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It's never to early to speculate on what buffs and nerfs will be ushered in the next diabolical patch being conjured by Icefrog. Now I won't go into specifics for the meta, rather let's focus on what items and heroes we want to see get nerfs/buffs/reworks
For me:
- Alchemist:
Increase Strength gain from 1.8 to 2.3
Increase starting Agility from 11 to 20
Increase Agility gain from 1.2 to 1.5
Increase Intelligence gain from 1.8 to 2.0 Acid Spray now adds a 3%/6%/9%/12% move speed slow to all enemy units caught in the aoe
Alchemist needs better stats to actually be able to make solid use of his farming speed without being outcarried by, well... everyone (including the top kekkies). Also give Acid Spray a buff so it isn't useless.
- Bane:
Increase Strength, Agility and Intelligence gains from 2.1 to 2.2
Reduce mana cost of Enfeeble from 95/105/115/125 to 90/100/110/120
Increase base armor from 1 to 2
Increase base damage 33-39 to 35-40
I want to see more offlane/mid Bane, since I feel like the hero's too greedy to played as a support, so give him some ability to get levels and farm. Also, I feel like max Enfeeble builds are a tad underrated so let's give players a bit of incentive to try them out eh :)?
- Earthshaker: Fissure distance reduced from a flat 1400 to: 600/800/1000/1200 Fissure cooldown increased from a flat 15 seconds: 30/25/20/15 Seconds Fissure duration rescaled from a flat 8 seconds to: 4/6/8/10
Fissure right now in my opinion, is the most BS level 1 spell in the game and makes it WAY too easy for Earthshaker to secure first bloods and ganks because it's because it's basically a risk free disable since you don't have to reveal yourself (ergo, you can loiter in the fog of war) to catch someone out. In addition, a flat 15 second cooldown makes this spell too abusable in team fights (where you could potentially get 2 or 3 Fissures off in a single fight). Finally, an 8 second wall at level 1 is pretty broken, as you can camp rune spots, jungle path, etc. for quick and easy kills on any hero that doesn't have a Blink-like skill (even then, your teammates can just chain stun the hero).
- Huskar:
Reduce magic resistance from bersker's blood 4%/5%/6%/7% per stack to 3%/4%/5%/6% per stack
Give armor bonus from Berserker's Blood, increasing armor by .5/1/1.5/2 per stack
- Burning Spear-related change, haven't decided yet.
Increase base armor from -1 to 0
Increase Agility gain from 1.4 to 1.5
Increase Starting Strength from 21 to 24
Additions to Aghanim's Scepter upgrade:
- Huskar is now invulnerable while Life Break is being cast
- Life Break cast range increased from 550 to 750
Now these changes are meant to make Huskar a bit less of a niche hero, let me explain:
-The Berserker's Blood changes are to water down the magic resistance, giving him 84% magic resistance at max level instead of the stupidly broken 99%.
-The thing I'd to see added to Berserker's Blood is something that can allow Huskar to hold his own against physical damage dealers like Phantom Assassin, Clinkz and the like. So by giving him some armor can let him have some late game relevance.
-The stat changes are my desire to see more lane support Huskar, which I think has some solid potential as is. So by giving him better starting health and a small tweak to his starting armor can bolster his lane presence, allowing him to consistently zone out offlaners.
-The add on to his scepter upgrade is meant to allow Huskar become a true initiator and prevent him from being crowd controlled to oblivion before he can get his ulti off.
-Furthermore, being a true initiator could legitimize him as a solo offlaner candidate.
- Morphling:
Increase movement speed from 285 to 295
Increase attack range from 350 to 400
Increase base armor from -2 to -1
Increase Base Damage from 13-22 to 15-25
Morphling's shotgun combo is unplayable now, so why not give him a bit of right-click potential and better lane presence so he can actually farm.
- Winter Wyvern:
Make Cold Embrace a less bull sh**t-like skill please. Because right now it's a non-purgeable, risk free version of Ghost Scepter that just happens to have half the cooldown of scepter. Maybe make it so that Demonic Purge can dispel it so people will actually pick Shadow Demon.
I'll add more once I think off them, these are just off the top of my head. Feel free to add your wishes for 6.85 and be a good little doto player or else icefrog won't give your favorite hero a buff!
You realise you've just made Earthshaker almost unplayable as a support right? Like, he does not need all 3 of those changes to make him 'fair'. He probably only needs one of those, the duration of the block to fix the obvious issue with him. Even offlane Shaker becomes questionable with those nerfs, because you've destroyed his ability to control early creep waves.
Like the hero at most needs a minor nerf, not 3 substantial ones. So if you actually are Icefrog, pls be more gentle than that.
OT; Obvious changes I think will happen;
Lightning Storm gets nerfed into the ground, because that spell is the only part of Lesh that's unfair really. It'll probably be given an actual cooldown. I also expect his base armour to be reduced (He has 4 which is a lot).
Secondly; Octarine Core will have some kind of numbers tweak I think. Probably make the cooldown reduction like 20% instead of 25%.
Cold Embrace will be changed; Probably a tweak to the numbers to make it either have a bigger cooldown, or heal for less. I also think Shallow Grave will get a similar treatment, like a 5-10s cooldown increase. EDIT; I also think it will become purgeable.
I think in the past someone has pointed out here: you CANT give Huskar armor AND magic resist. Niche is pretty much what the hero is, if he can stand against both Phys/Mag damage its going to be stupidly broken. People in 2 years will say "Not as bad as 6.85 Huskar."
Also I dont think Bane is that greedy. He only needs mana boots/tranqs+soul ring. Mobility is pretty much luxury.
I think in the past someone has pointed out here: you CANT give Huskar armor AND magic resist. Niche is pretty much what the hero is, if he can stand against both Phys/Mag damage its going to be stupidly broken. People in 2 years will say "Not as bad as 6.85 Huskar."
Also I dont think Bane is that greedy. He only needs mana boots/tranqs+soul ring. Mobility is pretty much luxury.
Having armor still doesn't protect him from being chain stunned, pure damage nukes and things like Culling Blade. Also bear in mind he has to be at low health in order to get the bonus armor and magic resistance and with things like Sonic Wave, Wave of Terror and Desolator Clinkz builds, it's not THAT overpowered. Don't forget that Huskar has dismal armor as is (he sits around 8 or 9 armor when leveled out) so even a causal medallion can really screw him over.
Finally, Bane actually needs a BKB, a mana regen item, blink and most important to note is that he has no way of getting them.
Also remember that there were people who liked playing Terrorblade and Batrider before they were nerfed into oblivion, so I fail to see the problem with these proposed nerfshaker changes.
General Changes:
Items can no longer be attacked.
Items held that belong to enemies will drop on death.
AoE Bonus gold component based on Team Net Worth difference increased by 15% (return of comeback gold, but not to 6.83's levels)
Alchemist Acid Spray cooldown from 22 to 16.
Base armor increased by 2 Unstable Concoction backfires now only backfires to half stun and damage effectiveness.
Concoction Radius from 175 to 300
Increase in lane presence, increase in farm speed, and making concoction less horrendous.
Bane
Base damage increased by 5
Attack range increased to 475 Fiend's Grip cooldown from 100 to 70
Allows more versatile Bane play, especially mid.
Batrider Flamebreak now deals its damage in half second intervals of 25. Flamebreak burn duration now 2.5/3/3.5/4 Firefly cooldown reduced from 40 to 30 Flaming Lasso cast range increased from 100 to 250
Because the hero got way too nerfed, a hero that is unplayable in both comp and pubs is worthless. Now he does more damage and can go for more pickoffs.
Bloodseeker Bloodrage now costs 40 mana per use.
Because having infinite sustain and easy last hits for no mana penalty is bollucks. At least now he is limited to the safelane gamble.
Bounty Hunter Track's bounce range from 950 to 700.
Doesn't need massive nerfs, only a meta shift.
Bristleback Quill Spray cooldown from 3 to 4. Quill Spray mana cost rescaled from 35 to 20/25/30/35 Quill Spray stacks are refreshed by repeated casts. Quill Spray damage duration from 14 to 9.
Make him more of a damage over time hero over a more bursty one, and help his early laning phase.
Chaos Knight Chaos Strike chance to proc increased to 12.5%, with a 25% chance against creeps. Reality Rift cast point reduced from 0.4 to 0.2 Reality Rift now interrupts channeling
CK now has improved snowballing potential, and is less vulerable to enemy juking Rift. The crit improvement lets him actually farm and be a hard carry.
Dark Seer Ion Shell damage reduced from 30/45/60/75 to 20/35/50/65 Wall of Replica Aghs now slows enemy heroes by 60% for 2 seconds when it generates their illusion.
To make for better possible DS initiations, while toning down his ability to bully melee laners so badly.
Death Prophet Crypt Swarm damage from 75/150/225/300 to 100/175/250/325
Cast point on all spells from 0.5 to 0.4 Exorcism now releases ghosts at a rate of 3 per 0.1 seconds instead of 1.
Another overnerfed hero, now can do more damage faster.
Doom Scorched Earth cooldown from 60/55/50/45 to 50/44/38/32
Improvement to the hero's offlaning.
Dragon Knight
BAT from 1.7 to 1.6 in both forms. Dragon Tail Dragon form range from 400 to 500.
Improves fighting capabilities, making him more viable for non-deathball strats.
Elder Titan Echo Stomp now uses a 1.2 second cast time instead of a 1.2 second channel time (so canceling it does not waste cd.
Gives the hero more options during fights.
Enchantress
Base strength from 16 to 20
Agility gain from 1.8 to 2.4
Improve her weakness to nuking, and give her some carry potential.
Faceless Void
Strength gain from 1.6 to 2
Agility gain from 2.65 to 2.9
To offset the overnerfing of the sphere, some stat bonus helps him be strong without his sphere.
Gyrocopter Flak Cannon cooldown from 30 to 20. Flak Cannon search radius from 1000 to 875 Flak Cannon now has a 15% damage reduction on secondary targets.
The hero is a bit too well rounded, a slight nerf to his late game damage potential seems good, even if it increases his farm rate.
Huskar Burning Spear duration from 8 to 6. Berserker's Blood now adds 2/3/4/5 damage per stack.
Improve his semi-carry/snowball potential, while cutting down his "you're dead after I die" thing.
Invoker
Super Deafaning Blast is now accessed at level 20.
Makes his deadly phase come up quicker.
Kunkka
Ghost Ship no longer has a minimum range.
Makes Kunkka better at responding to being initiated on.
Leshrac the Malicious Lightning Storm cooldown from 4 to 6. Lightning Storm jump distance from 650 to 500
Base armor reduced by 1.
Modest nerfs, but enough to make him no longer so powerful in lane.
Lich
Sacrifice now no longer grants enemies any experience.
Small buff to a slightly weak hero.
Lone Druid
Movespeed penalty from 45 to 35 in True Form
No one deserves to be Techies speed.
Morphling
Movespeed from 285 to 295
Base armor increased by 1
Attack range increased from 350 to 450
To make a more present mid game for Morphos
Nyx Assassin
Burrow cast time from 1 second to 0.4 seconds
To make this Aghs usable outside of high ground defenses.
Ogre Magi Bloodlust now has 16% movespeed at all levels
Make the hero less level dependent and keep up with other supports.
Outworld Devourer Astral Imprisonment now deals 50 damage at the end of its duration Sanity's Eclipse will now mana drain heroes with higher int than OD. Sanity's Eclipse cooldown from 160 to 160/130/100
Make the hero better at playing from behind, able to disable blinks, and fight more often.
Phantom Assassin
Crit amount from 2.3/3.4/4.5x to 2.7/3.6/4.5x
High crit to deal with the introduction of so many breaks.
Phoenix Fire Spirits cooldown from 45/40/35/30 to 30 Sun Ray cooldown from 20 to 14
Hero seems a bit underpowered at the moment. Less ult reliance seems nice for that.
Riki Smoke Screen cast range from 550 to 400.
Invis fade from 8/6/4/2 to 5/4/3/2
Smoke is too strong, but invis low levels is too weak, with it strong, he can be a much better offlaner.
Sand King
Base armor increased by 1 Caustic Finale is no longer an attack modifier
Makes for improved laning choices as mid or offlane, as well as leaving behind the "innate passive orb" club to die.
Skywrath Mage Mystic Flare cast range from 1200 to 1500. Arcane Bolt multiplier from 1.6 to 2
Improve what he's good at, he's a bit risky right now as a pick.
Terrorblade Sunder can be used while stunned, but not silenced. Sunder will automatically cast itself on the nearest enemy hero if Terrorblade falls below 15% health.
Make his ult much more useful, more dangerous towards closeby fools.
Tinker
Cast point for spells improved from 0.53 to 0.4
Improves Tinker's presence with spells and stuff.
Warlock Fatal Bonds cooldown from 25 to 18.
Golem armor from 6/9/12 to 6/12/18
Mainly to increase his farm speed if he ever goes CORELOCK, and the threat of a double bond without refresher. Also making the golem tankier late game against them right clicker foos.
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