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Stacking Octarian Core Diminishingly

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Forum » General Discussion » Stacking Octarian Core Diminishingly 9 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » September 30, 2015 10:12am | Report
Instead of taking out shared cooldowns of items, why don't they have ocatarian core stack diminishingly from like 33% cooldown reduction starting out?

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Permalink | Quote | PM | +Rep by UltraSuperHyper » September 30, 2015 10:48am | Report
And you'll have enough gold to stack em in an average match?

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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » September 30, 2015 10:51am | Report
This guy out Kyfoided Kyfoid,
D- for effort doppelganger
I am the Abaddon *****!!!

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Permalink | Quote | PM | +Rep by Kyfoid » September 30, 2015 11:05am | Report
Here's the problem with the game as I see it...

We have 3 different attribute classes but in order to play the creative style that you want to, it isn't possible, not because of the heroes but because of the items.

Take the 25% reduced cooldown from octarian core for example

We should see %percentage cooldown with a different value on a strength item, perhaps an expensive strength item maybe even more expensive then octarian and the %percentage cooldown would probably be higher then 25% because that would be proportionally balanced and strength heroes may generally have lower cooldown skills that don't get as much value from %percentage coodlowns which is why it would be a higher %percentage

And then have an agility item that has it's own % reduced cooldown value, found somewhere on one of their items as well

Now take the % reduced cooldowns and have them stack diminishingly for items


The point for this is because some strenth heroes have 2 or 3 out of the 4 skills as mana costing abilities for example... and with this particular item in the game it might bring forth or shine their value up to all the other heroes

Dota isn't lacking heroes, it is lacking items, variating values of similar if not the same attribute

All aspects of effects or abilities should be found on different items,

Abilities are going to function differently

But singular effects are going to have different values to establish their difference

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Permalink | Quote | PM | +Rep by UltraSuperHyper » September 30, 2015 1:52pm | Report
Or, make eagleaong, reaver and mystic staff cost the same. Let octarine core use either one of em as a part of the recipe.

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Permalink | Quote | PM | +Rep by Kyfoid » September 30, 2015 6:25pm | Report
Or maybe.... if the assumption is correct that strength heroes have lesser costing weaker spells with shorter cooldowns and agility is in between and intelligence is highest, then maybe most strength hero spell damage is suppose to be pure damage, agility hero spells: physical and intelligence magic?

Not sure if that rule would be set in stone for every char though, perhaps especially the ones that have a higher alternative stat growth then their primary stat might be a good example?

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Permalink | Quote | PM | +Rep by Kyfoid » September 30, 2015 7:09pm | Report
Actually I take it back... In this game Agility is interpreted to represent more of a warrior then a mana user, therefor agility hero spell cooldowns are suppose to be around the same as strength heroes and both strength and agility should be less the intellegence.

Then most of strength and agility spells could be pure damage, while intellegence spell damage would be something around half magical and half physical damage types...

like witch doctors ulti for example being a physical

And if the hero has more stat growth in their non primary stat then maybe that hero should get .33 damage for each stat, or .5 damage for each point of their primary stat and the one that has the higher growth, something like that.

Sorry for the double post but this seemed to make so much more sense then the previous post

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Permalink | Quote | PM | +Rep by UltraSuperHyper » September 30, 2015 11:30pm | Report
I am reluctant to say this, but you make kind of a good point. No kappa.

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Permalink | Quote | PM | +Rep by Kyfoid » October 1, 2015 8:08am | Report
Seriously.. the problem can probably be looked at in two possible solutions

The game needs more items for each attribute category so that any effect type can be got no matter what attribute theme hero you choose, but it should be a different value and proper gold cost.

Or

The problem is that strength and agility spell damage is not mostly if not all smaller values of pure damage while intelligence hero spell damage would be all physical and magical with a good proportion of higher damage values

I don't know if they would feel like the oddball heroes that have higher stat growth of an attribute that is not their primary should follow the rule or not in order to make the game interesting yet balanced in theory

If they decide to take the second then you would see heroes that could make any item useful depending on intent and or situation

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