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View Full Version : Suggestions from a longtime DOTA player



07-06-2009, 03:03 AM
All windwalk-based abilities should be speed capped at 25%. This is more than enough to catch someone you are chasing with relative ease, or quickly enter the fray. As it stands, even with a gem/wards/dust, both scout and madman can easily escape anything because they are simply too fast, too often.

Scout should have his ult and ward skills switched. The ward should be his ultimate, have increased range, and not be obstructed. This adds more tactical support gameplay for players who take the time to put a team based effort into placing wards all over the map. His ult should be roughly the same, minus the channeling, with the damage turned down, ala shuirken toss.

Polywog and Glacius should have respective movespeeds increased and starting hp slightly tweaked upward to compensate for lack of speed, high cost of spells, lack of escape skills early (and against some teams, even late), and low HP.

Devourer should be able to rot while devouring.

Electricians ult needs a longer cooldown.

Delay on Kraken's ult reduced to 3 seconds.

Hellbringer's pet greatly nerfed in pretty much all areas. All of its stats damage, speed and abilities are too high.

Hammerstorm's aura should increase magic and physical by 10. Passive skills aren't generally fun, they may as well be useful. Sven wasnt a particularly useful hero to begin with in dota, and was quite boring due to usually being able to stun twice and auto attack. Perhaps replace aura with another active.

Range on Thunderbringer spells reduced.

Predator leap reduced damage, but all at once, longer slow.

Nymphora AOE increased by 50.

Warbeast must summon wolves at his side, wolf hp dropped by 150 at max level. Far less duration on transformation.


There's a start.

Frozenhelfi1
07-06-2009, 03:50 AM
Why would you want scout to have his wards as his ultimate? One of the most useful things is using them to spot runes. I strongly disagree with this proposed change. I don't see the reasoning behind this change, and you didn't provide any. If you're such a longtime dota player, you should be backing up your claims with some sort of logic and reason, rather than spewing out a whole bunch of random ****.

07-06-2009, 12:04 PM
Why would you want scout to have his wards as his ultimate? One of the most useful things is using them to spot runes. I strongly disagree with this proposed change. I don't see the reasoning behind this change, and you didn't provide any. If you're such a longtime dota player, you should be backing up your claims with some sort of logic and reason, rather than spewing out a whole bunch of random ****.


Because if the max ward count was higher, and not obstructed by obsticles he would be a very valuable team asset due to being able to spot incoming ganks and ambushes, when it is safe to push etc etc.

Kietharr
07-06-2009, 12:22 PM
Malphas wouldn't be so powerful if purge actually killed summons in this game, that really upset the balance towards his pet. In DotA you could just have someone like potm or riki buy a diffusal to purge the infernal down every time it was summoned, but in this game if he summons an infernal and has a few heroes supporting it they'll get a tower virtually every time its CD is up.

Tenet
07-06-2009, 12:39 PM
Purge should hurt Melphas but not instantly kill him like in DotA.

I like most other suggestions.

kosta1
07-06-2009, 12:55 PM
All windwalk-based abilities should be speed capped at 25%. This is more than enough to catch someone you are chasing with relative ease, or quickly enter the fray. As it stands, even with a gem/wards/dust, both scout and madman can easily escape anything because they are simply too fast, too often.

Agree.

Scout should have his ult and ward skills switched. The ward should be his ultimate, have increased range, and not be obstructed. This adds more tactical support gameplay for players who take the time to put a team based effort into placing wards all over the map. His ult should be roughly the same, minus the channeling, with the damage turned down, ala shuirken toss.

Hm, I'd rather not. He already has a nice finisher, escape method and opener with vanish.

Polywog and Glacius should have respective movespeeds increased and starting hp slightly tweaked upward to compensate for lack of speed, high cost of spells, lack of escape skills early (and against some teams, even late), and low HP.

Kinda agree these guys are too slow.

Devourer should be able to rot while devouring.

Disagree.

Electricians ult needs a longer cooldown.

One or two more seconds wouldn't hurt. A nice round 20s is ok I guess.

Delay on Kraken's ult reduced to 3 seconds.

Neutral.


Hellbringer's pet greatly nerfed in pretty much all areas. All of its stats damage, speed and abilities are too high.

The demon is already weak, he is slow and only good for tower destroying. I think I onlt saw a demon kill a hero once, only because he got stuck between creeps. Not to mention that the cooldown is also very long.


Hammerstorm's aura should increase magic and physical by 10. Passive skills aren't generally fun, they may as well be useful. Sven wasnt a particularly useful hero to begin with in dota, and was quite boring due to usually being able to stun twice and auto attack. Perhaps replace aura with another active.

+1 magic armor per point in aura could be ok.

Range on Thunderbringer spells reduced.

Agree, but only slightly.

Predator leap reduced damage, but all at once, longer slow.

It's already almost useless.

Nymphora AOE increased by 50.

Neutral.

Warbeast must summon wolves at his side, wolf hp dropped by 150 at max level. Far less duration on transformation.

Lolwat. The wolfs are pissweak and the transformation is already too short. 10 or seconds is barely enough to catch someone and then you have a gigantic cooldown.


There's a start.
My opinions are bolded.