000%, you cannot cancel an animation if you start one, you have to wait until it ends. Disabled by BKB, but only if used before you start an animation, otherwise you have to wait until it finishes. Also guarantees that your next attack or spell will miss and be useless. [B]No random critical hits (poison effect can't crit, doesn't prevent crits completely)[/B] is balanced ja?[/QUOTE] Fixed it, should be balanced now. [QUOTE=aurum481;46398514]Oh right the tentacle effect. I guess then it should total 1 second. 2 seconds total with refresher. Basically an AoE abyssal.[/QUOTE] I think Aghanim's Scepter needs to have some actual impact to be worth the purchase, you can spend 1000g more to get a refresher and basically double the stun duration, getting 4/4.7/5.5 seconds of AoE lockdown. If Aghanim's makes it a 1 second stun (or 1.52 if the tentacle duration is included) I don't think it is overpowered at all, especially considering Treant's ult works against magic immune units even without it. I mean, sure Aghs grants good stats, but some heroes get just absolutely immense bonuses from it, like Nightstalker gets fucking 1800 unobstructed sight during nights (with his ult activated whenever possible, lategame is approx 83% night), Ogre & Timber get a second spell to use, Tiny gets massive cleave, AA gets a whopping +9/8/7 seconds to his ult duration, and so on.
[QUOTE=Bordellimies;46370098]Undying's aghanim's buff feels kinda underwhelming, +10% dmg amp and the increased healing is nice, don't get me wrong, but it feels pretty dull. Would it be balanced if it also caused him to have a Tombstone aura (spawns zombies) when the ult is active?[/QUOTE] I think so. It'd also help alleviate how hard he falls off the face of the planet past 20-25 minutes beyond making Ags worth 4200 gold.
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