Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Not Being Able To Refresh Crimson Reveals Fundamental Design Flaw

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » General Discussion » Not Being Able To Refresh Crimson Reveals Fundamental Design Flaw 2 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » May 8, 2016 12:55pm | Report
I was testing refresher with crimson today and used refresher after having casted crimson and waited for its duration to burn out. After recasting crimson and not getting the effect again, I took note of what the highlight of the buff stated.

"A unit cannot be effected by crimson guard that has recently been used on"

This is really stupid.... not that not being able to recast crimson twice is really the problem perse, but consider how much this could be establishing a flaw in classifying the item and therefore its functionality.

It is casted like a spell, lasts a duration and has a cooldown, yet.... it costs no mana.

A friend and I were discussing alternative function today and I said... what if it could be turned on and off at will to block attack instances to really get a feel that this is not so much a spell but more of a weapon or a tool of skill. And then there would be like a cooldown still but a reserved amount of time that keeping crimson guard activated would be burned up.

This was a cool thought but it was either over powered as my friend put it, or too awkward in function as I felt, considering that its purpose is to be used against attack speed.

So finally I said, why can't it be cast on a single enemy target or maybe small AoE so that if any of or that particular enemy hero comes with in a certain range that it turns crimson guard on and if the enemy exists that range it turns off and still burns a reserve amount of time that a player gets back after cooldown.

Then they could say that crimson guard cannot really be classified as a spell and therefore cannot be refreshed.

It would have to have more of an exclusive initiation use against long ranged attackers though....

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyphoid returns » May 8, 2016 7:01pm | Report
Strong pushes, deathball, high population durability turns skirmishes into tower taking. You get the idea. There has to be a cool down period on receiving the buff regardless of refreshing the item. The same argument holds true for mekansm.
Pipe became a defensive item for nuke meta
Go On, Feed Me.

Kyphoid returns


Remarkable (42)
Posts: 1064
View My Blog

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved