r/DotaConcepts

▲ 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 — 1 day 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.

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u/MrTruth24 — 6 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.

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u/MrTruth24 — 10 days ago
▲ 1 r/DotaConcepts+1 crossposts

7.42 wish list: part 2 (heroes)

  • changes to heroes will be related to this post https://www.reddit.com/r/TrueDoTA2/comments/1tza3a1/742_patch_wish_list/ take in mind.
  • Alchemist passive to give Scepters changed > can give allies any item, 40% of gold spend on allies refunded back, every 1k gold spend on allies give him 4 dmg/1% spell amp.
  • Centaur innate "Horsepower" scale Str 40% > 45%+1.5%/lvl, so lvl 30 with just Heart he would already have 486ms instead of 383 ms, and maybe increase MS cap on innate to 700 (to become perfect taxi driver), if Stomp instead of stun was taunt + shard instead of str bonus store on Double Edge 25% dmg taken as bonus dmg for Double Edge cast (capped at 25%max hp) then hero would make way more sense.
  • Beast master back to Str with adjusted stats back. Wild axes: cast time 0.77>0,5, range 1500>900, cd 8>14/12/10/8, stacks duration 10-13 sec >10, mana cost 65>80/70/60/50 so he have to max it if he wants perma uptime on debuff/mana cost to spam them.

Summon Razorback: hp 300-750 >300+5%/10%/15%/20% hero max hp, 0% magic resist, armor 1>5+0.25/hero lvl, Exp: 60-80>40+2 hero/lvl, gold: 32>25+3 hero/lvl.

Summon raptor: hp 200-625 >200+15%/20%/25%/30% hero max hp, 0 armor, 30-60% magic resist> 49%+2% hero/lvl, number of raptors 2>1, 1 sec stun every 4 sec (20 duration), dmg 50-165(+30) >80-200(+50), Exp: 40-70>30+2 hero/lvl, gold: 30-60>25+3 hero/lvl.

  • Tiny: base As 85>115, base magic resist 25%>15%, Avalanchue/toss dmg 90-360>125-500.

Grow (4 lvl ult now, gain lvl 1 for free: base dmg bonus 0/60/120/180, armor: 0/10/20/30, removed bonus 10-30 Attack speed/bonus 50-350 toss dmg, As reduction 35%>40%, gain new passive that convert 2.5% bonus magic resist >1 armor, Innate/Echo saber/ult compensate his lack of Agi for the most part, his weakness now that he has to play with low magic resist for entire game.

  • Pugna: Nether ward: mana to dmg 1-1.6> 1, ward hp 4>6, every spell casted in aoe heal ward by 2 hp.
  • Tide continue scaling mechanic, stats change: Int 20+1.7>20+2.4, Innate "Leviathan's Catch" removed fish deny/need to pick it up, free stack every lvl +1 kill/assist, gain: 2 attack range (1 dmg block/3hp stack removed) and each stack upgrade spells. (add mechanic that heroes on mounts/with 2 heads give 2 stacks, Ld bear/Arc clone/warlock Golem/Visage birds also give 1 each).

Gush dmg 100-280>100-250 +10/stack (lvl 15 talent +5 dmg/stack), Scepter reduce mana cost by 50% and its aoe ability.

Kraken shell: dmg to threshold for dispel removed, passive dmg block 15>75> 20/30/40/50 + 2/stack, active bubble that increase dmg block by 1.5x and constantly hard dispel Tide every 0.5 sec, duration 4.5, cd 30/25/20/15, mana cost 50/60/70/80.

Anchor Smash dmg 50/100/150/200>60/90/120/150+5/stack (works vs towers by default), attack dmg reduction 25-40%>25+1%/stack (capped at 99%), cd 7-4>10-4, mana cost 40-55>50.

New Ravage combine old ult and shard, tide release bkb piercing wave that do 300/450/600 pure dmg and heroes hit get rooted by undispelable tentacles that spawn (4/5/6 hp), cd 120/100/80 cd, mana cost 100/200/300.

new shard is 1200 range aura that apply Gush armor reduction/slow, Kraken shell dmg block, Anchor Smash dmg reduction for 50% values. new 25 talent: +15 Ravage dmg/stack (if you get to late game with lots of stacks it will nuke enemy).

  • Juggernaut Blade Furry reworked: 20 sec cd toggle ability (60 mana to activate spell for 80 dmg/sec, every sec spell remain active increase cost/sec by 3/6/9/12 mana and increase dps/sec by 6/10/14/18, can be toggled off in 1 sec/hero run out of mana, strong dispel at ability end).
  • Phantom Assasin: base int 15+1.7>20+2.2, innate become blur: on kills/assists refresh basic abilities cd, apply basic dispel and she go invis for 4 sec.

1st Dagger: cast animation 0.77>0.3, range 700-1150 >900, dmg scaling 30-75% at lvl 1-4 to flat 40%+2%/lvl, flat physical dmg 65/70/75/80 > 60/90/120/150, slow duration 2,1-3 >2 sec, slow 50% >100%, cd 6 >10/8/6/4, mana cost 20/30/40/50.

2nd Phantom strike: 1 charge only, cast animation 1.05 > 0,5, cast range 650-950> 900, bonus Attack speed for 2.5 sec 100-190 > 80-200, cd 15/12/9/6, mana cost 20/30/40/50.

3rd Fan of knives cast animation 1.05>0.75, 350 radius, max hp physical dmg 28%> 10/15/20/25%, break same 3 sec, cd 20 > 30/25/20/15, mana cost 80 > 50/60/70/80.

4th new ult Coup de grace combine evasion/crit, every 6/5/4 hits Pa critting hero for 350/450/550% dmg and gain Immaterial stack for 8 sec, can stack 1/2/3 times, each allow to 100% dodge next unit/tower attack and consume 1 stack.

shard add on Dagger +1 sec slow duration, innate give +25% move speed for duration of buff. Scepter add 2nd charge on dagger/phantom strike + dagger apply +1 ult stacks.

  • Mirana is hero with 2 forms now: Moon form would be teamplay/spell casting hero: As 100/1.7 Bat. Sun form is selfish hyper carry: 120 base AS/1.6 Bat, both have permanent 1800 day/night vision (heroes who change day/night change her spells)

innate is same Celestial quiver: Moon after casting spell buff next attack with bonus 3% target missing hp as magic dmg, Sun next attack after spell crit for 110%+5%/lvl pure dmg up to 200% lvl 18, both buffs stacks 2 times/undispelable).

1st spell moon Starstorm/sun Comet prioritize secondary hits based on units missing hp (with heroes priority) Starstorm cd 12>14, mana cost 80-110>70-100. Comet is same 675 aoe nuke but physical 100/200/300/400 dmg, mini stun for 0.25 sec on impact, 14 cd, 70-100 mana cost, secondary Q dmg 70%>50%.

2nd is moon Sacred arrow/Sun Enchanted arrow. Sacred max stun now always 5 sec (min stun 0,5 sec 600 range, max 5 sec/3k cast range, projectile speed 900>1200), instakill non Ancient creeps, dmg 75-300, cd 19-16>20-14, 70-100 mana cost. Enchanted arrow shooting piercing arrow 1200 speed/max 3k range that does 100 magic dmg (no instakill vs creeps), gain 20/40/60/80 Attack speed/hero and 5 (creep/summon/illusion), cd 20-14, 70-100 mana cost.

3rd moon Leap 2 charges 650 range jump, 15-30% ms and slow immunity for 5 sec, 30-15 cd, 50 mana cost. Sun assault 2 charges 650 jump range, after jump attacks ignore 4/6/8/10 enemy armor + gain 100-250 hp barrier for 5 sec, 30-15 cd, 50 mana cost (shard add 1 charge to both, moon innate +2% magic dmg, sun +25% crit dmg). Scepter cast around Sacred arrow/Enchanted arrow Starstorm/Comet, buff 2nd hits 50% to 100% dmg.

Ults: Moonlight shadow 9/12/15% ms/dmg amp for 18 sec, fade delay now always 2 sec, 120-80 cd, 125 mana cost. Solar flare give 10/18/25 Dmg/sec, max bonus after 8 sec, buff last for 12 sec+3 sec kill/assist, cd 120/100/80, mana cost 125.

  • Mars is offensive hero now, stats: base dmg 53> 62, armor 2>4, Agi 1.7lvl >2lvl, Int 2.2lvl>2.5lvl, new innate is "Bulwark" that block in front physical attacks 10%+2%lvl.

1st Spear of mars has 2 modes Tap/channel, both is physical attack modifiers (cd 14/12/10/8, mana cost 60/80/100/120). Tap: he stab spear in front of him for 100% total dmg+ 50/100/150/200 dmg, (us attack range+50). Channel can charge spear throw up to 1 sec (min 300 range/max 1200 range/1800 speed) for 50% total dmg+25/50/75/100 dmg, gain true sight for duration stun vs hero pinned to wall/tree for 1.5 sec/can recast ability during stun to jump to Spear location(1800 speed). Shard: attacks reduce Spear cd by 1 sec/mana cost -40.

2nd spell Gods rebuke magic dmg ground slam ability 250 aoe that slow for 100% for 2 sec on impact, does 70/140/210/280 dmg + heal mars 14/28/42/56 hp/hero hit, 16/14/12/10 cd, 75 mana cost.

3rd spell passive 1200 aura (Dauntless) give on kill/assist 40% status resist for 3 sec + for 45 sec on him/allies: 20/30/40/50 dmg, can be activated for 2 sec to allow innate also block spell dmg, 30/25/20/15 cd.

Ult Arena of blood he channel jump for 2.5 sec landing in 550 radius/3000 range doing 300/500/700 Pure dmg (bkb piercing) and creating arena for 8 sec (inside arena hes CC immune) that block enemy attacks/vision (soldiers face outwards pushing out enemies doing 50 pure dmg, can use bkb to walk inside). Scepter on kills inside arena heal allies hp/mana by 25%, and extend duration by 2 sec. cd 100/80/60, 150/200/250 mana cost.

  • Omniknight: Purification dmg base +10% max hp, heal base +5% missing hp.
  • Zeus stats change: attack range 380>450, str 21+2.1>22+2.5, Agi 11+1.2>14+1.8, int 23+2.3>25+2.5, Bat 1.7>1.8, Innate "Static field current % hp magic dmg" 3.45%+0.05%/lvl >2.25+0.15%/lvl (4.95%>6%, spells dmg buffed by 20%/cost reduced by 30%).

Arc lightning cd 2 sec/10 bounces, dmg 105-180>125-215, cost 85-100>60-75, range 800>700. Shard add 50% Arc lightning dmg to attacks, reduce Bat to 1.6.

Lightning bold dmg 140-380>170-455, cost 120-135>85-100, range 700-850>900 mini stun removed.

Heavenly jump replaced by Nimbus (scepter ability): global, 30/25/20/15 cd, cost 80/100/120/140, 4/6/8/10% missing hp as magic dmg (apply after innate), 450 radius/4.5 duration (1st hit instant and every 2 sec, give in Aoe only normal vision). New Scepter hitting enemy with spells debuff enemy for 10 sec, after 5 spells hit Zeus spell dmg vs debuffed units converted to pure dmg.

Thundergod's Wrath cd 130>120, base dmg 300-650>350-800, cost 250-500>175-350. (not target invis/smoke/untargetable units anymore).

  • Muerta new innate "Supernatural" give: 1% spell amp/4 dmg per stack (for reasons below).

Gunslinger changed (proc chance same 20/30/40/50% +casting spell give you 1 guaranteed proc vs same unit/can stack 3 times), when Muerta attack during ult game check unit resists and change gunslinger proc dmg to enemy resist that is lower (vs Ethereal units always use magic hits), if 1st hit kill unit 2nd switch to lowest % hero in aoe).

Dead shot now hybrid dmg (on both hits) 50-200 physical dmg and 50-200 magic dmg, fear duration always 1 sec, mana cost 60-120, cd 16-10, Shard add to physical dmg 50% total dmg scaling and current Spectral Slug ability, Scepter no longer expands dead shot aoe after ricochet, piercing bullet keep going and buff dmg of both deadshots by 150.

The calling lower cd 30-24>30-18 and buff mana cost 135-180>90-150.

Pierce the Veil turn her Ethereal, now instead of 75% base attack dmg bonus she get 80/140/200 Attack speed for 6 sec, if she get kill/assist ult duration refresh, cd 75-45>100-60, mana cost 150-450.

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u/MrTruth24 — 10 days ago
▲ 1 r/DotaConcepts+1 crossposts

7.42 patch wish list.

Talents, Lvl cap reduced to lvl 25, instead of 2 talent trees + stats now each hero has 10 talents (lvl 7-25 every 2 lvls, Invoker orbs 8 lvls, scepter add 1, spells start lvl 2 values).

stats change: Health/Str reduced 22>20, Attack speed/Agi 1>1.5, Mana/Int 12>15.

invulnerability protect vs dmg, Hidden/Cyclone combined into Untargetable state during it enemy can't target you with spells/items (exception is Dots: veno ult/doom ult ) / tether spells (DP spirit Siphon/Pugna ult etc) they can do dmg if applied before enemy use spells/items that turn them Untargetable. (yes it would allow heroes with dots/tether do dmg/kill you during euls/shadow demon w etc)

Map flooded more with water, now entire mid (from t1 up to t3 HG) is on low ground river, currents is bigger in jungle. All jungle camps lvl up now starting as Easy camps: at 10min lvl up to Medium, at 15min lvl up to Hard, 25min its Ancients.

Creeps now leashed to lane (can walk only to camps near side lanes for pools)/ignore units (enemy creeps exception) until 1 of T1 towers is dead in that lane.

add Last hit bounty from buildings to total gold, buildings gold now: Team bounty + Lh bounty x1.5, add new mechanic: heroes that solo kill towers without allies in 1200 range get 60% total gold, allies split 40% between 4 players. T1/T2/T3/T4 bounty 570/690/785/905 > 855/1035/1180/1360, Barracks melee 887>1330, Range 562>845. towers lose armor/hp regen aura.

Tp now flat 5 sec (on any building or fountain), cd 120, BoT1 now 2k item/80 ms, sell extra Tps and remove 75 mana cost, BoT2 cost 4000, Ms+40, put Bot2 in Tp slot.

Glyph: Removed it working on creeps, no longer global but instead you glyph buildings in same lane for 15 sec (multi shot hits 5>infinite), no longer refresh.

Base kill gold 125>150, First blood 135>150, gold formula changed: base kill gold +(dead hero lvl × 8>10) +kill streak + FB, we also add cap on 1500 gold/kill so if your team 30k ahead you don't feed 15k+ after 1 lost fight.

Players can no longer block camps with wards/illusions/summons, only heroes can body block spawn.

Rosh pit no longed unique area (Rosh always top now, its on low ground, has 2 entrances, no longer has blind spot in front, can ward inside freely), spawn at 10 min, respawn time flat 10 min. Rewards: 1st/2nd/3rd+ Banner, Banner/cheese, Banner/cheese/Aegis for 8 min and its buff on Hud instead of item). Banner reworked: global cast range, can be used on your barrack to spawn mega creeps in that lane for 5 min or respawn your barrack, block of cheese shield become permanent. stats: armor/min 0.4>0.8, hp/min 130>150, dmg 7>10, gold bounty removed, Xp bounty 400+20lvl>500+40lvl.

Removed Aghanims blessing, now normal scepter is 2800 item without stats, shards no longer limited by 15 min timer (Alch giving scepters no longer give stats to allies, can also give shards for half bonuses/ally) Tormentor spawn at 10 min bot river side/respawn 10 min. Drop 1st/2nd/3rd+ shard, shard/scepter, shard/scepter/refresher shard (shard/scepter can be sold for full prize), doesn't split dmg/units, shield doesn't regen hp, reflected magic dmg/per unit now 50%(+2%/min of game time) dmg done, normal hp 4k+100/min, magic resist 40%+0.5%/lvl (capped at 99% Dr), 0 armor. (add to both Rosh/tormentor new 600 range aura that reduce heroes outside dmg output by 35% + 10% max hp regen out of combat, if both didn't take dmg in 5 sec so you have to kill them in 1 try).

Runes changes: game always show what rune spawn where, power runes spawn from min 2: Haste give also +50 Attack speed, duration 22>18 sec.

Invisibility give 15% Dmg reduction when you come out of invis, duration 45>30 sec.

Shield rune duration 75 sec>30sec, barrier hp 30% max hp/20% max mana, while Shield is on enemy can't burn your mana.

Arcane duration 50sec > 60 sec.

Amplify dmg rune> back to DD, buff attack dmg bonus 80%>100% spell amp 18%, duration 45>30 sec.

Couriers can't bring consumables now, neutral items/universal stat removed, new slot can be used for vision items (wards/smoke/dust/gem) or consumables.

Items: Bottle heal hp/mana, if mana is full Bottle use remaining to heal Hp and vice versa, add "Fusion rune as bottle upgrade 825 recipe (total 1500) it can store only power runes and use all 3 runes at once, duration of them increased by 50% and they Undispelable.

Ghost Scepter 5 stats>15 int and item itself with Int reduce self magic resist reduction (base 30%, -1% every 4 int, total needed is 120 int), Crella's Crozier active on yourself start giving 1% Magic resist/4 int above 120, builds from ghost scepter +2 stuff of wizardly+1300 recipe(4800): 40 int, same active + new passive give 20% of max mana as bonus hp.

Gleipnier can focus on aoe bonus from Health, so new builds from Rod of Atos(2250)+Chasm stone(800)+1450 recipe/4500: 20 int/400 hp/40 Radius (+1 radius every 30 max hp), active Radius 325>300, mana cost 150>100.

new Aether lens: energy booster(800)+ Void stone(700) +1125recipe(2625): 300 mana/2 mana regen/125 cast range, New Dagon: Aether lens(2625)+375 recipe(3000): 300 mana/2 mana regen/200 cast range, active 20 sec cd/100 mana cost/700 cast range (900 total), does 400(+10% max mana) pure dmg, kills/assists within 3 sec permanently increase active dmg by 0.5% max mana.

Bloodstone 15 int/250 hp/750 mana/25% spell life steal(5% vs creeps): Veil cost 1700>2000(+300) +3 Energy boosters(2400)+ recipe(800)=5200, active buff BL healing by 3x/Spell weakness aura reverted to 12%(+0.004% max mana).

Hex: after active ends put on you undispelable debuff for 8 sec, using CC abilities increase theirs cd by 25%.

Wind Waker almost same, base ms 30(+2% max mana) and Cyclone speed 300 (+10% max mana).

Rapier when its toggled into magic version give no dmg but spell amp buffed 25%>50%.

Khanda if we don't change build up/stats/cost i would only add +10% current hp as dmg on active. 

Corrupted Desolator (6k): 3.5k Desolator + 2.1k Kaya + 400 recipe: combine stats, stacks also start give 1% spell amp and stack limit removed.

add new base item "orb of magic weakness" 300 gold/4% magic resist reduction on hit for 3 sec and Witch blade build from it (total cost -50), Witch blade itself has no cd now, passive don't slow, hitting enemy reduce their magic resist for 12% and apply 25 dmg Dot, upgrading it to Parasma adds 25% slow for 3 sec, magic resist reduction 20%(+8%) + Dot dmg is 25+50% Int.

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u/MrTruth24 — 10 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.

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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.

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u/MrTruth24 — 10 days ago