
r/DotaConcepts

Bounty hunter rework.
- innate "Big Game Hunter" reworked: allow Jinada/Track kills to steal reliable gold from heroes/hero units that don't have unreliable gold.
- "Shuriken Toss": cast animation 0.73 > 0,5 sec, cast range 375/425/475/525 (600 with scepter) > 700 (900 with Scepter), base magic dmg 100/170/240/310 > 75/150/225/300, move speed slow 100%/duration 0.35 (0,95 lvl 10 talent) > 1 sec, cd 5 > 10/8/6/4, mana cost 75/85/95/105 > 55/70/85/100.
- Scepter buff "Shuriken Toss" cast range by 200, add "Jinada" proc to each "Shuriken Toss" bounce/1200 radius between "Track" units and add 100% attack dmg as bonus "Shuriken Toss" dmg.
- "Jinada" reworked: passively steal unreliable 10/20/30/40 gold every attack from heroes/hero units (no cd), active add 1% attack dmg based on "Big Game Hunter" (passive gold steal don't go on cd after active used), cd 9/7/5/3 > 10/8/6/4.
- "Shadow Walk/shard upgrade" same.
- "Track" reworked: cast range 1000 > 1200 (give shared vision/true sight to allies, allow to see tracked enemy Nw, don't break "Shadow walk"), for 25 sec increase dmg taken by 8%/12%/16% > 10%, cd 6/5/4 > 10/7/4, "Track" steal target gold of heroes who participate in enemy kills, gold steal bounty/hero: 35/60/85 (1st take unreliable gold > reliable), 20% of all Track gold stolen from enemy add to "Big Game Hunter".
- (as example lvl 3 ult with lvl 15 talent: when 5 heroes kill track target it would steal from enemy 500 gold and give each of your teammates 100 gold).
- Talents:
lvl 10 +15% "Track" all gold stolen add to "Big Game Hunter" vs "Shuriken Toss" +1.5 sec slow.
lvl 15 -30% Dmg reduction during "Shadow walk" vs +15 "Track" gold steal.
lvl 20 "Jinada" active +2% dmg of "Big Game Hunter" vs "Track" dmg amp +0.05% "Big Game Hunter".
lvl 25 "Big Game Hunter" add 2% gold stolen to "Shuriken Toss" base dmg vs "Jinada" gold steal +60.
I just wanted to point out the fact that riders are naturally built to be fast yet heroes are awarded extra damage for that , as infantry main the heroes we got are a disappointment , we should get something like " if defense is greater then rage skill dmg/attacks increase " its only fair .
reddit.comDesolator and potential upgrades.
- new Desolator (3600): Orb of blight -2 armor/3 sec (300g > 250g) + Demon edge 40 dmg (2200g > 2400g) + 950 recipe (40 dmg/apply -6 armor on attack/spells hit). +Soul Stealer passive: 1 dmg/stack, kills give 2, max 30 stacks.
- Upgrades made with idea in mind neutral items removed and some of them become normal shop items. More information what i mean is here https://www.reddit.com/r/DotaConcepts/comments/1va4wr8/item_reworks_ideas/ .
- Corrupted Desolator (5500): Desolator 3600 +1900 recipe: 40 dmg/- 35% total armor on attack/spell hit (with full Desolator stacks 70 dmg), stacks limit removed.
- new item "Storm Bringer" 6100 (Desolator 3600 + Kaya 2100 + 400 recipe): at full stacks 70 dmg/16 Int/10% spell amp/20% mana regen 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 armor by 6 and Magic resist by 15%.
Lane creeps/lanes changes suggestion.
Lane creeps made unique in a way (outside of units dmg type). We make buildings not magic immune, add to:
- T1/T2/T3/T4 towers: (Aura removed, add 2/3/4/5 armor and 20/30/40/50% magic resist), melee barracks +25% magic resist, range barracks 25% magic resist, Throne 60% magic resist. Creeps interval upgrade 7.5 min > 1 min (capped at 225 min > 90 min), Flagbearer spawn min 2 > 0:0 every 2nd>1st wave (can spawn on any creep but both teams will have buff on same unit in same lane, stacking magic resist/hp regen aura removed):
- Melee creeps dmg type physical: Spawn 3 melee at 0:0 +1 every 15 min/capper at 45 min, base hp 550 > 500, add 200 mana with 1 regen/sec (while melee creeps have mana they gain 40% status resist), 12 hp/interval > 3 hp/min, armor 2 > 3+0.1/min, dmg 19-23 +1/interval > 20 +0.15/min, gold 34-39 +1/interval > 40 +0.15/min, 57 > 40 Exp. Flagbearer buff for melee: hp/armor/gold +5%.
- Range creep dmg type piercing physical > piercing magical: Spawn 1 wave/+1 after 30 min: hp 300 > 400, hp/interval 12 > 2/min, magic resist 0% >32% +0.2%/min (capped at 50%), dmg 21-26 +2/interval > 40 +0.3/min, gold 43-52+3/interval > 40/min, Exp 69 +8/interval > 80 +1/min. Flagbearer buff for range: hp/magic resist/Exp +10%.
- Siege Creep spawn after 0:0 every 5 min +1 after min 30, Siege creep upgrade removed, Reinforced physical > Pure, (new Siege attack have 200 radius: hp 935 > 750 +10/min, armor 0 >3, magic resist 80% > 25%, 35-46 dmg > 50+1/min, range 690 > 800, attack speed 100 >120, Base attack time 3 > 1 (at base 3.5x faster Attack speed), projectile speed 1100 > 1600, day/night vision range 750 >1000, gold 59-72 >80+1/min, Exp 88 > 120 +1/min. Flagbearer buff for Siege: hp/gold/exp +15%.
- Super creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 40% / 1.4x.
- Mega creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 100% / 2x.
- Roshan rewards changed (Refresher shard removed): 1st Banner, 2nd Banner/Cheese, 3rd Banner/Cheese/Aegis. Tormentor drop on kill: 1st Shard, 2nd Shard/Scepter, 3rd Shard/Scepter/Refresher shard.
- Banner reworked: global cast range, can be used on barrack in same lane to upgrade lane creeps > Mega creeps for 5 min (give full gold/exp of mega creeps) or respawn both barracks in same lane 1 time.
- Block of cheese builds cheese +1 huge lotus to gain permanent 500 hp shield that regen 25hp/sec after not taking dmg for 5 sec.
- Aegis when picked up now buff on Hud for 8 min instead of item that take inventory slots.
7.42 Windranger rework.
- Stats: base attack speed 90 > 100, base dmg 49-61 > 55 (i find dmg range on units is unnecessary mechanic at this point that can be removed), ms 285 > 300.
- Innate "Tailwind" reworked: reduce move speed cap for Windranger 550 > 500, every kill/assist in 3 sec after doing dmg give "Tailwind" stacks, each increase current/max move speed cap by 5.
- "Shackle shot": cd 16/14/12/10 > 18/16/14/12, fail stun 0.6 > 0.75, stun duration 1.75/2.25/2.75/3.25 > 1.5/2/2.5/3, add new mechanic: when ability fail to connect to unit/tree push enemy back up to 600 attack range and turn hero towards push direction (Wr attack range, if enemy in melee range long push, if they 550 range away short push/stun).
- "Power shot": magic dmg 170/270/370/470 > 100/200/300/400, cd 12/11/10/9 > 16/14/12/10, mana cost 90/100/110/120 > 60/80/100/120, not reduce ability dmg/15% unit hit, 3 sec slow 22%-40% > 25%, add ability to move during charge with half move speed and change ability direction (180 angle spin in 0.5 sec, max dmg after 1 sec charge, can hold ability for 3.5 sec).
- "Windrun": dispelable, Evasion 100%, 60% move speed > haste buff, duration 3/4/5/6 sec > 3 sec, cd 14/13/12/11 > 16/14/12/10, mana cost 50 > 20/40/60/80.
- "Focus Fire" replaced by old facet ult "Whirlwind"(undispelable): Lyralei's attacks every enemy unit in hero attack range +50 (Lyralei's 650 range aura where attacks do dmg to enemy instantly, aura tick rate based on hero attack speed), duration 10 sec, cd 80/60/40, mana cost 100/150/200, proc on-hit effects (reduce life steal by 50%), total dmg reduction 40%/20%/0%, gain 200/300/400 attack speed (can hit invisible units/buildings, enemy behind trees/on Hg without vision).
- Shard add to "Power shot" super change ability for extra 2 seconds (add sound for super charge/sec, can be heard by enemy if they have vision of Windranger), after initial 1 second gain +50% dmg/sec, +100% bonus after 3 sec).
- Scepter add reworked "Gale Force" ability: 1200 radius aura around Windranger, allies gain "Tailwind" stacks for themselves, aura cost 25 mana/sec, cd 10 sec after aura turned off/hero run out of mana.
Talents:
lvl 10 Power shot slow +15% / Windrun mana cost -30.
lvl 15 Power shot super change +25% dmg/sec / +2 sec Windrun duration.
lvl 20 Shackle shot stun +1.5 sec / Whirlwind +100 attack speed.
lvl 25 Power shot insta kill 10% hp +0.25% per Tailwind stack / Whirlwind duration +2 sec kill/assist.