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1. Techies is now an IT guy, improves your connection while rerouting enemy ping through Russia.
2. TECHIES IS NOW TOWER TECHIES!!!
Q: Repair-Heal towers for ??? value
W: Enhance-make tower better for a while
E: Tele-TP to tower
R: DRIVE TOWER FOR 30/45/60 SECONDS YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
1. Techies is now an IT guy, improves your connection while rerouting enemy ping through Russia.
2. TECHIES IS NOW TOWER TECHIES!!!
Q: Repair-Heal towers for ??? value
W: Enhance-make tower better for a while
E: Tele-TP to tower
R: DRIVE TOWER FOR 30/45/60 SECONDS YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
I can substitute his suicide for some tower siege-ing action.
How about armor fortification for any unit target or hero?
For ulti: M-777 cannon. Emplacing time channeled for 7 seconds. Total charges for planting cannon 3/6/9.
Cannon does terrifying magical damage of 100/200/300 per hit. Cannon fire rate 0.5s/hit. Missile speed 1100. Sub ability to destroy cannon in an AoE for 1000/1500/2000. Destroy will not stack with other destroys. Techies is disabled for the duration while he mounts a cannon.
(So he mounts them to use them . Throwing missiles like pudge hooks.)
If techies get his Q reworked: Time Bomb- Select a target and plants a bomb on it that does 200/250/300/350 physical damage after 5 seconds. If target is a hero, the damage is halved but he gets slowed by 50% for the duration.
I cant trade stasis for anything in the world, unless it is A BIGGER STASIS!
E: Destructive powder(passive) techies has a 20% chance to do enhanced damage from abilities or rightclick. Damage : 150%/200%/250%/300%. In case of stasis trap, deals an additional stun of 0.25/0.5/0.75/1 second.
Yes, with the reduced cooldowns, he's actually much more viable and his ult is actually pretty good now, a 900 pure damage nuke in teamfights is nothing to laugh at.
I still think his Q and W need a buff because they still feel a bit underwhelming. After all, the hero has 4 non-scaling skills and I think he's very weak late game (is that what you're going for?). More slow, more annoyance, damage scaling with % of enemies' max HP, you get the idea. I also think he needs way more mine charges. Volvo pls buff.
@Porygon : I don't think anyone is dismissing Sando's idea, just that making a hero who is weaker than the current Techies is simply UP as hell. If you remove the instakill you had better give him something he's REALLY good at to make up for it, since the current Techies is already garbage/troll tier anyways.
Thanks for the comments, ideas, feedback etc guys!
As far as I'm concerned, this is meant to be a complete free-for-all, theory-crafting for fun - cos unless Icefrog happens to pass by then this is probably never going to happen anyway.
I think the thing we all agree on - even if we're coming at it from completing opposing viewpoints - is that Techies in their current form don't really work. I don't like the insta-kill thing, even if I don't think it's OP. Most of you agree that the hero is currently not really a serious proposition in competitive games.
My core idea was to try and keep most of things that make the hero unique - map control, mining, impeding roaming and jungling, anti-push, suicidal attacks. Remove the insta-kill stuff and give him significant buffs in other areas such as team fight and mobility.
He probably is a bit weaker late game in my version, but still offers significant anti-push. With some tweaks to his abilities that can be altered - for example:
Napalm mines - damage doesn't go through BKB, but the turn slow does (this is pretty horrific for a number of heroes) - you could even look at it blocking healing while the burn effect is active too, regardless of BKB. Hell even the % HP thing could work well. Maybe an Aghanim's Scepter upgrade?
Lightning/Toxic mines - anything goes here really, it's basically a utility mine with some kind of slow to keep people in the napalm area and otherwise mess up their ability to fight.
Another thought I had here was "Grenades" instead of mines. Slightly longer range and faster cast speed. If they land within triggering distance of an enemy, they go off quickly, if they land somewhere not triggered, they cloak after a brief delay and basically become mines.
Tower Repairing/Movement - hell, whatever, ultimately the name of the hero is " Techies" - why shouldn't they have abilities that don't revolve entirely around explosives? How about:
Remote Control - Techies take direct control of a tower, increasing it's armour and attack speed, healing 10/20/30 HP/second, and allowing them to manually target enemies. Channelled for 10 seconds, global range.
"The A Team" - hero has 2 barn construction charges. Techies can enter barn and come out after a channelling time as 3 mini-versions of Clockwerk, Timbersaw and Tinker.
Thanks for the comments, ideas, feedback etc guys!
As far as I'm concerned, this is meant to be a complete free-for-all, theory-crafting for fun - cos unless Icefrog happens to pass by then this is probably never going to happen anyway.
Your wish shall be granted.
I am not kidding this time.
Base movespeed now 295.
land mines
Summon a land mine that will explode if an enemy enters 350 radius. If another land mine is placed within 350 radius, it will explode instantly
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