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Also remember that there were people who liked playing Terrorblade and Batrider before they were nerfed into oblivion, so I fail to see the problem with these proposed nerfshaker changes.
Patches are meant to be balanced around the competitive scene, to make it a healthy enviroment. Intentionally heavily over-nerfing a hero to the point where it becomes competitively useless is terrible, and leads to situations like Terrorblade, where the hero is a laughing stock and the but of jokes. Sure, he still gets picked up in pubs, but every single hero is picked up in pubs at some frequency or another, so it's not an argument.
You can 'balance' ES competitevly speaking without making him garbage like you propose. You've killed his offlane, you've neutered his rotations entirely. What can the hero do now? Like seriously, afk stack and pull to get a Blink Dagger so he has some kind of usefulness? There's better heroes to afk farm with, and to initiate with in that stead, because you can have heroes who are still capable of early offensive action.
You can cite Batrider as a counter argument to this, because that hero got a massive number of minor and major nerfs before he dropped from the competitive scene, but the nerfs you are proposing would be if Icefrog had gone; 'Using Force Staff now breaks Flaming Lasso', you've stopped the hero from achieving his purpose in far to direct a manner and thus render him unplayable.
Finally; Just because this is a wishlist does not mean your ideas can't be evaluated and criticized if they are poor, because it is a way to help others improve at the game, or at least to promote healthy engaging discussion. It also in my view acts in a way to make people slightly more detached about it; Like you can dislike a hero to the end of the earth, or think he's 'cancerous', but that shouldn't prevent you from looking at him in a more objective fashion when it comes to a patch list, and it's balance.
OT; Forgot one thing;
OD changes, there's 3 I'd like to see; Astral Imprisonment can now be ended at will. A change proposed here before, but in essence it gives the hero greater utility and makes the spell better out-side of lane, because the 4s duration is huge in making it a poor offensive tool, and arguably too long to be an useful defensive one.
Arcane Orb now deals minor splash damage - Let's the hero flash farm, which sorts out his number 1 problem in my book.
Sanity's Eclipse - Cooldown reduced to something like 100/80/60. It's waaay too long as it is.
-Distance rescaled from a flat 1400 to 950/1050/1200/1450
-I'm not changing the cooldown rescale from the proposed 30/25/20/15 seconds, you'll just have to come to grips with a reality of not having multiple fissures cast in a single team fight :D.
- Fissure duration rescaled from a flat 8 seconds to 5/6/7/8 seconds
-Increase starting Strength from 15 to 20
-Increase Strength gain from 1.4 to 2
-Reduce Conjure Image damage taken from 425% to 400%
-Decrease Metamorphosis cooldown from 140 seconds to 125 seconds
Make it so that Terrorblade doesn't have to worry about being one-shot by the likes of Lina, Zeus or Lion. Also give Metamorphosis a tad more up time to allow for better pushing ability.
I disagree with those TB changes (yes really). He's supposed to be ultra-squishy without items, it's his thing.
So a lot of these are the same/similar to my previous 6.84 patch notes, altered obviously. I try not to reuse the same jokerinios. With some of these, I've made addendums to explain why I've done this.
Miscellaneous
-Roshan now gives 250 (up from 200) gold to the team that defeats him. Snatching the Aegis now grants 200 gold to the team that does so. Roshan kills before the 1-minute mark award a bonus 100 gold.
-Comeback gold mechanics improved by 10%.
-Heroes are now credited with assists if they helped with non-damaging abilities such as Overgrowth and Shackleshot.
-Heroes are now granted double their normal attribute gain from level 24 to 25. This is only to appease OCD.
(For example, an Invoker hitting level 25 would gain 3.4 Strength, 3.8 Agility and 6.4 Intelligence, rather than 1.7/1.9/3.2.)
-There are now two tiers of Spell Immunity; Greater and Lesser spell immunity. Greater Spell Immunity blocks more magical effects.
Lesser Spell Immunity functions like the current Spell Immunity. Ancients have this kind of spell immunity.
Greater Spell Immunity is much rarer, and is less vulnerable to many effects which ordinarily could be dispelled by activating Lesser Spell Immunity, for example Overgrowth and Global Silence. Greater Spell Immunity also prevents ALL magical and pure damage from affecting the Hero, for example Midnight Pulse and Doom. Many non-ultimate disabling effects such as Berserker's Call and Corrosive Skin do not pierce greater spell immunity.
-Hellbear Smasher damage reduced to 44-50.
-Hellbear damage reduced to 36-41.
-Swiftness Aura attack speed increased to 25.
-Dark Troll Summoner Skeleton Warrior movement speed increased to 315.
-Dark Troll Summoner Ensnare cooldown decreased to 13.
Logic
This is intended to make these creeps more liked by Chen, Enchantress and Doom. Zoo strats inc.
The following abilities now disjoint projectiles: Time Walk, Haunt, Icarus Dive, Town Portal Scroll
Heroes
Abaddon
-Cast point improved to 0.37.
-If cast on an enemy, Mist Coil now inflicts the target with Abaddon's current level of Curse of Avernus.
-Curse of Avernus slow rescaled to 8/12/16/20%.
-Mist Coil damage rescaled to 100/175/250/300. Self-damage rescaled to 50/90/125/150.
Axe
-Berserker's cooldown increased from 16/14/12/10 to 25/22/19/16.
Alchemist
-Strength gain increased from 1.8 to 2.4.
-Agility gain increased from 1.2 to 1.8.
-Starting Agility increased from 11 to 14.
-Starting armour increased by 3.
-Acid Spray now slows enemies in it by 2/4/6/8%.
-Unstable Concoction only stuns Alchemist for half its duration and deals half damage.
-Unstable Concoction maximum charge time increased to 7 seconds.
-Chemical Rage now grants 3/5/7 bonus armour.
-Chemical Rage base attack time reduced to 1.4/1.25/1.1.
-Chemical Rage duration increased to 30.
Logic
I want to see this hero relegated to a utility role who is able to be laned most anywhere rather than as a subpar carry. More ideas to follow on this.
Bane
-Enfeeble can now be dispelled.
-About ****ing time.
Bloodseeker
-Thirst vision now granted at 50% HP (True Sight still at 25%).
-Thirst movement speed increase reduced from 10/20/30/40% to 10/15/20/25%.
-New Aghanim's Effect: Reduces Rupture cooldown to 45. While Rupture is active, your teammates gain 50% of your Thirst bonuses (note that this does not remove the movespeed cap for them).
Logic
I still like the idea of support BS :( Also buff global teams because why not.
Bounty Hunter
-Shadow Walk now increases Bounty Hunter's speed by 20% while active.
-Track now grants a bonus 3 gold per level of the Tracked Hero.
Chaos Knight
-Base HP regen increased to 1.
-Chaos Strike critical strike chance increased to 25% against creeps.
Crystal Maiden
-Starting Intelligence increased by 6.
-Base damage reduced by 6.
Dark Seer
-Vacuum cooldown reduced from 28 to 28/24/20/16.
-Vacuum damage increased to 90/140/190/240.
-Cast point improved to 0.2. Cast backswing remains the same.
Death Prophet
-Crypt Swarm damage increased to 100/175/250/325.
-Silence now increases Death Prophet's attack speed and damage by 1/2/3/4 for every enemy it hits, lasting for the silence duration.
-Base Strength increased by 3.
-Added an Aghanim's Scepter upgrade for Death Prophet. Spirits now reduce the armour of targets they pass through by 1, with a maximum of 4/6/8 reduced armour.
Logic
Giving her some more uptime without the ult.
Doom
-Base Agility increased to 14.
-Base Intelligence increased to 16.
-Scorched Earth now grants an extra 32 attack speed while active.
-Base attack time reduced to 1.6.
Dragon Knight
-Dragon Tail damage increased from 25/50/75/100 to 75/100/125/150.
-If a tower is killed while affected by Corrosive Breath, Glyph of Fortification is not reset.
-Elder Dragon Form duration increased to 70.
Drow Ranger
-Agility gain increased to 2.3.
-Marksmanship now only loses 50% of its Agility bonus from enemy Heroes within 400 units.
Earthshaker
-Cast point improved to 4.85.
-Fissure cooldown rescaled to 19/17/15/13.
-Echo Slam initial damage increased from 160/210/270 to 200/275/350.
-Echo Slam now has a 0.3 second cast point.
Faceless Void
-Chronosphere reworked.
Chronosphere now slows all aspects of units caught in it by 400%, including animations. All damage inside a Chronosphere not sourced from Faceless Void or units under his control is reduced by 50%.
Duration: 4/4.5/5
Cooldown: 75/60/45
Mana Cost: 100/150/200
-Aghanim's Sceptre now increases the slow to 500% and the duration to 4/5/6, as well as increasing Time Lock bonus damage to 75%.
-Time Lock bonus damage is now 15/20/25/30 + 40% of Faceless Void's base damage. Deals a bonus 50% damage in Chronosphere.
-Movement speed increased to 310.
Gyrocopter
-Movement speed reduced to 310.
-Rocket Barrage mana cost increased to 105.
-Flak Cannon count increased from 3/4/5/6 to 4/5/6/7.
-Flak Cannon cooldown reduced to 25.
Logic
Nerfs to his early game counteracted by a buff to his lategame.
Huskar
-Burning Spears damage per second reduced from 5/10/15/20 to 5/8/11/14.
-Agility gain increased from 1.4 to 2.2.
-Berserker's Blood now grants 3/5/7/9 bonus damage per stack in addition to its other benefits.
Invoker
-Invoke cooldown reduced from 22/17/12/5 to 17/13/9/5.
-Knockback from Deafening Blast now pierces lesser spell immunity.
-Forged Spirit base attack time improved to 1.4.
-Ice Wall damage increased from 6*Exort to 10 + 8*Exort. (Damage from 6/12/18/24/30/36/42 to 18/26/34/42/50/58/66)
-Ice Wall is now a point target spell with 230 range. Functionally, this means it is easier to hit, but requires one more click to place.
-Tornado damage reverted, back to 2*Wex + Quas + 70 base. (Still deals 115/160/205/250/295/340/385 damage)
-Alacrity now provides 3% + 1*Wex% bonus movement speed. (Increases by 4/5/6/7/8/9/10%)
Leshrac
-Picking Leshrac now causes the enemy's Glyph of Fortification to start on cooldown.
-Lightning Storm cooldown increased to 5 at all levels.
Lich
-Initial target damage of Frost Blast increased to 100/150/200/250.
Lifestealer
-Rage now provides Greater Spell Immunity.
-Open Wounds now stuns the target for 1/1.2/1.4/1.6 seconds if they move more than 500 units in 0.5 seconds.
Lone Druid
-Entangle now disables the following abilities: Ball Lightning, Activate Fire Remnant, Time Walk, Waveform, Timberchain, Rolling Boulder, Leap.
-Altered Aghanim's Scepter effect: Causes the bear to gain bonuses based on the Druid's stats. 10HP for every Strength, 1 damage for every 2 Agility, 1 armour for every 10 Agility. No longer allows the bear to attack at any distance from the Druid; instead increases the leash range to 2500.
-True Form movespeed loss reduced to 35.
-Battle Cry cooldown reduced to 40.
-Battle Cry duration increased to 8.
Logic
You will probably notice a pattern in a buff to rat dota here, with the intent of making every strat viable. I'm trying to shift Lone Druid away from this into more of a #1 position role, where I feel he fits better.
Luna
-Moon Glaives bounces rescaled from 1/2/3/6 to 3/4/5/6.
-Lunar Blessing damage increased from 14/22/30/38 to 16/25/34/43.
-Lunar Blessing now causes all spell immunity effects on Luna to be upgraded to greater spell immunity.
-Base Agility increased by 3.
-Attack range increased to 410.
Medusa
-Base Strength increased to 16.
-Attack animation improved to 0.4/0.6.
Mirana
-Base damage increased by 5.
-Sacred Arrow mana cost reduced to 75/85/95/105.
-Leap animation redone to make effigies more hilarious.
Morphling
-Base damage increased by 2.
-Strength gain increased to 2.5.
-Agility gain increased to 3.5.
-Adaptive Strike base damage increased from 20/40/60/80 to 60/90/120/150.
-A Morphling with Aghanim's Scepter can now cast Hybrid on himself, which will create an illusion of Morphling that does 25%/50%/75% of the Hero's damage. The illusion takes 300% damage.
Logic
Big buffs to Morph's rat and his shotgunning.]
Naga Siren
-Mirror Image illusion damage increased to 40%.
-Song of the Siren cooldown rescaled to 160/120/80.
-Base damage increased by 7.
-Agility gain from 2.75 to 2.9.
-Ensnare cast point improved to 0.3.
Nature's Prophet
-Treant movespeed increased to 320.
-Agility gain increased to 2.3.
Necrolyte
-Added respawn time from Reaper's Scythe reduced to 20/25/30.
-Reaper's Scythe now ignores bonus magic resist from items and abilities.
Logic
I may have gone overboard here in eliminating his weakness to Glimmer Cape. We'll see.
Omniknight
-Repel now provides lesser spell immunity, which cannot be improved by any way (for example Blur and Lunar Blessing).
Outworld Devourer
-Agility gain increased to 2.45.
-Astral Imprisonment now deals 50 damage at the end of its duration.
Logic
Also featured in these notes are a lot of new ways to disable a Blink Dagger. This being one.
Phantom Assassin
-Blink Strike can now be cast on spell immune units, but will not grant the bonus attack speed.
-Blur now gives Phantom Assassin 2/5/8/11% bonus magic resistance and 2/3/4/5 bonus armour, as well as making all spell immunity effects on Phantom Assassin grant greater spell immunity.
-Coup de Grace critical strike chance increased to 19%.
-Coup de Grace critical modifier reduced to 210%/300%/390%.
Phantom Lancer
-Illusion damage increased to 18%.
Pugna
-Destroying a tower with Nether Blast awards Pugna an extra 100 gold.
-Nether Blast now pierces Glyph of Fortification.
Queen of Pain
-Base damage reduced by 4.
-Scream of Pain damage reduced to 50/125/200/300.
-Sonic Wave cooldown reduced to 130/100/70.
Riki
-Now gains 35% of Backstab damage when attacking enemy units from the front.
Rubick
-Telekinesis cooldown reduced from 22 to 17.
-Fade Bolt mana cost reduced to 90/105/120/135.
-Null Field magic resistance rescaled to 11/14/17/20%.
Shadow Demon
-Shadow Poison now pierces lesser spell immunity.
-Shadow Poison cooldown reduced to 2 seconds.
-Shadow Poison: Release now stuns the victims for 0.05/0.1/0.15/0.2 seconds, doubling for each additional stack of poison, to a maximum of 5 stacks.
-Purge capabilities of Demonic Purge improved. Is now a strong purge.
Logic
He's now less of a niche pick, and has a lot more utility with stuns and disables.
Silencer
-Movement speed increased to 315.
-Attack animation improved to 0.35/0.56.
Slark
-Pounce leash duration rescaled to 1.5/2.25/3/3.75.
-Essence Shift duration reduced to 15/25/35/45.
-Dark Pact is now a soft purge.
Sniper
-Take Aim and Headshot are now condensed into a single ability.
-New active on his E: Shatter Round. Sniper shoots at the target unit, dealing damage and reducing their armour.
Damage: 50/110/170/230
Armour Reduction: 3/4/5/6
Duration: 8
Range: 1000
Mana Cost: 75/100/125/150
Cooldown: 10
-Assassinate now renders Sniper invisible and phased until the shot connects. He remains invisible for 1.5 seconds after this.
-Added an Aghanim's upgrade for Sniper: Assassinate fires a volley of three bullets that hit the nearest 3 Heroes within the range. Damage reduced to 250/415/550.
Spectre
-Base attack time reduced to 1.6.
-Turn rate improved to 0.7.
-Movement speed increased to 300.
-Spectral Dagger now deals pure damage.
-Desolate search radius reduced to 275.
-Dispersion damage now disables Blink Dagger if it deals over 10 damage.
-Removed the 1 second delay on Haunt before illusions attack.
-Added an Aghanim's upgrade for Spectre. Haunt outgoing illusion damage increased to 50%. Illusions of Spectre now gain Dispersion.
Logic
Again, more disable Blink Dagger stuff. Also a buff to her right-clicking, making her less reliant on dying to get stuff done.
Storm Spirit
-Storm Spirit is no longer invulnerable whilst in Ball Lightning (but is still untargetable).
-Initial cost of Ball Lightning increased from 15+7% of mana to 15+12% of mana.
Logic
I still want this to be the patch of YOLO plays like hooks onto a balling Storm and Aegis snatches everywhere being rewarded. Cinematic dota.
Sven
-Movement speed increased to 305.
-While God's Strength is active, all magic immunity on Sven is upgraded to Greater Spell Immunity.
Terrorblade
-Base HP regen reduced to 0.5.
-Strength gain increased to 1.6.
-Base Agility increased to 24.
-Sunder removed.
-Reflection reverted to its old form. Terrorblade summons a dark reflection of all enemy Heroes in the area, which slow them and deal damage.
Range: 300
Area: 500
Slow: 20%/25%/30%/35%
Duration: 5
Outgoing damage: 45%/55%/65%/75%
Cooldown: 22/18/14/10
-Metamorphosis is now his ultimate, granting 50/70/90 bonus damage and lasting for 50/55/60 seconds. No longer reduces Terrorblade's speed. While in Metamorphosis form, Terrorblade gains the Demonic Leap sub-ability. Demonic Leap: The Marauder pounces at his target, leaping towards them. Terrorblade's illusions within 250 range of him will also perform the leap. Range: 800 Leap Distance: 500/600/700 Cooldown: 15/11/7
-New passive: Zeal. Increases Terrorblade's attack speed by 20/30/40/50 and his HP regen by 2/3/4/5. This applies to illusions.
-Conjure Image damage dealt reduced to 25%/35%/45%/55%. Damage taken reduced to 350%.
Logic
I know you've seen this before. It's a buff to his fighting more than anything else. Alternatively, add the Aghs upgrade from that thread.
Tony
-Avalanche cooldown reduced to 11.
-Craggy Exterior bonus armour increased to 4/5/6/7.
-Grow! bonus speed increased to 45/55/65.
-Grow! attack speed loss reduced to 15/25/35.
-Aghanim's Scepter now gives Tiny a 30% chance to slow for 20% for 3 seconds on attack in addition to its other effects.
Logic
Intended to make him less Wisp-reliant and less slot-starved with an added main effect and more Avalanche.
Troll Warlord
-Strength gain increased to 2.4.
-Agility gain reduced to 2.5.
Undying
-Intelligence gain reduced to 2.3.
-Decay duration reduced to 20.
-Tombstone Zombie slow reduced to 4%.
-Casting Flesh Golem now requires the player to give some moral support to Undying by pulling off their lower jaw. If you won't do it, why should he?
-Picking Undying still makes you a ****.
Logic
**** this guy.
Vengeful Spirit
-The negative aura applied to her killer only functions at half effectiveness.
-Added a program that detects players attempting to play Venge as a carry and shoots them in the kidney.
Visage
-Gravekeeper's Cloak is now removed only by the attacks of Heroes and Roshan.
-Base magic resist increased to 15%.
Weaver
-Base attack time increased to 1.7.
-Geminate Attack cooldown reduced to 5/4/3/2.
Windrunner
-Shackleshot duration reduced to 1.5/2/2.5/3.
-Shackleshot can now be disjointed.
-Focus Fire now gives 300 bonus attack speed rather than maxing the attack speed. Damage reduction reduced to 40%/25%/10% (30%/15%/0% with Aghanim's Scepter).
Winter Wyvern
-Cold Embrace range reduced to 750.
-Cold Embrace base heal increased to 30.
Wraith King
-Movement speed increased to 310.
-Agility gain increased to 2.
Items
-Black King Bar can now be upgraded to level 2. Level 2 Black King Bar does not refresh the spell immunity timer, but the minimum duration is 6.5 seconds.
+10/14 Strength
+24/32 damage
-Diffusal Blade can now be upgraded to level 3. Level 2 has been rescaled accordingly. Recipe cost increased to 850.
+20/30/40 Agility
+6/10/15 Intelligence
+25/29/33 Mana Burn
-Orchid Malevolence now grants +30 Intelligence (up from +25).
-Recipe cost reduced to 675.
-Eye of Skadi cold attack duration reduced to 3/2. Slow reduced to 30%/40. Slow does not pierce Greater Spell Immunity.
-Dagon now grants +5/8/11/14/17 to Agility and Strength, rather than +3. Intelligence boost remains the same. Killing a Hero with Dagon's active now causes a lens flare to move across your screen.
-Glimmer Cape range reduced to 600.
-Fade bonus magic resistance reduced to 30%.
-Manta Style cooldown is now 35 for both modes. Both ranged and melee illusions now take 350% damage.
-Mekansm manacost reduced to 200. Mekansm Aura now grants +5HP regen (up from +4).
-Sacred Relic cost decreased to 3600.
-NEW ITEM: Fel Warglaive (5200)
Ingredients: Ogre Club, Ogre Club, Ultimate Orb, Recipe (1100)
+30 Strength
+15 Intelligence
+15 Agility
+35 Movement Speed
+25 Damage
ACTIVE: Counterstrike
Instantly removes all movement impairing effects from the Hero.
Mana Cost: 50 Cooldown: 17
The purpose of this item is to make a lategame item for kiteable Strength carries such as Lifestealer and Sven, allowing them to close with their enemies in the current mass-mobility meta. Currently, the only viable mobility item for them is Sange and Yasha. Let's face it, nobody likes that item.
-NEW ITEM: Greaves of Omnipresence (5650)
Ingredients: Boots of Travel, Ultimate Orb, Recipe (1100)
+100 Movement Speed
+15 all stats
+15 attack speed
+15 damage
Active: Greater Teleport
Teleports you to an allied unit or structure. If the unit or structure dies during the channel, the cooldown is reset.
Mana Cost: 50 Cooldown: 45
Independent of Boots of Travel II upgrade, but also works with the upgrade.
NEW ITEM: Scepter of the False God (8000)
Ingredients: Aghanim's Scepter, Eaglesong, Recipe (600)
+35 Agility
+15 Strength
+15 Intelligence
+200 Health
+150 Mana
Passive: Ultimate upgrade. Upgrades the ultimates of certain Heroes.
Passive: Devotion. Each time the Hero is hit, they gain 5 damage, to a maximum of 40 damage.
NEW ITEM: Fractured Amethyst (4700)
Ingredients: Two Ultimate Orbs, Recipe (500)
+20 Strength
+20 Agility
+20 Intelligence
Passive: Attunement. Grants +5 to the bearer's primary stat.
Active: Consume. Consumes the amethyst, granting the Hero +10 to all stats permanently.
There are two kinds of people in the world; those who can count, and those who can't.
- Acid Spray now does base 8 + 1/2/3/4 damage for every second spent on the AoE
- Unstable Concoction reworked
- UC creates an explosion in Acid Spray's AoE, distributing a stun and damage amount amongst all the enemy units within it Manacost: 120 Cooldown: 30 / 28 / 26 / 24 Stun: 3 / 4 / 5 / 6 seconds
Damage : 300 / 400 / 500 / 600 seconds Bloodseeker:
- Bloodrage now costs 6% of the target's maximum HP. Cannot kill the target Earthshaker:
- Fissure now lasts for 4 / 5.25 / 6.50 / 8 seconds (honestly I think he's fine, just needs small nerf) Huskar:
- Berserker's Blood now gives 1.25 / 1.75 / 2.25 / 2.75 armor per stack instead of magic resistance. At least now when he's low you can finish him off with nukes instead of being a ridiculous beast at 2% health Leshrac:
- Lightning Storm cooldown increased to 8 seconds Pudge:
- Meat Hook now does magical Tiny:
- Enemies can only be hit by Avalanche twice by Tossing. (I'm sorry but that combo is just too strong)
This is enough to make him a normal hero I think, you can now actually play support Alchemist and gank since level 2 and you also can take ez stacks with passive and get your Aghs fairly easily. This is a buff to carry Alchemist too as he will have much more solo-killing potential and teamfight presence with MS boost and cd reduction. Imagine if he gets a fast Mjollnir.
This MS is really ********, how can you even stun him when he runs out of range on 10000 MS if you are 99% HP? Auto-losing a lane to BS unless you are Lina or Leshrac rocks too.
Clinkz's base damage from 40 to 45. Death Pact's manacost from 100 to 50.
Literally impossibru to lasthit vs a melee hero with a Quelling Blade. Yea I know it is a pub thingy but pubs are more important than competitive anyway.
Drow Ranger's Marksmanship agility bonus is halved instead of being disabled in deactivation radius.
Kunkka's Ghost Ship rum buff duration from 10 to 7 seconds. Kunkka's Ghost Ship rum debuff duration from 20 to 10 seconds(10% every tick instead of 5%).
Rum is OP. You can just roll over enemy towers with 60 sec cd ship and Mek and your squishy team turns to finest STR frontline tanks.
Grants 10% movement speed.
Grants unobstructed vision. Lunar Blessing's aura bonus damage increased by 50%(14/22/30/38 -> 21/33/45/57) and affects allied creeps.
Lasts 6 seconds.
Luna's Eclipse radius from 675 to 800 OR cooldown from 160/150/140 to 120. Luna's Aghanim's Scepter grants allies Lunar Ferocity in 1000 AoE around Luna for 10 seconds.
Icefraud pls =)
Mirana's Leap cooldown from 30/26/22/18 to 20/20/15/10.
I feel this hero is underpowered and unreliable, especially as a useless mid camper. Giff carry/solo lane Mirana.
Moprhling Waveform manacost from 140/155/160/165 to 95.
Seriously what is this manacost, how do I farm if this skill requires me 2 Bottle sips to cast?
Naga Siren's Mirror Image illusion damage taken from 500%/400%/300%/200% to 400%/350%/300%/250%.
Funny how ASU Sonic Wave might just be the best ulti in the game though it sucks without it.
Rubick's Telekinesis cooldown from 22 to 20/17/14/11. Rubick's Fade Bolt mana cost from 120/130/140/150 to 80/90/100/110. Rubick's Null Field bonus magic resistance from 5%/10%/15%/20% to 10%/15%/20%/25%.
Shame such an interesting hero has such **** skills.
Tusk's Snowball can now be targeted and dispelled, immediately collapsing and releasing all it's captives. Tusk's Walrus Punch's stun slow doesn't pierce Spell Immunity.
Unduying's Decay strength steal duration from 40 to 15/20/25/30.
Do you carry 2 enchanted crescent blades and hate magic?
Are you a result of love affair between My Little Pony character and John Rambo?
Do you have a special relationship with a wicked red scythe that was used to torment political criminals?
Offlane ES is good tho... Like he can guarantee himself an early level or two thanks to Fissure blocks in the same way that Clock can with Power Cogs, and even if he's getting shut out of lane early, he is a hero who can rotate and make stuff happen, like Spirit Breaker. He can farm from long range with his Fissure, disrupt enemy farm in the same fashion. He even fits the farm critera of offlaners; Being more level hungry than item hungry, and only needing boots and 1 item to be set for the rest of the game. Like what part of it is awful, or inefficient compared to him being a support that has to make things happen or end up farm and level starved?
Reply to fedorable;
Spoiler: Click to view
I still think you are overnerfing ES Fedorable, but since you are adamant about it (He doesn't need a cooldown increase like that, since multiple Fissure's in a fight affects his fights post 7, not pre 7. Like say making it a static 20s cooldown instead of 15 is a fairer change, because it doesn't screw his early game over so much, and still potentially has your proposed effect). But hey, I've said my piece now so if you are fine with what you've done to him so be it
OT; More buffs I thought of whilst asleep, since I figured if I addressed one of the really weak heroes right now, I can address another couple;
Astral Spirit now slows creeps for 5% whilst it's active, and heroes for 25%. Astral Spirit mana cost lowered from 110 to 80. Astral Spirit now is assigned to the any other units hotkey by default (This is just because it's annoying really to have to select the spirit each time you cast.)
Spoiler: Click to view
Basically since it already gives him move speed, I figured you could justify adding a slow to it. Gives the hero a little more early game value from spirit than a low damage nuke. The lower mana cost means the hero can offlane a little more efficiently because he can get more spirit's off pre Soul Ring. He gets 4-5 Spirits now instead of barely 3
Earth Splitter now applies 15%/20%/25% movespeed slow to any enemies that are in the AoE during formation. Does not stack with the Astral Spirit slow.
Spoiler: Click to view
His ulti has such a long set-up time that it's almost useless in alot of fights. Again adding the utility to the ulti makes it a little more reliable, which in turn makes the hero better, and less reliant on his Aura.
Offlane ES is good tho... Like he can guarantee himself an early level or two thanks to Fissure blocks in the same way that Clock can with Power Cogs, and even if he's getting shut out of lane early, he is a hero who can rotate and make stuff happen, like Spirit Breaker. He can farm from long range with his Fissure, disrupt enemy farm in the same fashion. He even fits the farm critera of offlaners; Being more level hungry than item hungry, and only needing boots and 1 item to be set for the rest of the game. Like what part of it is awful, or inefficient compared to him being a support that has to make things happen or end up farm and level starved?
Every carry in the game gets free farm against ES, 1 or 2 creeps he may with because of Fissure is just nothing. This is the main reason, he is a melee hero who is no challenge for enemy carry at all.
I don't get this trend for picking trash offlaners, why not put this ES in an agressive 2x hardlane where his Fissure can actually do domething, or at least put a real, solid offlaner like Centaur. Out of all the offlaners in meta now I honestly can't thing of less challenging for the enemy team to humiliate and shut down, Clockwerk at least can appoach a creepwave if supports went ganking and can do something after lvl 6 even without farm. Es with level 6 without dagger is hardly more useful than ES level 1.
- The Snowball can now be attacked during its formation time.
- Attacks needed to destroy : 2/3/4/5
- When the snowball is destroyed, all the units inside the snowball including Tusk himself are hit by the snowball stun and damage. Enemies are not affected.
This is just sooo needed. Free Euls-like counter-initiation on your entire team is ******ed. And it wasn't even designed to be this way. The 4 second charge time on snowball was introduced initially so that you can manually add your teammates to it.
- Fissure cooldown increased to 20 seconds at all levels
is IMO the best way to do it.
This is an important nerf to the hero since it affects him at any stage of the game, from first blood attempts (no more double fissure at runespots), to teamfights later in the game.
The point is to nerf ES, not to make him unplayable. If you make Fissure shorter at level 1, first it's unrealistic since you can't just shrink ES's **** size like that (the game won't allow it xD), second it really makes him unable to roam and since he has no lane presence it makes him trash.
If you want to nerf him a bit more, reduce the block a bit to weaken his early kill potential :
- (optional) Fissure duration rescaled from 8 seconds to 5/6/7/8 seconds
No point in nerfing ES offlane. Buff it for all I care, I love feeding on offlane ES's when I'm playing support. Because what's a Crystal Maiden without an 8 minute midas, right? xD
- Aftershock now deals 40% additional damage to creeps
OK here you go you ES offlane players. If you come near creeps you now get last hits.
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