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How about this.. Io - tether only goes on cooldown when used on non-hero units(can't always use to escape over whole map but lets io heal multiple people in the fight). Io can return to his previous location at any time during Relocate. Relocate duration increased to 20 seconds
^
That's a good idea, though I suggest it won't goes on cooldown when used on a non-hero unit.
I think that if the cooldown was removed entirely, Io could spam it and be impossible to chase when comboed with Beastmaster or Lycan. Usually tethering to neutral units is only for an escape, so you won't be in the fight afterwards anyways. I have always found a problem where, as Io, I am tethered to Tiny, but another carry needs healing more, so removing the cooldown on hero tethers would solve this.
Another additional effect could be bringing back the tether stun....
Jakiro- Duration decreased to 5, damage increased to 300
Kinda boring... How about Macropyre now applies Liquid Fire to all units in the fire, and refreshes the duration until they leave. Macropyre's damage lingers for 2 seconds after leaving the area.
Kinda boring... How about Macropyre now applies Liquid Fire to all units in the fire, and refreshes the duration until they leave. Macropyre's damage lingers for 2 seconds after leaving the area.
Macropyre ain't an aura, doesn't work like that. Only skill that works like that is Acid Spray because it is using Warcraft III mechanics (of 2 auras combined)
As for jakiro,
That's definitely a balance suggestion instead of unique Agh's update, if, you reduce its duration and increase its damage so it can deal same damage in shorter time and nothing else was changed. To natguy389, I have suggested that buff before myself, as the ulti should be used when enemies are trapped in an area and they're having hard time to get out, so instead of making it deals more damage as much as possible before they escape, it should have some kind of debuff to make them suffer more while standing on fire.
DotA 2 and DotA 1 are different. The most noticeable differences between them are DotA 2's map is smaller, in DotA 2 you can cancel purchasement of item, you don't have to drop n' replace to assemble items, tree has individual spawn time. Also, I like to play Spectre in DotA 2 but not in DotA 1.
Supernova's fire burns away enemy vitality, decreasing the strength of all units in the radius by 15. If the Supernova is destroyed, the strength is returned. If not, the effect lingers for 5 seconds and every allied hero in the radius gains 15 strength for 5 seconds.
Might be a little overpowered, but I personally love the idea
I don't think I've ever made one for DK, but I got an idea.
Corrosive Breath Disables Backdoor Protection
Lowers BAT in Elder Dragon Form from 1.7 to 1.6/1.5/1.4 Dragon Tail can be targeted on magic immune targets, though with no damage and at a reduced duration (1.25/1.5/1.75/2)
Basically, this can be bought as a late game Abyssal Blade substitute item that severely increases his damage output and also allows him to rat hard. It's still balanced by its cooldown, but gives DK real late game power, like how Tiny never really became a real carry until he got his Aghs upgrade many years ago.
Divided We Stand now grants 4% magic resist based in number of mappos. Includes all the clones and the real Meepo. Mana Break grants Anti-Mage 18% chance of dispelling all debuffs from him and all buffs from the enemy when it procs. Illusions do not get this upgrade.
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