To increase the quality of posts here at dotafire, i am creating a small series of blog that may run big if you lot come to love it. The series of discussions will concentrate on what would happen if certain hero abilities or game mechanics are tweaked.
The general objective is to challenge people to think new and break boundaries and find new ways to play Dota. If not play better, understand the how and why of a hero or an ability better.
How this blog will progress is that it will present a question, and the complete discussion shall happen in its comments. Which means interaction, collaboration and some light jokes!
Without much further ado, here it goes:
Lets talk about Tinker's Rearm. It is a refreshing ability(get the pun).Sacrificing your mana and channeling delay, you get your items and abilities refreshed.
What do you think, would happen if, instead of having a ~2.5 second channel time, it had a similar cooldown and did instant refresh?
Or how would The game be impacted if tinker was allowed to cast Rearm on a hero, say, every 400/300 seconds from level 2 of the ability, if he acquired scepter?
Pertinent questions to ask aren't they?
How do you think is Rearm balanced? And how would you take it one level further? You see we have been seeing a trend on cd reduction on his ulti, but what else can be done?
I leave it to your able hands....
Just don't touch the rest of the hero. Tinker is finally balanced in 6.87.
Doesn't necessarily mean a change. I will however, try things out. That's how you know what fits
You will (maybe) eat your words :D
Sounds funny. Sounds interesting. I am just letting my fantasy run wild here.
Question 1) Instant refresh on cooldown vs. channeling.
This turns Tinker into a different hero, I think: a more team-fight oriented spellcaster rather than split-pusher that can TP into a fight to provide some fire before retreating again. No channelling means no way of stunning him out re-arm: which means that a Tinker that rushes Aghanim's Scepter can get an almost guaranteed double bouncing laser and quad-rocket off in a fight. And then another one in 3.5 seconds! Mana is the only issue, and for that, we've got...
Keeper of the Light! The combination here is just scary: not only do you get more mana, but the cooldown reduction gives you THREE bouncing lasers and quad rockets in a fight, without needing to level the ultimate past one. This is Tinker that gets Agh's, Bloodstone, Octarine and laughs as he waits out bkbs and then TPs into a fight: or even nullifies Black King Bar by getting a permanent Abyssal blade?
Probably not on that last one.
Question 2: So... he becomes Agh's Phoenix on a longer cooldown, but with no way of interrupting it?
Midas/Aghs support tinker for Terrorblade incoming, perhaps. If it can refresh ultimates too, dear GOD. I don't even want to think about that. Nothing says 'gg ff' like a triple Black Hole from an enigma that got a Refresher Orb. Though that is pretty well into the late game by the time he'll have the mana for it.
Or is it?
It only becomes imperative here to state the obvious that despite getting a leeway from channeling, silences become his biggest bane. Sure you can buy a euls, to keep you from being silenced, but you can do it even now. Void might become a prominent counter to him if there's this change.
So what changes? Your amazing feats illustrated, are possible sans KotL. Tinker still waits out BKBs to stay relevant in the late game.
He actually becomes more agile. Instead of standing in one place, he can move around for those brief seconds of channeling time. Position himself better. He is not a clock that stands there doing contortions and refreshing abilities. It brings the skill cap of the hero just a bit down and opens a plethora of opportunities.
It also gIves a bit of stay to his abilities. No more missile Rearm missile madness. You have to wait out the period. And get to know the situation better. You are not in vaccuum.
But there's so mich possibility for abuse, and you pointed out just one of them.
What do you think are the change possibilities on rearm?
1) Make re-arm instant at all levels, with a scaling amount of damage reduction on his abilities for each cat within a certain time window. Say... 50/40/30%, with Aghs decreasing that further? It sounds fun to play, while also making it easier to siege against the hero, since March spam damage will cap out.
2) Reduce the mana cost of re-arm to a third of its current cost, remove the channeling time and cooldown, but have it only refresh the ability last used. This makes for a Tinker that can spam one ability constantly in a fight, at the expense of limiting the casts of the others. Could be an interesting concept.
3) Pocket tinker that is effectively removed from the fight, but can constantly refresh the equipped allys spells without channeling. Kappa.
Oh the puns are real
You hate tinker? Or something wrong with the object of this blog?
HELL YES!* ChiChi hasn't posted anything that could be used against her ot to start an argument*
NYCTASHA! DARK DREAMS.