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On September 20 2014 01:27 FHDH wrote: Rhasta is fine. He's slow, squishy, farms like shit and has no semi-carry potential. You mean he's slow, squishy, farms like a god and has huge potential for farm application with blink, aghs, refresher, etc.
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Tinker can be fixed easily by making March no longer affect Ancients & Jungle creeps. No other changes needed. Taking away his ability to farm many camps at once and/or stacked Ancients will drastically increase the time it takes for him to come online. He should be an unstoppable death machine when fully farmed, but at more like 45-50min instead of at 30.
I have no idea how to fix Void without destroying the hero. Lowering base armor by a couple might make the hero too weak and -1 might not be enough to stop off lane viability. I am clueless on this one.
Skywrath I think needs Ancient Seal taken down by 5% per point. Maybe reduce his base int by bit. Nothing major.
Death Prophet, I think might need bigger changes. If you make small changes to her skills, she'll either end up unaffected or crippled. Maybe reduce Strength growth and starting strength? This hero has serious problems of either being totally irrelevant or massively imbalanced.
Shadow Shaman I think is probably the easiest fix. Make the wards have less health, it doesn't even need to be a big decrease either. Easy. If that isn't enough you could make them have higher target priority for creeps. Nothing else needs changing.
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I really like the can't rearm the blink cd from dmg, can't backtrack fatal dmg. Those I think would be very good changes that would still keep the hero viable. I also wouldn't be opposed to upping the CD on Chrono about 20% especially at lvl 16.
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I think this is one of the best patches ever in dota and that there is much more to explore. I would not like to see any major changes. Of course Im fine with smaller changes one of the best one that Ive seen in this thread was to slightly decrease tinkers base movespeed. Adding a couple of the new heroes to captains mode and Im fine.
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If we want to see a big shift in the meta, we pretty much need to partially or wholly reverse the post-TI3 patch. Making the offlane easy was a huge mistake. Push starts with three farmed cores, and the easy offlane caused that to happen. It also incredibly devalued the safelane position, because it destroyed the ability to secure one hero pure freefarm, and that had some major repercussions. Rosh timer does need to settle in some way, though. The current Rosh timer favors Dire immensely, because it's a piece of knowledge that only Dire can capitalize on, and it pushes a lot of pure chance into the game. It's no longer possible for teams to carefully craft teamfight timings to take advantage of the Rosh respawn. They have to gamble for it, and then either take Rosh or wait three minutes for the enemy team to respawn, farm, and prepare for another fight. Pretty ridiculous.
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I thinking nerfing laser would competently fix tinker.
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On September 20 2014 01:08 Slomo wrote:Show nested quote +On September 20 2014 01:06 Laserist wrote: Bunker building time increased by 5 seconds. Doom -1 Armor.
CM movespeed decreased to 266
whatever hope Void takes a good nerf to the face, as well as the top tier picks. Would decrease chrono's radius which is BIIIIIIIG
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Now that the patch is settling, I'm enjoying this meta from a spectator standpoint. The drafts are predictable but the games have ramped up in entertainment across the board. This past week in EU/CIS and CN dota was amazing.
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On September 20 2014 01:50 kirsed wrote: I thinking nerfing laser would competently fix tinker. Thats like saying buffing qop's shadow strike would fix her lol
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Blink, Force, and Shadow Blade need reworking as well. It used to be that all three of them were viable in some way or another, but then Force got a minor nerf, Shadow Blade got a major nerf, and Blink got a major buff. Now the choice isn't really there on 90% of heroes. It's just all Blink all the time. There needs to be a rebalancing of sorts so that the decision between them is strategic, rather than just the automatic choice to purchase Blink. Ideally SB would return to being a solid pickup on cores and Force would gain traction as a support pickup, while Blink would remain the go-to for powerful initiators who need nothing other than the ability to get in there.
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United States15275 Posts
On September 20 2014 01:27 FHDH wrote: Waga suggested decreasing Void armor so he can't offlane any more. I thought this was a decent idea. Mine was to increase cast point on Chrono. The "can't backtrack lethal damage" idea has some merit.
Entirely disagree. Making him unable to play offlane would be pretty lame and returning Backtrack to its Dota 1 state is just plain dumb. His cast point is already mediocre.
If anything, he should be changed so that the offlane role forces you to commit to 4/4/0. If you're running offlane Void, his skill build should not be comparable to what you would use in the safe lane. There's almost no difference between their item builds either.
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On September 20 2014 01:54 Acritter wrote: Blink, Force, and Shadow Blade need reworking as well. It used to be that all three of them were viable in some way or another, but then Force got a minor nerf, Shadow Blade got a major nerf, and Blink got a major buff. Now the choice isn't really there on 90% of heroes. It's just all Blink all the time. There needs to be a rebalancing of sorts so that the decision between them is strategic, rather than just the automatic choice to purchase Blink. Ideally SB would return to being a solid pickup on cores and Force would gain traction as a support pickup, while Blink would remain the go-to for powerful initiators who need nothing other than the ability to get in there. I am with this man. I don't like Blink dota when those other two items clearly need the love and could be just is viable. Though I do think shadow blade has to high a cost point at 3000. Reworking how it is built to bring it down in cost would go a long way.
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On September 20 2014 01:54 Acritter wrote: Blink, Force, and Shadow Blade need reworking as well. It used to be that all three of them were viable in some way or another, but then Force got a minor nerf, Shadow Blade got a major nerf, and Blink got a major buff. Now the choice isn't really there on 90% of heroes. It's just all Blink all the time. There needs to be a rebalancing of sorts so that the decision between them is strategic, rather than just the automatic choice to purchase Blink. Ideally SB would return to being a solid pickup on cores and Force would gain traction as a support pickup, while Blink would remain the go-to for powerful initiators who need nothing other than the ability to get in there.
make chrono'd people forceable. that's enough of a nerf to void. edit: maybe not enough
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no way that they will remove the blink rearm interaction since they changed on the DotA instead of fixing the bug on dota 2
I would like to see a decrease on the primal roar cast point, it is fucking bullshit that DK has a instant cast and BM ultimate has that longass animation.
Rework in a skill from Spiritbreaker would be cool since he is pretty much useless now. A nerf on silence in general, orchid, Skywrath, Doom, Krob, even Earth Spirit might need one since the grip is really strong.
Earth Spirit could have the damage escalation (is this the word?) swaped again, from grip to kick. I think would make the hero a little more complex and interesting, nowadays pretty much the only viable build is 1-1-3. Not sure if would be a nerf or a buff though.
I think Silencer aghs might need a nerf, it is really painful to play against as a support t.t
A change on the map like the one that was leaked would be cool too, moving roshan and maybe changing radiant offlane. Changing tree paths is always cool also.
Mek nerf, probably? What about the mana cost being higher than the stats given. Urn price lowered would be cool, but probably isn't necessary 
Edit: also i agree that a void carry should be nerfed, void offlane is fine, void carry is boring.
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I'm not in favor of encouraging more stealth so buffing SB doesn't sound good to me.
Agree with above on Silencer. Global silence making me 100% useless until it's over is pure shit. It's WoW-level CC "may I use my hero now" crap. Adding all the damage to that...fuck Silencer.
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On September 20 2014 01:57 Plansix wrote:Show nested quote +On September 20 2014 01:54 Acritter wrote: Blink, Force, and Shadow Blade need reworking as well. It used to be that all three of them were viable in some way or another, but then Force got a minor nerf, Shadow Blade got a major nerf, and Blink got a major buff. Now the choice isn't really there on 90% of heroes. It's just all Blink all the time. There needs to be a rebalancing of sorts so that the decision between them is strategic, rather than just the automatic choice to purchase Blink. Ideally SB would return to being a solid pickup on cores and Force would gain traction as a support pickup, while Blink would remain the go-to for powerful initiators who need nothing other than the ability to get in there. I am with this man. I don't like Blink dota when those other two items clearly need the love and could be just is viable. Though I do think shadow blade has to high a cost point at 3000. Reworking how it is built to bring it down in cost would go a long way. Changing SB cost is as easy as changing SA cost. The item literally has no function other than as a "recipe" to SB. I think stats are the real key here, though, as well as shorter cooldown and longer duration. Yes, that does mean essentially reversing the earlier changes to it.
Force Staff probably needs a Sobi Mask instead of 300-odd gold in the recipe, and +75% mana regen as a complete item.
Blink mainly needs an increased gold cost to delay the heroes who buy it a little, maybe to 2250 or 2350. I'd also like to see its cooldown go to 20 seconds, with Force Staff going down to 15 seconds. That seems an appropriate division of labor.
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On September 20 2014 01:27 FHDH wrote: Rhasta is fine. He's slow, squishy, farms like shit and has no semi-carry potential.
Waga suggested decreasing Void armor so he can't offlane any more. I thought this was a decent idea. Mine was to increase cast point on Chrono. The "can't backtrack lethal damage" idea has some merit.
I have no idea what you do about Tinker that doesn't remove him from the meta. I think both Tinker and Void should stay, just not be so overpowering. Taking E-blade off of Rearm isn't a bad idea as it eliminates the horrifying "I can kill guys on your team over and over and over again without stopping" aspect of a fully-built Tinker. Already Tinker who is prevented from snowballing is kinda pathetic.
Skywrath is clearly overpowered but I don't have any suggestions.
Tinker has not received buffs directly in t he last patches, so why destroy him completely with a no e-blade rearm? His indirect buff was the removal of mana cost to blink dagger, allowing him to have more mana pool to kill stuff, thus giving him bigger impact in games. If anything they might want to consider increasing all his spell cost by 15. that alone would disallow many less killing combo's per BoT travel.
I think void needs a nerf to his ulti cooldown, like other suggested something like 120 all levels and 90 with aghs all levels would be great and force him into more of a hard carry / blackhole type of hero, instead of liberally throwing chrono's around for solo support pickoffs.
Btw any timely ( 35 minutes or so ) fully build tinker means that his team has literally no farm, so you basically didn't pick the right hero's to deal with him.
Now my list of other buffs/nerfs:
+ Show Spoiler +Skywrath mage Arcane bolt casting range decreased by 100
Shadow shaman Amount of wards now are 7-8-10 instead of 10 all levels
Mirana Cooldown of leap decreased by 5 on all levels Cooldown of arrow increased by 5 on all levels
Invoker Cold snap damage per level of quas is now 9 instead of 7
Crystal maiden Increased movement speed by 5 Increase casting range of crystal nova by 50
Lycan Howl is now in 1000 AOE instead of global Summon wolves cooldown increased to 42 on all levels
Death prophet Number of ghosts are now 4/10/16 instead of 4/12/21 Increased cryp swarm cooldown to 10 on all levels
Doom bringer Devour gold now 15/30/45/60 instead of 25/50/75/100
Lifestealer: Rage now also increases movement speed by 25
Razor Can now only have 1 ulti running at same time Decreased str growth from 2.3 to 2.1 Increased agility growth from 2 to 2.1
Troll warlord: Fervor stacks are now applied to hero's instead of troll, similar to fury swipes. Stacks dissapear after 5 seconds of not being hit
To just name a few, i think buffing too many hero's will competely change the meta into another again. I really like the current meta and how many hero's are picked, just wish that the bans are not always the same OP hero's and that banning will be to prevent good counter hero's from begin picked
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I wouldn't mind a change to the item progression on force staff. That 900 gold for the recipe might as well be 2000 for a support. Its why I love euls so much.
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On September 20 2014 01:58 trifecta wrote:Show nested quote +On September 20 2014 01:54 Acritter wrote: Blink, Force, and Shadow Blade need reworking as well. It used to be that all three of them were viable in some way or another, but then Force got a minor nerf, Shadow Blade got a major nerf, and Blink got a major buff. Now the choice isn't really there on 90% of heroes. It's just all Blink all the time. There needs to be a rebalancing of sorts so that the decision between them is strategic, rather than just the automatic choice to purchase Blink. Ideally SB would return to being a solid pickup on cores and Force would gain traction as a support pickup, while Blink would remain the go-to for powerful initiators who need nothing other than the ability to get in there. make chrono'd people forceable. that's enough of a nerf to void. edit: maybe not enough Definitely not enough. He needs some combination of a stats nerf, a base damage nerf, a base armor nerf, and a cast point nerf (to all spells). He's not incredibly overpowered in pro matches at the moment, but he has no place in pubs the way he is, and the nerfs do need to center around that. It's just absurd that the strongest pub heroes right now are the ones that negate all interaction. EmberSpiritvania was a jolly place in comparison.
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Thats why u make force interact with it
Like people want void to get 6 nerfs as if it isn't the combination of all of those factors that make him strong and removing 1-2 of them is already plenty.
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