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Neither the 25% bonus to spell damage, or the 25% additional mana received are particularly as useful to the intelligence class as bonus is to the other classes.
This is a matter of reasonable concept. Spells are suppose to be "special" things that do many more things then just damage. Then in regard to mana? More mana typically means more mana that you had when you died, having not used it all. But that's kind of how it's suppose to be, otherwise it starts to lean out of utility and in to carrying through utility and that would be mindless.
The intelligence class doesn't need a bonus to those things. What it needs is a 25% bonus to intelligence items.
I'm sick and tired of items such as blade mail and shivas guard being more useful to the strength class then the intelligence class when these items are intelligence classified.
There needs to be a 25% bonus to these intelligence classified items all around for intelligence heroes who complete them.
And then when people whine and cry that this would be over powered on any of the items in particular, that's when you flip the table on the designers and ask.... So why is this item with this effect intelligence classified?
The first question I would ask would be.... why the hell is there armor components in these items? Chain mail, Plate mail? % reduction anything is suppose to go with life pool and that's basically favoring 5 or 6 intel heroes out of the whole list who have strength as their highest stat growth. I mean, I understand that if a hero minors in strength growth after intel that either of the armor components be 2nd in cost significance and caliber, but then what is that saying about blade mail and it's dominant broad sword component? That even though it's intelligence classified it still makes the most sense on strength heroes because conceptually strength heroes output the hardest blows? But then the current design is suggesting that intel heroes should be attacking with basic attacks as much if not more then casting spells? That's nonsense...
Are intel heroes suppose to have a talent of being able to move and attack at the same time like wind ranger?
Are these item designs the way they are so that they have diverse enough stats to appeal to any class?
This almost makes me think of the "blade shield" idea of a blade mail that has a basic shield in it but when it is activated, the hero's movement speed is disabled and if the hero is ranged it then amplifies the amount blocked by 3x, since ranged heroes would already be starting from the nerfed shield point. No shield/block amp for melee heroes though since sacrificing movement speed is not as significant. Being up front or taking the focus of the damage is what you are suppose to be doing.
Just consider 25% bonus to intelligence stat exclusive items all around for intel heroes.
We as gamers have been waiting through starcraft 2, diablo 3 and now dota 2 for game design that is not dummed down just to appeal to the younger generation....
It's obvious that Blizzard does this
I just don't understand why valve being a competitor to blizzard wouldn't have a shifted aim and goal for some intricate quality..
Otherwise it just ends up looking worse then blizzard because at least blizzard is being straight forward with their aim where as valve would then be the ones leaving us in the dark.
There are no real people trying to make real games anymore
I think that the items available to int heroes mainly clump into 2 categories, 1) defensive 2)crowd control, with significant overlap between the two and save the occasional dagon and such. What we need is a third class of items which are literally spells but perform functions not found in hero skills, like the meteor staff, which augment the spell-caster arsenal. The price must be adequately high (naturally) since most int heroes are a pain early on and we dont want to destroy the meta. This guarantees Int heroes some serious late-game potential while solving some of their over-dependence on int as % increase to damage.
I have to say man that I feel exactly what you are talking about here and as proof, I will bring up a topic that I have posted here before.
The Crowd Control Shield of Mana
With the Nerf in place of ranged heroes who use a shield (half the block amount) it is to say that because of the lesser defense, there would then be a greater output of an element on the offensive end.
After all, the shield is there for ranged heroes to purchase and use.... they just don't have the incentive to buy it....
They took mana shield from the intelligence class of warcraft 3 when they made the naga sea witch an agility hero instead of an intel hero
Ok.... so now return the favor and give the intelligence class back the shield of mana
The basic shield completes with some intelligence components to perform an above 50% chance to mini-stun but at the cost of mana per every mini stun proc.
Otherwise you are looking at a chance to mini stun opponents at the cost of mana per block proc with the shield, which probably makes the most sense
I think that there is possibly another huge problem to look at firstly....
Most of the intelligence heroes minor in the strength stat, and most of these heroes are what we would describe as "squishy" support heroes
How is it that strength is more of a concept of supporting, at least now with the addition of the movement speed bonus for agility, then agility is?
Strength is clearly an implication that your hero is starting to head in to the direction of absorbing damage... the durable role
Yet it was seem very clear that now, with the new design changes etc. that movement speed being nailed down in the agility attribute, yet is more of a support concept...
We already know that intelligence heroes are definitely not going to take damage worth a crud with the new bonuses yet they virtually all minor in strength and not agility for no good g-dmn reason....
It's also critical to point out that percentage magic resistance should NOT be an enhancement that comes with strength....
This makes absolutely no sense if but justified in point through blade mail alone...
If strength heroes would receive percentage magic resistance for their attribute then intelligence heroes would receive raw magic damage block amount for the intelligence attribute simply to balance out the blade mail to at least a REASONABLE degree.
But you can't have different attributes doing such similar things... so .... which answer is the right answer?
take away the damn percentage magic resistance increase for strength heroes and the additional physical damage to attacks that intelligence would give to intel heroes
Re implement as strength heroes get a percentage to attack damage
And intel heroes get a raw value of magic damage block, and strength/agility can keep their +1 damage per attribute point....
People seem to think that since agility heroes get armor that strength heroes should get magic resistance but additional life pool and life regen amp is already representing a concept of durability against PURE DAMAGE
We don't say that strength heroes are getting pure damage resistance because pure damage resistance is hidden in the mundane of life regeneration.
Someone put this clown show circus of game design out of its misery....
I gave this a while to sink in and now I'll address the counter argument that I see to it
Now we would have percentage enhanced damage on strength (on basic attacks)
and percentage enhanced damage on intelligence (on spells)
Are the these elements too similar?
Not if spell damage is even further increased, but with a corresponding additional cost of mana that comes with the increase of that additional increase
This just distinguishes it as the "nuking/support" concept as opposed to the "carry" concept
But this element would be ok because every class has intelligence and would therefore have a spell block amount that varies depending on damage type.
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Kyfoid
Notable (9)
Posts: 625
Kyfoid
Notable (9)
Posts: 625
Kyfoid
Notable (9)
Posts: 625
Kyfoid
Notable (9)
Posts: 625