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china
08-02-2011, 08:15 PM
A cute list of all the things I've started as threads for suggestions in regards to balance and gameplay for S2.

They were posted in a private forum, but incontrovertibly they're my opinions. I don't see the issue in leaking my opinions. :3

So here's my ideas, old and new (ish).

(P.S. You probably remember a few of these being put in.
P.P.S. I broke Wildsoul a year ago, and it took that long to become apparent!)

05-16-2010
balphagore


demonic pathogen

rescale silence from 1.0/1.5/2.0/2.5 seconds to 1.0/2.0/3.0/4.0 seconds
rescale damage from 100 magic dps to 60 magic dps


corpse conversion

rescale bounty from 40 gold to 20 gold
add magic resistance to minions
reduce cd from 30 to 20




bloodhunter

blood crazy

rescale cd from 10 seconds to 12/10/8/6
rescale duration from 6/9/12/15 to 6/7/8/9
rescale dot from 20/15/10/5 to 20 at all levels


blood sense

grant full vision of low hp targets



deadwood

rotten grasp

decrease cast time on root from 2.0 seconds to 1.6 seconds


uproot

rescale mana cost from 60 to 30
rescale charges from 5/6/7/8 to 5 at all levels


willowmaker

when activated, uses all charges of uproot as additional -% str modifier


i.e. 4 charges are left on a level 4 uproot, so 16% (4% * 4) more overall str is lost.






devourer

armor from 1.96 to 2.96
decay

on activation, removes vindicator's curse
on activation, no longer resets attack animation




electrician

static grip

pulls target to self, rather than self to target



engineer

base str from 22 to 20
base int from 19 to 21

hellbringer

str growth from 2.5 to 2.1
agi growth from 1.0 to 1.2
int growth from 2.7 to 2.9

legionnaire

armor from 1.8 to 2.8

nymphora

grace of the nymph

dispels only from player-controlled unit damage


teleport

no longer displays graphic/sfx to enemies when in fog



pandamonium

cannonball

snares self instead of stuns self



pebbles


slabskin

change to craggy exterior (stun attackers)




pollywog priest

voodoo wards

rescaled cd from 110/95/80 seconds to 100 seconds at all levels



slither

toxin wards

rescaled ms reducer from 10% to -25 at all levels



abyssal skull

+2 health regeneration

harkon's


no longer stacks with lifeleech & other attack modifiers

nome's wisdom

recipe cost from 600 to 200 (this is looking at the patch notes. It's simply not worth buying at the cost, and i think reducing the cost will do it good)

puzzlebox

recipe cost from 1000 to 1250

other note..

fix trees dying in fog. Ruins axe jukes, trap set-ups on devo, deadwood's clearcutting, etc.
06-01-2010

things that didn't go through due to one reason or another from the last thread. Note, puzzlebox was nerfed from 1k to 1100, but i believe it should be further nerfed from 1100 to 1250, illustrated lower.

This is a compilation of little things, some larger than little, that i think could be done to the game. This time i'm focusing particularly on sw/wildsoul. There's a lot of reasoning behind this, but i haven't illustrated it, since i'm anxious to see the speculation of other players.



bloodhunter

blood crazy

rescale cd from 10 seconds to 12/10/8/6
rescale duration from 6/9/12/15 to 6/7/8/9
rescale dot from 20/15/10/5 to 20 at all levels



deadwood

rotten grasp

decrease cast time on root from 2.0 seconds to 1.6 seconds


willowmaker

when activated, uses all charges of uproot as additional -% str modifier


i.e. 4 charges are left on a level 4 uproot, so 16% (4% * 4) more overall str is lost.






devourer

decay

on activation, removes vindicator's curse
on activation, no longer resets attack animation




electrician

static grip

pulls target to self, rather than self to target



pebbles


slabskin

change to craggy exterior (stun attackers)




pollywog priest

voodoo wards

rescaled cd from 110/95/80 seconds to 100 seconds at all levels



abyssal skull

+2 health regeneration

puzzlebox

recipe cost from 1000 to 1250



engineer


tinker

cd from 15 seconds to 20 seconds




forsaken archer


skeletons

no longer trigger neutral abilities (minotaur stomp, etc.)



hellbringer


armor from 2.4 to 1.4
life void

cd from 7 seconds to 10 seconds



maliken


possession

mana cost from 150 mana to 100 mana



pandamonium


cannonball

snare from 4 seconds to 2 seconds



sandwraith


desert's curse

units initially hit by the dagger's flight path will create 'trails' as well as the targeted unit.


mirage

illusions no longer dispel from activating 'manifest', and instead live out their duration or until death.



succubus


mesmerize

still somehow transfers to ai creeps that attempt to attack the affected unit.


succubus' hold

cd from 120 at all levels to 120/100/80



voodoo jester


acid cocktail

bounces now deal 50 hero damage each



wildsoul


summon beardulon

increase beardulon's base damage from 28-38 to 30-40
attain return @ level 1
attain entangling claws @ level 2
attain demolish @ level 3
attain magic resist @ level 4

current 'attain @ level' here (http://www.heroesofnewerth.com/heroview.php?hid=30)




wild

remove cast time


bear form

remove ms reduction when using bear form



alchemist bones


usable on allied creeps

hellflower


damage from 40 to 45 (sum of parts)

insanitarius


cooldown from 10 seconds to 5 seconds

nullfire blade


when upgraded, charges are cumulative

puzzlebox


recipe cost from 1100 to 1250

stormspirit


remove perplex state


6-14-2010

for all players


debuff/buff indicators need to display a number (instead of having to hover over it to see how much longer your invis or haste is going to last)
drawing on the minimap
tournament mode

allow a single user to initiate a pause


bp

an actual captain that picks everything


allow players to mute observer chat/hellbourne/legion
allow players to turn off the the big red text that appears from combo killing
custom list of recommended items for each hero (allows for more efficient buying)
healthbars on creeps (they overlap and you can't see the healthbar of a creep underneath, which makes it bothersome to check the hp)

for observers/referees


voip
pinging

for replays


a list which displays the timestamps of all fights/deaths 15 seconds prior (make it clickable so it brings you to the general area of the fight as well as the actual event in time)
a list of all item pick ups with timestamps

thoughts/additions?

01-31-2011
there are a couple of things that i've thought about when in regards to the game's depth. As there is a lot that goes into picking heroes, counterpicking, warding, counterwarding, ganking, positioning, etc., there seems to be a lack in other things. Here's a thread listing a number of my concerns/desires, and i hope they mirror the feelings of others or can, at the very least, be related to.


a deterrent to mass tping
introduction of 500 - 2k range items for the early mid game
introduction of new neutrals, neutral mechanics/behavior

the game will always be a five versus five, and the introduction of new heroes, and the balancing of current ones can only go so far in increasing the complexity of the game. By altering the environment and the tools available to those ten players, you can effectively increase the depth of the game, and the choices available to the players.

Concerning the 'problem', as seen by some if not most, of mass tp'ing, there are a number of paths to be taken, similar and different to icefrog's own mechanic. 'staggered' tps seems to honestly be the best way to go about it, yet surely there's another way to deter the defensive/reactive behavior that tps encourage.

Low cost items keep the early/mid game fresh and grant more choices to support heroes with limited income.

In regards to the introduction of new neutrals (preferably ones that are not as punishing as catmen, but with their own separate difficulties) the strength of running a jungler can be increased without adding any arbitrary mechanics or adjusting the strength of particular heroes. By merely having an additional camp to roll for in the mediums, legionnaire can have a far easier time early on instead of being screwed by catmen stacks or wolf + mino stacks. There's also the usefulness of a dominated creep (ophelia/hotd)


a creep that summons minions
a creep that has a damage debuff
increasing the cast range of purge on the small creep, and deactivating the ai that automatically uses it

any concerns/interests you may have, in regards to expanding the depth of the game outside of the pick screen?
02-03-2011
i remember this being mentioned a long time ago, as previously, i queried as to when the ability to draw on your minimap would be reenabled. There was a thread populated with certain restrictions/restraints, such as time limitations, draw limitations, etc. To prevent abuse.

Curious about the progress, as pinging a stream of points and playing connect-the-dots can be pretty tedious. I think this would be another facet that could enhance play.

(itt - guy who wants to draw penises on the minimap. Real talk tho, it would help in strategizing as well as charting the path of a potential gank.)
02-10-2011
i think we can all agree that sacrificial stone is a terrible item. I think we all know why. It's a snowball item, that gets stronger as its user nets kills/assists - what it grants is subpar to its large cost, but is the only item that increases in value as the game progresses positively for its user. It's also the item that loses nearly all its worth when you die.

Even on the heroes that can benefit the most from it (see doctor repulsor), the gold is typically better spent on a bkb or early sheepstick. Why? Because the utility is far stronger than the benefit reaped from sacrificial stone. For heroes who don't really rely on mana earned outside of stat increases or bottle/chalice (not doctor repulsor/torturer), such as defiler/soul reaper, a behemoth's heart would be far better, as it provides nearly 1000 hp.

Additional items such as frostfield plate also provide stronger alternatives to sacrificial stone. The item needs to receive an overhaul in concept, imo.

sacrificial stone
5050 gold
10 damage
6 health regeneration
100(?)% mana regeneration
+450 hp
+400 mp

+25 health points per charge
+.25 health regeneration per charge
+1 mana regeneration per charge


Survival Alternatives
Behemoth's Heart
5500 gold
+35 Strength
+300 Health Points
+(?)% Health Regeneration

Vanguard
2225 gold
+6 Health Regeneration
+300 Health Points
+Damage Block

Shrunken Head
3900 gold
+24 Damage
+10 Strength
+Magic Immunity
Mana Alternatives
Kuldra's Sheepstick
5675
+10 Agility
+10 Strength
+35 Intelligence
+200% Mana Regeneration

Stormspirit
2800
+10 Intelligence
+150% Mana Regeneration
+25 MS

there are additional items to choose from, of course, but i decided to list only the obvious choices.

There are a number of things i think could be done to sacrificial stone, in an effort to make it a strong item choice. First is to remove the 'charge' mechanic of sacrificial stone, as it is a poor mechanic (similar to dampeer's, imo).


on use, user regains +4% hp/mp for 15 seconds. Dispels when struck. (similar to health potion)
passive 2.5% hp/mp regeneration. (only regenerates when the hero has not taken player-controlled damage within the past 5 seconds)

i'm sure there are other things you can think of. Feel free to agree/disagree.

02-11-2011

what do you guys think about averaging the values? So instead of say 30-50, a creep will always give 40. Instead of a possible 70-100, it will always give 85. Etc.

I was thinking about this because of the resources earned in other games - gold/minerals in wc/sc. Why should it be random at all? I think this is more true for the dragons in hon/dota, which could pop a crap load. I think it is the same for kongor/rosh as well.

I believe averaging the values would be a good move.
02-16-2011
essentially, i find it potentially beneficial for s2 to integrate clan functionality found at http://clans.heroesofnewerth.com/, into the in-game ui.

Things like the clan page should be accessible within the ui. I'd venture to say, most players don't actively use the forums unless it's to post a complaint, and the clan page really isn't accessible at all (there's no button at the top of the forums). Some of the things to be featured here would be:


participation in tournaments
placement in past tournaments
clan members
clan activity
clan matches/scrimmages
recruitment notices
news section

players should also be able to modify their own in-game profiles to include what kind of roles they prefer (support/carry/solo/ganker/initiator & all-rounder), contact information, and a small 300-character box for them to place whatever they'd like (similar to wc3 in-game profiles).

There should also be a second function similar to the player ladder, except it populates a list of clans lf players, and another section that populates a list of players lf clans. It should also feature some buttons to categorize players/clans (psr/mmr/kd/wards/etc.)

thirdly, there should be a 'lf scrimmage' list with preferred servers and skill level that allows players/teams to launch a query or respond to a search. Answers would ping the user and pop a box like a friend request or match invite.

Lastly, a rematch function at the end of tmm/regular games that if agreed upon by all players, restarts the game in the same mode and at the pick screen.

There are also a number of observer/spectator suggestions i placed before that would increase entertainment and utility.


03-01-2011
thoughts on altering bp so all picks are done by the captain (blue/pink)?

I'd like this very much so as it relegates the final decision to the selected player (be it by mm or by an organized team). It sports numerous pros and cons, but i fully believe the pros outweigh the cons, in both the public and competitive setting. Albeit, it should have no effect on the competitive setting (outside of dodging afk & d/c'd teammates which are obvious pros. Though the captain d/c'ing can be a greater worry.)
03-01-2011

there are things that separate hon and dota, outside of the activity in each competitive scene, the players that praise and condemn the other, etc. I think we can all agree that there is a missing depth in hon compared to dota. There's a reason for this.

I feel as if, design-wise, we (hon) has been developing heroes to succeed at a certain role, and to fit a certain cut, and in doing so we create one-dimension heroes. Cutting straight to the core here, heroes must be created based around new skills, that are innovative and different. Skills that do not stun for x seconds in a y aoe for z damage. Seeing myrmidon, we essentially created a hero that mirrors the role of another hero, with slight differences. He fits in a trilane, but has reach that other trilane supports lack, as well as strong burst capability that others may lack. He is also packaged along with your simple stuns and whatnot, and can serve as a strong ganker.

Heroes must be designed around their skills, and their skills must be made in an effort to increase the depth of the game.

See:


furion (to some extent, nymphora)
broodmother
earthshaker (behemoth)
puck (bubbles)
pugna
storm spirit (doctor repulsor)
clockwork (pharaoh)
nevermore (soulstealer)

to some extent, each hero offers something unique which can be 'replaced', but not fully mimicked by another hero. You can't simply swap out chipper for soulstealer, or flint for dr. Another hero cannot replace the fear es puts into players. Puck and pharaoh fulfill similar roles with entirely different skillsets.

Heroes should be made around different skills, skills that are unique and innovative. By doing this we increase depth, add new fears and worries, new weaknesses and strengths. New lineups oriented around how these skills interact with one another outside of merely stacking stuns or high burst damage.
The goal should be for each hero to incite a different kind of fear in players. Furion/nymph with global teleport (furion also with pushing power, his ultimate), es/behe with their unique blocking capabilities, nevermore/ss with his three nuke/snowball, storm spirit/dr with his mobility.

One hero should never completely overshadow another. (in dota, windrunner made potm basically extinct. Similarly, but to a lesser extent, myrmidon overshadows other tri-lane supports.)

the more different something is, the more dynamic and the more exciting the game becomes.


+1, except the comment about myrmidon overshadowing other trilane heroes

gogo design team!
03-01-2011
i've culled a lot of the stuff i originally placed, and kept most of the incontrovertible.

Still here are the fayde alterations - as i think they are necessary into making her a hero worth picking. Note, i intentionally made her melee stun powerful as currently there is zero reason to ever not use her line stun over her pbaoe stun. Static % based mana burn without the reductions from before, and a rescaling on mana cost so that her pbaoe spell becomes more 'appealing' than the line one - as the line-based spell is currently irrefutably better. Again, i lowered her str growth as her passive was buffed to be a stronger choice than stats (stats is currently better lul).

Note also, it will be helpful if other players could comment on the suggestions of others so i can at least glean some loose knowledge on what may or may not need addressing.

Please focus discussion on all the additions - but if there is a 'glaring' issue with the 'previous changes' (as you may find it imbalanced, or extremely unnecessary), please state your case. everything is open to change. I only separated the changes so they're easier to identify.

Things i believe need to be addressed


engineer
dampeer's essence mechanic (i believe his skills should be normalized, as if he had two essences or 1.5)

what i desire from you guys (competitors)


feedback

additional suggestions (buffs/debuffs)
approval/disapproval



last note - this is merely a list of suggestions. Everything is ultimately filtered/approved by s2, and this thread should be a focus point where we can pool our efforts together.

new additions

miscellaneous changes

gold earned from creeps/ancients/neutrals/kongor averaged.

hero changes

:legi:legionnaire


terrifying charge

now gives 100% slow resistance



:tort:torturer


chain reaction

cast point from 500 ms to 575 ms.



:succ:succubus


range from 500 to 400
heartache

cast point buffed


mesmerize

cast point buffed



item changes

:harkonsblade:harkon's blade


no longer changes projectile

doesn't nerf projectile speeds of ranged heroes anymore, doesn't delay melee attacks anymore.




:stormspirit:stormspirit


now no effecttype on enemy units.

fixes pebbles' cyclone visual bug where he appears to still be cycloned but is actually not. **even if it is a statusdebuff, it cannot be purged unless the purge ignores invulnerability.



[I]some changes courtesy of elementuser

previous changes

miscellaneous changes

courier


when delivering items to a user, their items are prioritized first - followed by any wards/shareables

illusions


no longer inherit orbs outside of mana burn (nullfire blade)

hero changes

:bloo:bloodhunter


hemorrhage

altered so that skills like valk's leap/kraken's charge cause damage



:dark:the dark lady


taint soul

changed mana cost from 35/45/55/65 to static 35



:deme:demented shaman


unbreakable

changed mana cost from 85 to 135
changed cool down from 15 seconds to 18 seconds



:fayd:fayde


decreased str growth from 2.0 to 1.6
cull/burning shadows

rescaled mana burn from 6/12/18/24% to 20% at all levels
removed - if multiple heroes are hit, the mana destruction is split, reducing the burn by 1 / 2 / 3 / 4% per hero


cull

rescaled mana cost from 100/110/120/130 to 80/95/110/125


burning shadows

rescaled mana cost from 85/105/125/145 to 100/115/130/145


scythe stance

charges from 1/2/3/4 to 1/3/5/7



:gaun:gauntlet


grapple

slightly increased touch radius



:legi:legionnaire


taunt

reduced cast time


whirling blade

tower attacks may now cause legionnaire to spin



:mali:maliken


sword throw

removed healing cap of 300



:myrm:myrmidon


decreased int growth from 3.2 to 2.9
weed field

rescaled cooldown from 10 seconds at all levels to 16/15/14/13 seconds


wave form

reduced cast range from 1000 to 700/800/900/1000



:nigh:nighthound

invisibility

may now be turned on/off (this enables him to creep pull/stack)




:phar:pharaoh


mummy walls

altered so that skills like kraken's charge/myrmidon's charge cannot escape when trapped



:plag:plague rider

extinguish

rescaled cool down from 55/50/45/40 seconds to 40 seconds at all levels



:pred:predator


venomous leap

changed cooldown from 20/17/14/11 seconds to 16/14/12/10 seconds.



:sand:sandwraith


desert's curse

rescaled movement slow from 5/9/14/18% to 8/12/16/20%


dissipate

reworked

rescaled damage reduction from 4/8/12/16% to 10/14/18/22%
damage is only reflected to the damage dealer, and not in an aoe




mirage

increased damage received by illusions from 200% to 250%



:scou:scout


vanish

no longer loses 'flurry' when invisibility is manually disabled


electric eye

silence no longer pierces magic immunity



:swif:swiftblade

blade frenzy

q may be pressed again to halt spinning
attacks made while spinning cannot crit
attacks made while spinning do not apply attack modifiers



:tort:torturer


chain reaction

rescaled stun duration from 2 seconds at all levels to 1.25/1.5/1.75/2.0 seconds


torment

can only be turned off manually or from a lack of mana

silence no longer turns it off





:tund:tundra


call of winter

fixed so that shiver properly receives damage from all hostile spells

currently, certain spells do not hit the bird





item changes

:assassinshroud:assassin's shroud


increased stealth bonus movement speed from 20% to 25%

:geometersbane:geometer's bane


decreased recipe cost from 1200 to 800

:slash:firebrand


can now be built with a soulscream ring + quickblade (may still be built with fleetfeet + quickblade)


:hack:icebrand


can now be built with a fortified bracelet + mighty blade (may still be built with bolstering armband + mighty blade)

:puzzlebox:puzzlebox


the wizard is now the first tabbed unit

i.e. You have your hero and the two minions highlighted. Tabbing once will bring you to the wizard

china
08-02-2011, 08:19 PM
The quotes broke. Oh well. Here's a couple more!

02-22-2011
Here's a list of preliminary ideas to chew on til' the next balance patch. Again, everything under constant revision and look-sees.

Also, I tacked on some early-game items at the bottom. There's a few others I'm thinking about, but that's all for now.

Feel free to vehemently disagree - I'm bored of the despondency of the competitors in the Competitors forum. There's also a number of my threads that I'd like an S2 response to (Map draw, and the UI/Clan suggestions. Dogkaiser was the only one to respond to that) S2Fielding? Looking at you <3


Miscellaneous Changes


Buyback


5 minute cooldown

Courier


When delivering items to a user, their items are prioritized first - followed by any wards/shareables

Illusions


No longer inherit orbs outside of mana burn (Nullfire Blade)

Hero Changes

:bloo:Bloodhunter


Hemorrhage

Altered so that skills like Valk's Leap/Kraken's Charge cause damage



:dark:The Dark Lady


Taint Soul

Changed mana cost from 35/45/55/65 to static 35



:deme:Demented Shaman


Unbreakable

Changed mana cost from 85 to 135
Changed cool down from 15 seconds to 18 seconds



:fayd:Fayde


Decreased STR growth from 2.0 to 1.6
Cull/Burning Shadows

Rescaled mana burn from 6/12/18/24% to 20% at all levels
Removed - If multiple heroes are hit, the mana destruction is split, reducing the burn by 1 / 2 / 3 / 4% per hero


Cull

Rescaled mana cost from 100/110/120/130 to 80/95/110/125


Burning Shadows

Rescaled mana cost from 85/105/125/145 to 100/115/130/145


Scythe Stance

Charges from 1/2/3/4 to 1/3/5/7



:gaun:Gauntlet


Grapple

Slightly increased touch radius



:legi:Legionnaire


Taunt

Reduced cast time


Whirling Blade

Tower attacks may now cause Legionnaire to spin



:mali:Maliken


Sword Throw

Removed healing cap of 300




:myrm:Myrmidon


Decreased INT Growth from 3.2 to 2.9
Weed Field

Rescaled cooldown from 10 seconds at all levels to 16/15/14/13 seconds


Wave Form

Reduced cast range from 1000 to 700/800/900/1000



:nigh:Nighthound

Invisibility

May now be turned on/off (This enables him to creep pull/stack)




:phar:Pharaoh


Mummy Walls

Altered so that skills like Kraken's Charge/Myrmidon's Charge cannot escape when trapped



:plag:Plague Rider

Extinguish

Rescaled cool down from 55/50/45/40 seconds to 40 seconds at all levels



:pred:Predator


Venomous Leap

Changed cooldown from 20/17/14/11 seconds to 16/14/12/10 seconds.



:sand:Sandwraith


Desert's Curse

Rescaled movement slow from 5/9/14/18% to 8/12/16/20%


Dissipate

Reworked

Rescaled damage reduction from 4/8/12/16% to 10/14/18/22%
Damage is only reflected to the damage dealer, and not in an AoE




Mirage

Increased damage received by illusions from 200% to 250%



:scou:Scout


Vanish

No longer loses 'Flurry' when invisibility is manually disabled


Electric Eye

Silence no longer pierces magic immunity



:swif:Swiftblade

Blade Frenzy

Q may be pressed again to halt spinning
Attacks made while spinning cannot crit
Attacks made while spinning do not apply attack modifiers



:tort:Torturer


Chain Reaction

Rescaled stun duration from 2 seconds at all levels to 1.25/1.5/1.75/2.0 seconds


Torment

Can only be turned off manually or from a lack of mana

Silence no longer turns it off





:tund:Tundra


Call of Winter

Fixed so that Shiver properly receives damage from all hostile spells

Currently, certain spells do not hit the bird





Item Changes

:AssassinShroud:Assassin's Shroud


Increased stealth bonus movement speed from 20% to 25%

:GeometersBane:Geometer's Bane


Decreased recipe cost from 1200 to 800

:Slash:Firebrand


Can now be built with a Soulscream Ring + Quickblade (May still be built with Fleetfeet + Quickblade)


:Hack:Icebrand


Can now be built with a Fortified Bracelet + Mighty Blade (May still be built with Bolstering Armband + Mighty Blade)

:Puzzlebox:Puzzlebox


The Wizard is now the first tabbed unit

I.E. you have your hero and the two minions highlighted. tabbing once will bring you to the wizard



Item Additions

Battery Boots


Marchers (500) + Power Supply (546) + Recipe (350-500?)
Passive Bonuses

+70 movement speed
+3 STR
+3 AGI
+3 INT


A charge is gained every time a nearby enemy casts a spell. When activated, all charges are removed while health and mana are restored. Each charge restores 10 health and 15 mana. Maximum of 15 charges.

Asides from combining the two items into one slot, the cool down of the activated ability is reduced from 18 to 15.



Arcane Transfusion


Refreshing Ornament (603) + Scarab (350) + Recipe (200-600)
Passive Bonuses

+2 STR
+2 AGI
+2 INT
+50% Mana Regeneration
+2 Health Regeneration Aura


May be activated for 75 mana to transfer 50 life per second from yourself to an allied hero

800 range
Duration of up to 7 seconds
7 second cool down


Cannot be canceled

04-28-2011
The patch notes for 6.72 breathes life into a lot of heroes, and the changes seem angled towards making the game more aggressive, with armor reductions on some heroes, and offensive power increased on many.

Even if you, reader, or any other disagrees with me, the point of this thread is to put out some ideas that could make X/Y/Z more fun, engaging, and simply different. Making heroes different, even if they're 'fine', could change them from being fine to also being fun. Even though I don't play DotA as often as I'd like to, and at a level I'd like to (Degraded from playing Garena high-levels to simply pubbing on bnet with friends), I can say from both a spectator and player point of view that the gameplay is more fun and engaging, engine discrepancies removed.

This is in part because 'fine' heroes in DotA are changed regardless. That, in itself, is a move that breathes life in to the old. There are plenty of skills with needlessly high cooldowns, both in HoN and DotA, that could be shortened without really changing the power level of a hero. Along with that, there are other things that can be done to plain skills to make them more engaging, interesting, as well as tactful, increasing the depth of the game by increasing the kind of strategies that can be used. Moreover, it increases the value of the game as a spectator sport.

Those changes marked in orange are those that were 'ok'd' by you guys previously. I decided to migrate those changes into this thread.


Melee Heroes


Attack ranges are all now 130.



:andr:Andromeda


Comet

Stun Duration from 1.75 to 1.45/1.55/1.65/1.75


Aurora

Damage from 40/65/90/115 to 40/55/70/85.



:arac:Arachna


Harden Carapace

Mana cost from 90 to 50.
Increased Magic Armor from 5/10/18/35 to 8/16/24/32.


Precision

Damage from 7/14/21/28% to 10/16/22/28%.



:arma:Armadon


Snot Storm

Sticky Snot

-Armor from 1/1/2/2 to 1/1.5/2.0/2.5.





:chro:Chronos


Time Leap

MS slow from 10/20/30/40% to 22/28/34/40%.
Now slows AS by 22/28/34/40%.





Rewind

Rewind chance from 10/15/20/25% to 15/19/23/27%.




:deme:Demented Shaman


Unbreakable

Mana cost from 85 to 135
Cool down from 15 seconds to 18 seconds
No flight time (Affects target instantly after casting)



:dark:The Dark Lady


Taint Soul

Changed mana cost from 35/45/55/65 to static 35



:devo:Devourer


Devour

Reveals affected enemy.



:gaun:Gauntlet


Infernal Instability

Duration removed.
+10/20/30/40 MS removed.
Buff now lasts until an attack is made.
Grants max speed for .5/1.0/1.5/2.0 seconds when initially casted.
Spell does not begin refreshing cooldown until buff is removed (Dispelled or Gauntlet strikes a unit)


Grapple

Cooldown from 20 seconds to 20/18/16/14 seconds.
Slightly increased touch radius.



:fors:Forsaken Archer


Split Fire

Now prioritizes Enemy Heroes.
Damage from 35/45/55/65% to 45/55/65/75%.


Skeletons

Spawns/stocks 1 skeleton every 10 seconds.
Skeletons now TP with FA.



:hamm:Hammerstorm


Mighty Swing

Cleave from 12.5/25/37.5/50% to 20/35/50/65%.





Galvanize

CD from 36/30/24/18 seconds to 24/21/18/15 seconds.





Brute Strength

CD from 80 seconds to 60 seconds.
Mana Cost from 100/150/200 to 100/125/150.



:hell:Hellbringer


Unholy Shackles

No longer single target.
Affects an AoE of 250/325/375/425.


Life Void

No longer AoE.
Affects a single target.
Restoration from 10/20/30/40% to 20/35/50/65%.
Duration from 5.5/7/8.5/10 seconds to 5/6/7/8 seconds.




:legi:Legionnaire


Taunt

Reduced cast time


Whirling Blade

Tower attacks may now cause Legionnaire to spin



:madm:Madman


Gash

Whenever Madman uses an ability, his next attack deals 2.25/2.5/2.75/3.0x damage.
Internal CD of 3 seconds.
No longer grants passive crit.



:mage:Magebane


Mana Combustion

Mana burn from 16/32/48/64 to 31/42/53/64.



:moon:Moon Queen


Attack Range from 330 to 360.
Lunar Glow

Damage % from 6/13/20/27% to 10/16/22/28%


Moon Finale

CD from 160 seconds to 130 seconds.



:mora:Moraxus


Quake

Stun duration from 1/1.5/2.0/2.5 to 1.75/2.0/2.25/2.5.


More Axes

Damage from 30/40/50/60 + 3/4/5/6% Max HP to 30/50/70/90 + 5% Max HP.



:pand:Pandamonium


Cannonball

Stun Duration from 0.75/1.25/1.75/2.25 to 1.35/1.65/1.95/2.25.



:pred:Predator


Venomous Leap

Whenever an enemy is killed within 500 AoE, the skill is instantly cooled down.



:pupp:Puppet Master


Voodoo Puppet

Puppet now expires after 5 seconds, if not killed.



:sand:Sandwraith


Desert's Curse

Rescaled movement slow from 5/9/14/18% to 8/12/16/20%
Hero targeted by Desert's Curse is marked as Deserted and will be affected by SW's Deserted, regardless if other units are nearby.


Dissipate

Reworked

Rescaled damage reduction from 4/8/12/16% to 10/13/16/19%
Damage is only reflected to the damage dealer, and not in an AoE





:scou:Scout


Vanish

No longer loses 'Flurry' when invisibility is manually disabled



:succ:Succubus


Mesmerize

Decreased cast time.





Succubus' Hold

Reveals affected enemy.



:swif:Swiftblade


Way of the Sword

Crit chance from 10/18/26/36% to 15/22/29/36%.



:tort:Torturer


Base STR from 18 to 16.
Agonizing Bonds

Mana cost from 100/115/130/145 to 90/115/140/165



:vood:Voodoo Jester


Cursed Ground

Gains XP from kills, if he is dead or out of XP range.



:warb:Warbeast


Summon Hellhounds

Hellhounds armor from 0 to 2.



:witc:Witchslayer


Power Drain

Rescaled drain from 20/40/60/100 mana per second to 25/50/75/100.
Can now be used on allies to grant mana, while sapping your own.



:zeph:Zephyr


Gust

Now displaces allies as well.


Wind Shield

In addition to the passive effect, can be manually clicked to activate a 100% deflection of the next attack taken.

CD of 14/11/8/5 seconds.








Assassin's Shroud


Mana cost from 75 to 25.

Nome's Wisdom


Aura radius from 800 to 900. (All auras should be this large)

Runed Axe


Now requires Logger's Hatchet.
Damage from 55 to 60.
Runed Axe can now chop trees.
Runed Axe grants the user bonus damage against creeps.

Sacrificial Stone

No longer loses half charges on death. Instead, user loses 2 charges per death. Cannot go below 2 charges.

Shieldbreaker


Broken Armor debuff from -6 armor to -8 armor.
Broken Armor debuff duration from 5 seconds to 8 seconds.

Logger's Hatchet


Now sellable.

There's many other ideas I have, but I'm interested in what you guys think ought to be done with the game, its heroes, and its items. Who cares if its changes to a balanced hero? Moreover, I think it'd be fun to play around with ideas anyways.

I acknowledge that there will be plenty that say "No, it's fine, leave it as is." I'm doing this with the belief that more can be done to heroes that are fine. More can be done to make the game possess more depth, require more skill, and just be more fun to watch and to play. Right now, I think DotA, and indirectly, DotA 2, truly has HoN beat in the gameplay department, and there's plenty we can do to change that.

I'll add more when I get home.[/quote]

Happy reading.

wza
08-02-2011, 08:25 PM
why would anyone care to read all this?

china
08-02-2011, 08:29 PM
why would anyone care to read all this?

No one! :d

Am
08-02-2011, 08:53 PM
Some of those changes are actually really cool.

Examples:

:pred:Predator - Definitely a cool change, that focuses on the actual issue of the hero with his being able to be kited too easily when he focuses someone.


Venomous Leap

Whenever an enemy is killed within 500 AoE, the skill is instantly cooled down.


:zeph:Zephyr - Definitely cool changes, but the hero doesn't really need a buff (IMO).


Gust

Now displaces allies as well.

Wind Shield

In addition to the passive effect, can be manually clicked to activate a 100% deflection of the next attack taken.

CD of 14/11/8/5 seconds.







:sand:Sandwraith - The Deserted change shifts his play style in a cooler way.


Desert's Curse

Rescaled movement slow from 5/9/14/18% to 8/12/16/20%
Hero targeted by Desert's Curse is marked as Deserted and will be affected by SW's Deserted, regardless if other units are nearby.

Dissipate

Reworked

Rescaled damage reduction from 4/8/12/16% to 10/13/16/19%
Damage is only reflected to the damage dealer, and not in an AoE




Some I don't agree with:

:scou:Scout - One of Scout's neat things is that he has an excellent magic immunity piercing silence. He doesn't need to be nerfed in that regard.


Electric Eye

Silence no longer pierces magic immunity



:swif:Swiftblade - Blade Frenzy is meant to be a risk between the magic immunity / safety / 'safe' damage. Allowing canceling whenever you want would not be a good change IMO.

Blade Frenzy

Q may be pressed again to halt spinning
Attacks made while spinning cannot crit
Attacks made while spinning do not apply attack modifiers





:arma:Armadon - Strong enough as is, just doesn't fit in really at the moment with tri-lane focus. Can currently give -8 or -10 armor instead of -10 or -12.5 with the new change, IIRC.


Snot Storm

Sticky Snot

-Armor from 1/1/2/2 to 1/1.5/2.0/2.5.

`lorko
08-02-2011, 09:41 PM
Good read.
Theres no need to do rework in electrician grip tho.
Devourer :I'd like to see 1 sec silence after hooking somone by devourer :(

Celiac
08-03-2011, 07:35 AM
You basically looked at every hero's moves, and buffed them. This amount of changes in one go would completely imbalance everything, too.

MajuiF
08-03-2011, 08:40 AM
You basically looked at every hero's moves, and buffed them. This amount of changes in one go would completely imbalance everything, too.

How is that a buff?
"Electric Eye
Silence no longer pierces magic immunity"

I like those ideas, some of them are very interesting, changing the gamestyle of several heroes - but it would remove some of the baance in the game, if no hero would have their weaknesses.
But I guess some of them could have a use in-game, as some of those heroes are never picked in the competitive scene.

+1 :D

Ekamo
08-03-2011, 10:25 AM
Read it all, very good read. Thanks for sharing!

When will you take over the balance forum again? :P

Dawnbringer
08-03-2011, 10:36 AM
me rike :).

Not all of these could be implemented but a lot of them should be.

Although I don't think sand wraith's dissapate needs the non-aoe nerf. S2 has heaped much hate on him :(

NotAlQaeda
08-03-2011, 11:18 AM
predator doesnt need a buff

Dawnbringer
08-03-2011, 12:01 PM
The one thing is the nerfs you make to a few melee heroes, don't they have it tough enough already? :(

Wayne_Rooney
08-03-2011, 05:30 PM
predator doesnt need a buff
Yes he does, he is slow-killing/farming, easily kiteable melee carry.

Mikenator18
08-03-2011, 07:12 PM
Interesting, Honestly don't think I disagreed with any of the changes. Gw China

MR_BIRD
08-04-2011, 11:54 AM
thanks for sharing China. Some of the changes are really cool

JoshPFriends
08-07-2011, 09:39 AM
this was my balance list, but s2 didn't care

http://i.imgur.com/EnzON.jpg

china
10-06-2011, 04:54 PM
huehuehue. my favorite bit was the breasts.

c0rrosive
12-27-2011, 08:05 PM
Don't agree with all auras being 900 range, in the case of Master of the Mantra.