r/compDota2

▲ 1 r/compDota2+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/compDota2+1 crossposts

POS 2 EU LFT

Hey guys my name is Dima and im looking for a team that is motivated and wants to develop

Im 24 years old and play POS 2 at 3K MMR

I can speak german, russian and english

If you want to give it a try just hit me up

u/dimaexe — 3 days ago
▲ 3 r/compDota2+1 crossposts

Watching tournaments in the client is broken

I noticed that people can't watch games of my tournament in the client and i thought i screwed up some lobby settings, but the same thing also happenes in all other tournaments right now.
Just tried to spectate the Road to ENC Qualifiers and the same error appears.

Just to clarify: this is not something that happenes to me for some games - this happenes to everybody for every tournament match for last week or 2.

Anyone has an idea what might be the issue?

VALVE PLS FIX

u/cienszki — 5 days ago
▲ 1 r/compDota2+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/compDota2+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
▲ 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.

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u/MrTruth24 — 13 days ago