Medusa waster stats on innate

since devs made her innate do math for dmg>mana without resists with is even more relevant if you play her as core with Agi/stat items armor/magic resist feels pretty wasted on her, so why not do stats transfer at 25% effectiveness: resists into move speed: 1 armor cost ~125 gold, 1% magic resist ~50, move speed ~10.

also make her innate less extreme, something like 2+0.1/lvl (5) > 2.5+0.05/lvl (4).

so 35 armor/40% magic resist with is normal to get on core would be equivalent of 1593 gold/stats (after 25% reduction), that alone would give her 160 ms with would put her without boots at base 435 ms.

Medusa lvl 1 at base stats would already get ~4.3 armor+27.9% MR = +48 ms.

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u/MrTruth24 — 19 hours ago
▲ 1 r/DotaConcepts+2 crossposts

physical/magic shields

game use general shield hp vs any dmg type, but why isn't physical/magic ones don't have unique mechanics attached to them to differentiate them from general shields, idea is:

  • physical shield while its active not allow to steal/reduce hp, hp removal dmg type doesn't work. (pavice can protect vs Undying str steal)
  • magic one while its active not allow to mana burn/reduce int/mana pool. (sky innate/glimmer vs manaburn)
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u/MrTruth24 — 23 hours ago

"general" add limitations to surrender

2 options i came up with (this improvements i feel like would alleviate a lot of frustrations players have, ither tilted teammates spam it brainlessly after death or mid fight, it feels so unrewarding trying your best for 30 min to come back and enemy team FF after 2 lost fights):

  • gold based, if enemy team losing by less than lets say 9k gold game won't even allow them to use surrender feature.
  • annoying Surrender spam during a fight from tilted teammates, add like 30 sec timer for FF during fight and reset it after player die, so it doesn't distract your team when they need to focus.
reddit.com
u/MrTruth24 — 4 days ago

Stale skill builds/abilities

periodically i hear from streamers/content creators that dota 2 is jsut a amazing game with multiple viable skill builds where each spell made broken by itself on heroes and last 5+ years i look at heroes and its not even true anymore.

if you Lc you max Q always no matter lane/role, Kez options for builds for removed, primal/OD max W 1st, etc. feels like only like ~25% heroes have real options that is not role reliant (i am not talking about average 4k pug where everything works, its about high mmr/pro lvl where players try to play optimal).

you not see Necro max Heartstopper Aura 1st vs str/high hp heroes, maybe problem they have to much hp regen for it to matter + numbers are to low for that, maybe if instead 0.8-2.3% max hp magic dmg/sec it was 1.5-3% max hp pure dmg/sec + lvl 20 talent regen cut would be base part of ability at 40% it would be worth doing or remove lvl 20 talent and make scepter aura do dmg based on enemy 50% hp regen rather than Necro self regen. + i find his Death Pulse cd to low, if it was nerfed 8-5>12-6 it would be possible to harass him in lane at early lvls.

Kunkka mid that max torrent is not viable anymore, what if hitting it without X mark would reduce tide bringer cd by 0.6 sec/each dmg instance? (torrent has 0.2 tick rate/1.4 duration/total 7 hits) so it would allow to cast lvl 4 tide bringer twice and use torrent as cd reduction/reset button for Tide bringer.

Sven can toggle Great Cleave between splash/permanent true strike, Storm Hammer changed from projectile to 0.5 sec animation (during it he is cc immune), he perform frontal flip, landing in up to 800 range/300 aoe, dmg 1.5x attack dmg + flat 50/100/150/200 physical dmg, 2 sec stun always, cd 20/16/12/8, (like on picture below on this weapon skill in Elden ring https://eldenring.fandom.com/ru/wiki/Пепел_Войны:_Коготь_льва?file=Навык_Коготь_льва.gif ).

Magnus i think should swap empower and horn toss, empower become Scepter permanent buff on him/on cd buff for allies, horn toss grab you in 0.5 sec/0.75 stun (can use bkb/Eul etc before you land) and does 75-300 magic dmg, would synergize with his kit way better and would be way cooler hero to play.

Underlord as hero is very 1 dimensional and boring, his only cool spell is firestorm. why not make it 600 radius aura around him he can turn on, 20 sec cd/no base mana cost (can be turned off in 1 sec/when hero run out of mana), Active aura does 25/50/75/100 magic dmg + 1%/2%/3%/4% max hp (dmg no longer 2 sec dot, now its instant base dmg +% hp dmg/sec), mana/sec 17/20/23/26.

Atrophy aura in 1200 range: enemy units dmg reduction, dmg bonus/hero removed. When enemy units die in aura Aoe they explode for 100/200/300/400 magic dmg/hero, 10/20/30/40 magic dmg (creep/illusion) and heal Underlord for (6%/9%/12%/15% hero hp, 1.2%/1.8%/2.4%/3% creep/illusion hp).

reddit.com
u/MrTruth24 — 6 days ago
▲ 1 r/DotaConcepts+1 crossposts

global Move speed buff

since devs increased map size i find even low cd travels boots + twin gates still is not enough to move on map efficiently.

+ i always didn't liked heroes move speed balance, anything below 300 ms feels like ass to play (right now heroes sit between 275-330), so why not buff everyone's ms so heroes sit between 300-350 base to make heroes less reliant on boots and map movement would feel way better.

reddit.com
u/MrTruth24 — 6 days ago

camera zoom out/attack range

On like high attack range hero like sniper/Tf etc or Woodwink/snapfire during ult you think it would cool feature if attacks/spells become bigger than camera can hold on 1 screen should game zoom out in that instance like Qol feature?

or maybe zoom out normal camera in game by some % as new standard for everyone (or combination of both), i feel like its to close for some heroes.

reddit.com
u/MrTruth24 — 10 days ago

Towers/Fountain dmg buffs

heroes over the years got power creeped to ridiculous degree but creeps/budling way to little in my opinion. what you think about making tower dmg physical > % max hp pure dmg?

t1 is 100 dps, t2/t3/t4 have 191 with not only doesn't make sense since offensive thread stop scaling past t2 but high hp/armor of heroes very early on can allow tower diving and tanking like 10 hits minimum before enemy need to leave.

if towers don't have manual re-agro (only on items/spells) + dealt ~9%/11%/13%/15% pure dmg vs heroes (vs creeps its 30% max hp for melee/range, catapult tank 15%) towers would stay somewhat relevant over the game duration and you would need to be careful somewhat about overextending during tower dives.

Fountain at this point should have infinite targets multi shot vs heroes/illusions and definitely 25% accuracy buffed > true strike.

reddit.com
u/MrTruth24 — 10 days ago
▲ 1 r/DotaConcepts+2 crossposts

trying to fix Mirana kit

problems is see with her stats/skill set/role balance:

  • (ignoring that attack range should be balanced in increments of 25 and some heroes break it without reason) she has top 4 base attack range in game, Leap, Sacred arrow, moonlight shadow, low str/gain for hero that need to be close to enemy for Starstorm, and low int gain for hero who need to spam 4 spells a lot and as core need to stay in attack range to hit.
  • Awkward balance between support/core. (depending on patch she usually 1 or other and for core there is way better options so its like valve try to bait you playing this hero as core often. Kinda same they do with quartero free skins, release cool mars set and in game you spear/ult someone and press pipe and watch your team play the game instead of changing Mars to play aggressive like God of war).

change to spell/stats: attack range 630>600, base str 20>24, int/lvl 1.9>2.4, attack projectile speed 900>1200,

Her innate is bait: it would make way more sense if after casting spell next hit do 8% max hp as magic dmg on-hit (2 charges), shard add 3 charges and buff max hp dmg by 4%.

Starstorm kind of breaking hero logic because everything else in her kit say to stay as far from enemy as possible, so if we change: 675 radius> 900 cast range/350 radius (she like shoot arrow up and it fall down in area, remove turn rate/cast time. 0.5 channel so she can cast it while kiting enemy, 1st hit instant when arrow fall down, 2nd in 1 sec within radius for 80%>100 dmg, mana cost 80-110>60-120.

Secret arrow problems i think: lvl give beside base dmg nothing, game don't incentivize you to play around long range hits, 3k range/900 speed (its 3.3 sec on max distance). i would make stun minimum duration 0.5/650 range, 5 sec at 3k range, projectile speed 900>1500, magic dmg 60-360 > 100-400, cd 19-16>20 sec, hitting enemy hero reduce cd by 1 sec/300 range (between arrow cast spot and enemy), mana cost 90>100. lvl 25 multi shot i would replace with remove range on arrow so she can globally scout map with scepter.

reddit.com
u/MrTruth24 — 10 days ago

Towers/Fountain dmg buffs

heroes over the years got power creeped to ridiculous degree but creeps/budling way to little in my opinion. what you think about making tower dmg physical > % max hp pure dmg?

t1 is 100 dps, t2/t3/t4 have 191 with not only doesn't make sense since offensive thread stop scaling past t2 but high hp/armor of heroes very early on can allow tower diving and tanking like 10 hits minimum before enemy need to leave.

if towers don't have manual re-agro (only on items/spells) + dealt ~9%/11%/13%/15% pure dmg vs heroes (vs creeps its 30% max hp for melee/range, catapult tank 15%) so they stay somewhat relevant over the game and you would need to be carefull about overextending during tower dives.

Fountain at this point should have infinite targets multi shot vs heroes/illusions and definitely 25% accuracy buffed > true strike.

reddit.com
u/MrTruth24 — 11 days ago
▲ 0 r/compDota2+1 crossposts

% max mana costs

if you think about it only like Huskar/pheonix and maybe few more heroes use % hp as cost on abilities, so why not use it on mana for some abilities/items (feels like underutilized mechanic: beside storm/od).

as example Hex instead of flat 250 mana cost > 8% max mana, wind waker 175>10% max mana, Silencer ult can become undispelable but it cost like 25% max mana, Zeus ult 15% max mana, Sky ult 20% etc.

reddit.com
u/MrTruth24 — 13 days ago
▲ 1 r/DotaConcepts+2 crossposts

Void spirit rework

changes related to this https://www.reddit.com/r/TrueDoTA2/comments/1tza3a1/742_patch_wish_list/ .

Assuming Universal is removed and hero go back to int, Stats changed current >Str/Agi/Int 23+2.8. purpose is to turn him into hero with assassin playstyle and situationally offlaner/mid/pos1 options.

innate "intrinsic Edge" give him lvl 1 ability to swap his main attribute + gain Permanent scaling on kills/assists (3 sec linger/global range) per stack: Str 1% buffs/debuffs duration, Agi 1% Evasion, Int 1% spell amp.

Aether remnant: pull distance 44-62%> 75%, pull duration 1-1.6 sec >1.5, new shard give true sight +create 2 remnants standing 180 degrees back to back rotating half circle every 2 sec.

Dissimilate: dmg 105-345 >100-400, max duration 1.1>2 (can be ended after 1 sec), rings visible to enemy, once tp spot selected you can't change end location.

Resonant pulse dmg 60-210 (+40 talent) > 100-250 (+50 talent), same scepter.

Astral step, after 0.5 sec teleport 1200 range, path width 120, mana cost 100/150/200, 100/200/300 magic dmg, apply 20/30/40% slow + undispelable Mark debuff for 4 sec that amplify void spirit total dmg output by 40% (spell amp work on base dmg+ % dmg increase, mark store 100% post mitigation dmg done including base dmg), after debuff ends proc Mark stored dmg as bonus magic spell dmg, 1 charge only, refresh it on kills.

reddit.com
u/MrTruth24 — 10 days ago

hp/mana regen

heroes stats got power creeped so much over last 6 years, what do you think about if we change it back how it was in 7.20? so if our base values are shit you can't get high regen at all and you have to buy more flat hp/mana.

Heroes have flat regen and str/int/items/talents just % multiplier of them so we can nerf regen in lane and mid heroes will be balanced around bottle instead of high base values + bottle with make decent amount of heroes very hard to kill in lane alone. or regen str/int remain flat (its nerfed a bit) and items/talents become % multipliers.

maybe even remove flat dmg block on melees, its a joke when hero show up mid with 5+ hp regen + tower aura + bottle with infinite runes, a lot of heroes can't kill through this often enough.

reddit.com
u/MrTruth24 — 13 days ago

idea for new Ogre meme mechanic.

Multicast applies to Ogre's items as well, only procs on offensive unit-targeted active item ability casts.

We make multi cast proc on all items, offensive items work same way + others that didn't work before get 40%/70%/100% mana cost refund of activating from multicast, consumables have chance not to be consumed (including wards) if multicast proc on them.

Ult has 4 lvls now, free on lvl 1, it has 10%/15%/20%/25% chance for consumables lvl 1/2x/3x/4x, or if you like half of normal chance for consumables.

reddit.com
u/MrTruth24 — 15 days ago
▲ 0 r/compDota2+1 crossposts

True strike on abilities is fucked.

look here under "instant attack" https://liquipedia.net/dota2/Attack_Damage#Attack-based_Projectiles , this make no sense at all. (feels like valve decide randomly what each ability will get)

true strike on base abilities?: Hoodwink (Acorn shot), Ember (slight of fist), Jakiro double trouble innate etc don't have it.

True strike on ults?: Omnislash don't have it.

True strike on shards/scepters?: Dazzle (shadow wave), Faceless void (time walk +time lock), Gyrocopter (side gunner), Juggernaut (swift slash), half Kez kit don't have it.

spells that work like attack can be disarmed?: shadow wave, grappling claw can be disarmed for some reason.

add true strike on cleave main target, secondary units have true strike already if main target get hit, mkb should have true strike not 80% accuracy.

Also since we talking about spells that use attacks: why not add to abilities like Bounty hunter (Jinada), Kunkka (tide bringer) etc full auto attack reset? it would reset hero cd on attacking based on Attack speed to add some skill cap on them.

I feel like just this mechanic alone need spring cleaning patch, ither make it consistent logically like:

  • basic spells has no true strike, ults/shards/scepters have true strike, disarm removed from spells.
  • all abilities that work like attacks have true strike, disarm removed on them (exception is slight of fist/star breaker since they self disarm). since its spells that use attacks mechanics and not other way around i think 2nd option is better for game.
u/MrTruth24 — 15 days ago
▲ 0 r/compDota2+1 crossposts

buffs to tempo playstiles.

"experience shrines" i feel like does same think old bounty runes do that give xp but its objective on clock with punish map movement a lot, so what you think about:

  • removing "experience shrines" and add exp to bounty runes again.
  • remove water rune, on other side of power rune game spawn bounty rune now.
  • game show what power rune spawn and where ahead of time by removing Rng, so they can start spawn min 2 again. (so instead of 2 "experience shrines" every 7 min you have mini objectives: 4 bounty runes min 0, +1 bounty rune on opposite side of power rune +2 bounty every 5 min in jungle to reduce mid sustain with bottle).
  • and we reduce lvl cap back to 25, talents instead of 2 skill trees +2 all stats its 1 big tree/hero, start from lvl 7 every 2 lvls, so you can play reliably play around lvl 25 on mid/pos 1.
  • as side effect Arc warden innate can be improved, all stats/power rune reduced 1.5>1 and add 0.25/bounty rune, if Arc teammates pick up runes hes innate gain stats as well (so his team don't grief him by accident or on purpose).
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u/MrTruth24 — 16 days ago
▲ 0 r/compDota2+1 crossposts

Diffu/Disperser change suggestion

since diffusual/disperser lose mana burn on illusions why not make it better on other heroes as compensation.

so change is: Diffusual builds from 2 Blades of alacrity +200 recipe (2200) > 20 agi, 40 mana burn + gain 25% (10/hit) mana burned as mana.

Disperser build from Diffu+Eaglesong: 45 Agi item, upgrade mana burn to 60+1% max mana, mana heal increased to 50%, same active.

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u/MrTruth24 — 16 days ago

Faceless void bash consistency buff

Not a void player so clarify this for me. His current scepter tooltip confuse me, is it proc 1st bash but can't do double/triple bashes or wiki just outdated? because i think it should.

right now time lock 12%/16%/20%/24% proc bash that has chance to proc itself again for 18/22/26/30 dmg (15 talent add 35 dmg)

so what if we make it reliable bash: every 7/6/5/4 hits do 18/22/26/30 dmg and apply on enemy undispellable debuff for 8 sec, if you get bashed by time lock again in 8 sec void reliably can double bash you and it stacks to triple hit (main hit +2 bashes) would that be good change for him? because he does feel like ult bot for a while now.

reddit.com
u/MrTruth24 — 18 days ago

Bkb rework

builds like Power treads: Ogre axe/Blade of alacrity/Stuff of Wizardry 1k+ vitality booster 1k+ 2000 recipe (4k), 20 main stat/250 hp: remove from active "pure damage immunity"

for entire game now we remove bkb piercing mechanic for dmg (it still exist for auras/buffs/debuffs/stats steal), 60% magic resist replaced by 35% dmg reduction +basic dispel, active 50 mana cost, duration 9/8/7>4 sec, cd 95>45 sec cd, every 8 kill participations increase duration by 1 sec, using tp after bkb increase channel duration by 2 sec, thoughts?

important note that with this Bkb rework we also change Dmg reduction, it no longer reduce pure dmg since valve remove "spell life steal" from it i feel like it should have upside like it can't be reduced, only increased now. its related to changes of stats/items here https://www.reddit.com/r/TrueDoTA2/comments/1tza3a1/742_patch_wish_list/ .

reddit.com
u/MrTruth24 — 19 days ago

Heroes change main stat.

its like thought experiment, what heroes would benefit a lot by changing main attribute (with assumption that universal is removed and game goes back to 3 stats)?

  • Old Juggernaut that scale blade Furry with As (main stat now str: Bat 1.4>1.7, str 20+2>22+3.4, Agi 32+2.8>20+2.5, dmg lvl 1+15). Damage tick rate Juggernaut's attack rate at current Attack Speed multiplied by 2, 35/40/45/50 damage per tick, gets old Aghanim's Shard: increases Blade Fury Radius by 100 and slows enemies movement speed by 35%.
  • Dawn breaker as int melee core (since she is Kotl creation), stats: base As 100>120, bat 1.7>1.6, str 25+3.4>20+2.6, Agi 14+1.7>21+2, int 20+2>22+3, base dmg+4, same innate.

Starbreaker 18/16/14/12 cd, mana cost 110>90/100/110/120, each swing dmg :attack dmg +2x DB Int, 3 separate casts ability with 4 sec duration, cast point removed so she can move and Q at same time, slow removed, final hit stun 0.6/0.8/1/1.2>1,5, shard give 2 sec bkb each cast, slow immunity, remove turn rate for cast.

Celestial hammer: max range 700-1300>1300 (speed 1600 its to slow >2400), 80/120/160/200 dmg, mana cost 100-130>80-140, Hurls Brightmaul toward a targeted location, damaging enemy units struck along the way/slow for 20/30/40/50% for 1 sec, can self cast ability to recall Brightmaul back dealing dmg/slow again or cast on Brightmaul jumping to it (at 2400 speed), removed fire trail dps/slow, hero disarmed without hammer.

Luminosity every 4 hits crit for 130/170/210/250% dmg and store 20%+1%/lvl dmg taken as energy, 100% dmg vs heroes consume energy to aoe heal heroes.

Solar guardian: can't use ult on yourself anymore, heal 5x 50/75/100+1% max mana, dmg/stun happen at end in Aoe now doing 250/350/500+10% max mana pure dmg.

  • Wind ranger become int again and she get Aoe ult back.
reddit.com
u/MrTruth24 — 20 days ago

Radiance change thought.

would you like Radiance more if it give 30 main attribute instead of 50 dmg? some heroes don't care about dmg that much +very good item on wide hero pool, someone like Necro/Lesh/wk/illusion heroes etc would like it a lot.

builds like PT: 2x Ogre axes/blade of alacrity/stuff of wizardry +evasion talisman + recipe.

reddit.com
u/MrTruth24 — 21 days ago