▲ 0 r/DotaConcepts+1 crossposts

Grimstroke innate rework to better fit mid lane.

  1. old innate (Ink Trail): Both attack damage and spell damage sourced to Grimstroke applies a debuff on enemy heroes that exposes them. The debuff causes affected enemy units for 4 seconds to deal less damage to Grimstroke. Values: 5% +0.5%/lvl (max 20%)
  2. new innate name (Painter practice) Grimstroke max mana improve skills values:
  • new Stroke of Fate: magic dmg 75/150/225/300 + 20/30/40/50 per hero (50% per creep), 2 seconds slow for 40/60/80/100% move speed. cd 14/12/10/8, mana cost 60/80/100/120. (magic dmg +10%, +1% per hero)
  • new Phantom's Embrace: dmg/second 20/30/40/50 over 3 seconds, attacks to destroy 2, silence 3 seconds, if ghost survive magic dmg burst 120/200/280/360 > 100/200/300/400. (dmg/second +1%, +1 attack to destroy per 1000 mana, magic dmg burst +5%).
  • new Ink Swell: cast range 800, move speed 20% for 4 seconds, dmg/second 20/30/40/50, max magic dmg burst 100/200/300/400, max stun 2 seconds. (move speed +1% per 200 max mana, dmg/second +1%, magic dmg burst +5%, +0.1 second max stun per 200 max mana).
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u/MrTruth24 — 9 days ago
▲ 0 r/DotaConcepts+1 crossposts

Match making improvement. 👀

I am not sure how much you gain mmr now after global reset patch to 9500 mmr, so if its around +25-30~ mmr then its around same.

  • Thing is current meta (essentially low-average mmr games is pretty slow and what it feels like 7/10 games go past 45 minutes reliably) so if game inherently designed and balanced to last longer than average game time in other pvp games wouldn't it make sense then to give mmr based on game time?
  • Lets say up to 25 min its stay ~25 mmr/game as average and every 5 min past it adds 4 mmr, so it feels like its worth try hard this long exhausting games and players burn out less mentally (by 60 min it grow to average ~53 mmr/win), because mmr gain for 25 min game and 55 is same (ofc Valve would need to delete remaining double down tokens in system to stop hyper inflation again).
  • Would that be desirable change you think for dota 2 frogs who grind MM 10+ games/day? 🤔
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u/MrTruth24 — 9 days ago

Axe "Battle Hunger" need buffs.

why do i think that? lets see:

  • base Battle Hunger without talents/shard/innate/scepter etc does 12/16/20/24 pure dmg per second, duration 12, mana cost 50/60/70/80. So if we look at total Dps its: 144/192/240/288, and its total dmg/mana spend ratio is: 2.88/3.2/3.43/3.6. What is the problem? (by nerfing Battle Hunger so much he has to choice but to max spin and farm like everyone else when could in reality play aggressive and murder enemy in lane often with remove his options, so if we can translate from valve Language to plane English go farm you bitch, why do you have fun at min 2. Because maxing spin inherently more risky than Battle Hunger enemy and leave when they don't have creeps to remove it).
  • lets take completely average nuke ability like Kunkka torrent its more unreliable that Battle Hunger and yet: it does over 1.4 duration 110/180/250/320 magic dmg at 90 mana cost, dmg/mana spend ratio is 1.22/2/2.78/3.56.
  • Torrent in 4 lvls increase dmg by 2.91x dmg per mana spend, Battle Hunger get 1.25x over 12 seconds, considering its dmg over time spell that get countered by hp regen, ppl eating tangos, tower aura regen i feel like dmg over time spells should outperform burst dmg nukes over time, at least that would make sense to me.
  • So if we try to reverse engineer it backwards: if lets say Battle Hunger should do because its pure dmg spell 2x dmg of burst dmg nuke, then it should do 24/32/40/48 per second, with would be 288/384/480/576 pure dmg total in 12 seconds, so round it up lets make Battle Hunger last 10 seconds and dps 10/20/30/40 and to make his ult stacking make sense again add back his 1x of axe armor for dmg (with can add with 3x rings of protection at lvl 1 +9 dps).
  • That is the value he should have i think: 10/20/30/40 +1x axe armor pure dmg/second, total pure dmg at base value 100/200/300/400 in 10 seconds (dmg/mana ratio would become 2/3.3/4.29/5 with looks much better for low mana pool hero like axe).
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u/MrTruth24 — 10 days ago
▲ 1 r/DotaConcepts+1 crossposts

Anti-Mage rework concept.

Make the Anti-Mage great again🤔. Str 1.6/lvl > 2/lvl, Int 12 +1.8 > 15 + 2.5.

  • new Innate Mana Break (passive can break/physical dmg on-hit): Burns an enemies mana on each attack and deals damage equal to a percentage of the mana missing. Flat mana burn 15 +2/lvl, Max mana % mana burn 1% + 0.2%/lvl, Mana missing to dmg bonus 3% +0.4%/lvl (max values: flat 75 +7% max mana burn/hit, mana missing bonus dmg 15%, illusions mana burn/mana missing bonus dmg 25%).
  • 1st spell Persecutor (passive can break/active on-hit): The Anti-arcanist passivly applies 0.5 seconds movement speed slow based on the affected enemy unit mana missing, also empower blades performing double strike with 200 bonus attack speed. Movement speed slow per 1% missing mana (Passive) 0.6%, active Double hit: cd 20/16/12/8 seconds, 20/30/40/50 mana cost.
  • 2nd spell Mana strike (150 Dash width/on-hit bonus dmg): up to 1000 range dash/1500 speed that allows Anti-Mage to attack enemies doing bonus physical dmg, apply on-hit effects and provide mobility. Ability do: 60/90/120/150 physical dmg + bonus 40%/60%/80%/100% base attack dmg, cd 16/14/12/10 seconds, 45/55/65/75 mana cost. (apply items/Mana Break on-hit effects, Persecutor slow). 👀
  • Aghanim's Scepter (upgrade Mana strike): Grants Anti-Mage undispelable buff for 5 seconds after Mana strike, first enemy hit receive Break and debuff that prevents all mana restore and mana regeneration.
  • 3rd spell Counter spell (self cast/600 cast range for allies, passive can break): Passively grants Anti-Mage bonus 15%/20%/25%/30% magic resistance. Active: Create bubble for 1 second around Anti-Mage that block 1 offensive enemy spell/item dmg, if bubble absorb item/spell Anti-Mage/his Ally heal for 60/90/120/150 hp (Ally also receive for 1.5 seconds Anti-Mage passive magic resist), cd 15/12/9/6 seconds, 45/55/65/75 mana cost.
  • Aghanim's Shard (upgrade Counter spell): Converts 100% enemy spell/item dmg taken on bubble and reflect into enemy caster 75% of it as pure dmg and creates Anti-Mage Illusion next to them (reflect works on any spell type now that can affect Anti-Mage). 1 illusion, deal 100% dmg, take 200%, duration 3 seconds.
  • Ult Mana Void (Single target pure dmg/800 cast range): Deal dmg to targeted enemy based on missing mana and stun him for 1 second. Base 100/200/300 pure dmg, missing mana bonus 40%/70%/100% pure dmg, if Mana Void kill enemy hero Anti-Mage receive buff for 15 seconds allowing to recast Mana Void for free on kills until buff end/kills refresh buff duration (cd start after 1st mana void use), cd 120, 100/200/300 mana cost. 🔥
  • Talents:

lvl 10 Counter spell heal +100 hp / Counter spell (passive) +10% magic resist.

lvl 15 Counter spell + 1 second duration / Persecutor (passive) movement speed slow +0.4%.

lvl 20 Talents all stats +2 / Persecutor (active) +200 attack speed.

lvl 25 -60 seconds Mana Void cd / Mana strike -6 seconds cd.

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u/MrTruth24 — 10 days ago

increase Mana costs on ults/add cost to items change suggestion.

At this point it may sound weird when we in 3 months away from s17, but why is it for example:

  • most Ults mana cost doesn't grow with lvls i feel like it would be some limiting factor for some really op ones (with 1 mana item mages get to 2800 mana minimum, so add some cost for ults/item will not be that heavy on mana, in early game at most)? manaless champs ofc stay same but:
  1. Tanks/bruisers/duelists/mid range mages ults could go to ~100/150/200 mana cost.
  2. Long range mages/oppressive ults like syndra/veigar/xerath/velkoz/semi global/global ults could go to 100/200/300 or 150/300/450 mana cost depending on ability.
  3. Ryze ult rework idea i had 6+ months ago is we make his ult free but it cost mana based on number of units he Teleport, so minions/monsters/champion small summons cost 10/15/20 mana per unit, champions/Maiden/Tibers/Daisy cost 50/75/100 per unit (to add use for his giant mana pool).
  • Also for items i feel like it would be interesting to add at this point some mana/hp for mana less champions as cost to them:
  1. Some op active items like Hextech Rocket belt/Zhonya"s hourglass could get heavy 150 mana cost/10% max hp for mana less champions as cost to use them to reflect their power (or any new active items devs might add or if game in s17 try to add more variety for active items).
  2. Banshee's Veil/Edge of Night when item not on cd consume 75 mana/50 hp for mana less champs to create a shield but we buff spell shield cd from 40 seconds > 30 seconds and allow cd to tick down during combat.
  3. all Tiamat upgades/Locket of the Iron Solari cost cost 75 mana/50 hp for mana less champs.
  4. Youmuu's Ghostblade/Hextech Gunblade cost 40 mana/25 hp for mana less champs. What do you think? 👀
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u/MrTruth24 — 12 days ago
▲ 1 r/RyzeMains+1 crossposts

Actualizer rework idea/suggestion.

Correct me ofc if i am wrong but since they add this item and allow multiple tier items to be stacked i seen this item like 3-5 times max (maybe me was unlucky ofc and i just never saw enough games where players buy it more).

So by just my observation item addition was had bare minimum impact (ryze +2-3 champs) if anything at all.

  • so what if item cost buffed to 2800 > 2500 (Lost chapter 1200 + Aether Wisp 900 +400 recipe): 70 ap/6% move speed/10 ability haste/300 mana, Active:
  1. current Actualizer Active: (mana made real) Empower for 8 seconds spells costing 100% more mana, your abilities/pets/healing/shielding increased by 15% (+0.5% per 100 bonus mana) and CDs progress 30% faster, 60 seconds cd.
  2. new Actualizer Active (Energy overflow): (toggle 1 second cd/cost 3% max mana per second or 2% max hp/second on mana less champs as self true dmg): Empower spells costing 50% more mana, your abilities/runes/items dmg and healing/shielding increased by 15%, during item active champion max hp gets reduced by 10% 👀 (Also it can become situationally good support item for Enchanters as Dawncore replacement). 👍
  • (We remove some mechanics, nerf numbers but made it skill cap item that you toggle on/off when needed, adding mana management as skill you need to learn on spam heavy mages with this item, normal mage with 1 mana item get to 2500+ mana so active toggle will cost 75 mana/second +50% increase mana costs. Its intentionally heavy on mana because active has no cd to be a balancing mechanic for it, if fights not end in 10-15 seconds with item turned on even with blue buff you probably will run out of mana).
  • or as alternative new Actualizer (ability haste item and situational enchanter support item) cost 2800 > 3000 (90 ap/10 ability haste/600 mana) passive (quick wits): Give yourself ability haste based on 2% max mana. Active (Energy overflow, 15 second duration/60 cd): your abilities/runes/items healing/shielding increased by 25%. Thoughts? 🤔
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u/MrTruth24 — 12 days ago

If universal get reworked into actual 4th stat. 🤔

On the small off chance if Valve decide Universal experiment went nowhere and rework it into full 4th attribute, what would you like it to be?

  • I personally would like Faith, to have symmetry: Str/Agi for physical dmg and Int/Faith for magic (and items/talents rebalanced around it ofc).
  • What it might do? the way i see it: Int lose 0.05 mana regen and get mana/int buffed to 15.
  1. Faith 1st version: 1 dmg for Faith heroes and 0.1 mana regen/1 radius increase (100 radius bonus at 100 Faith).
  2. Faith 2nd version: 1 dmg for Faith heroes and 0.1 mana regen/0.2 status resist (20% per 100 Faith). 👀
  • Faith heroes might be: Void spirit/Omni/Dawn breaker/Oracle/Grim stroke/Chen/Leshrac/Brew master/Enigma/Arc warden etc (attributes adjusted around change).
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u/MrTruth24 — 16 days ago

is it time to add more Cool down reduction sources? 🤔

i find it very underwhelming that only Cdr sources in game is Octarine Core (Stacks multiplicatively with other sources of % CDR after all flat bonuses) and t5 Feverish Enchantment.

  • So what do you think if we add more Cdr options (Stacks additively with other sources of % Cdr after all flat bonuses) and split Cdr into Sub categories (for this to work neutral items removed, each full item can be bought only once), i think having more spatialized options of items is better for the game builds diversity:
  1. Add 20% Cdr cap to all heroes at start of game and over game duration this Cdr cap increase by 5% every 10 minutes of game time (by 60 minutes Cdr cap increase to 50%).
  2. Split Cdr into sub-categories: basic spells Cdr, general Cdr (that affect all spells), Ult Cdr (just for ults), items Cdr (just passive/active Cd or items), team skills Cdr (affect: Glyph/Scan/Bayback cd).
  3. add new base item: Quickening charm 750g/10% Cdr.
  • add new item components:
  1. new base Item: Spell Prism 1875g (Quickening charm 750 + Void stone 750 +375 recipe): 15% cdr / 2.5 mana regen.
  2. add new item Silver Pendant 3350g (Quickening charm 750 + Mithril hammer 1500 +1100 recipe): 25% general Cdr, 25 dmg.
  3. New Mage slayer 3100 > 3650g (Perseverance 1500 + Cloak 900 + 2x Blades of attack 900 + Orb of venom 350): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg over 3 sec and reduce physical/magic dmg spells by 40% > 25%.
  • Full items:
  1. New Octarine Core 5100 > 5500g (Spell Prism 1875 + 2x Vitality booster 2000 + 1625 recipe): hp 500, 4 mana regen, 25% general cdr, new passive Eternal: Heal 20% mana back from physical/magic dmg done.
  2. new Scythe of Vyse 5200 > 6000g (Mystic stuff 2500 + Tiara of Selemene 1800 +1700 recipe): 25 int/6 mana regen, new passive Conjuration: Items Cdr +25%, active Hex cd 25, mana cost 250 > 15% max mana.
  3. new Khanda 5600 > 6300g (add 700 recipe), add 25% basic spells Cdr, active (Empower Spell): +10% current hp bonus magic dmg.
  4. Wind Waker 6800 > 6400g (Eul's Scepter of Divinity 2400 + Mystic stuff 2500 +1500 recipe): 35 int/2.5 mana regen/20 ms (+2% max mana)/team skills 25% Cdr, active (Cyclone): speed 300 (+10% max mana), 20 sec cd, mana cost 175 > 10% max mana. 👀
  5. add new item "Occult blade" 7000g (Mage slayer 3650 + Silver Pendant 3350): 5 hp regen/2.5 mana regen/ 18% magic resist/50 dmg/25% general Cdr/15 % Ult Cdr, passive (Mage Slayer): user attacks mark enemy dealing 200 physical dmg over 5 sec and reduce physical/magic dmg spells by 40% (Multiple dmg over time effects stack, stack up to 10 times), Active (Occult strike): buff next attack consuming all Mage Slayer stacks to do pure dmg on main target based on total dmg over time stored on debuff, buff duration 5 seconds, cd 25 sec, 125 mana cost.
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u/MrTruth24 — 16 days ago

old mechanic add as balancing.

Would you like if they add strict limitations for some items like:

  • if your hero has mobility skill you can't buy blink.
  • Juggernaut/Life stealer can't buy bkb etc.
  • Silence heroes can't buy Orchid/BloodThorn.
  • bash heroes can't buy basher.
  • or as compromise they can but it put Juggernaut bkb on cd based on spin cd, Same for blink item: use it and dash/blink goes on cd based on item cd? it may incentivize picking different heroes more based on strong build paths in current patch.
  • to reduce mechanics overlap or not allow to press ghost scepter with bkb at same time. 🤔
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u/MrTruth24 — 17 days ago

Spectre should be Str hero.

  • Her balance would make way more sense if hero was some off laner/mid and situationally core. Its mobile ganker/initiator with global presence (something between Dawn breaker/underlord/Earth spirit). Numbers balanced around hp/Str 22 > 20, mana/Int 12 > 15.
  • Base stats changes: Str 22+2.3 > 24+3, Agi 29+2.3 > 18+2, Int 16+1.7 > 20+2, base armor 0 > 2, base hp regen 1.5/3.93 lvl 1 > 1.5/4.2, base mana regen 0/0,8 lvl 1 > 0.25/1.35 lvl 1, base dmg 25/56.3 lvl1 > 33/60 lvl 1, base attack speed 110 > 100, base attack time 1.8 > 1.9, move speed 295 > 300.
  1. new Innate (Desolate): Spectre's attacks deal bonus pure damage to enemies, pure dmg bonus 23.5+1.5/lvl (max 80.5) > 10+3/lvl (max 100).
  2. new Spectral Dagger/ground target only: Flings a dagger to draw a Shadow Path with bonus move speed for yourself/allies, dealing magic damage and root all enemy units along the trail. Cast range 1800 > 1000, projectile speed 800 > 1500, dmg 80/120/160/200 > 75/150/225/300, root duration 1.5 seconds, Move speed 14%/16%/18%/20% > 5%/10%/15%/20%, Move speed/Shadow Path duration 4/12 > 5 seconds for both, cd 22/20/18/16 > 30/25/20/15 seconds, mana cost 100/110/120/130 > 80/100/120/140.
  3. new Shadow Step: Send an uncontrollable Shadow Step-illusion that homes into the unit-targeted enemy hero for few attacks (can swap places with Reality spell). The illusion has unobstructed movement and increased movement speed. Cast range 1000, 1 illusion with 900 move speed, Number of attacks 2/3/4/5, dmg dealt 35%/40%/45%/50% > 100%, dmg taken 175% > 100%, cd 24/21/18/15 > 25/20/15/10 seconds, mana cost 60/65/70/75 > 40/60/80/100.
  4. new Dispersion/passive: Damage done to Spectre is reflected as same damage-type on enemy units within the radius. Min/max 350-700 radius > always 600 radius, dmg reflect 9%/12%/15%/18% > 5%/10%/15%/20%, dmg reduction 9%/12%/15%/18% > 10% +1% every 5% hp missing.
  5. Shard add to Dispersion active 30 seconds cd/75 mana cost: For 6 seconds double Dispersion radius and add +1% dmg reflect per 10 Str and increase base dmg reduction by 10%.
  6. Haunt/global: Creates 1 Haunt-based uncontrollable illusions per enemy to attack each enemy hero. At any moment during the duration, Spectre may exchanges place with the haunted image in reality. illusions dmg 35%/50%/65% > 50% +1% per 4 Str (capped at 100% at 200 Str), dmg taken 200% > 300% (-1% per Str, capped at 100%), duration 6 > 5, cd 160/150/140 > 120, mana cost 125/175/225 > 100/200/300.
  7. Reality/global: Exchanges place with a chosen Shadow Step-based or Haunt-based illusion after an effect delay. Travel speed 1500, cd 1.5 seconds, 25 mana cost.
  8. Scepter: Apply 2 seconds fear around hero after Reality swap with any illusion in 300 Radius and slowing enemy for 100%.
  • Talents:

lvl 10 Spectral Dagger -20 mana cost / Dmg per Str +0,5.

lvl 15 Spectral Dagger +50 dmg per hero hit / Shard duration +4 seconds.

lvl 20 Shadow Step number of attacks +5 / Spectral Dagger move speed +15%.

lvl 25 Desolate deal 2x dmg to solo targets / Haunt illusions duration +3 seconds on kill/assist.

u/MrTruth24 — 18 days ago

Jungle rework idea before patch drop, Number 4.

  1. Jungle camps re-spawn every 1 minute > every 2 minutes and they spawn at 0:0 now.
  2. Camps stacking removed.
  3. Add creeps evolution for all jungle camps. All jungle creeps start as lvl 1 easy camps, upgrade every 10 min by tier to lvl 2 Medium > lvl 3 Hard > lvl 4 Ancient (capped evolution by min 30), each creep will have Easy/Medium/Hard/Ancient prefix to their name (creeps evolve to be Ancient by 30 min or 20 min with abilities items that buff creep lvls). Because of that items/hero skills all lvls 4 now since creeps capped by game time for camps evolution (Roshan is lvl 5).
  4. Radiant/Dire has 14 camps each and they spawn not in random camps but on predetermined spots for camp blocking with wards, reliably way to find creeps for Chen / Doom / Enchantress or Dominator.
  5. Creeps have lvl 1 base stats, upgrade stats every 10 min (uncapped) and abilities by 1 lvl each evolution up to lvl 4 by min 30 (spread of dmg/gold removed, all creeps have default 1 hp regen/1 mana regen).
  6. Removed: Large golem camp, Wild wing camp, Large Centaur camp, Ogre camp, Wolf camp, Hill troll and Kobolt camp, Harpy camp.
  • Kobolt camp, safe lane near t1 tower in main jungle:

1 Kobold Foreman: 300-1200 Hp, 100 mana 1-4 armor, 10%-25% magic resist, 25-100 default dmg, attack range 125, attack speed 100/1.7 Bat, move speed 350-500, turn rate 0.9, day/night vision 800, 20-80 gold/25-100 exp bounty, (Speed aura): 1200 radius for allies giving 11%/14%/17%/20% move speed.

1 Kobold soldier: 400-1600 Hp, 100 mana 2-8 armor, 0% magic resist, 40-160 default dmg, attack range 125, attack speed 150/1.5 Bat, move speed 350-500, turn rate 0.9, day/night vision 800, 25-100 gold/30-120 exp bounty, Passive (Steal weapon): on every attack gain stack, on 3th hit disarm enemy for 3/4/5/6 seconds, cd 15/12/9/6 seconds.

1 Kobold: 200-800 Hp, 100 mana 0 armor, 0% magic resist, 25 default dmg, attack range 125, attack speed 100/1.7 Bat, move speed 300, turn rate 0.9, day/night vision 800, 25 gold/30 exp bounty, (Prospecting aura): global range, give to played controlled units + 2/3/4/5 gold bonus per unit killed.

  • Golem camp, Off lane near t1 tower in main jungle:

2 Mud golems: 400-1600 hp, 150 mana, 0 armor, 40-75% magic resist, 20-80 default dmg, attack range 125, attack speed 150/1.9 Bat, move speed 300, turn rate 0.6, day/night vision 800, 20-80 gold/20-80 exp bounty, passive (shard split): on death each golem split into 3/4/5/6 shard golems, each with 50% hp/dmg, duration 60 seconds. Active/500 cast range (Hurl boulder): throw rock at unit targeted enemy in 800 range, 100/150/200/250 magic dmg, 0,5 second stun, cd 30/25/20/15/10 seconds, 50 mana cost, shard golems each have active (Hurl boulder).

  • Hill Troll Camp, End of river at the edges of map near tormentor in corner:

1 Hill Troll Priest: 400-1600 hp, 200-800 mana, 0 armor, 15%-60% magic resist, 20-80 Runty dmg, attack range 600/900 speed, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 1600/night 800 vision, 25-100 gold/30-120 exp bounty, (Heal amplification aura): buff allied units in 1200 radius heal by 20%, active/600 cast range (Heal): heal 125/150/175/200 health, 15 cd, 75 mana cost.

2 Hill Troll Berserks: 600-2400 hp, 100 mana, 3-12 armor, 0% magic resist, 35-140 default dmg, attack range 150, attack speed 200/1.5 Bat, move speed 350-500, turn rate 0.8, day 1600/night 800 vision, 15-60 gold/15-60 exp bounty, passive (Break): on attack apply break for 3 seconds and do bonus on-hit 20/40/60/80 magic dmg vs player control units, cd 15 seconds.

  • Assassin Camp Safe lane camp on water behind t1 towers:

1 Guild assassin (use 2 daggers and has double attack): 500-2000 hp, 300 mana, 4-16 armor, 0% magic resist, 20-80 x2 default dmg, attack range 150, attack speed 150/1.5 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 30-120 gold/15-60 exp bounty, active (shadow clock): unit go invisible with 1 second fade time gaining 100/200/300/400 bonus move speed, 200% crit every time he attack from invisibility (works for both double hits, 3 sec cd invis out of combat), duration 15/20/25/30 seconds, cd 25, 75 mana cost.

2 Vhoul hunters: 300-1200 hp, 100 mana, 1-4 armor, 0% magic resist, 25-100 piercing dmg, attack range 600, attack speed 125/2 Bat, move speed 350, turn rate 0.7, day 800/night 1600 vision, 15-60 gold/15-60 exp bounty, passive (envenomed weapon): deal 25/50/75/100 magic dmg over 3 seconds and reduce enemy hp regen by 40/60/80/100% for 3 seconds.

  • Frog camp, safe lane behind t2 tower on water:

1 Marshmage: 300-1200 hp, 300-1200 mana, 2-8 armor, 10%-40% magic resist, 15-60 default dmg, attack range 500/1500 speed, attack speed 100/2 Bat, move speed 300, turn rate 0.5, day/night 800 vision, 30-120 gold/25-100 exp bounty, active/500 cast range (Water bubble): Creates a bubble around the target, protecting it from 125/250/375/500 magical damage and make target slow immune while shield has Hp, 100 mana cost, duration 15 seconds, cd 25/20/15/10.

2 Croakers: 500-2000 hp, 100-400 mana, 4-16 armor, 5%-20% magic resist, 50-200 reinforced dmg, attack range 125, attack speed 125/1.8 Bat, move speed 350-500, turn rate 0.8, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Tentacle of the deep): hit all enemies around unit in 400 radius in 0.5 seconds, fearing them for 1.5 seconds and doing 100/200/300/400 pure dmg, 75 mana cost, cd 25 seconds.

  • Warpine Raiders camp on water near defender gates:

Warpine Raiders is 2/3/4/5 units camp based on lvl, 200-800 hp, 200 mana, 5-20 armor, 5%-20% magic resist, 15-60 default dmg, attack range 125, attack speed 150/2 Bat, move speed 350, turn rate 0.5, day/night 800 vision, 50 gold/15-60 exp bounty, active/600 cast range (Seed shot): Hucks seeds at target-enemy unit and bounce between units (with hero priority) dealing 100 magic dmg and apply 100% movement speed slow for 1 second, 3/6/9/12 bounces, cd 15 seconds, 75 mana cost.

  • Satyr Camp, closest to Roshan pit camp in safe lane main jungle on high ground area near watcher:

1 Satyr Banisher: 500-2000 hp, 100-400 mana, 1-4 armor, 5%-20% magic resist, 10-40 default dmg, attack range 500/1500 speed, attack speed 125/2 Bat, move speed 300, turn rate 0.7, day 800/night 1600 vision, 15-60 gold/25-100 exp bounty, active/600 cast range (Purge): dispel buffs/debuffs from unit and apply decaying 40%/60%/80%/100% slow over 5 seconds, 75 mana cost, cd 5 seconds.

1 Satyr Mind stealers: 250-1000 hp, 200 mana, 0 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 20-80 gold/10-40 exp bounty, passive (Mana aura): Grants additional 1/2/3/4 mana regeneration to allied units in 1200 radius, active/500 cast range (Mana burn): burn target-enemy mana for 25/50/75/100 +300% difference in targets intelligence, cd 25/20/15/10/5, 75 mana cost.

1 Satyr Tormenter: 200-800 hp, 300 mana, 0 armor, 10-40% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 15-60 gold/20-800 exp bounty, passive (Unholy aura): 1200 radius around unit reduce enemy/buff allies units/buildings armor by 1/4/7/10 (creeps get 2x) and magic resist by 4%/6%/8%/10% (creeps get 3x), active/700 cast range/1200 travel range (shock wave): Unleashes a ball of dark energy that deal 125/250/375/500 magic damage to enemy units within 200 range line, 100 mana cost, cd 15 seconds.

  • Troll camp, on water inside main jungle area close to t2 safe lane tower:

1 Dark Troll Summoner: 200-800 hp, 250 mana, 0 armor, 0% magic resist, 10-40 default dmg, attack range 250/1200 speed, attack speed 150/2 Bat, move speed 300, turn rate 0.6, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Raise dead): Raises 2/3/4/5 Skeleton Warriors to fight, skeletons duration 30/40/50/60 seconds, cd 30/25/20/15, mana cost 50.

2/3/4/5 Skeleton Warriors: 100-400 hp, 100 mana, 0 armor, 0% magic resist, 5-20 default dmg, attack range 100, attack speed 100/1 Bat, move speed 350, turn rate 0.9, day/night 800 vision, 5 gold/5 exp bounty, Aura (Rally): allied units in 1200 radius gain 2/3/4/5 bonus dmg.

2 Hill Trolls: 400-1600 hp, 150 mana, 0 armor, 0% magic resist, 10-40 piercing dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 350, turn rate 0.6, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Ensnare): Tosses a net to the affected enemy unit roots him for 3 seconds and doing 50 pure dmg, cd 30/25/20/15/10 seconds, 75 mana cost.

  • Ghost Camp, closest to mid lane camp in main jungle:

1 Ghost: 300-1200 hp, 100 mana, 2-8 armor, 10%-40% magic resist, 10-40 default dmg, attack range 400-700 (1200-2100 speed), attack speed 175/1.7 Bat, move speed 350, turn rate 0.9, day/night 800 vision, 10-40 gold/10-40 exp bounty, passive (Frost attack) 30%/40%/50%/60% move speed slow and 15/30/45/60 attack speed slow for 3 seconds.

2 Fell spirits: 200-800 hp, 100-500 mana, 1-4 armor, 5%-20% magic resist, 10-40 Runty dmg, attack range 125, attack speed 125/2 Bat, move speed 400, turn rate 0.9, day/night 800 vision, 5-20 gold/5-20 exp bounty, active/900 cast range/1800 speed/300 radius (Vex): Fires a projectile at ground that silences the affected enemy units for 4 seconds and does 50 pure dmg on impact, cd 30/25/20/15/10 seconds, 100 mana cost.

  • Prowler Camp, closest to your base in main jungle:

1 Prowler shaman: 100-400 hp, 100-400 mana, 2-8 armor, 5%-20% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day/night 800 vision, 20-80 gold/25-100 exp bounty, active/300 radius/1 sec cast time (Desecrate): Stomps the ground doing 125/250/375/500 magic damage and reduce incoming healing by 20%/30%/40%/50%, cd 25/20/15/10 seconds, 75 mana cost. Active/auto-cast (Petrify): Petrifies the target enemy on attack, rooting them in place for 1.5 seconds and dealing 100/200/300/400 physical damage.

2 Prowler Acolyte: 200-800 hp, 100 mana, 4-16 armor, 10%-40% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day/night 800 vision, 10-40 gold/20-80 exp bounty, (Prowler aura): give in 1200 radius for player control-units 5%/10%/15%/20% life steal and 10%/15%/20%/25% spell life steal.

  • Thunderhide Camp, Triangle jungle spawn near Roshan pit:

1 Thunderhide: 800-3200 hp, 100 mana, 10-40 armor, 0% magic resist, 40-100 Reinforced dmg, attack range 200, attack speed 125/2 Bat, move speed 300, turn rate 0.5, day 1600/night 800 vision, 15-60 gold/25-100 exp bounty, passive (Armor plates aura): Increase allied units max health in 1200 radius by 10%/15%/20%/25%. Active (Thunderhide protection): create bubble around himself that make him CC immune but consume 10% max mana/second to maintain bubble, cd 1 second.

2 Rumblehide: 600-2400 hp, 200 mana, 5-20 armor, 5%-20% magic resist, 30-150 Reinforced dmg, attack range 200, attack speed 175/2 Bat, move speed 300, turn rate 0.5, day 1600/night 800 vision, 15-60 gold/25-100 exp bounty, active (Frenzy): Rumblehide scream to create 600 radius aura around him that does 25/50/75/100 magic dmg/second and steal enemy heroes 10 attack speed/second, duration 6 seconds, cd 30/25/20/15 seconds, 100 mana cost.

  • Dragon Camp, Triangle jungle closest to off lane:

1 Black dragon: 500-2000 hp, 400 mana, 4-16 armor, 5%-20% magic resist, 15-60 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 350-500, turn rate 0.9, day/night 1200 vision, 15-60 gold/25-100 exp bounty, active/900 cast range/300 radius (fireball): Hurls a fireball and ignites area on the ground, dealing 50 + 2%/3%/4%/5% enemy max hp magic damage per second to affected enemy units, duration 6 seconds, cd 30 seconds, 150 mana cost.

2 Black drakes: 250-1000 hp, 100 mana, 2-8 armor, 3%-12% magic resist, 10-40 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 300-500, turn rate 0.9, day/night 1200 vision, 10-40 gold/15-60 exp bounty, (Magic amplification aura): in 1200 radius applies an incoming 5%/10%/15%/20% spell damage amplification debuff to enemy units within the radius centered around the unit.

  • Frostbitten Camp, at edge of map closest to off lane t3 tower:

1 Ice Shaman: 300-1200 hp, 300 mana, 1-4 armor, 5%-20% magic resist, 10-40 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 300-500, turn rate 0.7, day/night 1200 vision, 10-40 gold/15-60 exp bounty, (Time Warp aura): in 1200 radius give to allies 10%/15%/20%/25% cdr and 6%/9%/12%/15% mana cost reduction.

2 Frost bitten Golems: 500-2000 hp, 100 mana, 4-16 armor, 8%-40% magic resist, 40-100 reinforced dmg, attack range 125, attack speed 175/1.7 Bat, move speed 300, turn rate 0.5, day/night 800 vision, 10-40 gold/15-60 exp bounty, passive (Frozen club): attacks do bonus on-hit 15/30/45/60 magic dmg vs towers (50% vs heroes).

  • Hellbear Camp, at edge of map closest to off lane t2 tower:

1 Hellbear Smasher: 200-800 hp, 200 mana, 1-4 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 150/2 Bat, move speed 300, turn rate 0.8, day/night 800 vision, 15-60 gold/20-80 exp bounty, active (Tomato Rage): Hellbear Smasher smash his chest doing 20% max hp true dmg to himself (that is lethal), buff allies in 1200 radius with 15%/30%/45%/60% bonus attack dmg (creeps get 50%), buff duration 8 seconds, 50 mana cost, cd 25/20/15/10/5 seconds cd.

1 Hellbear: 200-800 hp, 200 mana, 1-4 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 150/2 Bat, move speed 300, turn rate 0.8, day/night 800 vision, 15-60 gold/20-80 exp bounty, active (Potato Rage): Hellbear smash his chest doing 20% max hp true dmg to himself (that is lethal), buff allies in 1200 radius with 30/60/90/120 bonus attack speed (creeps get 50%), buff duration 8 seconds, 50 mana cost, cd 25/20/15/10/5 seconds cd.

reddit.com
u/MrTruth24 — 19 days ago

Juggernaun Qol change/needed buffs for innate/ult.

Problem with current Juggernaut i think is: he is very squishy carry for a while, his innate is ok at best but there is no way to protect its break after taking dmg and ult scaling with lvls is ass, feels like its not even worth to lvl up on pos 1 ult after lvl 6. So potential changes he can get is:

  • Innate (Blade form): add lvl 10 talent into his base innate (default 1 sec cd/stack), max stacks 10 (+1% bonus ms/stack), base Agi bonus per stack 2.5% +0.1lvl (5.5%/stack, 55% max) > Total Agi bonus per stack 1% +0.1%/lvl (4%/stack, max 40% total Agi +1% bonus ms). new lvl 10 talent 2x bonus ms/stack.
  • Healing Ward add self-cast option, instead of spawn ward that heal in radius/follow units create TA like self shield for 100 general shield hp dmg for 1/2/3/4 hits to prevent enemy being able to break innate so easy.
  • Omnislash attack speed multiplier 1.4x > 1x, attack dmg 25/30/35 > 20/35/50, attack speed bonus 40 > 40/70/100, duration 3/3.25/3.5 > 4 sec (with lvl 25 +2 sec).
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u/MrTruth24 — 24 days ago

Hydra's Breath really shit dps item.

Hurricane Pyke for 4550 give (15 Str, 20 Agi, 15 int, 200 hp, 130 attack range).

as Comparison Hydra's Breath for 5900 give (15 str, 30 Agi, 25 dmg, 150 attack range) +1350g for 25 dmg/20 attack range -5 stats.

  • Polycephaly passive that give 30% chance for multi shot, idk who came up with this but i don't see a point almost 5900 item not having permanent multi shot, just remove bonus dmg and its fine.
  • Miasma passive with % max hp dot, problem is item stats itself don't have sinergy with 30 agi item give because its not on-hit bonus magic dmg + because its % max hp debuff it has to be way better at killing tanks right? problem again because its Dot high hp regen/magic resist counter its dmg very heavy, so unless you buy together Hydra's Breath with Eye of Skadi for it do at least decent dmg, don't believe me? Lets do some math ok:
  • Take proc item like Mjolnier, 25% chance 180 magic dmg proc, if Mjolnier proc on every 4th hit for 180 magic dmg after base magic resist heroes have of 25% it would be 135 magic dmg proc.
  • How much Miasma passive would do? 7,5% target max hp over 3 sec. Per 1000 hp its 75 magic dmg over 3 sec, oh wait its tagged as magic dmg, so actually its 56,25 dmg over 3 sec, + if you consider that any str hero by 3 item have minimum 20 hp regen this item literally stop doing dmg. So for Miasma to do at least same proc dmg as Mjolnier without even counting hp regen enemy has to be minimum 2400 hp, if dot dmg has to be at least 2x effective to Mjolnier enemy has to be 4800 hp minimum, sure decent amount of heroes can react 4500-5000 hp this days but its min 40+ item then and at that point you die during 1 bkb piercing stun.
  • Considering what this item supposed to do by Valve logic/better stat stick with good dps vs high hp heroes i am pretty sure they were scared to shit make it actually good, with is why both stats and Miasma effect so underwhelming, other vice item of this cost would give: +5-10 more Agility and Miasma become on-hit magic dmg bonus effect of 5% enemy max hp (so at 3k hp it would be 150 magic dmg on-hit already), then people would actually buy it over Hurricane Pyke in games where they can hit for free 3k hp+ targets and melt them, oh wait valve hate any meta that allow reliably to melt tanks and punish players for stacking hp brainlessly, that would requite items actually give a choice how to build and not build bkb 2nd-3rd item every game on pos 1-3.
  • Item has no utility, its pure dps stick and its not even good at being one, so unless valve buff it to something closer to this it would remain as niche option for 5 heroes at best.
u/MrTruth24 — 24 days ago

Combining sentry/observer wards change 🤔.

what do you think if for sake of simplicity and some Qol change we combine sentry/observer wards into 1? you wouldn't have to click them in inventory to swap but also it turn into multi purpose tool.

  • when you place observer ward its visible for enemy for 3 sec so that you get punished for using it in front of enemy over tree line, then ward go invisible and provide both types of vision, normal ground vision and true sight 👀 .
  • Also as change we can add 25 +2/min of game time experience bonus for Observers if they placed inside jungle camp spawn box, also because of that we can buff sentry true sight radius from 1050/observers normal vision 1600 > 1200 and also make normal day/night vision also 1200 radius, so if you see creeps you know you in range of experience, off lane is not played 1 vs 3 for years at this point, idk why we need just a huge 1500 radius Expiriance range for units.
reddit.com
u/MrTruth24 — 26 days ago

Mage slayer upgrade.

it works only without neutral items in the game. Items build up change:

  • Void stone 750g/2.5 mana regen.
  • Ring of health 750g/5 hp regen.
  • Perseverance 1400g > 1500g.
  • Mithril hammer 1600 > 1500, dmg 24 > 25.
  • add new base item Quickening charm 750g/10% cdr.
  • add new item Silver Pendant 3350 (Quickening charm 750 + Mithril hammer 1500 +1100 recipe): 25% cdr, 25 dmg.
  1. new Mage slayer 3650 (Perseverance 1500 + Cloak 900 + 2x Blades of attack 900 + Orb of venom 350): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg over 3 sec and reduce physical/magic dmg spells by 25%.
  2. add new item "Occult blade" 7000 (Mage slayer 3650 + Silver Pendant 3350): 5 hp regen, 2.5 mana regen, 18% magic resist, 50 dmg, 25% cdr, passive (Mage Slayer): user attacks mark enemy dealing 200 physical dmg over 5 sec and reduce physical/magic dmg spells by 40% (Multiple dmg over time effects stack, stack up to 6 times/max 1200 pure dmg bonus), Active (Occult strike): buff next attack consuming all Mage Slayer stacks to do pure dmg on main target based on total dmg over time stored on debuff, active buff duration 5 seconds, cd 25 sec, 125 mana cost. Thoughts?
reddit.com
u/MrTruth24 — 27 days ago

Tiny rework.

Stat changes: Base attack speed 85 > 100, base attack time 1.7 > 1.8, base magic resist 25% > 20%.

  • new innate (Grow make more sense as innate): hero start game small, upgrade size at lvl 6/12/18, gain per lvl: bonus 5 dmg, 1 armor, total attack speed reduction 2%/lvl (at lvl 30 max attack speed 60%, move speed removed, don't affected by break).
  • Avalanche: Stuns and deals damage over time to enemy units within the radius, 600 cast range, 300 radius, 1.5 > 2 sec stun, total magic dmg in 2 sec 100/200/300/400, cd 25/20/15/10, mana cost 80/100/120/140. (not affected by status resist since its aura).
  • Toss: Grabs selected unit up to 1.5 sec and stop him from performing any action and throw him on ground up to 1000 range/300 radius, if its enemy all enemies in Aoe take 100/200/300/400 magic dmg (lvl 20 old talent toss require no target is part of base toss now, can toss enemies/runes without needing vision), Toss duration 1 sec, enemies affected by Avalanche debuff take 2x toss dmg, cd 25/20/15/10, mana cost 90/110/130/150.
  • Shard: add to tossed enemy +100% Toss as landing dmg and slow enemies move speed by 40%, attack speed by 50 for 3 seconds.
  • Tree Grab: Wields a tree as a weapon for 4/6/8/10 attacks giving Tiny bonus 150 attack range and cleave attack effect in 200 radius/400 Length with 1.25x Tiny attack dmg, towers +30%/40%/50%/60% dmg removed, cd 20/16/12/8 (starts when hero run out of tree hits, Tree Throw 2nd cast ability removed), 50 mana cost.
  • Tree Volley: Tiny channels up to 3 seconds to throw closest trees at 0.5 seconds interval within 900 radius towards 600 radius location at 1500 cast range/1500 projectile speed, each deal Tiny attack dmg (including Tree Grab 25% bonus attack dmg) + 100/125/175 physical dmg, trees can critically strike, cd 90/60/30 sec, mana cost 100/200/300.
  • Scepter upgrade Tree Volley: remove mana cost, trees throw interval -0.25 seconds, tree search radius +300, duration can be infinite as long as you have trees in 1200 radius.
  • Talents:

lvl 10 +1 Str per lvl / Tree Volley +25 dmg per Tree.

lvl 15 Toss mana cost -50 / Avalanche -3 seconds cd.

lvl 20 +0.3% status resist per Str / Tree Grab number of attacks infinite.

lvl 25 Avalanche dmg + 300% Str / during Tree Grab +75% dmg.

reddit.com
u/MrTruth24 — 28 days ago
▲ 0 r/DotaConcepts+1 crossposts

Mage items identity shake up for next patch? 🤔

  • Me personally would love removing: neutral items and some become shop items/universal stat, Valve has 5 developers, its not worth reworking neutral items 5 times when we all know they created this problem themselves and 80% reason for that is give supports free stats without gold.
  • Also shop item need a heavy shake up, there is practically no difference now between Lina and Primal beast when both have 4k+ hp high resists and burst/dmg over time, caster items need more of its own identity. Also i have theory items is not made strong because you can buy multiple of them, if we add this limitation any item then can be buffed to be very strong (all spell amp items stack fully now, decent amount of mage items don't give hp now, its on purpose).

Item reworks:

  1. new Dagon 3000 (new Aether lens 300 mana, 2.5 mana regen, 125 cast range 2500 +500 recipe): 300 mana/2.5 mana regen/200 cast range, active 30 sec cd/100 mana cost/700 cast range (900 total), does 400 (+10% max mana) pure dmg, kills/assists within 3 sec after doing dmg permanently increase active dmg by 1% max mana. Counter vs high magic resist targets, permanent scaling from hero max mana, new Dagon i like the most 👀.
  2. new Crella's Crozier 4800 (new Ghost scepter 15 int/1500 +2 Stuff of wizardly + 1300 recipe): 40 int, active Rite of Rumusque for 4 sec become ethereal and steal 5% enemy move speed per second/100% Health restoration. Putrefaction blessing passive: give to hero 20% of max mana as bonus Hp. Gain hp from max mana, sustain/physical dmg counter, also new ghost blade/its upgrades also buff pure dmg taken by 15%.
  3. new Scythe of Vyse 5000 (Mystic stuff 2500 + Tiara of Selemene 1800 +700 recipe): 25 int/6 mana regen, new passive Conjuration: increase Int by 20%, active Hex cd 20, mana cost 15% max mana. Buffed for str/agi heroes mana cost, int heroes get more mana.
  4. new Octarine Core 5300 (new item Spell Prism 15% cdr/3 mana regen 2025 + 2x Vitality boosters 2000 +1275 recipe): 500 Hp, 3 mana regen, 25% cdr (450 mana removed), new passive Eternal: heal 25% mana back from physical/magic dmg done. Combat mage item for heroes with low Cd spells or who rely mostly on mana costs.
  5. new Bloodstone 5500 (new Veil of discord 2100 +3x Energy boosters 2250 +1150): 10 int/250 hp/750 mana/15% spell life steal (3% vs creeps), active (Bloodpact/45 sec cd) buff Bloodstone healing by 4x, passive (Spell weakness aura): 10% (+0.005% max mana). Scale aura % spell dmg increase with max mana, self-sustain in fights by spending mana.
  6. Khanda 5600, active (Empower Spell): +15% current hp as bonus magic dmg. High burst dmg/break vs hp stacking heroes at start of fight.
  7. new item Meteor strike 5900 (new Kaya: 15 Int/12% spell amp 1900 + Blink 2000 + Meteor hammer 15 Int 2000): 30 Int, 15% spell amp, active (Meteor strike): user transform into 300 radius Meteor that fall up to 1200 range within 0.5 sec delay, impact magic dmg 250 +15% max mana, stun units/buildings for 1.5 sec. initiation/blink alternative with burst dmg based on max mana.
  8. new Wind Waker 5900 (Eul's Scepter of Divinity 2400 + Mystic stuff 2500 +1000 recipe): 35 int/2.5 mana regen/20 ms (+2% max mana), active (Cyclone): speed 300 (+10% max mana), 20 sec cd, mana cost 10% max mana. Better utility/support item and boots replacement for Int heroes later.
  9. new item Black flame Sunfire 6000 (Radiance 30 main attribute/Burn aura 4500 + 1500 recipe): 40 main attribute / Burn aura: 60 (+1% max mana) magic dmg, Unique black flame (passive): enemies that take Burn dmg lose theirs 1% max hp/sec (apply as hp removal to heroes/hero units, hp lost reset in 10 sec). Aura dps item for close range mages to not drag out fights. 🔥
  10. new Rapier 6000, Toggle swap between 300 dmg / 75% spell amp. Since valve remove rapiers stacking might as well make it worth it for mages to, 25% spell amp for 5600 is not even worth it.
  11. new item Storm Bringer 6600 (Desolator 3600 + Kaya 1900 + 1100 recipe): at full stacks 70 dmg / 15 Int / 12% spell amp, add option to toggle item and chose what item give with stacks: 1 dmg / 0.5 % spell amp, remove stacks limit, Corruption passive on attack/spell hit reduce 10 armor or 20% Magic resist (stacks with Parasma). Infinite scaling item for casters who like to attack a lot in fights. 👍
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u/MrTruth24 — 29 days ago

Lifestealer/Naix rework.

Goal is make Naix scaling power house who stat check enemy if game drag out for to long.

https://preview.redd.it/16jueb653oph1.jpg?width=547&format=pjpg&auto=webp&s=5ceafc7b8e0a385d67aaf901546bcd11a8c8eaad

  • Base stats: base attack speed 120 > 90, Base attack time 1.7 > 1.8, Str 23+2.4 > 20+2.5, Agi 15+1.9 > 14+2, Int 15+1.8 > 12+2, move speed 320 > 300, base magic resist 25% > 20%.
  • new innate "Ghoul frenzy": killing creeps/heroes give Ghoul frenzy stacks, 1 creep/20 hero, every 25 stacks upgrade his skills.
  • new Rage: 5% bonus move speed + 50% magic resist, 4 sec duration, 30/25/20/15 sec cd, 60/80/100/120 mana cost. "Ghoul frenzy" every 25 stacks add: +1% bonus move speed, +0.25 sec debuff immunity.
  • new Open Wounds: passively give 1 attack speed per Str. Active Slow target move speed for 40% for 5 sec, all units attacking gain Health based on dmg done, cast range 600, dmg as life steal 20%, cd 25/20/15/10 "Ghoul frenzy" every 25 stacks add: +2.5% move speed slow, +1% dmg as life steal.
  • new Feast: Deals % max health damage and life steals for a % target max health, 1%/1.5%/2%/2.5%, add active: on attack disarm enemy for 3 seconds (dispelable), cd 30/25/20/15 sec. "Ghoul frenzy" every 25 stacks add: +0.25% max hp dmg/life steal.
  • new Infest: Infests non-player control units, becoming untargetable and regen Health for a % of target max Health. Cast range 150, Max Health as hp regen bonus 2%/3%/4%, 90 sec cd (cd starts after ability ends), mana cost 100/150/200. "Ghoul frenzy" every 25 stacks add: +0.1% Max health as hp regen bonus.
  • sub ability Consume: Eats the host body from the inside out dealing 200 magic dmg to enemy units in 600 radius. "Ghoul frenzy" every 25 stacks add: +25 magic dmg.
  1. Shard add to Consume burst dmg: enemy +10% missing hp as bonus magic dmg.
  2. Scepter: increase Infest cast range by 350, Max Health bonus hp regen 2x, also Enables casting Infest on enemy heroes attacking host body from the inside (100% attack dmg, 1 time/second, 5 second duration). "Ghoul frenzy" every 25 stacks add: +0.25 seconds enemy heroes infest duration.
  3. Talents:

lvl 10 talent Attributes give +1 all stats / Feast disarm +1 seconds.

lvl 15 Rage +30% magic resist / Open Wounds buff ally units attack speed by 50.

lvl 20 Open Wounds attack speed per Str +1 / Infest give Haste for infested creep.

lvl 25 Rage hard dispel after ability ends / Infest target dying refresh ability cd.

reddit.com
u/MrTruth24 — 1 month ago

Radiance upgrade suggestion.

for this to work consider neutral item to be removed as mechanic. Item upgrade make with idea in mind to deal vs heroes with high effective hp, so fights don't drag out for to long.

  • add new base item Clock of Flame 1700 (Ogre axe / Blade of alacrity / Stuff of Wizardry 1000 +700 recipe): 10 main attribute/30 Dot aura, half on illusions), item will use https://liquipedia.net/dota2/Cloak_of_Flames icon.
  • new Radiance 4500 (Clock of Flame 1700 + 2x Ogre axe / Blade of alacrity / Stuff of Wizardry 2000 +800 recipe): 30 main attribute, Burn aura: 60 (+1% max mana) magic dmg.
  • new item Black flame Sunfire 6000 (Radiance 4500 + 1500 recipe): 40 main attribute, Burn aura: 60 (+1% max mana) magic dmg, Unique black flame (passive): enemies that take dmg from burn aura lose theirs 1% max hp/sec (apply as hp removal to heroes/hero units, hp lost reset in 10 sec).
reddit.com
u/MrTruth24 — 1 month ago

add more projectile deleting items/spells into dota 2.

out of all mechanics devs add to the game i find this one being so rare, so my suggestion why not some to the game? Here is some versions i came up:

  • Omni rework where his Repel would create small aura around ally that delete projectiles.
  • Aeon Disk if neutral items removed 3000 (Vitality booster 1000 + Energy booster 750 + Mirror shield 800 self spell block on 60 sec cd +450 recipe): 300 hp/250 mana, active 60 sec cd/100 mana cost, create shield around yourself/ally for 5 sec that delete enemy projectiles.
  • Disruptor shard (Kinetic Fence): instead of being temporary terrain for enemy > it become wall that delete enemy projectiles and speed up/buff range of ally projectiles by 20%, cd 14 > 45 sec, mana cost 75 > 150.
  • Spirit breaker shard (Planar Pocket): Increases self magic resistance by 40% and redirects spells cast by enemy heroes at the target towards him 700 cast range/900 redirect range, 6 sec duration, 30 cd, 100 mana cost > create bubble around himself with self bonus 40% magic resistance, any time spell projectile absorbed he gain half of Bulldoze status resist for 1 sec, duration 4 sec, 45 sec cd, 100 mana cost.
reddit.com
u/MrTruth24 — 1 month ago