Clearly some heroes will be useless with it - ie cent and traxex But who do you think would benefit from having an aganims upgrade?
Here's a quick example of what I mean -
Anti-Mage - my idea here would be to burn mana equal to damage dealt also in AOE. ie// if you did 600 dmg you would burn 600 mana from target, and anyone caught in the AOE - and reduce mana cost of cast.
Bat Rider - decrease CD? to 20 seconds or 15, with extra half second or second on lasso?
Bloodseeker - increase cast range, increase duration to 10 seconds, auto 'ON' for blood lust during the 10 seconds, MAYBE decrease cd slightly, but anything less than 45 seconds would be OP
Bristleback - pointless, can't really justify it, without being op - 1 extra stack longer duration?, but then it's not worth buying an aganims
Chaos Knight - +1 illusion (now 4) decrease cd to 100 seconds
ETC? Anyone have good idea's for the remaining heroes without aganims?
Magnus, Kunkka, Enigma would be good ones..
Cloud also gets a bonus when you get aga - larger aoe, longer time.
Riki: breaking his invis with an attack
should give bonus damage like bounty hunters
also perhaps a permanent speed boost.
As long as his fade time is not decreased, that
would be completely OP.
Also, saw the white hole thoughts from the guy above me, what about a white hole that tp's everyone in the black hole to the target location, if so that enigma can get away or let his team do the killing
Sounds pretty imba.
should give bonus damage like bounty hunters
also perhaps a permanent speed boost.
As long as his fade time is not decreased, that
would be completely OP.
Also, saw the white hole thoughts from the guy above me, what about a white hole that tp's everyone in the black hole to the target location, if so that enigma can get away or let his team do the killing
It wouldn't be. Even late game with high end regen items tinker still burns through his mana in teamfights fast. Having zero mana costs would be like, godlike.
I'd support reducing the mana cost to 100/150/200 or 100/200/300 with Ags. I'd don't see another way to ags buff it, since at level 3 channel time is almost a non issue.
As for Enigma, reducing the CD on BH would be the only good way as I see it. That's the biggest drawback of the ulitmate, especially since if your team relies on it and you don't get a good one, you have wait ****ing 3 minutes to have a good team fight again. Maybe 120 at level 3.
As for PL, my idea is a simple one, increase the chances of illusion procs, since that what he needs to do to be a significant hard carry. Increases Juxtapose to 25%(juxtapose +ulti bonus=25%) and illusion duplication to 12%. And or have it work on structures, but that may be either too good, or not good at all.
Alchemist-reduce CD to 30. Increase bonus HP to 1200 at level 3. Regen 75, mana regen 18.
You could unload your entire Mana pool into Heat Seeking Missile that effectively cost 40 Mana ( Soul Ring) without actually being that farmed ( Bottle/ Boots of Travel/ Soul Ring/ Aghanim's Scepter is 8300g). That's just silly.
I have two ideas for an alternative to this, however:
1) After using Rearm, Tinker could gain a passive buff effect with a name along the lines of "Inspired by Science!" or something. This buff could increase the damage of all of your items, abilities and effects (but not autoattacks) by say, 25% after Rearm for 3s.
2) Rearm no longer has a cast time and does not interrupt movement (i.e. Invoker's orbs). Mana cost is reduced by 25/50/75 as well. Imagine running someone down late-game with just Heat Seeking Missile and Rearm. This Aghanim's Scepter upgrade would be useless if rushed, however.
As for the other heroes, scaling Black Hole's cooldown (200/190/180 to 140/130/120, for example) and/or adding a full second of duration could certainly work for his Aghanim's Scepter upgrade. You could also go the Ogre Magi route and add "White Hole", a sub ability with a 60s cooldown that is essentially Black Hole that only lasts for 1.5/2/2.5 seconds (same AoE, damage, and so on).
No opinion on Aghanim's Scepter for Alchemist and Phantom Lancer, Aghanim's Scepter rarely appeals to strong late game heroes.
I can't imagine 0 Mana Rearm being balanced.
It wouldn't be. Even late game with high end regen items tinker still burns through his mana in teamfights fast. Having zero mana costs would be like, godlike.
I'd support reducing the mana cost to 100/150/200 or 100/200/300 with Ags. I'd don't see another way to ags buff it, since at level 3 channel time is almost a non issue.
As for Enigma, reducing the CD on BH would be the only good way as I see it. That's the biggest drawback of the ulitmate, especially since if your team relies on it and you don't get a good one, you have wait ****ing 3 minutes to have a good team fight again. Maybe 120 at level 3.
As for PL, my idea is a simple one, increase the chances of illusion procs, since that what he needs to do to be a significant hard carry. Increases Juxtapose to 25%(juxtapose +ulti bonus=25%) and illusion duplication to 12%. And or have it work on structures, but that may be either too good, or not good at all.
Alchemist-reduce CD to 30. Increase bonus HP to 1200 at level 3. Regen 75, mana regen 18.
More ideas
Rubick: cooldown reduced from 20/18/16 to 10/8/6
Duration of the spell stolen from 3/4/5 minutes (or until death) to infinite (until death)'
Ability to steal allied spells
Ability to steal neutral spells (lol why not)
Manacost from 25 to 0
Tinker: Rearm manacost from 150/250/350 to 0
Tinker's is impossible - the reason why rearm ISN'T OP is the mana cost, tinker burns through his mana in 2 quick skill cycles, removing 700 mana cost, and adding nearly 500+ mana, will let him get through 5 rearms cycles - WAY too OP.
Perhaps a similar upgrade to Ogre Magi, where Tinker gets another skill? or even a stun/disable? (and passive's) like march of the machines doing more damage or faster movespeed of machines -, 3 rockets - laser has longer miss duration etc..
Rubick stealing from allies would be OP - every line up would have rubick and tide together, just double tide ulti's, or something similar,
but infinite, and mana cost is plausible..
Some Agha's don't even upgrade ulti. For instance, Tiny. He just gets a nice pushing buff. Also, Ogre Magi, he just gets an extra single-cast of his stun.
Anyway, here are some ideas:
Kunkka: Increased radius from 400 to 500. Stun from 1.4 seconds to 2 seconds. Decreased mana cost, from 150/200/250 to 100/150/200.
This is basically small buffs in specific areas. I doubt this would realistically be picked up since his ulti isn't that reliable all the time, but now with a longer stun and a little bigger radius, it puts a little more emphasis on landing the ult.
Silencer: Duration increased to 4/5/6 from 3/4/5. Cooldown decreased to 120 from 160.
Death Prophet: Number of spirits increased to 6/14/24 from 4/10/18. Duration increased to 35 seconds from 30 seconds.
I agree - buffing like ogre magi (not actually changing ultis) would be excellent. but as mentioned some heroes are difficult to justify - such as Enigma, becuase his ulti goes through magic immunity it is hard to consider changing!! perhaps cast range, and size can be considered on Enigma? but CD is the same..
With Phantom Lancer a passive such as creating illusions passively every 20 seconds, whether he's running, attacking, casting, channeling (tp) etc, maximum of 4 (on top of all his other illusions) and perhaps added bonus' to his existing passives (magical resistance etc)
Tinker: Rearm manacost from 150/250/350 to 0
Aghanim Rush would be too imba then.
Rubick: cooldown reduced from 20/18/16 to 10/8/6
Duration of the spell stolen from 3/4/5 minutes (or until death) to infinite (until death)'
Ability to steal allied spells
Ability to steal neutral spells (lol why not)
Manacost from 25 to 0
Pit Lord: Cooldown reduced from 130 to 70
Now deals 200/350/500 damage and slows by 40%/55%/70% for 2/4/6 seconds in a 450 aoe
AA: Shatter hp percentage from 10%/11%/12% to 13%/14%/15%
DoT damage increased from 12.5/20/32 to 55/70/85
Missle speed of the first projectile increased from 1500 to 3000
Missle speed of the second projectile from 2 seconds impact to 1 second impact
Aoe of damage from 225+50 (capped at 1000) to 500+55 (capped at 1500)
Tinker: Rearm manacost from 150/250/350 to 0