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How to make drums and diffusal better items

Forum Index > Dota 2 Strategy
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bdonballer
Profile Joined October 2014
United States408 Posts
July 23 2016 03:25 GMT
#1
So I've been thinking about this for a while now. Drums of endurance and diffusal blade both start with base charges. Once these charges are used the item becomes far less viable. What if these items worked like a shadow demon aghs or bloodseeker aghs? The items both will still have the same max count to start, but gain new charges every 100 seconds. I feel like this is a good way to balance the items and make them more viable on multiple heroes. Please feel free to leave your opinion on the matter
I carry hard!
Alpino
Profile Joined June 2011
Brazil4390 Posts
July 23 2016 04:39 GMT
#2
Would make them way too strong
20/11/2015 - never forget EE's Ember
Kabras
Profile Joined June 2011
Romania3508 Posts
July 23 2016 04:55 GMT
#3
huh what diffusal already gives the most dps per gold out of any item in the game to agi heroes, giving it more utility is just dumb really. and drums just got nerfed a couple patches ago because they were also way too efficient.
"So playing SF in pubs, everyone remember that a very important point is that when using a carry hero like this you must be very selfish. Because working with team mates is a very dangerous thing" - 2009
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2016-07-23 05:30:34
July 23 2016 05:26 GMT
#4
I agree that a change in that direction would definitely break diffu and probably drums as well.

I think if they'd reduce the max charge amount to three on diffu f.e. that could work though. I think a big problem of diffu is that you can just use 4-5 charges in a single fight and have massive impact with it. It especially ruins omni. If they'd cap it on 3 with recharge that interaction would be a lot less extreme.

Since drums is a staple pretty much on bat atm only I think that they could just put robe of the magi instead of RoR back in, reduce recipe cost to 550 and maybe we'd see people rebuying the charges. 700 is just too expensive.
low gravity, yes-yes!
Kabras
Profile Joined June 2011
Romania3508 Posts
July 23 2016 09:21 GMT
#5
im sure the drum is gonna stay in the ground for a good while now. it's been a staple to literally any lineup since wc3 dota days when it was considered a support item exclusively (lol). occasionally a qw invoker or panda would buy it as well. the diffusal is strong right now but it kinda has to be to compete with the echo sabres and dragon lances of the world. until the new items get nerfed the diffusal's probably gonna stay as it is.
"So playing SF in pubs, everyone remember that a very important point is that when using a carry hero like this you must be very selfish. Because working with team mates is a very dangerous thing" - 2009
trinxified
Profile Joined December 2010
Canada7774 Posts
July 23 2016 10:36 GMT
#6
drums active were never really a strong part of the item before, it was the cost effectiveness of it.

even the drums we have now is still good on some heroes. just not on anyone now.
nanaoei
Profile Blog Joined May 2010
3358 Posts
July 23 2016 15:35 GMT
#7
i believe it trivializes the item a bit. 100 second charges, even 200 second charges makes the item very hard to keep track of. very few players use all the charges before the item is replaced or the game ends (from the casual end).
the goofy part is that it would be used later into the laning phase and even later into the midgame there was no detriment to blowing charges early.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
ahw
Profile Blog Joined April 2011
Canada1099 Posts
July 23 2016 16:03 GMT
#8
Diffusal is very strong and cost effective right now it doesn't need a buff
nothingmuch
Profile Joined March 2015
448 Posts
July 23 2016 18:26 GMT
#9
The only change diffusal needs is the ability to refresh the charges by buying a new recipe.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
July 24 2016 01:54 GMT
#10
On July 23 2016 19:36 trinxified wrote:
drums active were never really a strong part of the item before, it was the cost effectiveness of it.

even the drums we have now is still good on some heroes. just not on anyone now.


No. Real reason for drums is the active. Otherwise you could get those stats elsewhere at a cheaper price. MS was a really big deal then, but not so much now since you have dragon lance for ranged and echo for melee.

Anyway no need for buffs. Old diffusual was criminally underused before the changes anyway.
nojok
Profile Joined May 2011
France15845 Posts
July 24 2016 10:08 GMT
#11
On July 24 2016 10:54 DucK- wrote:
Show nested quote +
On July 23 2016 19:36 trinxified wrote:
drums active were never really a strong part of the item before, it was the cost effectiveness of it.

even the drums we have now is still good on some heroes. just not on anyone now.


No. Real reason for drums is the active. Otherwise you could get those stats elsewhere at a cheaper price. MS was a really big deal then, but not so much now since you have dragon lance for ranged and echo for melee.

Anyway no need for buffs. Old diffusual was criminally underused before the changes anyway.

He said "before" when it was a cheap +9 all stats +3 dmg + MS + AS, you did not care of the active that much back then, 8+ drums every game.

"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
July 24 2016 15:24 GMT
#12
These are items that are supposed to supercharge you at a relative cheap cost when your hero is at its prime in terms of impact, or serve as a boost to help you get over that hump when your hero would otherwise not be quite as strong. Buy them, use them, replace them with better items.

I think Icefrog removed the ability to recharge the items by buying an additional recipe to emphasize those two uses.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Meta
Profile Blog Joined June 2003
United States6225 Posts
July 25 2016 05:24 GMT
#13
Just allow people to re-buy the recipe to refresh the charges, imo
good vibes only
nayumi
Profile Blog Joined May 2009
Australia6499 Posts
July 25 2016 22:09 GMT
#14
lol not gonna mention diffusal because the item itself is already very good, and if you run out of charge, you can always upgrade it further ...

drum is an early/mid game items and thus, after using up all the charges, it's also time to sell it for end game items

i don't feel the need to change anything
Sugoi monogatari onii-chan!
Belisarius
Profile Joined November 2010
Australia6226 Posts
July 25 2016 23:47 GMT
#15
Diffu is already super strong, but I personally wouldn't mind some way to refresh its charges lategame without rebuying the whole thing.

Rebuying recipe is the obvious solution.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2016-07-26 13:54:19
July 26 2016 13:53 GMT
#16
if you can re-buy recipes this item will seriously hard counter omniknight so hard it'll make the hero dumpster tier.

now there is this dynamic of omniknight being strong before diffusal, then weak during diffusal, then strong again before new diffusals can be picked up. Allowing recipe to refresh charge is basically a 800 gold investment to completely nullify a hero after the first diffusal is built.

edit: 700 gold
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Belisarius
Profile Joined November 2010
Australia6226 Posts
Last Edited: 2016-07-28 03:17:23
July 26 2016 23:30 GMT
#17
It's silly to balance an item based on its interaction with a single hero.

Diffusal is super strong, nobody is denying that. I just think removing charge rebuy was an annoying and anti-qol nerf. If we're discussing changes then bringing back rebuy alongside some other nerf is the clear frontrunner.

Omni is not a significant factor because the hero's design is problematic to begin with. He's still irrelevant even with diffusal the way it is now, yet has been a top5 winrate pub hero for several years running. He's not working, and if that's something you care about then it's strange to change the general case item over the specific interaction.
neozxa
Profile Joined August 2011
Indonesia545 Posts
July 27 2016 11:53 GMT
#18
what about level 3 diffusal blade though? would it make the item way too broken to be used?
Keep moving forward
Jisira
Profile Blog Joined October 2011
470 Posts
July 27 2016 16:15 GMT
#19
You pay an average of ~241 gold per Diffusal charge assuming Diffusal Blade 2 only valuing Purge. This means that for a Faceless Void to purge a silence into Chrono in a teamfight is a 241 gold investment - a very worthwhile choice.
However, using 3 charges to chase in a fight is a 723 gold investment - only very situational.

These charges have a one-time price of 3150 gold (first charges, ~394 gold per charge) and 700 gold (second round of charges, ~88 gold per charge).
Potentially changing the outcome (drastically) of 16 skirmishes/fights for an average of ~241 gold per fight is pretty decent. Even at ~394 gold you're looking at a very high value for this charge. Actually, even looking at 3150 gold it might still be pretty value for that one fight.

It also includes 35 agility. The Agility cost of an Eaglesong is 18 gold per agility higher. It is the only item under the cost of 4700 with 35 or more agility.
Additionally, it includes 15 intellect as secondary perk. Echo Sabre is in comparable range both for cost and stat gain.

Increasing the efficacy of this item seems like it would make it too powerful in many ways as it is now reasonably re-purchased after the use of the 16 charges at a cost of 50% of the item if you sell the old one.
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