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Just a doubt: Octarine Core "Spell lifesteal for non-heroes increased from 5% to 25%"? What does this means, only applicable to the bear from Lone Druid?
Rolling Boulder needs a CD increase at max level as well. In conjunction with everything else he can do, it's too good right now. Don't see the point of nerfing Grip. Shackleshot needs to be disjointable. Windrun also needs to either needs to lose the disjoint or the slow. Chaos Knight needs to be stronger without Io, and nerfing Chaos Strike accomplishes the opposite. Huskar is fine, it's just Dazzle (and Oracle come next patch) that's the issue.
Why not just remove cliffs from the game entirely?
I don't think it's wise to nerf/buff heroes before they even come out yet.
Could Arcane Orb deal splash damage instead? Life Drain doesn't need to be reworked Thirst min scaling doesn't need to be higher than 75%. But it's max scaling could go lower, no problem. Battle Trance's aghs upgrade should only effect creep heroes globally. Otherwise heroes like Chen, Enchantress and especially Broodmother would be insane at splitpushing.
I am comfortable buffing and nerfing heroes that have not come out because I played with and against those heroes in Dota 1, especially Arc Warden. Warden is OP, he got a big nerf to his laning phase, so he only needs something light to make him playable. He was insanely broken when I last dealt with him in 6.81. Pit Lord was kind of a bad pub hero, mainly due to his Pit being rather weak compared to something like Kinetic Field.
Also, Chi-Chi, the Octarine Core buff is to increase the amount of life stolen from creeps, so it's a real form of sustain for heroes like Bristle and Charles, as well as a solid advantage to fight your opponents when they have creeps. Also, might make Tank Nature's Prophet a thing.
Also, Chi-Chi, the Octarine Core buff is to increase the amount of life stolen from creeps, so it's a real form of sustain for heroes like Bristle and Charles, as well as a solid advantage to fight your opponents when they have creeps. Also, might make Tank Nature's Prophet a thing.
Some buff ideas of mine that are cool on paper, but might not be all that practical or useful: Phantom Strike can now be used on structures (put down the Battle Fury and pick up the Desolator) Glimpse can be used on allies (for either griefing or saving your allies) Mist Coil outgoing damage is now pure, just as the backlash damage Abaddon receives is and ministuns both the target and Abaddon (This is easily Abaddon's weakest skill so can you can buff it without much fear). Multicast upgraded with aghs now works with items (Quadruple dagons? Yes please!) Hex now applies break onto the target (may as well top off the disarm, mute and silence with a break)
Chaos Strike now always activates on the first hit if no allied unit is standing within a 1200 radius of Chaos Knight (this is disabled by illusions, but not creeps).
Like Drunken Brawler, the first hit always crits. 20 second cooldown.
More chances to proc armor reduction and more damage. More solo kill ability. More farming speed. But changes nothing if Wisp or other allies are nearby, so only impacts CK's ability to do things on his own. CK is too dependent on wisp to be viable on his own IMO, wispless CK needs to be buffed.
Too blatant if you ask me. I think CK's randomness has to be watered down, along with his lategame potential, but he should be given some neat perks in return to make him more usable. Because who needs a hero who reks everyone when 6-slottred when he can't even get 6-slotted and does it on a 10 second cd anyway?
Make him less reliant on luck(stuns time, crit, bonus illusion chance), weaken his illsuons and cut it's cd so he can actually take is at lvl 6 and go fight with it. Fix abysmal cast ranges(500 and 700 on Q and W? Seriously?). Something along those lines. Who needs a hero with only 2 abilities in an early game fight when the meta basically spins around early-game fights?
Edit: unrelated, but this has just jumped into my mind: is it really worth getting Weave at 6? I always thought all Dazzle's abilities benefit a lot from having a lot of points put into them. Weave just seems suboptimal to get that early though basically everyone does it. Any competent Dazzle players to clarify that?
Why wouldn't you take Weave at 6? At level 1 it's still what an 18 armour swing? When HP pools are small, that makes a huge difference compared to the extra heal or Shallow Grave point. It's basically a free team-fight win and tower push at early levels, especially in an enviroment where we get so much minus armour around. The extra point in heal or grave doesn't do that, since grave will still have a minimum of 30s cooldown at 6, too long to use twice in a fight.
I don't actually think CK is in that bad a place right now; I think if you change anything you can buff either his INT growth, or his base INT, and it just makes his mana issues less prevelent. Like look what that did to Tiny for instance.
Like sure, that doesn't buff the hero without Io specifically, but it's incredibly hard to balance the hero without balancing him with Io either.
That plus a meta shift towards marginally more passive playstyle will work wonders.
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