Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
I don't know if this is a good idea, but what about adding an item in Dota that gives negative effects? This item would deal a bit of damage each turn or poison the carrier, and the only way to get rid of it would be to pass it on via basic attack. You cannot sell or drop these items. Also if the carrier dies, the item is destroyed and the kill is credited to the previous owner. All negative items are unique and do not stack with other negative items. Negative items are out of stock the first 4 minutes of the game.
Possible item
Blood-Sucking Orb
Costs: 600 gold (requires Secret Shop)
Passive: Each second this item deals 10 pure damage, but breaks after a minute (dealing a total of 600 damage in total), but can be spread via basic attack (30% if melee, 20% range). This item also cuts any regeneration in half (Does not stack with multiple Spike Balls)
Toxicity Orb
Cost: 300 gold (Secret Shop)
Passive: Poisons the target (dealing 5% of the total health but will not go under 10% of full health) Also slows the target movement speed by 8%
Blindness Orb
Cost: 250 gold (Secret Shop)
Passive: Cuts enemy targets vision by 25%. IF the target has a vision increasing ability or item, it's vision is cut by 50%. Does not stack.
Beacon Orb
Cost: 450 gold (Secret Shop)
Passive: Gives true sight to the holder of this item (to the enemy team).
Spirit-Crusher Orb
cost: 550 gold (secret shop)
Passive: Doubles the waiting time of all abilities, while increasing the mana use by 50%.
I don't think it's a good idea for the general gameplay of Dota: 1000-2000 is a lot early on, and it would give a huge advantage to mobile Heroes (who can pass it in a second) and nerfing - though indirectly - slow supports and carries without escape/initiation mechanisms. Plus I don't like the fact it gets destroyed after its carrier dies, because you might end up spending 2000 gold for killing a support that just gets it and sits back until he dies. It's not an overall bad idea, I just think it doesn't fit well in a game like Dota.
Make it that it's out of stock the first 3-5 minutes! :D And make them all unqiue negative items! :D or else people will spam buy spike ball and venom balls for easy kills!
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Scezory
Notable (2)
Posts: 104
Peppo_oPaccio
<Veteran>
Awards Showcase
Memorable (70)
Posts: 1351
Steam: Peppo_o'Paccio
View My Blog
Scezory
Notable (2)
Posts: 104
Thenickrick
Notable (1)
Posts: 47
Steam: [DC] THEnickrick
Hagwill
Posts: 96
Steam: Hagwill