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Many heroes buy blink dagger. But not everyone is and is not always ready to pay full price for it.
I suggest adding the BLINK SHARD item. Costs 1000 gold, has a radius slightly larger than that of the for staff. Otherwise it works like a regular blink (maybe a little longer cooldown). I know that this can overly strengthen previous blink hero users. Therefore, the Blink shard should not improve into a blink. Some heroes like Axe, Magnus, Puck will still choose to blink. And other heroes who did not always take it will take a blink shard (venomaser, lich, clowerk). Players will have to choose between blink and blink shard and this will diversify the gameplay.
Many hero picks do not do anything for some heroes who gain an advantage. Many picks cannot do anything to Bristleback, Phantom Assassin, Huskar, etc. Hero abilities can disable passives but not items. The only item against passives is silver. He is not convenient for many heroes; you cannot use an ability under his influence or collect him on a support.
I propose adding a new item that disables passives. Firewater. 4000 cost. Crafted from Wind Lace, Tiara of Selemene, Orb of Corrosion and a recipe. Gives item bonuses and has an active ability: you throw a bottle at a point, pouring the contents of the heroes in the area approximately like the old Omniknight aura, a debuff is hung on the heroes for 4 seconds (the next ability used in this hero will turn off the passive for 4 seconds and will cause periodic damage). Cooldown 25 sec.
The flask's flight speed is the same as the alchemist's ability 2. Used on a point on the ground.
This will ease the balance of some heroes and additionally hit the excessive healing of some picks due to Orb of Corrosion.
Add the ability to accumulate charges for several urns. They are easy to dispel and often you can’t do anything to peaks with a large amount of healing. Other items are often either too expensive or it is not profitable for your hero to buy them.
Add an only mid game mode. As in lol. Only mid with towers and throne 5*5 heroes without forest and sides. This mode will replace turbo and make it easier for new players to enter Dota.
You can also add exploding fruits to the forest on both sides. They work like a sniper's grenade, scattering all heroes when attacking a fruit. Useful for constrictions and escape. Makes the gameplay more spectacular, let him throw the hero in all directions at the radius of a sniper’s grenade.
I think that Ancient Apparition's skills are outdated and do not fit into modern Dota.
Below I will offer a description of the skill rework:
1skill. ICE CUBE.
Envelops himself or an ally in an ice block that blocks 2/3/3 attacks and 100/150/200 magic damage. (falls off after 6 seconds or when attacks or damage are blocked) cooldown 30
2skill. ICE VORTEX
old skill, but can be switched through control (attacks everyone/attacks only heroes {I think that after the rework of the 3rd skill it will be necessary to give the opportunity to vortex zone heroes in the line})
3skill FROST GROUND
Works similar to VOODOO RESTORATION.
creates a field around the hero that deals a little damage every second, slows down the movement of enemies, and reduces their health regeneration by 30% for 4 sec(can be cast on a teammate under the influence of the ICE CUBE, working oll duration cube, stops working 3 seconds after broke the cube)
4 skills
COOLING TOUCH
Increases the range of your next attack. It deals 150/225/300 pure damage and prevents health regeneration for 5 seconds. cannot be dispelled. Cooldown time 25 sec. you can save yourself by clicking BKB or another save item
Aghanim Shard
Grants 2 Ice Cube charges. increases damage block to 4 attacks or 250 magic damage
When you deal 50 magic or 1 attack, cube fragments scatter around, causing a little damage and slowing down opponents
Aghanim like old ultimate
This will make the hero truly situational against a hill. Now it is not always effective even against healing picks.
I propose to remake 1 ability of the Tidehunter.
Replace it with the walrus ability from Aghanim's labyrinth. Like the OGRE SEAL TOTEM, but with the ability to turn a little while sliding. Each bounce deals damage and slows enemies. As you level up, the number of bounces increases and, accordingly, the range and damage. This will make the hero much more interesting in lane and in fights. Don't change Aghanim. (Whoever added the aganim shard is a genius. It greatly improved the hero)
Loosen up Pudge's hook. The hero is picked or banned in every game. It is not normal that a hero can dominate a map using a hook that is not maxed out. Even if you remove the ability to pump up a hook by more than 1, the hero will still be picked.
Or reduce the radius of 1 spell at the initial levels
Or reduce the speed at the first levels.
Or add vision to the hero and a hook for everyone, even in the fog of the battle, provided that the hook is not maxed out.
Make pudge players max hook
And finally. This can be mechanically challenging. Let when the enemy hero goes into the fog of war, you saw him for another 1-2 seconds. Could attack and use abilities. The forest will still be used for an ambush, but it will be a little harder to escape into it. Probably every player lost a fleeing enemy in the forest. This will weaken the Tinker a little because he will be visible if he blinks. Often he blinks point-blank at you and gives you abilities, but you cannot catch him due to the fog of war.
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Many heroes buy blink dagger. But not everyone is and is not always ready to pay full price for it.
I suggest adding the BLINK SHARD item. Costs 1000 gold, has a radius slightly larger than that of the for staff. Otherwise it works like a regular blink (maybe a little longer cooldown). I know that this can overly strengthen previous blink hero users. Therefore, the Blink shard should not improve into a blink. Some heroes like Axe, Magnus, Puck will still choose to blink. And other heroes who did not always take it will take a blink shard (venomaser, lich, clowerk). Players will have to choose between blink and blink shard and this will diversify the gameplay.
Many hero picks do not do anything for some heroes who gain an advantage. Many picks cannot do anything to Bristleback, Phantom Assassin, Huskar, etc. Hero abilities can disable passives but not items. The only item against passives is silver. He is not convenient for many heroes; you cannot use an ability under his influence or collect him on a support.
I propose adding a new item that disables passives. Firewater. 4000 cost. Crafted from Wind Lace, Tiara of Selemene, Orb of Corrosion and a recipe. Gives item bonuses and has an active ability: you throw a bottle at a point, pouring the contents of the heroes in the area approximately like the old Omniknight aura, a debuff is hung on the heroes for 4 seconds (the next ability used in this hero will turn off the passive for 4 seconds and will cause periodic damage). Cooldown 25 sec.
The flask's flight speed is the same as the alchemist's ability 2. Used on a point on the ground.
This will ease the balance of some heroes and additionally hit the excessive healing of some picks due to Orb of Corrosion.
Add the ability to accumulate charges for several urns. They are easy to dispel and often you can’t do anything to peaks with a large amount of healing. Other items are often either too expensive or it is not profitable for your hero to buy them.
Add an only mid game mode. As in lol. Only mid with towers and throne 5*5 heroes without forest and sides. This mode will replace turbo and make it easier for new players to enter Dota.
You can also add exploding fruits to the forest on both sides. They work like a sniper's grenade, scattering all heroes when attacking a fruit. Useful for constrictions and escape. Makes the gameplay more spectacular, let him throw the hero in all directions at the radius of a sniper’s grenade.
I think that Ancient Apparition's skills are outdated and do not fit into modern Dota.
Below I will offer a description of the skill rework:
1skill. ICE CUBE.
Envelops himself or an ally in an ice block that blocks 2/3/3 attacks and 100/150/200 magic damage. (falls off after 6 seconds or when attacks or damage are blocked) cooldown 30
2skill. ICE VORTEX
old skill, but can be switched through control (attacks everyone/attacks only heroes {I think that after the rework of the 3rd skill it will be necessary to give the opportunity to vortex zone heroes in the line})
3skill FROST GROUND
Works similar to VOODOO RESTORATION.
creates a field around the hero that deals a little damage every second, slows down the movement of enemies, and reduces their health regeneration by 30% for 4 sec(can be cast on a teammate under the influence of the ICE CUBE, working oll duration cube, stops working 3 seconds after broke the cube)
4 skills
COOLING TOUCH
Increases the range of your next attack. It deals 150/225/300 pure damage and prevents health regeneration for 5 seconds. cannot be dispelled. Cooldown time 25 sec. you can save yourself by clicking BKB or another save item
Aghanim Shard
Grants 2 Ice Cube charges. increases damage block to 4 attacks or 250 magic damage
When you deal 50 magic or 1 attack, cube fragments scatter around, causing a little damage and slowing down opponents
Aghanim like old ultimate
This will make the hero truly situational against a hill. Now it is not always effective even against healing picks.
I propose to remake 1 ability of the Tidehunter.
Replace it with the walrus ability from Aghanim's labyrinth. Like the OGRE SEAL TOTEM, but with the ability to turn a little while sliding. Each bounce deals damage and slows enemies. As you level up, the number of bounces increases and, accordingly, the range and damage. This will make the hero much more interesting in lane and in fights. Don't change Aghanim. (Whoever added the aganim shard is a genius. It greatly improved the hero)
Loosen up Pudge's hook. The hero is picked or banned in every game. It is not normal that a hero can dominate a map using a hook that is not maxed out. Even if you remove the ability to pump up a hook by more than 1, the hero will still be picked.
Or reduce the radius of 1 spell at the initial levels
Or reduce the speed at the first levels.
Or add vision to the hero and a hook for everyone, even in the fog of the battle, provided that the hook is not maxed out.
Make pudge players max hook
And finally. This can be mechanically challenging. Let when the enemy hero goes into the fog of war, you saw him for another 1-2 seconds. Could attack and use abilities. The forest will still be used for an ambush, but it will be a little harder to escape into it. Probably every player lost a fleeing enemy in the forest. This will weaken the Tinker a little because he will be visible if he blinks. Often he blinks point-blank at you and gives you abilities, but you cannot catch him due to the fog of war.
thank you for your attention
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