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Currently my place has really limited internet connection, so I can't monitor this thread frequently. But I will update it whenever I have good internet connection :P
@Unscathed Bloodseeker-Casting a spell or attacking will prevent the victim from being punished for standing still. The damage and mini-stuns for being standing still will only works when you do absolutely nothing.
Is that ok?
Clinkz-No that's too powerful, ranged Culling Blade is game-breaking, plus you don't have to worry about casting it too early because the game mechanism simply prevent you for casting it too early, which is the main issue of Culling Blade, casting too early and suffer the bloody long cooldown after doing pitiful damage.
Shadow Fiend-The bonuses are quite insignificant. If an enemy hero has 400 movement speed and 100 all stat, then shadow field only get 28 extra movement speed and 7 all stat. It should have a stacking effect IMO and will be returned once shadow field is slained. ( only one instance per hero )
@Scezory Venomancer-I believe the slow are already stacking ( there are only 2 type of slow ). All spells together are less bursty but long lasting. It may need more add-on updates but I'll post it anyway.
Currently my place has really limited internet connection, so I can't monitor this thread frequently. But I will update it whenever I have good internet connection :P
@Unscathed Bloodseeker-Casting a spell or attacking will prevent the victim from being punished for standing still. The damage and mini-stuns for being standing still will only works when you do absolutely nothing.
Is that ok?as i said we could still move a tiiiiiny 100 range, which is the least that you could do. it would steal deal some damage too. i think it is due to a rework.
even if you could move just 1 range you could still move just 1 range... rendering the upgrade useless
Clinkz-No that's too powerful, ranged Culling Blade is game-breaking, plus you don't have to worry about casting it too early because the game mechanism simply prevent you for casting it too early, which is the main issue of Culling Blade, casting too early and suffer the bloody long cooldown after doing pitiful damage.well, i dont actually post interactions on above threshold heroes :p how about keeping the old one, but using it on heroes with higer threshold slows their move speed for 10% for 5 seconds? just a small debuff for an interaction.
Skywrath Mage-I don't get it.nvm that i made a math mistake :p
Shadow Fiend-The bonuses are quite insignificant. If an enemy hero has 400 movement speed and 100 all stat, then shadow field only get 28 extra movement speed and 7 all stat. It should have a stacking effect IMO and will be returned once shadow field is slained. ( only one instance per hero )when i say stack i meant stacks from one hero :p you could have 5 of the buff, but they are separate buffs like Astral Imprisonment
Earth Spirit-Pls stob cring ;_;THE AGE OF MAN IS OVER
@Scezory Venomancer-I believe the slow are already stacking ( there are only 2 type of slow ). All spells together are less bursty but long lasting. It may need more add-on updates but I'll post it anyway.
Bloodseeker
Previously I never thought that it's impossible to move 1 dota unit. if you move 100 unit every 0.8 seconds you will receives 15x60=900 pure damage, which is a lot more than standing still. I will rework it as: Rupture-Now has an initial mini-stun of 0.1 seconds, and mini-stun again for 0.1 second with 1 second intervals. Ruptured units that remain still without attacking or casting a spell (do absolutely nothing) will takes 75 pure damage with 2 seconds intervals.
Clinkz
Only 10% MS slow for 5 seconds? Eye of Skadi is millions time better than this.
I don't really think Viper benefit a lot from the Aghanim's Scepter especially he can build Silver Edge for more STR and damage, along with a useful Break with a shorter cooldown and more gank power.
Bloodseeker
Previously I never thought that it's impossible to move 1 dota unit. if you move 100 unit every 0.8 seconds you will receives 15x60=900 pure damage, which is a lot more than standing still. I will rework it as: Rupture-Now has an initial mini-stun of 0.1 seconds, and mini-stun again for 0.1 second with 1 second intervals. Ruptured units that remain still without attacking or casting a spell (do absolutely nothing) will takes 75 pure damage with 2 seconds intervals.The target is now FORCED to fight... Strange but i suppose way better than the last one. I like the ministun more though.
Clinkz
Only 10% MS slow for 5 seconds? Eye of Skadi is millions time better than this.dont you understand what im saying? Im making up an INTERACTION. Because what, cant target heroes above threshold? That is OP because now you cannot fail your ulti. Jeez locket i just want to make a fail interaction..
Also how about: a succesful ulti will not cancel Skeleton Walk. Also good before fighting and ultiing a creep, or rushing to the next escaping enemies after assassinating the first one.
I don't really think Viper benefit a lot from the Aghanim's Scepter especially he can build Silver Edge for more STR and damage, along with a useful Break with a shorter cooldown and more gank power.fair enough
a succesful ulti will not cancel Skeleton Walk. Also good before fighting and ultiing a creep, or rushing to the next escaping enemies after assassinating the first one.
Invoker.... I think that's underpowered, since Invoke's cooldown is still long (now Agh's gives you 2 second cooldown, lots of comboes). AND all characters in DotA have a max of 6 abilities.
Io
Tether upgrade: Io tethers to all units in a 300 unit radius.
Tether will still pull you towards a far away target and tether units around whomever it is cast on.
The chicken crossed the street because it wanted to. #freewill
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