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Rupture
- Will activate Thirst on target regardless of its HP.
(It wont stack with the same target if it's HP drops below threshold)
Added Aghanim's Scepter upgrade.
- Will cause enemies which dont move under rupture lose 5% of max HP per second.
(The damage is magical)
** The damage is dealt by 0.5% max HP per 0.1 sec **
Primal Split
- Each of spirits killed during the period will cause brewmaster to have his HP removed by 1/3 of its HP before the ult.
- Aghanim's Scepter will however cause brewmaster to respawn with exact HP before the ult.
Added Aghanim's Scepter upgrade:
- Warpath max stacks will increase from 5/6/7 to 7/8/9.
- Bristleback Will now release a Quill Spray at every 150 damage taken instead of 250.
Spawn Spiderlings
- Spiderlings and Spiderites can now gain unobstructed movement within the web.
Insatiable Hunger
- Duration decreased to 10.
- Bonus damage decreased from 60 / 80 / 100 to 40 / 60 / 80.
- The bouns damage will be added normally by leveling it. (just the lifesteal becomes the active component)
Added Aghanim's Scepter upgrade:
- Will remove Spin Web's limit.
- Broodmother gains magic immunity by activating her ult.
- Old : Charges a target friendly unit with power, giving it a brief burst of maximum movement speed.
Range: 600
Duration: 3/4.5/6/7.5
Cooldown 12/11/10/9 Manacost 20/30/40/50
- New : Charges a target friendly unit with power, giving it a brief burst of movement speed.
Range: 600
Movement speed burst : 150 / 200 / 250 / 300
Duration: 5.5
Cooldown 12/11/10/9 Manacost 35/45/55/65
** Will remove any slow at cast (except Demonic purge).
** Will remove movespeed cap (it can go higher than 522).
Elder Dragon Form
- Added Aghanim's Scepter upgrade:
The Dragon form will be permanent.
Will grant 30 additional movement speed.
Reduce base attack time to 1.5.
Marksmanship
- Added Aghanim's Scepter upgrade:
Will Passively add 40/55/70 bonus agility.
If there are no enemies in the 200 AOE the bonus is doubled.
- Old : Magnetizes enemy units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized units cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all enemy units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Geomagnetic Grip or Rolling Boulder, all magnetized heroes share the effects.
*** Magnetize wont proc when there are not any stones in the area.
*** Damage from multiply remnants stacks.
*** The effected remnants will become static and destroy after 10 sec (meanwhile can be used with other spells)
*** If you cast Magnetize when there is a static remnant in the area the remnant will explode and refresh debuff (it will instantly destroy)
*** Magnetized units will share the effects of Rolling Boulder and Geomagnetic Grip ( including damage ).
*** The debuff will apply to units after the initial damage.
*** The remnants no longer detonates by magnetized units.
Backtrack Reworked:
- Old : Faceless Void dodges damage by jumping backward in time, eluding both physical and magical attacks.
Dodge Chance: 10% / 15% / 20% / 25%
- New : Faceless Void takes reduced damage by jumping backward in time healing himself , can heal from both physical and magical attacks.
Faceless Void creates a magic shield around himself , ignoring the time. In this state he will get movement speed , phase walk , can walk through unobstructed paths , disjointing enemies attack and locking enemies he attacks at the cost of his attack damage.
* Can be upgraded by Aghanim's Scepter
** Lock stun can be purged and dispel by magic immunity however magic immunity will not prevent locking.
** Units under lock stun cannot become invisible and their evasion will perish for lock duration.
** Attacking the locked unit again will not cause the duration to refresh.
** The lock stun and evasion will removed upon Doom but movement speed and free pathing will not.
- Old : Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
Moonlight Shadow
- Added Aghanim's Scepter upgrade:
- The effect time will be doubled on mirana.
- The cooldown reduced from 140/120/100 to 120/100/80.
Mirror Image
- Illusion Damage Dealt from 20%/25%/30%/35% to 20%.
- Illusion Damage Taken from 500%/400%/300%/200% to 300%.
- Duration from 30 to 15/20/25/30.
Meat Hook
- Aghanim's Scepter upgrade now increase the range of hook from 700/900/1100/1300 to 900/1100/1300/1500.
- Hook Speed will increase from 1600 to 1800.
** This ability is self-active.
** If the same target attacked in the duration the debuff will refreshed.
** The slow will work on Mechanical and magic immuned targets but the damage wont.
** Can be purged both the buff and debuff.
Chakram
- Added Aghanim's Scepter upgrade:
Initial manacost will decrease from 150/175/200 to 50.
Reduce cooldown from 8 to 4.
The Chakram travels at a speed of 1800 instead of 900.
This is awesome, I love to see long lists of ideas like this. I'm going to comment on particular things:
I'm not sure about the Rupture upgrade, note that it pretty much becomes an OP unavoidable ability. Standing still is the only way to counter it and if this aghs upgrade was a thing the target would take nearly 70% damage if they stand still.
I want this Crystal Maiden buff! That move speed and armour <3
The Freezing Field mana de-buff is pretty good, I feel it should maybe scale more like this: 150/250/350 or 200/300/400. Either way I feel 600 mana is too much, but note it can deal 21700 damage :o
I like the bonus Lina range but not sure whether it's necessary. Sniper gets to 950 I believe so having Lina have 700 at level one might be too much, I'm not sure however.
I really like all of these ideas, hope you come up with some more!
I like the Jakiro change a lot, because the radius of Macropyre should be a little bit better.
You should fix Chaos Knight - you wrote Chaos Night - it sounds the same, though.
I think that Alchemist magic resistance is a little bit too high. He already has enormous HP regen, so making him so tanky against magic damage is a crime!
I would decrease the amount of HP removal in Rupture from 7%/sec to like 3-4%/sec at best.
Tnx for your feedbacks I try to still make so changes also I want to share my changes about items as well but it may take time as this took me 2~3 days to think and write also the damage on Rupture is not HP-Removal its magical but however I will make changes so don't worry. :)
You've obviously put a lot of work into this, and I like some of the ideas, don't mind others, and strongly disagree with a few.
Agree:
+ Enigma Aghs upgrade reduces cooldown a bit.
+ Movement speed on CM (not the armour)
+ Little buffs for Omni and Jakiro
+ DK Aghs Upgrade is nice and fairly balanced
Disagree:
- Jugger change, be SO easy to constantly be dodging spells, going magic immune whenever you want, massively OP
- Ogre strength drop, why? He's not exactly too strong at the moment.
- Rupture, as mentioned
- Drow Ranger aghs...uh no way!
- Various other small changes that I don't really understand the point of, or weaken heroes who already have no place the in meta, buff already strong heroes, etc.
However, I have to disagree a lot with some things:
Alchemist: His ultimate is already really strong. The hero can be played Mid, Carry or as a Support. Its a very solid hero, with several different potential roles. Why buff him even more?
Ags on DK: Permanent Ult Form is just too strong. The stats of the Ags is good on DK: more hp, more agility for attack speed, a bit more mana from the inteligence. I feel it would be just too strong on DK.
Viper: Why would you want to buff Viper? Its already a strong hero. Already dominates the 1v1 lanes. And you want to buff him? Make him even stronger in the last hits? Whats the point?
Ogre: Why nerf Ogre Magi? The hero has so many limitations that make the pros not even consider him in 90% of the matches. Why nerf him even more? Specially nerfing one of the few advantages Ogre has, which is to be a rather tanky support.
Tnx for all of your ideas and time you guys spend on reading this I still will change many things in this post so I take all of your opinions to balance it more. :)
You've obviously put a lot of work into this, and I like some of the ideas, don't mind others, and strongly disagree with a few.
Agree:
+ Enigma Aghs upgrade reduces cooldown a bit.
+ Movement speed on CM (not the armour)
+ Little buffs for Omni and Jakiro
+ DK Aghs Upgrade is nice and fairly balanced
Disagree:
- Jugger change, be SO easy to constantly be dodging spells, going magic immune whenever you want, massively OP
- Ogre strength drop, why? He's not exactly too strong at the moment.
- Rupture, as mentioned
- Drow Ranger aghs...uh no way!
- Various other small changes that I don't really understand the point of, or weaken heroes who already have no place the in meta, buff already strong heroes, etc.
1 - Ok I agree with you Juggernaut change was op so I nerfed it but remember its potential for getting first blood has decreased and late game a bkb without being able to attack is not so good and jugger manapool is not so high.
2 - Rupture I nerfed it in list but believe me its not too much damage for 4200 gold you spend on aghanim's which you can get better items.
3 - Drow Ranger I also decreased the bonus agility but it should worth getting one if it dont worth it people would never build it on her :). Tnx anyway with people discussing the results are obviously better.
4 - Ogre Magi I dropped his strength cause I wanted to buff his ult but didn't have time for it sorry :). ( I changed it now)
However, I have to disagree a lot with some things:
Alchemist: His ultimate is already really strong. The hero can be played Mid, Carry or as a Support. Its a very solid hero, with several different potential roles. Why buff him even more?
Ags on DK: Permanent Ult Form is just too strong. The stats of the Ags is good on DK: more hp, more agility for attack speed, a bit more mana from the inteligence. I feel it would be just too strong on DK.
Viper: Why would you want to buff Viper? Its already a strong hero. Already dominates the 1v1 lanes. And you want to buff him? Make him even stronger in the last hits? Whats the point?
Ogre: Why nerf Ogre Magi? The hero has so many limitations that make the pros not even consider him in 90% of the matches. Why nerf him even more? Specially nerfing one of the few advantages Ogre has, which is to be a rather tanky support.
1 - Alchemist Yeah he is strong but not as before when he had bonus HP he is now stronger early - mid game and have late game potential if given enough farm but I think he deserve something that scales into late game however I made it weaker.
2 - Dragon Knight aghs will be situational however I want people to build more aghanim's in heroes currently aghanim's really doesn't have worth for some heroes to buy and overpowered for others but also 4200 gold is not a little as you can go for better items like Daedalus or Heart of Tarrasque or ever Satanic.
3 - As you said Viper is already strong in lane but does he win the game? In most of cases he cant because his peak is mid not late so I done this to help him last hit - deny and push towers better.
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