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As you may know by now I'm primarily a carry player, and I am really, really tired of buying a BKB every game. I'm all for buying BKB in a game since I want to win and its almost always necessary on most carries without natural magic immunity or big survivability mechanisms or if you don't have Omniknight.But I'm tired of it. I feel like there's no room to go for more unique item builds on many heroes when you have to go through BKB to be effective at all. So I'm wondering if you guys think there would be a way to change game mechanics so that BKB wasn't necessary on 3/4 of the heroes in DOTA.
Well, it really depends on how you and your opponent draft: I too hate going BKB on certain Heroes (e.g. Drow Ranger, Slark, Tiny), so I only pick them when a BKB isn't needed. I can't do much else, but that's how I deal with BKB dependency and Heroes.
I wouldn't change the mechanics, I would just wait for the meta to change. Or just wait for that lucky game in which the enemies pick five carries.
Maybe think about the poor supports who's skillsets become almost useless as soon as the enemy carry buys one? :)
But yeah, I agree with the general point. It would be interesting to see some different items based around magical defence - at the moment there's Pipe of Insight (and it's forebears), Black King Bar, and Linken's Sphere - that's it, compared to all the variety around other damage, armour, evasion etc.
Off the top of my head - stuff that protects you specifically (and only) from Stuns, or Silences, or Slows, or Deflects/Reflects a certain % of magic damage. This doesn't need to be 100% protection - say it halves the time they effect you. Some combinations of active/passive, and different sets of stat improvements to go with them. Maybe something that works against Chronosphere. Would be fun.
A few ideas: (I don't like RNG so have tried to avoid it)
+250hp, 10strength, +3 armour. Active: Lasts 5 seconds - all disables against you and allies within 400 units last for 40% less time unless channelled. Passive: All disables targeted against you are reduced by 20%. (active/passive dont stack).
+6 agility, +6 strength, +6 intelligence, +6 health regen, 20% Evasion. Passive: all magic damage against you is reduced by 20%, and that 20% redirected to a random unit (from either team) within 200 units. Active: Lasts 4 seconds, long CD - any single target spells directed at you from 180 degrees in front of you will be blocked.
+10 armour, 15% lifesteal, +10ms, +15as. Passive: You have 25% evasion against all magical attacks, including spell-immunity piercing.
Yeah horrifically IMBA but fun :)
Man you came up with some nice item ideas Sando haha. Well I'm glad to see I'm not crazy. It's hard to think of ideas that will either be underpowered, overpowed, or like existing items but i think there is definitely room for more options against spellcasters. Linken's Sphere always seems pretty terrible, use one Stifling Dagger on it and boom it's an overpriced stat item. So maybe even adjusting Linkens, make it so it will block one ultimate ability and ignores regular ones?
EDIT: Also, maybe Rubick could become more useful if we make his passive something like a chance for the spell to backfire on the caster (stays more true to his lore).
Pretty much just making magic resistance more useful in general. Like nobody cares how much damage the stun does, it still stunned you.
Man you came up with some nice item ideas Sando haha. Well I'm glad to see I'm not crazy. It's hard to think of ideas that will either be underpowered, overpowed, or like existing items but i think there is definitely room for more options against spellcasters. Linken's Sphere always seems pretty terrible, use one Stifling Dagger on it and boom it's an overpriced stat item. So maybe even adjusting Linkens, make it so it will block one ultimate ability and ignores regular ones?
EDIT: Also, maybe Rubick could become more useful if we make his passive something like a chance for the spell to backfire on the caster (stays more true to his lore).
Pretty much just making magic resistance more useful in general. Like nobody cares how much damage the stun does, it still stunned you.
Like Lina using her Ult and zapping herself? That would be interesting, but what would the chance be? 10%, 25%, 40%?
Play AM and get a support Rubick for imbalanced magic resistance.
Yeah that's cool, but you get stunned and hit by a right clicker what happens lol you still die. Magic resistance just doesn't seem to keep you alive very well.
Magic resistance isn't enough, you need something against stuns.
For example I'd really like an effect like "If you have been hit by a disable in the last 3 seconds, any disable cast on you is nullified". Like something that cancels chainstuns but doesn't block magic damage. Well that's more or less Kraken Shell, but make an item that does this.
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