Arc warden one is complete shit .
ALchemist one is good on paper . But in reality doesnt really fit the build .
Yeah nobody would buy the arc.
Also why would i ever get the sticky napalm alternative. Lassoing two people and ignoring linkens is awesome
Yeah, how often do you actually see napalm stack that high? Also why would you waste all that gold and an item slot on Alch to get more gold which won't even cover its own cost?
So, Alchemist is much more of risk vs reward OR trying to carry the whole team but yeah none of them has room for Unstable Concotion or Chemical Rage build i'll keep that in mind.
Arc Warden one is more "build as many right clicks as possible" or "build as many actives as many as possible". But then what if Tempest Triplets? 3 Arc Warden (or even 9 with manta + 6 necromonicon) would be better idea? Let me know
As for Batrider, I also have minds for extended duration of Firefly, increases vision during Firefly and adds bonus movement speed. Would it be a much better alternative? Or even a new innotiation ability?
(And i am not working for valve nor i am gaben himself (or am i?))
arc clone with no item actives literally useless unless it does 500-600+ damage per hit or some shit. doubling his shit agi gain in damage is bad
Bloodseeker : Ruptures, grants 2 charges of Rupture with a 40 seconds replenish time. OR, Blood Rite, increases radius (from 600 to 950) and pierces spell immunity. All units inside the Blood Rite will apply Bloodrage buff (applies the buff/debuff first).
Yes except don't apply bloodrage on to them and make it a talent that adds +200 radius instead of a paltry fucking 75 damage on a spell that might not even hit anyone.
Then make aghs add +5% damage, or something idk. 2 charges with a 10 second shorter cool down is just. so. fucking. plain.
Also notice how Icefraud is starting to add some extra actives to other hero passives which play on the passive theme eg PA blur now has that semi invis thing, sniper can click his extra range skill for it to provide double range for one attack (does anybody realise that?), etc.
So maybe the plan is he is thinking of some sort of silly little passive to 'buff' bloodseeker (like the same bloodrite cooldown "buffs" he gave him instead of just reverting the 75-25% threshold back to 100-25% which is what was really needed to bring him back). I mean obviously he should revert it back now since extra attack speed in the laning phase does nothing for bloodseeker since it doesn't help him win the lane.
So what themes does bloodseeker have:
Movement (himself and enemy)
Low hp of enemy
Vision/detection (buffing the visibility thirst threshold back to 50% should be reverted too, remember when he used to be able to see any hero on the map as soon as they went below 50% hp years ago!)
Healing
Damage amp
Minor sub theme of silence and nuke, but really bloodrite is only designed to force the enemy hero to move, the damage and silence is not thematic to him in any way really.
He can't get an active which is based on his own low hp (since that is huskar). The active has to be based around his thirst themes - ie low enemy hp, movement (and attack speed now I guess) or vision. I honestly think some sort of "bloodhound" smell out enemy thing which provides vision is the most thematic in terms of mechanics thirst already provides plus plays in to the character model of him as a sort of doggy thing.
Something like, activate to sniff out the closet non-visible enemy for 10 seconds, which would reveal either units in fog or invisible units (makes him a better invis counter). It could also signal when enemy is smoked like how zeus ult doesn't reveal them if they are smoked which alerts you they are smoked. Makes him go from useless to very useful.
Actually you know what a cool and non-op buff that could be made - bloodrage should also buff healing received including lifesteal etc - so that way not only would it heal more when he secures the kill, but it also increases how much he gets from lifesteal, and benefits from mek/greaves, plus regen from healing items etc. It would be really good imo.
why would you make Aghanim have two different upgrades when you can just put then on talents instead?
Aghanim only exists because in Dota 1 we didnt have other ways to upgrade skills, now that we have talents it is just a burden on heroes who depend on it like Invoker
So believe it or not, that was original Bloodseeker aghanim. But yeah, added component of Bloodarge might be good enough or Bonus thrist movement speed.
For guuz, thats the point of this thread. I want it to open 5th talent tree (but spoiler warning, i have created some absurd one that i smoke a jalapeno to understand what the hell am i doing)
კომენტარის დასაწერად გაიარეთ ავტორიზაცია.
Disclaimer : I'm a guy who just doing this for fun (and out of boredom)
I made new Aghanim's Scepter Upgrade (hopefully balanced enough) for the purpouse of making Aghanim Scepter a relevant yet situational item for all heroes.
Also I created an aghanim's scepter for those who didn't have one.
For balancing reason, some of the previous aghanim's upgrade tweaked/changed/reworked entirely
(Heroes with * mark has tweaked or new upgrade)
(Sorry for bad english, England is not my city)
Abaddon : Borrowed Time, increases duration (4/5/6 to 5/6/7). While Borrowed Time is active, 50% of all damage taken by allied heroes in 900 radius will be redirected to Abaddon. OR, Aphotic Shield, causes Apothic Shield to reflect single target ability once every cast. Also applies 2 stacks of Curse of Avernus debuff to any enemy within burst area radius.
Alchemist * : Greevil's Greed, increases Alchemist's bounty rune multiplier (from 2/2.5/3/3.5 to 3/4.5/6/7.5) and increases gold bonus cap (20/24/28/32 to 25/30/35/40). OR, Greevil's Greed, applies half of the bounty rune multiplier to all allied heroes and Greevil's Greed gold bonus also given to allied heroes within 900 radius. (The bonuses however lost after Alchemist consume his Aghanim whether for himself or for his allies.)
Ancient Apparition : Ice Blast, increases frostbite duration (10/11/12 to 17). OR, Chilling Touch, increases slow duration (from 0.5 to 2.5) and pierces spell immunity.
Anti-Mage * : Mana Break, ministuns the enemy for 0.2 second when the enemy has mana below 50% with 3 second delay (also works on illusion). OR, Blink, reduces cast animation (0.4 to 0.1) and decreases mana cost (60 to 30).
Arc Warden * : Grants the Unstable Tempest ability. Summons another Arc Warden clone with 150%/175%/200% damage dealt and 200% damage taken. This clone can't use active item and all abilities can only be casted once. Has 60/50/40 second cooldown and 16/18/20 second duration (This ability's level is bounded to Tempest Double). OR, Flux, ignores creep and become undispellable (Spell immunity will keep the debuff but won't damage nor slow the target). Any ability or item that damages the targeted enemy from Arc Warden will refresh the duration of Flux. Decreases cooldown (from 16 to 10 cooldown).
Axe : Battle Hunger, provides -30% damage output reduction and Culling Blade, applies Battle Hunger on nearby enemies after a successful Culling Blade. OR grants the Great Fortitude ability. Passively increases strength by 25 and when activated, Axe will apply strong dispel for itself and knockback all enemy units within 250 range(can be cast while being disabled) for 60 manacost and 20 second cooldown.
Bane : Brain Sap, decreases cooldown (from 14/13/12/11 to 1.5) and makes Brain Sap pierce spell immunity. OR, Fiend's Grip, applies Enfeeble to any unit attacks Bane and changes Fiend's Grip damage into pure.
Batrider : Flaming Lasso, grabs all the target's nearest allied hero within 300 range. The secondary target is tethered to the first. OR, Sticky Napalm, increases max stacks (from 10 to 14) and duration (from 8 to 12). Also roots enemy with more than 6 stacks.
Beastmaster : Primal Roar, reduces cooldown (from 90/80/70 to 40), and increases cast range (from 600 to 950). OR, Call of the Wild, summons several creeps through this ability (will come in the following combination with Boar always summoned)
- Hellbear Smasher and Alpha Wolf
- Wildwing Ripper and Mud Golem
- Centaur Conqurer and Satyr Banisher
- Anciet Prowler Acolyte and Hill Troll Priest
- Dark Troll Summoner and Kobold Taskmaster
Bloodseeker : Ruptures, grants 2 charges of Rupture with a 40 seconds replenish time. OR, Blood Rite, increases radius (from 600 to 950) and pierces spell immunity. All units inside the Blood Rite will apply Bloodrage buff (applies the buff/debuff first).
Bounty Hunter : Shuriken Toss, allows Shuriken Toss to bounce twice on each hero. OR, Track, replaces cooldown with 3 charges that replenish every 4 second. Also becomes undispelable and adds slow by 10%/15%/20%.