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What I'd like to see in 6.82

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Forum » General Discussion » What I'd like to see in 6.82 35 posts - page 2 of 4

Poll Question:


Do you agree with these changes?
All of them
Most of them
A few of them
None of them
Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » June 17, 2014 8:57am | Report
WALL OF TEXT, EPISODE II

All text is a work of fiction, any resemblance to anyone living or dead is purely coincedental.
Items shown are for publication purposes, items may vary from pictorial representation.


-I dont know bout HAVE to pick, you gotta pick your moments, enemy team chasing your aoe stunner uphill, throw the cask, cast maledict or just straight up ward while the stunner goes to work.

-I'd like to see more Kunkka around, he has insane PUSH potential, he doesnt fit into the carry role but is hella strong as a pusher. People complain bout all his damage being unrelieable but I personnaly find it is pretty easy to land a Ghost Ship,(torrent not so much, 2 sec is quite a lot to predict and things get sloppy at times) I think the problem lies with people not being knowledgable enough, many think you point and click and it goes on further to hit, its not the case, the cast range is a mere 600 or 700 (Dont know the exact range, speaking from exp) but the boat ALWAYS hits 1000 units away from Kunkka in the direction specified, I have many a games under my belt where i straight up wrecked the enemy with 5-7 min push strats cause it throws most pubbers off balance, when you find a team willing to obey orders, my admiral gets crackin. I remember this one Lycan game we got mid rax at 9 min into the game, the game went one till 33 or 25 min i suppose cause they stopped following my orders afterwards (They all wanna follow the Lycan, SPLITPUSH is too difficult for lesser brains i suppose)

-As for our seeker, I liked Yzreel's ideas but they make it too easy, personnaly i would prefer an active counterpart of thirst/bloodbath which lets you stun the enemy with a skillshot(no idea what kind of a skillshot)(maybe a torrent type thing, bloodburst if you will)

-An improvement for sniper might be my(others have raised it as well) long standin idea of assassinate becoming a similar skill to Powershot of WindRUNNER.

-The problem with windRUNNER to my EXPERT analysis is the name, CHANGE IT BACK VOLVO, GIFF WINDRUNNER

-Omni needs more item independence, or atleast a better farming skill, maybe the aura has an active, toggle Radiance effect which drains his HP as well to balance the damage, damage being magical/composite so you can basically repel yourself to farm up your ****, lets you jungle camps to some degree.

-With ogre early is the name of the game, he has 7 frickin armor at level 1 AND A MONSTROUS str gain, making him tanky as ****, buffing him will be cruel as hell.

-Gust gave drow some love with having a skillshot but she needs more, maybe rather than the 100% penalty, the old 50% would be better IMO, also her ulti should have and active component, IT IS CALLED MARKSMAN, you should have to AIM it. Maybe a singe arrow or a barrage of arrows after a delay(put in a kind of a volley shot with a 1 second cast time).

Well that's the brainstorm for right now folks, official consulting hours for the GREAT Lord Abaddon is between 3 and 4 every 3rd thursday ( see what i did there, 343), hollar if you want more ideas (trust me ,icefrog is my *****, whatever i say he will do it)(he should just let me make changes )
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Permalink | Quote | PM | +Rep by F.E.A.R.0 » June 17, 2014 9:04am | Report
Hades4u wrote:

I would make some changes that would nerf split pushing, in my opinion it's ruining the game, seeing team fights and skilled plays is way better than looking at rat dota.

Just w8 for Goblin Techies he will screw Rat Dota.
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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » June 17, 2014 9:46am | Report
F.E.A.R.0 wrote:


Just w8 for Goblin Techies he will screw Rat Dota.

Have you ever played techies?

Treants can just walk round the path 1 by 1 saving entire waves for pushing. Basically any summoner nullifies his bomb threat
Omni can repel people who can walk right up.
Truesight wrecks him.
Illusion heroes laugh at his waste of time.
Phantom lancer trolls him and then brags bout in his private club with Naga, Morphling and other image creators.(Not CK though, his are precious illsusions.

Worse comes to worse get a utility nightstalker with aghs and a gem ,or if you have truesight skills(zeus) just let your friendly abaddon walk over the mines with his ultimate ready.

Whosoever spread the rumor that techies counters rat please go jump off a roof.
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Permalink | Quote | PM | +Rep by Timminatorr » June 17, 2014 10:02am | Report

WALL OF TEXT, EPISODE II

All text is a work of fiction, any resemblance to anyone living or dead is purely coincedental.
Items shown are for publication purposes, items may vary from pictorial representation.


-I dont know bout HAVE to pick, you gotta pick your moments, enemy team chasing your aoe stunner uphill, throw the cask, cast maledict or just straight up ward while the stunner goes to work.

-I'd like to see more Kunkka around, he has insane PUSH potential, he doesnt fit into the carry role but is hella strong as a pusher. People complain bout all his damage being unrelieable but I personnaly find it is pretty easy to land a Ghost Ship,(torrent not so much, 2 sec is quite a lot to predict and things get sloppy at times) I think the problem lies with people not being knowledgable enough, many think you point and click and it goes on further to hit, its not the case, the cast range is a mere 600 or 700 (Dont know the exact range, speaking from exp) but the boat ALWAYS hits 1000 units away from Kunkka in the direction specified, I have many a games under my belt where i straight up wrecked the enemy with 5-7 min push strats cause it throws most pubbers off balance, when you find a team willing to obey orders, my admiral gets crackin. I remember this one Lycan game we got mid rax at 9 min into the game, the game went one till 33 or 25 min i suppose cause they stopped following my orders afterwards (They all wanna follow the Lycan, SPLITPUSH is too difficult for lesser brains i suppose)

-As for our seeker, I liked Yzreel's ideas but they make it too easy, personnaly i would prefer an active counterpart of thirst/bloodbath which lets you stun the enemy with a skillshot(no idea what kind of a skillshot)(maybe a torrent type thing, bloodburst if you will)

-An improvement for sniper might be my(others have raised it as well) long standin idea of assassinate becoming a similar skill to Powershot of WindRUNNER.

-The problem with windRUNNER to my EXPERT analysis is the name, CHANGE IT BACK VOLVO, GIFF WINDRUNNER

-Omni needs more item independence, or atleast a better farming skill, maybe the aura has an active, toggle Radiance effect which drains his HP as well to balance the damage, damage being magical/composite so you can basically repel yourself to farm up your ****, lets you jungle camps to some degree.

-With ogre early is the name of the game, he has 7 frickin armor at level 1 AND A MONSTROUS str gain, making him tanky as ****, buffing him will be cruel as hell.

-Gust gave drow some love with having a skillshot but she needs more, maybe rather than the 100% penalty, the old 50% would be better IMO, also her ulti should have and active component, IT IS CALLED MARKSMAN, you should have to AIM it. Maybe a singe arrow or a barrage of arrows after a delay(put in a kind of a volley shot with a 1 second cast time).

Well that's the brainstorm for right now folks, official consulting hours for the GREAT Lord Abaddon is between 3 and 4 every 3rd thursday ( see what i did there, 343), hollar if you want more ideas (trust me ,icefrog is my *****, whatever i say he will do it)(he should just let me make changes )

So what so you want changed about kunnka? :P
He is pretty damn good right now, and as you said he is very good with pushers like pugna or lycan.

Just be sure to get 3 points in Xmarks and not max torrent first.

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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » June 17, 2014 10:34am | Report
I said i'd like to see him more in matches, not to see him changed.
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Permalink | Quote | PM | +Rep by Wulfstan » June 17, 2014 10:41am | Report


Treants can just walk round the path 1 by 1 saving entire waves for pushing. Basically any summoner nullifies his bomb threat
Omni can repel people who can walk right up.
Truesight wrecks him.
Illusion heroes laugh at his waste of time.
Phantom lancer trolls him and then brags bout in his private club with Naga, Morphling and other image creators.(Not CK though, his are precious illsusions.


1.Who uses mines to defend instead of remote mines?
2.Again, same ****.
3.True, that's why you set up the bombs on the high ground.
4.True, but he doesn't care, the illusion army dies, illusion hero gets useless.
5.Again true, until Tech 1 shots his entire illusion army with 2 remote mines.


TL;DR : Use the map and it's advantages to play goblin techies, not brainlessly just setting up stacks of bombs as a dumbass. 1 mine, 1 statis and 1 remote, stacked up close, in more small pockets around the map. Use the high ground if they have truesight. Beware of blademail. Pretty much that's it.

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Permalink | Quote | PM | +Rep by Yzreel » June 17, 2014 11:12am | Report
Okay, here goes! Sorry for hijacking your thread sando :3

This one is a remake of Sniper (all skills still have the same name though, some are not even changed that much lol) that focuses on his pushing power, whether it be in mid or tri-lane. Of course, the basic idea is still to increase his skill ceiling though :p



Sniper shoots grenades up in the sky, which after 2 seconds duration explodes into 6 waves of damaging shrapnel over a short duration. Any units caught within the area for the first wave will be mini stunned and knocked back from the center of radius (the farther away they are from the center, the less are they knocked back and mini-stunned, like Blinding Light). Throughout the waves, the entire area will be revealed and slowed down.

- 20 damage per wave, 350 points radius, 20% slow
- 35 damage per wave, 400 points radius, 25% slow
- 50 damage per wave, 450 points radius, 30% slow
- 65 damage per wave, 500 points radius, 35% slow

Cast Range: 1800 points
Mana Cost: 120
Cooldown: 20 seconds

Interval between waves: 0.5 seconds
Damage to building: 40%
Mini stun duration: 0.1-1 seconds (based on distance from center)
Knock back range: 50-300 points (based on distance from center)

This skill is remade to make it a positioning tool for him that requires a lot of prediction (because of the 2 seconds delay), but is very useful against those pesky melee heroes. Other than that, it also serves as a pushing skill that deals tons of damages to creep wave and a pretty high amount of damage to tower from a safe distance that gives him easier way to farm. The cooldown is increased by 5 seconds to compensate for additional effects from this skill.



Sniper uses the environment to covers him while he is firing (not to mention using silencer {Not Silencer}) and be as still as he can to increase his shooting efficiency. This skill disable him from enemy's mini maps when used (on the screen is still visible, but the fog of war doesn't disappear when Sniper attacks), while also increasing his attack range and giving him a chance to mini stun on attack. However, when using this skill Sniper cannot move at all and requires 2 seconds cast time to toggle on or off. Attacking when this skill is currently activated also gives Sniper true strike (cannot miss)

- 220 bonus range, 35% chance for 0.2 seconds mini stun
- 330 bonus range, 40% chance for 0.3 seconds mini stun
- 440 bonus range, 45% chance for 0.4 seconds mini stun
- 550 bonus range, 50% chance for 0.5 seconds mini stun

Mini stun damage: 30 points
Mini stun cool down: 1.5 seconds
Cooldown: 15 seconds
Mana cost: 0

This skill is meant to be a high risk high return skill that emphasizes strongly on positioning and prediction. This skill basically allow Sniper to be completely unseen while hitting with increased effectiveness with a 2 seconds "stun" in the beginning of cast and the end. This skill potentially increases Sniper potential of pushing and teamfight by literally sniping down enemies while being unseen, but is very risky if caught in bad positioning because it requires him 2 seconds just to be able to move.



Sniper's attacks are so acute that with just the slightest pause in enemies' movement, he can ensure a headshot that hits straight on enemies' weakest points. This skill passively give Sniper attacks that goes through any damage block and on damage calculation, reduces enemies' armor (doesn't actually reduce it, just on that instance of damage) IF the attacked unit is currently stunned (both the block and damage calculation armor reduction). If Sniper is the one that cause the enemy to be stunned, this skill counts as active in that instance of damage as well. Additionally, when attacking buildings Sniper is capable to always attack the weakest points, giving half effect of this skill (reduction of armor on Sniper's attacks damage calculation only).

- 4 armor reduction
- 8 armor reduction
- 12 armor reduction
- 16 armor reduction



Sniper takes aim as he concentrate on shooting his strongest shot. After 1.5 seconds, he shoots a very strong bullet that goes along a straight line, damaging every unit it pierces through until it reaches a certain distance or hits an enemy hero. If it reaches certain distance without piercing an enemy hero, the bullet explodes on 300 points radius, dealing damage based on the distance to the center of the radius (maximum of 100% and minimum of 40%). If it hits an enemy hero, the hero is stunned for a certain duration based on the level. Every unit passed reduce the projectile damage by 5% max damage.

- 2500 range, 400 damage and 3 seconds stun
- 3250 range, 550 damage and 3.5 seconds stun
- 4000 range, 700 damage and 4 seconds stun

Mana cost: 200/300/400
Cooldown: 25/20/15 seconds
Cast Range: 2500/3250/4000 points

Projectile speed: 4000 (same speed as Hookshot level 1)
Projectile vision: 400 points flying vision ( Sacred Arrow is 650 points)
Projectile width: 200 points ( Meat Hook is 125 points)

This skill is primarily used to kill off fleeing opponents (like current Assassinate), however, making it skillshot holds more usage than that, especially by embedding stun into it. This skill can also act similarly to Sacred Arrow or Hookshot, a very great initiate-ganking skill that helps a lot to kill a unit. Other than that, the "non-targetting" system means it's now possible to kill off those turtling heroes that makes you so hard to destroy towers because they keep on hiding in the fog. The stun also works wonder combined with his other skills, making him much more capable on solo-killing (if done properly)

So, what do you guys think?
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Permalink | Quote | PM | +Rep by Wulfstan » June 17, 2014 11:46am | Report
The shrapnel you proposed is useless as the old one is, while the rest is way too overpowered. A 4K range stun?Who would use it to finish off someone?You could initate someone from quite the freaking distance with it.
-16 armor negated with every shot? Too strong, especially teamed up with disablers. Also, why change the only thing that makes Sniper half useful? And I mean the Take Aim.

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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » June 17, 2014 12:10pm | Report
Wulfstan you lead with your summons/illusions 1 BY 1, not together, keep a gem and no mine is a problem, even the highground.

Techies is plain useless after a sacrifice and gem, atleast a riki can still hit someone.

EDIT: Take Aim isnt sniper's usefull or defining skill, its headshot.
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Permalink | Quote | PM | +Rep by Treutreu » June 17, 2014 12:15pm | Report

EDIT: Take Aim isnt sniper's usefull or defining skill, its headshot.

Take Aim is clearly his strongest skill, it gives him much more range than the standard cast ranges for spells. Headshot is only an annoying ministun and a small damage steroid.

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