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"general": pitlord gets added
items:
glimmer nerf (higher mana cost longer cd, maybe mini channel duration but longer invis duration), hex (item and spell) applies break.
one new item for early mid game action applying some sort of crowd control
heroes: rather than nerfing existing heroes i think the lesser picked heroes are going to get buffed terrorblade rework ? higher statgain for drow, weaver, and lone druid just to give them a chance against slark and bs bs racecar nerf
and the long awaited desert terrain, although im just gonna test it once in lobby and probably never again lmao
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MR applying after fade time makes sense for glimmer. Either that or a relatively large cost nerf so it compares more reasonably with the alternatives. It absolutely does not need a higher manacost; that's already absurd.
I think the 0:00 bounties are positive overall. It would be nice if there was some question about which hero they went to rather than just defaulting to mid.
The comeback mechanics are also in an okay place atm. I think they were icefrog's biggest misstep since dota2, but they're not a major contributor anymore. We have highground issues because there's a lot of strong antipush this meta, not because of rubberband.
Really I just hope the changes are relatively modest. The game is not in a bad place, it just needs some tweaks.
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increase Glimmer cd to 20 secs (same as Force Staff)
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On August 22 2015 13:35 TheYango wrote: I mean, the thing is all of those "farming" mids that are currently played are also tempo heroes in the right atmosphere as well. It's just the way the game plays right now favors farming them over using them as tempo controllers.
TBH *that* issue goes back to the offlane changes post-TI3. When the offlane is safe enough that you can develop a tempo controller there, there's not much incentive to put one mid also--since the end of 2013, we've been seeing offlane as the primary tempo point, rather than mid.. But I'm not sure the alternative of an inhospitable offlane that only a small number of heroes can play is better.
Off laning needed needed these change because with previous trajectory before that change the pool of viable offlaners was shrinking. Now the super good heroes aren't mandatory which allows teams to draft lineups that have better synergy than those previously must have heroes lacked.
Regarding all this dicussion about Glimmer I'm really surprised the ability can be purged. That was a terrible deliberate decision.
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United States47024 Posts
It makes sense because it would be a weird exception to invisibility not being purge-able. Not so much deliberate--more just out of convention.
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Surprised everyone is talking about Glimmer Cape when Solar Crest is an item. With the hex change, evasion is ridiculous now, and being able to just freely pass around 30% evasion to your allies (let alone 10 armor) with no way to counter it is absurd. I'm anticipating some kind of method of dealing with evasion coming up, or a nerf to existing evasion items. I think Glimmer Cape is a little overpowered but not so much that nerfing it is really necessary. If anything, Sentry Wards should be buffed instead.
Other mechanics I think need addressing are Pure Damage with its prevalence and lack of counters, and Smoke of Deceit which - with how strong ganking supports are right now - make farming cores with no escapes and poor farming pretty worthless as one smoke will end their game (like Naix, CK, Sven, Medusa, Lone Druid, etc). I think that last point is particularly bad as with how much easier it is for supports to get items and survive fights (with, say, Glimmer Cape), one of the ways these cores relied on to catch up (team fight kills) is much harder than it used to be.
Some changes off the top of my head (100% imbalanced): - Sentries down from 200 gold for 2, to 175 gold for 2 - Obs initial stock increased from 2 to 3 (max stock is still 4), restock time from 180 sec to 160 sec - Glimmer Cape cd from 16 to 20 - Solar Crest evasion/miss chance reduced from 30% to 25%, now has a 400 gold recipe - Hood of Defiance now has an active ability that replaces 30% magic resistance with 30% damage reduction (all types, including Pure) for 3 seconds (100 mana, 60 sec cd) - Pipe of Insight now applies the Hood of Defiance buff to self when activated in addition to the magic barrier (allies still only get the barrier) - Bloodstone respawn time reduction from 4 sec per charge to 3 (I think Pocket Deny should give maybe reduced assist gold/exp too but whatever) - Atos buff? rofl
I think attacks against hexed targets should never miss too, but maybe that's too hard a counter now. Shiva could also use a nerf for the flying vision.
Not going to comment on hero changes, probably Leshrac nerf and someone getting +1 armor.
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Glimmer Cape just needs a recipe to bring it in line with Force staff. And maybe cool down increase. Though I would like less invs time in exchange for a faster fade time. 3 seconds with a quicker fade(and an effect that makes is clearer what happened for spectators)
Evasion needs a change, but I am sure it will be nothing we expect. Smokes are fine. Though the game does need a counter of the number of smokes left in the spectator mode.
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United States47024 Posts
Glimmer and Solar just exert so much pressure on the way the game is played that it's really hard to evaluate anything else without considering what happens to those 2 items.
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I will be shocked of Solar crest keeps the evasion in its current form. I bet it will be lowered to 15% evasion for allies and maybe a lowered duration. And maybe rosh will get some resistance to minus armor so he can’t be murdered without response all the time.
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Don't be if Atos cripple now reduces evasion.
Both Solar Crest and Glitter are the best items for their cost by the widest margins. They'll both need to be addressed.
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I kind of like the power creep of items in the last patch, and I think the only overpowered item introduced in 6.84 is Glimmer Cape, which I think I'd adjust like this: - Magical Resistance Bonus reduced from 55% to 20%; - When you activate Glimmer Cape, you lose the 20% Magic Resistance the item provides you normally; - Cooldown increased from 16 seconds to 24 seconds.
As for Solar Crest, I'd just tweak its numbers a bit: - Armor values reduced from 10 to 8; (Maybe) - Evasion values reduced from 30% to 25%.
I'd also nerf Bloodstone, making it lose half of its charges on death, rounded down.
What I think needs pressing intervention is the power level of some heroes, who are too much a force to be reckon with to be ignored in the current meta. Here's some heroes (and relative nerfs) I can think of right now:
- Leshrac Lightning Storm cooldown increased from 4 seconds to 6 seconds; Diabolic Edict damage is now magical; Diabolic Edict no longer deals additional damage to structures.
- Queen of Pain Aghanim's Scepter no longer increases Sonic Wave damage.
- Tusk Snowball can no long gather allies by right-clicking on them.
- Dazzle Shallow Grave cooldown increased from 60/45/30/15 to 60/46/32/18.
- Storm Spirit Ball Lightning activation cost rescaled from 15+7% of max mana to 10+11% of max mana.
- Techies Land Mines damage reduced from 300/375/450/525 to 200/300/400/500; Land Mines Half damage radius reduced from 500 to 400; Suicide Squad, Attack! cooldown increased from 160/140/120/100 to 180/160/140/120;
- Winter Wyvern Cold Embrace now absorbs physical damage incoming; Cold Embrace can absorb up to 400/600/800/1000 phisical damage. When the cap is reached, Cold Embrace is dispelled.
- Naga Siren Song of the Siren cooldown rescaled from 180/120/60 to 150/120/90; Song of the Siren duration reduced from 7 seconds to 6 seconds.
Edit: I forgot the cooldown increase on Glimmer Cape.
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you cant nerf the dmg of lvl 1 techie mines it would kill the hero. suicide squad nerf is ok tho if anything nerf the max dmg of mines
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Probably just halve the damage of Remote Mines on creeps. That's what's really not okay about the hero right now: get Aghs, and he clears an entire wave with one spell. That's a fucking 4 position hero doing that, and one that's incredibly scary to gank at that. Two casts of Remote Mines to clear a wave means he's still capable of pushing, but has to be in the way for a lot longer.
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Some changes I would like to see:
Lina: - probably ultimate nerf, especially the cooldown (compare it with lion, the difference is just insane on level 1/2) - Stun duration nerf
Scythe of Vyse: - disables item passives again (counter against the 1 person in front with solar crest buff playstyle)
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On September 10 2015 06:07 sicklucker wrote: you cant nerf the dmg of lvl 1 techie mines it would kill the hero. suicide squad nerf is ok tho if anything nerf the max dmg of mines My intention was to nerf the Techies laning among the other things, which is a bit too strong in my opinion. I admit it might have been too much, though.
By the way, I don't think the max damage of mines should be reduced. Otherwise I fear that they wouldn't any longer be a threat in the late game.
On September 10 2015 07:27 Acritter wrote: Probably just halve the damage of Remote Mines on creeps. That's what's really not okay about the hero right now: get Aghs, and he clears an entire wave with one spell. That's a fucking 4 position hero doing that, and one that's incredibly scary to gank at that. Two casts of Remote Mines to clear a wave means he's still capable of pushing, but has to be in the way for a lot longer. I don't think this is the problem with Techies (Or maybe I just don't mind his ability to to that). Keep in mind that Techies is the archetype of the defensive hero. It blocks rotations, stuns enemies, and places free wards (Remote Mines). To me it's not surprising that it can clean creep waves so efficiently. Otherwise I'd just pick a support Lina.
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On September 10 2015 06:07 sicklucker wrote: you cant nerf the dmg of lvl 1 techie mines it would kill the hero. suicide squad nerf is ok tho if anything nerf the max dmg of mines Land Mines did 300/400/500/600 damage when they were mixed/composite damage, which assuming 25% magic resist is the equivalent of 225/300/375/450 now, so current land mines do 75 more at all ranks than before.
A 25-50 damage nerf would hardly kill the hero
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I'm starting to think the best change for glimmer would be to make it a one-man pipe at like 300dmg instead of adding resistance.
To me the item should be for helping allies to escape, not so much enabling your cores to go ham into like 2k magic damage because a billion percent resistance.
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they need to fix my carry morph :/
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Following the trend of buffing everything else over nerfing, I think only Pitlord addition and a small nerf for Leshrac are for sure.
I'm expecting some cooldown reduction assigned to old skills. Maybe some PA rework so it does not get shut down so easily.
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On September 10 2015 06:07 sicklucker wrote: you cant nerf the dmg of lvl 1 techie mines it would kill the hero. suicide squad nerf is ok tho if anything nerf the max dmg of mines
That would be.....wonderful
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