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I have a suggestion which I think would be cool: Clinkz gains another ability - Sacrifice - which can be used to assassinate an enemy below 100/150/200 HP. It has no cool down but cannot be used above that HP level and does not pierce magic immunity. If you Sacrifice an enemy, you gain an additional "charge" of the Death Pact bonuses. The duration of the bonuses is decided by when you used Death Pact on a creep (and it might be longer with Agh's).
It would go like this: Use Death Pact on a creep before fight and get +8% of its remaining HP as damage and 80% as HP - for 35 seconds, like before. However, if within that duration you assassinate an enemy with Sacrifice, you gain an extra charge of Death Pact's buff, doubling the bonus you got from the initial creep. Sacrifice one more enemy within those 35 seconds and and you get a third charge and so on.
If you assassinate two enemies in a fight (which is a good but realistic case) you gain maximally:
Damage: 1100 (Max creep HP) x 8% x 3 = +264 dmg
Health: 1100 (Max creep HP) x 80% x 3 = +2640 HP
100~200HP is actually very low and Clinkz with always 1~2 shot it, and if Death Pact wasn't used (happens very often when you just have no time to find any creep around and your teammates needs you badly.), then it will provides no bonus, which can be insignificant.
@Unscathed
Look at Shallow Grave, the upgrade is actually very weak. Yes, with 4 seconds of grace, Weaver can fight back or run away in a way safer than now, but it doesn't do much help because you are spending 4 seconds away from teamfight unless you spent 5 seconds in the middle of the teamfight, which is very rare because Weaver is meant to move around the teamfight and pick off any hero trying to flee, it's kinda giving Wraith King a Borrowed Time, which is not very helpful, you need to improve what a hero is lacking.
@porygon
Does the bonus damage includes the Geminate Attack? Maybe it need more nerf on the damage.
I have a suggestion which I think would be cool: Clinkz gains another ability - Sacrifice - which can be used to assassinate an enemy below 100/150/200 HP. It has no cool down but cannot be used above that HP level and does not pierce magic immunity. If you Sacrifice an enemy, you gain an additional "charge" of the Death Pact bonuses. The duration of the bonuses is decided by when you used Death Pact on a creep (and it might be longer with Agh's).
It would go like this: Use Death Pact on a creep before fight and get +8% of its remaining HP as damage and 80% as HP - for 35 seconds, like before. However, if within that duration you assassinate an enemy with Sacrifice, you gain an extra charge of Death Pact's buff, doubling the bonus you got from the initial creep. Sacrifice one more enemy within those 35 seconds and and you get a third charge and so on.
If you assassinate two enemies in a fight (which is a good but realistic case) you gain maximally:
Damage: 1100 (Max creep HP) x 8% x 3 = +264 dmg
Health: 1100 (Max creep HP) x 80% x 3 = +2640 HP
100~200HP is actually very low and Clinkz with always 1~2 shot it, and if Death Pact wasn't used (happens very often when you just have no time to find any creep around and your teammates needs you badly.), then it will provides no bonus, which can be insignificant.
Your first comment is simply about changing values - no problem. If 100--200 HP is too low, raise it.
Secondly, an important part of playing Clinkz is being able to foresee that a fight will begin and prepare by finding a big creep to eat. Sacrifice would make this even more important and reward good planning and cooperation with the team to a higher degree - and isn't that what DotA is all about? ;)
@swixcap
so.. a spell focused on assasinations? no cooldown? thats sort of like a ranged level 2 Culling Blade.
about the "charge" system. If i manage to teamswipe them and got 2-3 assassinate, then there is no chance on earth that their base is going to survive.
Yeah, it would resemble Culling Blade, but with two differences: a) It requires you to plan ahead (like mentioned above), and b) the purpose of Sacrifice would not be kill quickly, like Culling Blade, but to gain higher bonuses.
I am also thinking that perhaps it could have a 0.5 or 1 second cast time, where Clinkz puts his arms in the air and screams at the gods or something ^^, to make it harder to hit within the low HP cap. I don't know, this could be tweaked. It shouldn't be too hard either of course or its worthless.
Remember that the duration is rather low - normally just 35 seconds - and this is not replenished when you assassinate someone. So you might get one tower down with the bonus damage after a fight, but no more, unless the fight is actually in their base, by which time you have pretty much won the battle anyway.
Both are seems to be fine for me, pure damage so it won't fall out from late game, physical damage will synergy with armor reduction from The Swarm pretty well. It is up to you.
@Swixcap
Ah ha, I see I see. Giving it 1 extra stack ONLY is pretty enough for me, basically if you give it 2 stacks Clinkz will raze the whole base in 1 minutes. Or, you can give him a diminishing stacking effect, like base 100%, 175% with 1 stack, 225% with 2 stacks, 250% with 3 stacks, and so on.
@Locket
Like I said, assassinating an enemy does not reset Death Pact's duration, which means you only have a maximum of 35 seconds (or more, if Agh's should do that) after you've used Death Pact on a creep to fight and collect stacks and bonuses. So base-razing after a team fight won't be an issue. Diminishing stacking could be good though - it slows down the snowball.
Batrider: Flaming Lasso becomes an AoE spell with radius X, capable of lassoing up to Y enemies.
Bristleback: Aghsnim's Scepter enables a new spell - Pincushion: After a small cast time Bristleback releases a number of Quill Sprays in quick succession equal to the number of Warpath charges he has. So, if he has saved up 6 charges, he jumps into the fight ( Blink Dagger new core), activates Pincushion and quickly releases 6 Quill Sprays, doing a lot of damage and losing his Warpath Charges.
(I don't know how much damage this will do - it might be too high and OP, but I like the idea and since he loses his Warpath charges I don't think it will be)
Brewmaster: With Aghanim's Scepter, Primal Split creates four spirits instead of three - the last one being a Water spirit (the fourth element), capable to slowing enemies actively by slashing water on them and passively decrease their resistance to magic.
Aghs grants Io one more Tether. Like it. Do the two tethered target share regen between themselves too, or do they both only get Io's?
Undying will generate zombies like Tombstone while he is on Flesh Golem form Love this! Makes him a lot better late game and a fearsome tank.
Assassinate pierce BKB, undisjointable, and applies the Headshot debuff for 4.5 seconds. A bit boring, eh? Lowers his skill-cap too. It's a very typical Agh's buff though.
Aghs grants Io one more Tether. Like it. Do the two tethered target share regen between themselves too, or do they both only get Io's? They get regen from io only
Undying will generate zombies like Tombstone while he is on Flesh Golem form Love this! Makes him a lot better late game and a fearsome tank. ^_^ ty.. he kinda falls off lategame and now he is a force to be reckoned with.
Another idea is that Decay acts like Quill Spray and will release it in an AoE around him when he loses X health.
Assassinate pierce BKB, undisjointable, and applies the Headshot debuff for 4.5 seconds. A bit boring, eh? Lowers his skill-cap too. It's a very typical Agh's buff though.
He actually manfight way better now. Coulda reduce the cast delay but i figure it woulda been OP.
Dragon Knight will now shout Yol Thoor Sul when he used Breathe Fire He shouts, nothing else - love it ^^ everybody gets the reference, right?
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