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outworld devourer. I love playing him. He's such a ****ing monster if he gets fat. However, theorblem is for him to get fat. Listen up guys, he's very snowball oriented, but he cant snowball well. His CC is a terrible setup, he has severe kiting issues, early game his ulti cant kill a hero by itself, and he has no farming mechanics whatsoever.
So guys, I have three suggestions here.
1. Enable Astral Imprisonment to end prematurely. This spell is too long for a save and too long for a setup. A decent enemy can rotate in with a Town Portal Scroll in the 4 seconds duration. Allowing it to end prematurely would be a decent buff. And yes, I've suggested it before.
2. Astral Imprisonment slows movement (Maybe attack too?) after the banish for as long as the enemy was banished. This way OD has more solo kill potential without Rod of Atos. The slow shouldnt be too powerful of course, else it will remove Rod of Atos completely from gameplay. Perhaps 30% slow? Or maybe a heavier slow with a fixed duration? I think the latter could be good.
3. Rescale Arcane Orb. Maybe this would be broken, but you need a lot of levels for this skill to deal a lot of damage. A feasible scaling change I think would be 7.5/8/8.5/9% of mana. Now this skill deals 25% more damage at level one. Another scaling change could be 7.5/8.5/9.5/10.5% mana or you can round it up to 7/9/10/11% of mana.
Another idea could be to increase attack range and base regen.
One thing that could happen is that Sanity's Eclipse could be given a fixed based damage component, with an lowered INT scaling component added on top.
So like; 350/450/550 + 6/7/8 time the intellegance difference.
It means that he's not as bad in team-fights if he's behind because he still brings a decent chunk of base damage to the nuke.
It doesn't solve the heroes issues, but it just makes him a little better with-out the farm he struggles to get.
Ah OD. I love this hero as well, despite how underpowered he is. Scales massively with farm, but farms slowly and can't gank. The living paradox of a hero.
If I was to buff OD I would probably put the cancel Astral option like you suggested, since if you cast it on someone with blink Dagger you just save them.
My buff would be that the bonus illusion and summoned unit damage is now added to arcane orbs damage against creeps. With that he can farm without getting a splashing orb by 1 to 2 shotting creeps when orb deals like 600 damage to them.
- And for god's sake give him a way to deal with evasion without buying a Monkey King Bar. That's the one reason why I never pick the hero. These days there's evasion in every freaking game and the worth of a carry is mainly determined by how fast he can rush a MKB, since solar crests and radiances come online at the 20 minute mark. Like give an additional ability to Octarine Core : orb effects can no longer miss even if the attack misses.
(seriously for me the Scythe of Vyse nerf that makes it no longer disable evasion killed the hero)
Something I'd suggested to make him better in the 6.85 notes I'd written:
-Agility gain increased to 2.45.
-Astral Imprisonment now deals 50 damage at the end of its duration.
-Astral Imprisonment can now be cancelled prematurely by tapping the W button again.
Which is a huge buff to his carry and kiting issues.
However, I also suggested an item which was designed with both him and Silencer in mind:
Royal Scepter of Hells (4100)
Ingredients: Staff of Wizardry, Gloves of Haste, Perseverance, Recipe (850)
+15 Intelligence
+35 Attack Speed
+10 Damage
+5 Health regeneration
+150% Mana regeneration
Passive: Affinity. Grants a 25% chance upon casting a single-target spell on an enemy for the spell to jump to another enemy within 300 units. Has a 10% chance to jump a second time. Functions with autocast effects.
Active: Toggle. Toggles Affinity on or off.
Excuse the lack of formatting. This item grants him flashfarming capabilities, allowing him to keep pace with his rival in the midlane, since normally they just outfarm him by eating the jungle whereas OD cannot. It's a dedicated INT Battle Fury with decent offensive characteristics.
And I agree, something needs to be done with his evasion issues.
There are two kinds of people in the world; those who can count, and those who can't.
The thing that I find hilarious is that Aghanim's Scepter now acts like a really big INT item because the AOE Astral Imprisonment doesn't just affect your Sanity's Eclipse, you get to keep the INT for the rest of the fight. AND for your Refresher Orb Sanity's Eclipse to follow. If you hit all 5 heroes, you've just straight up won the teamfight.
Agh's also gives a whole lot of HP and Mana pool, which is actually exactly what you need. There are also ****tons of Items that synergise too.
I have often suggested that your Astral Imprisonment purges the Black King Bar instead (but agree that BKB is a major problem of OD's)
Other wise I agree with the idea of ending Astral Imprisonment early/cancelling it
Evasion is as stated a major problem for the hero and quite simplify their needs to be a Intel anti evasion item in the game for the few Intel carries
And finally to be picky with apaz's item build suggestion you need a Force Staff in there (personally I build more itel but that's just me)
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