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6.85 pseudo-patch, Hamster version.

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Forum » General Discussion » 6.85 pseudo-patch, Hamster version. 42 posts - page 3 of 5
Permalink | Quote | PM | +Rep by Blubbles » August 21, 2015 11:58pm | Report
I disagree with alot of this. Do you really need to buff Ember? Gyro honestly doesnt need a nerf. Thats going overboard. He only needs a slight nerf, maybe make him like Crystal Maiden's movespeed so he cant position as well. Bloodseeke needs a hero damage nerf not a creep damage nerf. Its his massive early game hero damage that makes him strong. If he is playing passively in lane thewres no way he can take the late game. Storm needs a overload nerf if anything. Overload makes the hero. lol ur gonna nerf Brewmaster bc of Lone Druid? I havent seen a lone druid once this patch.

6.84 is one of the most balanced patches ever. These changes would just nerf everyone to death, and guess what? Ther heroes you didnt nerf would now be twice as strong, and then they'd be the ones that you wanna nerf. Honestly we just need small changes here and there instead of huge patches so that way we can get a feel for what needs to be changed.

Id:
- nerf bloodseekers bloodrage amp amount
- make QoP and Lina ult do 3/4 damage through immunity
- increase glimmer cape cooldown and reduce range
- make pudge hook do magic damage and make dismember not pierce MI.
- turn huskars magic resistance into lifesteal
- decrease ursa's ult damage reduction to about 70%
- make techies mines so they are revealed by being just outside the explosion radius so that you have to abuse highground lack of vision and getting rid of the "if u have techeis you now have to ward the runespots"
- increase octarine lifesteal
- increase lifestealers str. gain
- reduce gyro movement speed
- rework Vacuum so that it now pulls units in the aoe to Dark Seers position.
- reduce the stupid amount of degen from Heartstopper Aura
- make Song of the Siren leave a debuff on allied heroes that reduces their damage output for the next 3 seconds. removed by aghs.
Mood of the Day


T_T

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Permalink | Quote | PM | +Rep by Terathiel » August 22, 2015 2:17am | Report

Look at the young men and women here going straight at it!
Going through the loops ,tilting at the windmills.

You guys give me the power to do what i do........

One day, i will have custom games set up where players can implement their own patches using console and play on it. Customizable every single game. Some day that will be.


Knew something like this was in the works. Sounds hella hard on programming though.
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Permalink | Quote | PM | +Rep by Hamstertamer » August 22, 2015 6:54am | Report
Blubbles wrote:

I disagree with alot of this. Do you really need to buff Ember?


Yes. Even if it's more a rebalancing than a buff, nerf his ult cast point and buff his early game. Problem about the hero is that he just gets destroyed in lane by the popular solo mids right now (Qop, SF, Storm, Lesh, WR)...he has to be played mid but melee mids with no armor and no kill potential until they hit 6 are a bit too easy to punish. The only matchups that are good for ember are those against melee mids, but there are no melee mids these days.

Blubbles wrote:

Gyro honestly doesnt need a nerf. Thats going overboard. He only needs a slight nerf, maybe make him like Crystal Maiden's movespeed so he cant position as well.


Nerfing Gyro's movespeed even by 10 or 15 is a MAJOR nerf. Far, far harder of a nerf than what I did, it would make the hero completely unplayable.
What I did was nerf the OP Rocket Barrage (and restore that cast point that should never have been removed) and in exchange make Homing Missile less trash.

Blubbles wrote:

Bloodseeke needs a hero damage nerf not a creep damage nerf.


He doesn't even have a proper hero damage steroid! He goes really fast, that's it.


Blubbles wrote:

Storm needs a overload nerf if anything. Overload makes the hero.


It would if he played aggressive early, however Storms these days tend to sit mid and AFK farm for ~15 minutes more than anything else, so nerfing his laning sounds more appropriate. I agree however that you could nerf it, I thought about making Overload no longer slow attack speed to reduce his manfight...but IMO nerfing his ult takes priority.


Blubbles wrote:

ur gonna nerf Brewmaster bc of Lone Druid? I havent seen a lone druid once this patch.


I buffed Brew actually. The clap thing is more like fixing a bug, it has no impact on other heroes than those with summoned units.


Blubbles wrote:

6.84 is one of the most balanced patches ever. These changes would just nerf everyone to death, and guess what? Ther heroes you didnt nerf would now be twice as strong, and then they'd be the ones that you wanna nerf. Honestly we just need small changes here and there instead of huge patches so that way we can get a feel for what needs to be changed.


Balanced because there are no horribly OP heroes, yes. But it still has the downside of only ~30% of the hero pool being playable. So as always the bad heroes need to be buffed while the overspammed heroes need to be nerfed.

...and seriously Pudge doesn't need a nerf : in competitive the hero doesn't even exist, and in pubs maybe he's picked a lot and he's a pain in the ***...but he still doesn't win games :)
I just removed the hook ministun going through BKB because it was more like a bug, it got changed unintentionally with the rework to spell immunity and it's just silly.
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Permalink | Quote | PM | +Rep by masaaki14 » August 22, 2015 1:08pm | Report
I was thinking of buffing pudge a little, not by changing any of his skill damage mind you.

I think pudge's flesh heap collect radius should be increased to 900(from 450, to silencer's intelsteal range).

And his rot radius should be increased a little to 350, so that dismember max range can always be inside rot.

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Permalink | Quote | PM | +Rep by Fedorable » August 22, 2015 5:33pm | Report
Frankly, I think the only change needed for outworld devourer is for his Arcane Orb to be able to pierce spell immunity, kinda hard to be a hard carry if you can't do damage against bkb users.

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Permalink | Quote | PM | +Rep by Hamstertamer » August 22, 2015 6:10pm | Report
masaaki14 wrote:

I was thinking of buffing pudge a little, not by changing any of his skill damage mind you.

I think pudge's flesh heap collect radius should be increased to 900(from 450, to silencer's intelsteal range).

And his rot radius should be increased a little to 350, so that dismember max range can always be inside rot.



The problem is that you can't really buff Pudge this way. I mean, no matter how you buff him he'll still be a ****py mid hero...but support Pudge can become overpowered pretty easily if you allow him to get tons of strength.
Rot radius increase sounds fine, however I don't think he necessarily needs it since he has Blink Dagger anyways to position himself. Why not though.

Fedorable wrote:

Frankly, I think the only change needed for Outworld Devourer is for his Arcane Orb to be able to pierce spell immunity


You do realize how broken this is, right? I mean, heroes are supposed to have weaknesses, you can't just say "now OD has no counters whatsoever". I mean, it's as OP as giving a Blink to Drow Ranger or that kind of thing :)


Fedorable wrote:

kinda hard to be a hard carry if you can't do damage against bkb users.


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BKBs are not eternal. They last a very specific amount of time that you know in advance. They can be baited. They can be kited easily, Astral Imprisonment and Force Staff do that perfectly. And sheeps can't use BKB, so just buy a Scythe of Vyse...
There are lots of ways around BKB, and it got nerfed enough already.

OD has a lot of problems that have nothing to do with his weakness to BKB, that's the real issue. He's no longer as dominant as a mid as he used to be. He has nothing against evasion since the sheep nerf. He has no hard disable and gets kited easily by mobile heroes. He has no way to initiate or gank properly and is weak to rat dota. He lacks any form of comeback potential. Etc. You can't remove his weakness to BKB but you can buff him to fix those issues.
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Permalink | Quote | PM | +Rep by Sanvitch » August 22, 2015 6:42pm | Report
I'd rather see Pudge get a slight move speed buff. He's a hero whose all about rotations, so why not make him faster at these rotations. Even if it's just 5 to make him 290 instead of 285, it's something. Mostly because I don't think Pudge is a weak hero; A weak core sure, but eventually he'll start getting picked up as a support, since you know he's a support with the ability to reposition heroes in the late game, and has BKB piercing disables.

Also Hamster; Arcane Orb to get minor splash damage y/n? Since I think it's the exact sort of thing the hero needs to be a little more relevent, and at least not fall behind almost all common mids.

Since you just can't have enough Chaos Breaker.

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Permalink | Quote | PM | +Rep by Hamstertamer » August 22, 2015 7:09pm | Report
Sanvitch wrote:

Also Hamster; Arcane Orb to get minor splash damage y/n? Since I think it's the exact sort of thing the hero needs to be a little more relevent, and at least not fall behind almost all common mids.


It's not a bad idea. Although it really goes in the direction of making OD an "anti-illusion" hero, which he kind of already is.
So, doing this would give him a farming steroid, and probably make OD the hardest counter to Phantom Lancer in the game...is that what you want?
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Permalink | Quote | PM | +Rep by Xyrus » August 22, 2015 7:10pm | Report
masaaki14 wrote:

I was thinking of buffing pudge a little, not by changing any of his skill damage mind you.

Honestly, Pudge is pretty good right with the right lineups at the moment, + he's been Buffed pretty heavily both directly and indirectly in 6.82, 6.83 and 6.84. If there's anything like a "buff" that he needs, it's be a slight adjustment to the Hard Camps so that they spawn in the same locations with the big Creeps to the back of the Camp. Being able to reliably Hook the big Creep on either side of the map lets you get off to a good start (no more than 36 Exp from lvl3 + no less than 450 gold earned by 2:00, usually better than that).

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Permalink | Quote | PM | +Rep by Sanvitch » August 22, 2015 7:58pm | Report
I just think the bigget issue OD has is that even if he wins mid, unless he crushes them, and keeps them from even getting EXP, the enemy hero just falls back to the jungle, and by like 10 minutes they'll be on pace with the OD and at 20 they'll be ahead, because almost every common mid can flash farm, and OD can't.

I don't want the splash to be anything huge, like anywhere between 10 and 20% seems fine, but just something that let's him at least slowly grind stacks, and thus have a way to stay in the same relative position he should be after crushing his lane.

It's either give him splash or nerf jungle gold. And nerfing jungle gold has wider implications that aren't nessicarly a good thing. Like OD is probably the mid who suffers from not being able to flash farm the most, because he depends so much on being ahead and staying ahead.

Making him the 'hardest' counter to PL to me is fine to me as a trade-off. It even makes sense with his skill set to work in both ways against PL, and still be kinda weak against it (You are a hero with no natural mobility, and you essentially have infinite mana for his illusions to burn so they actually really hurt)

The other buff I'd want to see if that you can manually end Astral early - Since offensive astral actually just sucks out-side of the laning stage due to the duration. As well as probably a reduction on The Hammer's cooldown. But I think the splash matters more.

Since you just can't have enough Chaos Breaker.

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