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General Discussion - Page 787

Forum Index > Dota 2 General
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IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
nihoh
Profile Blog Joined May 2010
Australia978 Posts
August 02 2012 13:53 GMT
#15721
Meepo's always got a place as a one in 50 games surprise buttsex tenth pick imo. I want my meeps.
Dont look at the finger or you will miss all that heavenly glory.
Klonere
Profile Blog Joined December 2010
Ireland4123 Posts
August 02 2012 14:25 GMT
#15722
CLG picks axe bh vs Orange.
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
Last Edited: 2012-08-02 14:28:51
August 02 2012 14:28 GMT
#15723
--- Nuked ---
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
Last Edited: 2012-08-02 14:31:29
August 02 2012 14:30 GMT
#15724
Wtf cant view without an account.
and it wont let me register ((

Could you please quote it here for me?
Call me Marge Simpson cuz I love you homie
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
August 02 2012 14:37 GMT
#15725
Necrolyte: Of my design. As a somewhat embarrassing anecdote, I was unaware of certain definitions when designing him. His original name was "Necrophiliac" since I figured he was affiliated with the dead. It was only brought to my attention later that I should probably rename him.


I lol'd

Nice read, thanks for posting that.
ffxiv enjoyer
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
August 02 2012 14:38 GMT
#15726
--- Nuked ---
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
August 02 2012 14:47 GMT
#15727
On August 02 2012 23:38 Dattish wrote:
+ Show Spoiler +

Hey, I'm really really late replying to this but I didn't do Priestess of the Moon.

I don't know if I'm just being self-glorifying but going through this but I just had some people ask me to post more so I figure I can try to explain my hero involvement more precisely.

For some reason this forum is being very angry with me and doing "post denied" whenever I try to copy what I wrote over. It seems to accept it when I break in two however.

Earthshaker: Of my design. I'm really happy he's turned out to be so popular; I had high hopes for pathing blocks on Fissure and it seems to have become a success. Not much else to say, except that I had no idea his slow cast animations would have such an effect on his playstyle. It was just around that time that we were learning to synch up animations with actual effects, and wanted to make good use of the Tauren totem slam.

Tiny: This guy is sort of mine. Tiny was in the game before I came around and was considered an old favorite but had been removed since he just wasn't working. Iirc his original had Grow as well, so we just built on this theme on reintroduction.

Treant Protector: I had some input on this guy, or at least his "invis next to trees" ability. Leech Seed and his global aura weren't in the game at the time I worked on him.

Axe: Of my design. His original version didn't have Battle Hunger speeding Axe up, nor Culling Blade boosting ally movement. Probably good advancements since his original form had practically no pursuit power.

Bristleback: This was another guy's idea that was put in under my watch, where I had some input on the refinement of the idea but it was somebody else's baby.

Doom Bringer: Like Tiny, Doom Bringer was already in the game when I came around. I was just involved in giving him a facelift from his old version which was only a moderately changed Pit Lord from WarCraft 3 (although the new mechanic with him acquiring neutral abilities on Devour isn't mine, but is very cool).

Pudge: My pride and joy. What some of you might not know is that the current Pudge is actually the second Butcher that was put into the game. His first incarnation was as a summoner/pusher. He had the ability to store corpses like a Meat Wagon and then raise them. However, his ultimate was probably the most broken spell ever in DotA: Carrion Flies. The flies were a small, weak summon that were able to raise more of themselves. This would unfortunately result in Pudge being able to push an entire lane...while sitting in his base because the flies would increase in number faster than they'd die out. They were doubly horrible because they had no collision size so you'd see one fly....then die because it was actually 50 of them stacked on top of each other. Yeah, he got outright banned by people in public games.

It's been interesting to see how since his inception he's sort of permeated back into Blizzard's design. If you play World of WarCraft you'll notice that many of the abominations now have hooking moves and in Diablo 3 their Butcher also has a similar move.

Sandking: Of my design. His entire design came just from the fact that I found out that the scorpion models had a burrow animation and I really wanted to use it. He's probably one of my heroes that has gone through more changes than most, simply because he was such a boom-or-bust hero that was hard to balance. The original Epicenter stayed where it was cast, rather than following the Sandking. Slight adjustments in casting and stun times between Burrowstrike and Epicenter either made him way too powerful or completely incapable of getting his combo off.

Morphling: Of my design. First hero I ever got into DotA, while Guinsoo was still project head. He's also undergone quite a few changes like Sandking. His signature ability to convert Strength and Agility was there, as was Waveform, but that's about it. His ultimate is now Rubrick's (although my version was far more unwieldy to use) and I don't even recall what he had in place of Adaptive Strike.

Naga Siren: Already in game, I just invented her Song ultimate to replace whatever was there before (I don't even remember what it was).

Phantom Lancer: Of my design. Another case like Tiny where the hero was in before I came but was removed. I just brought it "back" using the original as an inspiration.

Stealth Assassin: Another case like Doom Bringer where the hero was in the game but I was involved in a heavy revamp. He already had perma-invis, but his old ultimate was Death Ward (same as the Witch Doctor except non-channeling). We nixed for the same reason Sandking had balance issues, where the hero's whole power depended on a single combo murdering the opponent before they could react. Smoke Screen and Backstab are my particular additions.

Ursa Warrior: Of my design. Fuzzy Wuzzy was the first hero to have a "secret" name. Fun fact is that his original version is that he was technically a ranged hero. Fury Swipes is based off of the Firelord's ability and the ability just wouldn't work when you put it on a melee hero. So he was actually a "ranged" hero in disguise to make it work.

Broodmother: Of my design. One of my personal favorites just because I like arthropods.

Nerubian Weaver: Of my design. In a twist of irony, I gave him a "useless" ability that ended up being removed and would probably have now been considered overpowered. I had the whole idea in my head of Shukuchi/Geminate/Time Lapse, but I couldn't think of a 4th ability that fit. After a while I basically gave up and awarded him the ability to summon invisible Shades which he could position around the map, giving him good vision of different areas. Yep, he had free everlasting mobile wards. Of course back then wards weren't in vogue (in fact, it was around my time that consumables were even introduced) so this ability was considered trash and skipped. I don't know when it was changed to the new swarm ability.

Shadow Fiend: Of my design. Ultimate has since been changed. His original ultimate was a set of orbs which floated around him that he could expand and contract, like a permanent version of the Guardian Wisp ability. I am however glad to see that Shadowraze has stayed around; it was an experimental ability that I knew was hard to control when I put it in, so glad to see that better players than I have made good use of it.

Enchantress: Of my design. Ultimate was originally Untouchable and Impetus was a basic ability, but other than that she still had the same set of abilities. Her healing ability is actually a variant of the War3 Crypt Lord swarm with a bunch of little units having auto-cast heal turned on. Recently picked up Dota 2 and she's probably one of my favorites to play as a support who can also sting when needed.

Keeper of the Light: I was involved in him, but I don't remember much else except working on Illuminate at some point. His original ultimate was an ungodly annoying pushing tool, a sort of Porta-Furion that could teleport around the map and summon support wisps to help fight.

Zeus: Already in the game, I just added in Static Field since he became rapidly useless past the early-mid game without the ability to weaken stronger opponents.

Tinker: Of my design. Fun fact is that Heat Seeking Missiles is Fan of Knives with a HUGE radius and small target limit. His ultimate actually stems from a limitation in the WarCraft 3 engine. There is no way to reset individual abilities in triggers, so you either reset everything or not. Otherwise he might have ended up quite differently.

Ogre Magi: Of my design.

Bane: I was involved in him. Like the Bristleback he was somebody else's baby, but I did the coding and refinement from the initial ideas.

Death Prophet: Already in the game, but I put in Witchcraft so that like Zeus her damage potential wouldn't just tank in the mid game against stronger heroes.

Enigma: Somebody else's idea, which I refined and coded. Blackhole, however, is my invention.

Necrolyte: Of my design. As a somewhat embarrassing anecdote, I was unaware of certain definitions when designing him. His original name was "Necrophiliac" since I figured he was affiliated with the dead. It was only brought to my attention later that I should probably rename him.

Visage: My version has since been overwritten. He was in the game previously and the gargoyles had always been his ultimate. I introduced Grave Chill as well as some other abilities to him. Soul Assumption is not of my design, nor is the new Gravekeeper's Cloak.

Misc.

Courier: Originally my idea. If the website lets me link URLs, I have a funny old picture of the original version equipped with a Dagon killing somebody (since it didn't have the limitations of the current couriers).

Items: I didn't do a lot with item invention, mostly I just sorted them. I did however introduce the Bracer and Wraith Band (originally Null Talisman was the only early game tri-stat) as well as the Refresher Orb (since it was basically the same idea as the Tinker).

And whew, I think that covers most of what I was involved in.

No need to get nasty toward people on my part. I could tell he was just messing around. As for ranged Ursa, there was just a checkbox option for ranged or melee; if you put ranged, it would look at certain values (such as "Range" and "Projectile Speed") and ignore them if melee. He was just checked as Range with a 128 range and 999999 projectile speed. It sounds like IceFrog has since overcome this limitation.

Anyway, I truthfully don't remember what IceFrog's first hero was. So the way things worked was...um...messy. I can try to give a history of things to the best of my memory.

When I started playing the game Guinsoo was project head. I had been inspired by playing the game to try to make my own with a friend. I actually found it the other day, still lingering on my old (old old old) Homestead account; http://neichus.homestead.com/files/neichusdota.zip if you want to look at it, but it's pretty disorganized. You can see a few early precursors, such as Morphling and Broodmother though. However, after a bit I just decided to get involved in DotA proper.

I mostly just posted things on the hero creation forum. I collaborated a bit with some different people. For instance, I met somebody named SensualSuccubus ("Sens") who had an encyclopedic knowledge of icons and graphics, which helped make my coding creations look a lot better. I also had a few other buddies in the hero making business which I liked talking to, namely ShadowPenguin (Bane's designer) and AfroThunder (Bristleback's designer).

As I already mentioned, Morphling was my first hero to get into the game. I don't recall at what point I actually became part of Guinsoo's "team" as it were, but I use that word loosely. The organization at the time was set up such that Guinsoo had exclusive access to the map for the most part, so anything I did was through him by presenting example maps or talking. Pendragon was the guy who hosted the website and worried about the finances (I still remember him asking me if it was okay to rename Razor "Razer" because the company was wanting to advertise). I somewhat had a counterpart named Terror13laze who also had Guinsoo's ear but I'll refrain from saying much in his case as he honestly drove me nuts; Enigma, Abaddon, and Tidehunter are his projects.

This is how things continued for some time, with Guinsoo being in charge and everything flowing through him. After a bit this sort of broke down. He had set out on an ambitious project to add a third tavern of heroes for each side in a giant upgrade. He also had started on his most ambitious hero project yet: Invoker. He was similar to how he functions now, except that the order of invocations mattered so he had 27 abilities rather than 10. In any case, he became disinterested in DotA. Months passed without a new release and the natives grew restless (as did I). So, I took some action.

Previously I had been involved in a project to attempt to make a "true" sequel to the classic game StarControl II (StarControl: TimeWarp was its name). It eventually just flamed out, though, because of divisive elements. I really didn't want to see that happen again so I took the project from Guinsoo. I did this by getting two key people on board. First was Pendragon; whoever controlled the site functionally made it the "official" version, and as I already mentioned he had a monetary investment in the project so I convinced him to go along with me. IceFrog was the other, as he was able to get through the rudimentary protection the map had and provide me with an editable version. Whether it was right of me I'll let other people decide, but Guinsoo was pretty mad at me (although last I talked to him he didn't seem to bear any lasting ill-will).

I went on to complete the major overhaul/upgrade, which is when many of my heroes were put in. At this point I functionally replaced Guinsoo in that I mostly controlled the map, although I handed it off to IceFrog a lot because he was simply better than I was at coding. This led to a rather unfortunate incident at one point, though. DotA used to have an atrocious load time; so long that it would actually put people off playing it, especially when combined with the people who would -random, get a hero they didn't want, and quit immediately. During the earlier debacle a Russian programmer (don't recall the name) had come up with a method to dramatically lower the load time and had released his own version of the map with the improvements. At the same time IceFrog had also developed the same thing and was in the process of implementing it after I took control. From the outside it looked like we straight up stole this other guy's work and gave him no credit, so that caused some consternation with people. But I do maintain to this day that IceFrog developed it on his own and that we didn't rip somebody else off.

After being project head for a while I go things rolling again, but it was wearing on me. I don't have a particularly thick skin, and anybody involved with game design knows this is a bad thing. Gamers are vicious in their assessments, and since I felt it was my duty to keep in touch with things on the forums I got pretty worn down (to somebody who was asking before: the reason I have a late join date is because the website has since moved from its old location where I was originally involved). I also was not clear on certain things. For instance, I've since come to appreciate that you have to choose a balance point: you can balance a game for newcomers, or intermediates, or advanced players but you can't really do so for everybody at once. This led to a lot of consternation as professional players would gripe about some things while the forums were full of vitriol about others. After a bit I was pretty miserable, as it had become an onerous job on top of my school work load. I told IceFrog I needed a bit of a break and left the project with him. And then I just sort of never came back.

And that's the end of my involvement until recently, when I wandered back and started playing Dota 2 because my brothers were into it. Which has gotten me thinking about things all over again (as well as posting here), and pestering poor IceFrog with ideas.

I've already had a few people ask me about a hero or item or something in my name, and I'm not really looking for it. Besides, this moniker is actually horribly mangled. It's supposed to be pronounced "nye-kuss" but I made it up when I was young so I didn't do it properly and everybody says "nee-chuss." Nothing more embarrassing than having your name mispronounced all over the internet. ;-)

Edit: looks like I can post URLs now. A few of them I dug up (yes, they look so professional don't they?):
Tiny promo
Weaver promo
Shadowfiend promo
Axe promo
Enigma promo
Phantom lancer promo
Earthshaker promo

Wow thats bigger then I expected, Thank you good sir!
Call me Marge Simpson cuz I love you homie
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
August 02 2012 15:18 GMT
#15728
funny, i cant recall the original pl's lancer in wc3 (the units in the realgame/campaign). Is he just a modified bm ?
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
Last Edited: 2012-08-02 15:25:25
August 02 2012 15:21 GMT
#15729
--- Nuked ---
Ramong
Profile Joined March 2011
Denmark1706 Posts
August 02 2012 15:25 GMT
#15730
Yes thank you!

Great read
"Yeah buddy"
Bash
Profile Joined August 2007
Finland1533 Posts
August 02 2012 15:40 GMT
#15731
Pendragon was the guy who hosted the website and worried about the finances (I still remember him asking me if it was okay to rename Razor "Razer" because the company was wanting to advertise).


Hahaha holy shit.
I can't sing and I can't dance, but still I know how to clap my hands.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-08-02 15:52:55
August 02 2012 15:44 GMT
#15732
On August 02 2012 18:49 Kipsate wrote:
I like getting double sobis(Rob, then get 1 for medallion) and then go for the vlads, saves me a clarity or 2. Also never return to base unless you absolutely need to, you can ferry clarities even when you are like level 10-11, it will cost you(significantly) less then going back to base and tping(during which time you will not be farming).

In DotA 1 I'd swear by Vlads before Medallion, but in DotA 2, the Vlad's aura range is a little finicky when you're trying to do separate camps with your wolves. I'll still usually go Vlad's first because it makes your jungle much smoother then Medallion does, but Medallion first is more of an option.

On August 02 2012 20:11 igotmyown wrote:
level 4 wolves can clear anything except pandas and troll satyrs on their own, although it helps if you howl while they clear the big camp.

They can clear both of those as well if they're doing the camp under Vlad's aura. Which is why I generally prefer getting Vlad's before Medallion. When you're at the point where you're doing camps separately (which you should be when you get Vlad's), Vlad's makes both your wolves better at doing separate camps, and it makes you take less damage while doing camps by yourself.

Nerubian Weaver: Of my design. In a twist of irony, I gave him a "useless" ability that ended up being removed and would probably have now been considered overpowered. I had the whole idea in my head of Shukuchi/Geminate/Time Lapse, but I couldn't think of a 4th ability that fit. After a while I basically gave up and awarded him the ability to summon invisible Shades which he could position around the map, giving him good vision of different areas. Yep, he had free everlasting mobile wards. Of course back then wards weren't in vogue (in fact, it was around my time that consumables were even introduced) so this ability was considered trash and skipped. I don't know when it was changed to the new swarm ability.

Wasn't it actually considered overpowered back then too?

I distinctly remember maxing Watchers either first or second for the insane vision.
Moderator
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-08-02 15:50:01
August 02 2012 15:49 GMT
#15733
double post
Moderator
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
August 02 2012 15:50 GMT
#15734
On August 03 2012 00:44 TheYango wrote:
Show nested quote +
Nerubian Weaver: Of my design. In a twist of irony, I gave him a "useless" ability that ended up being removed and would probably have now been considered overpowered. I had the whole idea in my head of Shukuchi/Geminate/Time Lapse, but I couldn't think of a 4th ability that fit. After a while I basically gave up and awarded him the ability to summon invisible Shades which he could position around the map, giving him good vision of different areas. Yep, he had free everlasting mobile wards. Of course back then wards weren't in vogue (in fact, it was around my time that consumables were even introduced) so this ability was considered trash and skipped. I don't know when it was changed to the new swarm ability.

Wasn't it actually considered overpowered back then too?

I distinctly remember maxing Watchers either first or second for the insane vision.

I guess that was back when sentry wards costed double but had observer ward vision and lasted for 6 minutes.
=Þ
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
Last Edited: 2012-08-02 15:58:55
August 02 2012 15:56 GMT
#15735
Its funny hearing his opinion because I think sand king has historically been one of the most balanced heroes in the game.

For a long time when a new hero came out, I'd pretty much compare it to how much of an impact it could have on the game vs a well played sand king and it'd be pretty accurate.

Also hilarious that he says he didn't do much with item creation yet bracers were like the most important item for a long time.

That guy contributed a lot. And a lot without even knowing it...like the old blizzard. Huge props.

EtherealBlade
Profile Joined August 2010
660 Posts
August 02 2012 16:00 GMT
#15736
On August 02 2012 22:23 Judicator wrote:
When considering the competitive heroes still left to be ported over, it's hard to say which ones will definitely impact the meta simply because of the engine differences. I would say Terrorblade, Magnataur and Centaur Warchief are the three most promising after TC.


Isn't Centaur one of the least useful heroes by now?
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
August 02 2012 16:02 GMT
#15737
On August 02 2012 23:38 Dattish wrote:
+ Show Spoiler +

Hey, I'm really really late replying to this but I didn't do Priestess of the Moon.

I don't know if I'm just being self-glorifying but going through this but I just had some people ask me to post more so I figure I can try to explain my hero involvement more precisely.

For some reason this forum is being very angry with me and doing "post denied" whenever I try to copy what I wrote over. It seems to accept it when I break in two however.

Earthshaker: Of my design. I'm really happy he's turned out to be so popular; I had high hopes for pathing blocks on Fissure and it seems to have become a success. Not much else to say, except that I had no idea his slow cast animations would have such an effect on his playstyle. It was just around that time that we were learning to synch up animations with actual effects, and wanted to make good use of the Tauren totem slam.

Tiny: This guy is sort of mine. Tiny was in the game before I came around and was considered an old favorite but had been removed since he just wasn't working. Iirc his original had Grow as well, so we just built on this theme on reintroduction.

Treant Protector: I had some input on this guy, or at least his "invis next to trees" ability. Leech Seed and his global aura weren't in the game at the time I worked on him.

Axe: Of my design. His original version didn't have Battle Hunger speeding Axe up, nor Culling Blade boosting ally movement. Probably good advancements since his original form had practically no pursuit power.

Bristleback: This was another guy's idea that was put in under my watch, where I had some input on the refinement of the idea but it was somebody else's baby.

Doom Bringer: Like Tiny, Doom Bringer was already in the game when I came around. I was just involved in giving him a facelift from his old version which was only a moderately changed Pit Lord from WarCraft 3 (although the new mechanic with him acquiring neutral abilities on Devour isn't mine, but is very cool).

Pudge: My pride and joy. What some of you might not know is that the current Pudge is actually the second Butcher that was put into the game. His first incarnation was as a summoner/pusher. He had the ability to store corpses like a Meat Wagon and then raise them. However, his ultimate was probably the most broken spell ever in DotA: Carrion Flies. The flies were a small, weak summon that were able to raise more of themselves. This would unfortunately result in Pudge being able to push an entire lane...while sitting in his base because the flies would increase in number faster than they'd die out. They were doubly horrible because they had no collision size so you'd see one fly....then die because it was actually 50 of them stacked on top of each other. Yeah, he got outright banned by people in public games.

It's been interesting to see how since his inception he's sort of permeated back into Blizzard's design. If you play World of WarCraft you'll notice that many of the abominations now have hooking moves and in Diablo 3 their Butcher also has a similar move.

Sandking: Of my design. His entire design came just from the fact that I found out that the scorpion models had a burrow animation and I really wanted to use it. He's probably one of my heroes that has gone through more changes than most, simply because he was such a boom-or-bust hero that was hard to balance. The original Epicenter stayed where it was cast, rather than following the Sandking. Slight adjustments in casting and stun times between Burrowstrike and Epicenter either made him way too powerful or completely incapable of getting his combo off.

Morphling: Of my design. First hero I ever got into DotA, while Guinsoo was still project head. He's also undergone quite a few changes like Sandking. His signature ability to convert Strength and Agility was there, as was Waveform, but that's about it. His ultimate is now Rubrick's (although my version was far more unwieldy to use) and I don't even recall what he had in place of Adaptive Strike.

Naga Siren: Already in game, I just invented her Song ultimate to replace whatever was there before (I don't even remember what it was).

Phantom Lancer: Of my design. Another case like Tiny where the hero was in before I came but was removed. I just brought it "back" using the original as an inspiration.

Stealth Assassin: Another case like Doom Bringer where the hero was in the game but I was involved in a heavy revamp. He already had perma-invis, but his old ultimate was Death Ward (same as the Witch Doctor except non-channeling). We nixed for the same reason Sandking had balance issues, where the hero's whole power depended on a single combo murdering the opponent before they could react. Smoke Screen and Backstab are my particular additions.

Ursa Warrior: Of my design. Fuzzy Wuzzy was the first hero to have a "secret" name. Fun fact is that his original version is that he was technically a ranged hero. Fury Swipes is based off of the Firelord's ability and the ability just wouldn't work when you put it on a melee hero. So he was actually a "ranged" hero in disguise to make it work.

Broodmother: Of my design. One of my personal favorites just because I like arthropods.

Nerubian Weaver: Of my design. In a twist of irony, I gave him a "useless" ability that ended up being removed and would probably have now been considered overpowered. I had the whole idea in my head of Shukuchi/Geminate/Time Lapse, but I couldn't think of a 4th ability that fit. After a while I basically gave up and awarded him the ability to summon invisible Shades which he could position around the map, giving him good vision of different areas. Yep, he had free everlasting mobile wards. Of course back then wards weren't in vogue (in fact, it was around my time that consumables were even introduced) so this ability was considered trash and skipped. I don't know when it was changed to the new swarm ability.

Shadow Fiend: Of my design. Ultimate has since been changed. His original ultimate was a set of orbs which floated around him that he could expand and contract, like a permanent version of the Guardian Wisp ability. I am however glad to see that Shadowraze has stayed around; it was an experimental ability that I knew was hard to control when I put it in, so glad to see that better players than I have made good use of it.

Enchantress: Of my design. Ultimate was originally Untouchable and Impetus was a basic ability, but other than that she still had the same set of abilities. Her healing ability is actually a variant of the War3 Crypt Lord swarm with a bunch of little units having auto-cast heal turned on. Recently picked up Dota 2 and she's probably one of my favorites to play as a support who can also sting when needed.

Keeper of the Light: I was involved in him, but I don't remember much else except working on Illuminate at some point. His original ultimate was an ungodly annoying pushing tool, a sort of Porta-Furion that could teleport around the map and summon support wisps to help fight.

Zeus: Already in the game, I just added in Static Field since he became rapidly useless past the early-mid game without the ability to weaken stronger opponents.

Tinker: Of my design. Fun fact is that Heat Seeking Missiles is Fan of Knives with a HUGE radius and small target limit. His ultimate actually stems from a limitation in the WarCraft 3 engine. There is no way to reset individual abilities in triggers, so you either reset everything or not. Otherwise he might have ended up quite differently.

Ogre Magi: Of my design.

Bane: I was involved in him. Like the Bristleback he was somebody else's baby, but I did the coding and refinement from the initial ideas.

Death Prophet: Already in the game, but I put in Witchcraft so that like Zeus her damage potential wouldn't just tank in the mid game against stronger heroes.

Enigma: Somebody else's idea, which I refined and coded. Blackhole, however, is my invention.

Necrolyte: Of my design. As a somewhat embarrassing anecdote, I was unaware of certain definitions when designing him. His original name was "Necrophiliac" since I figured he was affiliated with the dead. It was only brought to my attention later that I should probably rename him.

Visage: My version has since been overwritten. He was in the game previously and the gargoyles had always been his ultimate. I introduced Grave Chill as well as some other abilities to him. Soul Assumption is not of my design, nor is the new Gravekeeper's Cloak.

Misc.

Courier: Originally my idea. If the website lets me link URLs, I have a funny old picture of the original version equipped with a Dagon killing somebody (since it didn't have the limitations of the current couriers).

Items: I didn't do a lot with item invention, mostly I just sorted them. I did however introduce the Bracer and Wraith Band (originally Null Talisman was the only early game tri-stat) as well as the Refresher Orb (since it was basically the same idea as the Tinker).

And whew, I think that covers most of what I was involved in.

No need to get nasty toward people on my part. I could tell he was just messing around. As for ranged Ursa, there was just a checkbox option for ranged or melee; if you put ranged, it would look at certain values (such as "Range" and "Projectile Speed") and ignore them if melee. He was just checked as Range with a 128 range and 999999 projectile speed. It sounds like IceFrog has since overcome this limitation.

Anyway, I truthfully don't remember what IceFrog's first hero was. So the way things worked was...um...messy. I can try to give a history of things to the best of my memory.

When I started playing the game Guinsoo was project head. I had been inspired by playing the game to try to make my own with a friend. I actually found it the other day, still lingering on my old (old old old) Homestead account; http://neichus.homestead.com/files/neichusdota.zip if you want to look at it, but it's pretty disorganized. You can see a few early precursors, such as Morphling and Broodmother though. However, after a bit I just decided to get involved in DotA proper.

I mostly just posted things on the hero creation forum. I collaborated a bit with some different people. For instance, I met somebody named SensualSuccubus ("Sens") who had an encyclopedic knowledge of icons and graphics, which helped make my coding creations look a lot better. I also had a few other buddies in the hero making business which I liked talking to, namely ShadowPenguin (Bane's designer) and AfroThunder (Bristleback's designer).

As I already mentioned, Morphling was my first hero to get into the game. I don't recall at what point I actually became part of Guinsoo's "team" as it were, but I use that word loosely. The organization at the time was set up such that Guinsoo had exclusive access to the map for the most part, so anything I did was through him by presenting example maps or talking. Pendragon was the guy who hosted the website and worried about the finances (I still remember him asking me if it was okay to rename Razor "Razer" because the company was wanting to advertise). I somewhat had a counterpart named Terror13laze who also had Guinsoo's ear but I'll refrain from saying much in his case as he honestly drove me nuts; Enigma, Abaddon, and Tidehunter are his projects.

This is how things continued for some time, with Guinsoo being in charge and everything flowing through him. After a bit this sort of broke down. He had set out on an ambitious project to add a third tavern of heroes for each side in a giant upgrade. He also had started on his most ambitious hero project yet: Invoker. He was similar to how he functions now, except that the order of invocations mattered so he had 27 abilities rather than 10. In any case, he became disinterested in DotA. Months passed without a new release and the natives grew restless (as did I). So, I took some action.

Previously I had been involved in a project to attempt to make a "true" sequel to the classic game StarControl II (StarControl: TimeWarp was its name). It eventually just flamed out, though, because of divisive elements. I really didn't want to see that happen again so I took the project from Guinsoo. I did this by getting two key people on board. First was Pendragon; whoever controlled the site functionally made it the "official" version, and as I already mentioned he had a monetary investment in the project so I convinced him to go along with me. IceFrog was the other, as he was able to get through the rudimentary protection the map had and provide me with an editable version. Whether it was right of me I'll let other people decide, but Guinsoo was pretty mad at me (although last I talked to him he didn't seem to bear any lasting ill-will).

I went on to complete the major overhaul/upgrade, which is when many of my heroes were put in. At this point I functionally replaced Guinsoo in that I mostly controlled the map, although I handed it off to IceFrog a lot because he was simply better than I was at coding. This led to a rather unfortunate incident at one point, though. DotA used to have an atrocious load time; so long that it would actually put people off playing it, especially when combined with the people who would -random, get a hero they didn't want, and quit immediately. During the earlier debacle a Russian programmer (don't recall the name) had come up with a method to dramatically lower the load time and had released his own version of the map with the improvements. At the same time IceFrog had also developed the same thing and was in the process of implementing it after I took control. From the outside it looked like we straight up stole this other guy's work and gave him no credit, so that caused some consternation with people. But I do maintain to this day that IceFrog developed it on his own and that we didn't rip somebody else off.

After being project head for a while I go things rolling again, but it was wearing on me. I don't have a particularly thick skin, and anybody involved with game design knows this is a bad thing. Gamers are vicious in their assessments, and since I felt it was my duty to keep in touch with things on the forums I got pretty worn down (to somebody who was asking before: the reason I have a late join date is because the website has since moved from its old location where I was originally involved). I also was not clear on certain things. For instance, I've since come to appreciate that you have to choose a balance point: you can balance a game for newcomers, or intermediates, or advanced players but you can't really do so for everybody at once. This led to a lot of consternation as professional players would gripe about some things while the forums were full of vitriol about others. After a bit I was pretty miserable, as it had become an onerous job on top of my school work load. I told IceFrog I needed a bit of a break and left the project with him. And then I just sort of never came back.

And that's the end of my involvement until recently, when I wandered back and started playing Dota 2 because my brothers were into it. Which has gotten me thinking about things all over again (as well as posting here), and pestering poor IceFrog with ideas.

I've already had a few people ask me about a hero or item or something in my name, and I'm not really looking for it. Besides, this moniker is actually horribly mangled. It's supposed to be pronounced "nye-kuss" but I made it up when I was young so I didn't do it properly and everybody says "nee-chuss." Nothing more embarrassing than having your name mispronounced all over the internet. ;-)

Edit: looks like I can post URLs now. A few of them I dug up (yes, they look so professional don't they?):
Tiny promo
Weaver promo
Shadowfiend promo
Axe promo
Enigma promo
Phantom lancer promo
Earthshaker promo


Wow, this guy created my top 3 favorite heroes in dota2 ( SK, ES, Morph ). Quite awesome.

<3
superstartran
Profile Joined March 2010
United States4013 Posts
August 02 2012 16:44 GMT
#15738
On August 02 2012 16:45 shostakovich wrote:
Show nested quote +
On August 02 2012 15:17 rabidch wrote:
On August 02 2012 15:04 LAN-f34r wrote:
The lycan stats aren't as promising as they may seem.

-Pros don't practice lycan as much as they do other heroes because he is always banned - aka lycan is played sub-optimally
-If lycan ever gets through the bans, its probably because the other team has been preparing for him and has a plan to deal with him.
-the stats don't show the difference between radiant and dire lycan, so radiant lycan may be over represented.

indeed. the one game dire lycan lost the dire had i believe 6 roshes (pretty ridiculous)

Lycan winrate as Radiant: 64%. Lycan winrate as Dire: 49%. The stats show the difference, you just need to look for it.

I think the big problem with Lycan is that you give way too much information by first-picking him. That's the huge issue, teams giving too much information might end getting outpicked, outlaned and destroyed in the mid-game.




This why statistics mean jack diddly squat, especially among various European teams that have no idea what they are doing with heroes like Lycan, Naga, etc. who were never apart of their metagame in DotA 1.


Lycan on Scourge/Dire side is about 4x better than Lycan on Sent/Radiant side. In Chinese play, it is an almost guaranteed death sentence to allow Scourge/Dire to pick Lycan. This is why about 99.9% of the time Sent/Radiant teams ban him, because being forced to pick him first on their side gives up two free picks for Dire, while if they allow Dire to pick it, it's almost a free loss for them. Most Euro/NA/etc. teams do not play Lycan properly half the time.
RyzeDotA
Profile Joined November 2011
Denmark65 Posts
August 02 2012 17:03 GMT
#15739
http://www.twitch.tv/ryzedota/

streaming our scrims if you are interested
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
August 02 2012 17:14 GMT
#15740
^I am! Thanks !
Call me Marge Simpson cuz I love you homie
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