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I'll try to channel my inner Kappa like you do and give buffs to underpowered heroes and probably make them OP, but who cares.
Elder Titan Echo Stomp - Elder Titan can move the Astral Spirit while channeling Echo Stomp - make the spell useful, please
Enchantress Untouchable - Counters attacks on getting hit, but also disarms the enemy for 0.3/0.4/0.5/0.6 seconds - make her useful against physical damage even late in the game unless they have BKBs by craggying every attack. It's actually weaker against creeps and earlygame with this change.
Outworld Devourer Astral Imprisonment - Deals 10/20/30/40 magic damage upon release when targetting enemies - it gives the enemy heroes with blink a free phase shift
Essence Aura - Uses pseudo random distribution - bad RNG shouldn't make him lose games
Medusa Split Shot - Targets increased to 3/4/5/6 - Medusa is a lategame carry, when she was strong, she farmed stacked camps, but Gyro is much better at that. This should make her better without maxing the skill.
Added Aghanim's Scepter upgrade - Stone Gaze steals 1% of Medusa's missing mana per second from all affected enemies - Just for fun
Lifestealer Open Wounds - Also amplify all received damage by 10/15/20/25% - if he can get this spell off, the affected enemy deserves to get rekt.
Kunkka Tidebringer - Also gives Kunkka +80/160/240/320 attack range - lets him use X to setup spells without having to save it to escape right after blink - tidebringer combo.
Yeeeeah... Radiant around jungle needs a lot of changes. It's just way to abusable; Like the fact it's pullable, the fact that mids can just drop back to farm a camp or two, more convient to stack for supports than Dire.
No idea what I'd want changed specifically, but something needs to happen, it's kinda dumb.
Other stuff I'd like to see; Tiny - The heroes winrate right now is just ********, and when he's first pick material both with and without an Io on top of that I think something needs to be done. Toss cooldown increased from 9s to 12s. (Like come on, it varies between a 300 damage nuke to a 540 damage one on a 9s cooldown, as well as being AOE damage that works on buidlings. I know I sound butthurt but it's the sort of thing I can see, probably just less extreme). Craggy Exterior now only procs when an attack connects, not starts Grow bonus damage against buildings reduced to 40% at all levels. Grow attack speed loss decreased to 20/30/40 (Compensation for the other stuff, not much I know, but it's something).
Shadow Fiend Shadowraze damage rescaled to 75/150/225/300 (It in combination with a jungle nerf just makes him less certain to win his lane, but it doesn't affect the hero outside of lane, which is fine by me)
Sladar
Amplify Damage now only gives vision of the target (Is this in any doubt? Like Icefrog loves to nerf vision to balance heroes, and this is basically like Track nerfs all over again.)
Speaking of vision Night Stalker Ag's upgrade now only gives full unobstructed vision during Darkness.
Of course nerfs to Dazzle, WW, Undying and Tusk to help dissuade an aggressive meta.
AOE gold changes reverted slightly; (Like say put it at half of what it is now, and give more gold back to solo kills and the like). These last two changes probably do a lot to fix the meta, since it disuades this early aggresion that makes defensive supports super good.
In addition; Some upping of lane creep bounty (Like 2-3% increase) to give a little plus to passive farmers. Well technically all farmers, but it helps passive ones a lot as well.
Personally I hope things are a lot crazier, because ****'s getting stale again now. Like really stale. Maybe like The Defence this weekend will help, but it's back to the tail end of 6.84 with basically rotation between 20-30 heroes. With like 15 being seen on one side or another in msot games
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pl0xz0rz
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Since you just can't have enough Chaos Breaker.
Sanvitch
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