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Here’s an unpopular opinion: I don’t like that Multicast is random. I know it’s a meme by this point, even acknowledged in his lore but I personally don’t like the full on dumb luck aspect of an otherwise fun spell. To remove the RNG behind his ultimate and make it more under his control is sacrilegious and an insult to pure skill, so do not tread any further if you cannot handle this controversy.
His base kit is also very simple but more importantly boring. I know that’s supposed to be part of the Ogre experience and simplicity is one thing, but still. Aside from these mechanical parts of his abilities, I feel that more can be done to link them with his character of having 2 heads fight over the body to see who best can blast or bash his foes. His assortment of voice lines already establishes this theme really well. All in all, another goal will be to rework his abilities to require a little more thought and choice as well as showcase his double-headed nature.
As a disclaimer, this rework is not intended to balance him but to explore his kit as laid out above. Here is the current Ogre Magi for reference. Any unmentioned numbers are assumed to remain the same.
Primary Abilities
Fireblast
Blast an enemy with fire to deal damage in an area around it.
Each cast alternates between stunning the primary target or increasing the overall damage.
Has the same mechanics and stats as Fireblast aside from cost.
Ability: Target Unit Mana Cost: 50% of his Current Mana
By both heads casting at the same time, they can find out which way is best faster.
Notes
Alternates by itself separate from the original Fireblast.
Hero Talents
50% Spell Amplification
25
25 All Stats
Permanent Bloodlust
20
Permanent Bloodrush
+30 Ignite Bonus Damage
15
120 Gold/Min
40 Attack Speed
10
20 Move Speed
Talent Notes
The Bloodlust talent permanently gives Ogre Magi the Bloodlust buff.
The Bloodrush talent permanently gives Ogre Magi the Bloodrush buff.
Discussion
Multicast still functions relatively the same, it's just now triggered differently. Instead of pure chance, you either wait for an extended period of time to guarantee multi-casting your next spell of choice or take matters into your own ogre hands and beat up enemy heroes to charge it up faster. This slew of changes serve several functions. First off, this puts control back into the hands of the player, giving them a greater sense of appreciation and those who face them less feeling of ********. Next, it rewards Ogre Magi for being aggressive and really interacting with the enemy instead of casting their spells from the far back. On one hand, multi casting Hand of Midas is easier since you have better control over which spell you choose to multiply but without interacting with enemy heroes, it takes longer to recharge it and in the heat of combat you partake in to gain charges, multiplying your other offensive abilities may be of greater interest. Meanwhile, I've taken this chance to allow him to multicast items when targeting allies. This feels like it should have always been this way since he has his own buffs. Sure primarily being a support makes this interaction too easy but this isn't that straight of a buff since you can still only multicast so few spells, making every choice of which one to do it on that much more important. Overall, there is a lot of give-and-take in this new iteration of his ultimate to hopefully become more intuitive and fun.
Of his basic abilities, Fireblast is the least all too different but is more nuanced in how it has changed. One of the changes is making it damage enemies around the primary target like its elemental opposite Frost Blast. It remains a point and click nuke but now you either sacrifice big area damage or the single target stun we're used to, the bonus being based on which bonus was cast last. This lets him effectively and actually first prime the spell on creeps before unleashing whichever bonus he wants on an enemy. More importantly, this has an interesting interaction with his ultimate where every use of Fireblast that is empowered by Multicast will always apply both bonuses at least once. Below are the list of multicast combos he can perform with all their strengths and drawbacks:
2x/4x: Starting with Bonus Damage = Faster damage in an area but delayed stun 2x/4x: Starting with Stun = Faster stun but delayed and easier to dodge damage 3x: Starting with Bonus Damage = More damage but shorter stun 3x: Starting with Stun = Longer stun but less damage
With all the complicated stuff out of the way, let's dive into the other more drastic but simpler changes. Since his blast now deals area damage, the extra target component of Ignite has been removed as well as to fit more power in by itself. Aside from that, it has been changed from a generic DoT and slow to a generic slow that now only deals its damage component whenever the ignited enemy is targeted by an attack or spell from a hero. This allows him to synergize well with heroes with low cooldown targeted spells such as Arc Lightning and Purifying Flames(Or Fireblast, especially when multicasted) and heroes with attack speed steroids like Overpower and Inner Beast(Or Bloodlust, especially when multicasted). Speaking of which, Bloodlust has been changed from a generic movement and attack speed buff, instead becoming 2 different abilities. Retaining the same name, Bloodlust focuses on bringing out the target's inner frenzy with a nice BAT reduction to help them reach insane heights. The mobility component has been shifted into Bloodrush alongside better turn rate to help them navigate fights. While it sounds nice to cast them separately, casting one puts the other on a fixed cooldown like how Adaptive Strike (Strength) and Adaptive Strike (Agility) work, so keep that in mind when otherwise mindlessly buffing up your team.
In terms of talents for this reworked Ogre Magi give more straight up offense on the left side and a better focus on utility on the right side. Level 15 can either allow him to deal stupid damage with a team that can abuse his Ignite or more gold to leverage his better ultimate better. Level 20 is particularly interesting as it gives him one of the blood buffs indefinitely. While it simply sounds nice on paper already, the true power of these talents come from making it such that the player never has to waste a cast of the buff on himself and can just focus on passing the steroids to his team. At level 25, lots more stats to survive, hit and cast is immensely great especially for this more interactive version of Ogre but sometimes, purely buffing up your spell damage can be just the thing to close out a stalemate game. While the current spell damage talent is higher, unlike that one, this one affects Unrefined Fireblast as well so serves as a nice compliment if Agh's is within reach.
I hope this overall rework is inspiring to some of you. With the changes to his Q alternating and his E being separated with triggering each others cooldowns, hopefully his theme of fighting between each head is better highlighted. With the changes to his W and R, hopefully he becomes less reliant on RNG to function. There is still some RNG behind which targets Multicast selects but I think that's an overall fair compromise in a path to making a better and possibly more fun Aggron Stonebreak experience.
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