what are you talking about axe is awesome character no a competitive one but if u have non retarded teammates u can stomp most games under 20min mark
aa:
useless 3spells
every spell cost 300mana lvl 1, his manapool early = 200
his ulti lvl 1 does 50dmg full range and others heroes need to have 50hp otherwise the ulti wont kill em, cuz its like 1 or 2 % total hp.
Tinker :
march of machine should be a global spell or at least recover half of the map, cuz atm it only cover 1/3of the map and deal like 200 pure dmg per machine touchd.
sg need a rework on his sprint / bash, both are total crap.
invo +10ms
cm +10ms
necro +10ms
ns +armor
lion: mana drain shoudnt be channeling, he should be able to use it like razor link. ( best idea ever imo )
rhasta +10ms/+str
vs 600range.
bane -20manacost on sleep
es ; totem give also +20% ms when used.
morf : go back to old one, be able to live ur life while waving was rly cooler and a good gameplay, and just nerf his str a little bit
sven : +20start manapool
trall : no more 10sec delay before the circle actually transform into solid form.
+1to delete axe, useless hero from a to z
they need to rework cms ult. other than that she is fine. i think her ult is crap and is pretty useless for the other skills she is given. it should be like jana's from lol but instead of healing it reduces enemies attack/ms while it buffs your teams. would be an interesting combo with some heroes while being useless for others. plus not many heroes have a "knockback" skill other than like bat or i guess sb. i think icefrog should try a hero that displaces the enemy team as well
There's Dark Seer and kotol, plus force staff and really skilled assshakers, and those are just the ones that inmediately come to my head.
Who needs buffs?
Let's see...
-Not Axe, you should abuse the fact that he has 3 skills that ignore magic inmunity.
-Beastmaster needs his name to be changed because controlling a hawk and a fugly pig doesn't make you a beastmaster.
-Bane needs something to help him deal more damage to creeps, because he sucks too much when pushes/counterpushes are needed, unless he managed to farm his Necros and that really depends on whether his team made good use of his ganks.
-CK's damage from 49-79 to some other balanced numbers without a difference of 30+...I know he's supposed to embody chaos but come on.
-Probably reduce the bounty of Visage's familiars a bit, but nothing too drastic.
Every other hero seems pretty fine to me. It's easier to think of nerfs than buffs.
Ahaha
CM Buff? She is allready a top tier pick. 2 strong Nukes, 1 slows, 1 stuns for 3,5 Sek (if you cannot dodge it). She must be squishy and slow, otherwise she would be broken.
Buff Leshrac: Never got why he was nerfed.
Buff Morph: The shotguncarry was fun and something different. Why nerf it.
Nerf: Cancerlancer. Waaay too strong. 4 Agi per lvl is a joke.
Nerf: Wisp. Sry but this hero is broken. Remove the heal/manareg share. Remove the Damagereduction from overcharge and replace the HP loss with a greater vulnerarbility to damage (overcharged wisp gets +40% damage). Every friggn top player on a certain hero in dota 2 has a wisp mate. Ti 3 finale: Wisp team wins.
Buff: Sniper. The hero is complete trash, but he could be cool. Ad some MS (not too much).
Axe is fine. He has also made his apperance in competitive dota (rare).
Buff: Bloodseeker: Replace the bloodrage with something usefull. Most BS (including myself) leave it at lvl 1, to silence enemies. In pubs the hero can work, since trashplayers often don't carry a tp. In competitive they try and tried him out recent times, but it seems like he won't make it. For comp. dota he is like a weak version of nightstalker.
How about Ogre magi 3rd ( i mean better for multicast) and 2nd skill actually being able to be multicast? His 2nd skill should have a larger AOE and be ground targetable as well as having higher dps for each successive multicast, while his 3rd skill could stack on top of itself. So instead of having 50 attack spd and 16% ms is should be something like 100 attack spd and 32% ms for each successive cast (but probably nerf the original values). He is just shit early game and is to luck based like PA, at least the way he is above he will be worth picking just on the chance of being lucky.
PA obviously should have higher chance to crit on opponents that will die from 1 crit, as it will really be coup da gra the killing blow.
I was thinking brood instead of her web boosting her speed, how about it being invisible and when opponents walk into it they are slowed and have thier turn rate dramatically reduced? And perhaps change her 3rd skill so it enhances the attack dmg of her spiders somehow? Because currently she is a fucking awful split pusher and could be better played as some sought of hero killing monster?
Axe just needs his 3rd skill to have a higher chance to proc when thier are more heros in a small aoe around him, this will make his suicidal nature much more effective as currently it is just shit to jump into a team fight, have no spins and end up being fucking useless.
Snipers 1st skill could be remade into an ability that lets him see a huge aoe around a targetable area, this will synergise with his all his abilities far more than shrapnel currently does and may make him a viable pick in tourney games. ( As vision is king, thats why batrider is so popular)
Replace juggernauts 3rd and 2nd abilities with something else ( I have no idea), because crit is still to common as an ability (does it even synergise with his ultimate?) and healing ward is fucking retarded on him. ( Perhaps give it to Witch docter?)
Perhaps swap rikis ultimate with his 3rd or 1st skill? It would be sick to be invis right from level 1 or 2... considering his name is stealth assassin?
I would be keen to see lycans wolves receive a remake, maybe more similar to LD bear. So instead of being utter crap at level 1 and still being super squishy even at level 4, they could have a longer CD give more gold when killed but would have actually decent starting hp at level 1 (just enough that he cannot jungle super fast like back in the old days or make it so its not worth sacrificing them just to jungle) lasting indefinitely (like the bear) and giving them spell resistance or some sought of stat bonus from lycan himself.
Make windrunners shackle shot tree target able (maybe) and remove dmg reduction on secondary item effects for her ulti without aghs upgrade. ( Lets face it, fucking horrible ultimate atleast it might be used now).
Omniknights degen aura could be attached to repel aswell as himself.
Bristlebacks bristleback should actually give him the buffs he receives from his ulti when it procs.
Heh, I actually like that multicast idea for Ogre.
Also, I was thinking...they should finally make Undying's Soul Rip Hp-removal thing being able to kill. I mean, it's friggin 25 damage. How many units are you going to kill with that? Worse than that, how many heroes are you going to kill with it? Unless you are a really unfortunate Armlet user who happened to toggle-off it just when Undy soul ripped, I don't see the point of this. (although this could certainly lead to some really fun fail videos). What is icefrog afraid of? An op Undying+Venomancer combo?
Another minor thing. Make Enigma's ulti deal Universal damage.
Buff Pugna AA Sniper Drow BS
Nerf LS Gyro Furion Weaver DS
I would tell something about them but I'm just too lazy for it.
I think brood definitely needs a buff of some sort, I like the idea of the webs slowing enemies, it gives brood just enough utility to not get stomped so hard the second they get invis wards. Or maybe the webs reveal enemy invis? Something like that. Brood is just too weak right now to be effective.
I think lion also needs a small buff. The channeling mana thing would be way op though, out of the question. I think a small buff to ms or starting str would be enough.
I also thinking es totem could use an additional buff. Its basically just another spell to use to proc the aoe stun passive. The spell itself is pretty useless. It should give a different buff or an additional buff. Perhaps cause his next attack to deal extra damage, and slow the unit for the next few seconds. Or when he uses it, he doesnt get a huge damage buff, but instead it causes an aoe dmg and movespeed or attack speed buff to nearby allies.
The only other hero I really think could use a buff is ogre magi, but I think what people recommended is too op. I think they could make ignite also reduce magic resist, or slightly increase the damage of fireblast.
I agree though it's easier to think of nerfs than buffs. I can think of a lot of things that need nerfing (warlock).
How about instead of es getting additional damage he gains the ability to knock people back or out on his next hit? Something like force staffs effect or elder titans knock out ability?
What I want with ogre is not for him to do insane amounts of dmg, but make his abilities synergise with his ulti. Because really he is just currently so bad...
buff sniper, increase base armor by 2, strength gain a bit, and ms by 10.
buff necrolyte, rework heartstopper aura
buff venomancer, cast one gale no more mana wtf
buff tinker, laser deals ministun wouldn't be too bad.
buff invoker, base dmg + 8-10
nerf, treant living armor (perhaps increase cooldown and manacost)
nerf kotl, increase chakra cooldown
nerf weaver, increase shukuchi cooldown
Me too, some ideas are just not valid and justified at all. Sure, there are heroes that need some tweaks, but there are people pointing out some major changes.... ridiculous changes.
I do indeed think there needs to be some genuine changes in the game, here are a few that could have a large impact on the game making it more interesting, whilst fixing overpowered crap and buffing useless crap. But I don't really want to make any ridiculous changes (except my Spiritbreaker idea I guess), like some of the suggestions, just some balance.
Batrider
Firefly shouldn't let you fly out of the map.
Possibly longer cooldown on Lasso, just a simple 10 seconds or so.
Elder Titan
Natural Order needs reworking, I think it should be -3/-4/-5/-6 armour debuff and the magic amplification can stay the same.
Casting range of Astral Spirit should be decreased, that skill REALLY offers a lot and the cast range is even longer than a Blink Dagger.
Abaddon
Aphotic Shield should not be able to dispel any ultimates, like, sheesh. It even protects against Doom.
Bane
Fiend's Grip should probably deal HALF the damage it does, with the potential to do 1890 damage that's nearly double the amount of damage Lion does, and Lion is supposed to have the highest burst damage ult in the game. Fiend's Grip should still do damage, but the fact it's a 5/7 second lock down in which the opposing hero can take damage, the fact the grip can do 1890 damage in itself is pretty insane. In fact, it makes a mid bane able to solo the majority of heroes in this game with a single Fiend's Grip and Brain Sap. I've solo killed fed carry Weavers with this ultimate, a Linken's Sphere isn't going to save you. (Ofc this spell is channeled, I guess that's 'supposed' to be a disadvantage but it's never really an issue if you're a smart player)
Windrunner
Lets be honest, Focus Fire is pretty lousy, it needs to be made viable, when we have abilities like Troll Warlord's Battletrance you suddenly realize how lousy Focus Fire can be- so I think a completely new ultimate or a big rework is needed.
Some random ideas to go well with the idea of wind theme:
Buff to all allies increasing their attack speed and movement speed, whilst debuffing enemy's attack speed and movement speed for some period of time in an AoE or global. This would provide Windrunner bit more utility and umpf when it comes to teamfights. But that's just an idea.
Outworld Devourer:
We've seen this hero quite often lately, he's often picked because he at least wins his lane, if not dominates it, and if he goes on to do well, he can do some of the most insane right click damage I've seen, but yes, he pretty squishy. It's a little difficult trying to nerf this hero, but I think a bit of a nerf is needed and lately he's only been getting buffed.
Astral Imprisonment I think would be the main skill that requires a bit of tweaking, the duration of intelligence steal is a crazy 60 seconds at all levels, stealing a chunk of intelligence and mana for a very long time. I think this should be adjusted slightly to be at least 15/30/45/60, that way heroes especially int heroes aren't at a complete deficit the entire time. The cast range could also be decreased to 500 or even 450 (450 is his attack range), it's minor but it makes the ability a little more avoidable by ranged heroes which most intelligence heroes are.
Broodmother:
Broodmother is atrocious in public games, never played properly, nearly always feeds- whilst in competitive she was played amazingly, but just doesn't fit in the current meta. I still believe she requires a buff.
A small buff I believe would be nice, is a slight movement speed and turning speed debuff in her cobwebs, maybe even an increasing speed debuff for the longer you stand in the web for, up to a maximum of something like 20%, nothing massive. It would provide Brood with some more utility and teamfight, and make her a little less counterable by detection as people trying to gank her would be slowed.
It would also be cool if the Spiderlings scaled a little better, possibly dealing 10% of the Brood's base damage in addition to their default and having 5% of her health in addition to their default. They're just food late, in fact, they're food almost always to AoE. (Only spiderlings would get this buff, not spiderites)
Warlock
Now, I actually like Warlock, but lets be honest, he is PRETTY broken. His Chaotic Offering is one of the easiest and best initiation ultimates ever, if you've ever gotten an Aghanims and Refresher Orb you know the joy of absolutely destroying the entire enemy team.
My issue with it is basically the cast range of it, 1200, once again, more than that of a blink dagger. This should be reduced quite a bit, because it makes it too damn easy to get a 3-5 man initiation with the rather large radius too, which can make it really easy for other heroes to initiate.
Troll Warlord:
I don't want this, no one does, but Battle Trance probably needs a longer cooldown... :'(
Phantom Cancer:
Oh god, why, this hero, so stronk.
Lower his agiility gain to like three.
Lower chance to produce illusions maybe?
Such a difficult hero to nerf.
Venomancer:
His passive should not add an addition 240 DoT to his right clicks, it should be 120-200 damage at most.
(Compare the potential 240 DoT of a level 7 Venomancer to a level 6 Dragon Knight's 100 DoT in ult form only)
Brewmaster:
A bit random, but I think you should be able to take damage and possibly due whilst trying to cast the spell, this way it can't be used as a really cheap 10hp lifesaver. Instead, I guess a 200hp lifesaver... But oh well.
Io:
Oh boy, look at what we have here. For fixing this hero, I have a few ideas.
The shared heal from Tether can be nerfed a bit, activating a Mek will give your tethered target 625 health, pretty insane. So maybe 1.25x heal share instead (this might prevent level 1 Roshan with just a Wisp Ursa too) and a decreased cast range, not massively, maybe from 1800 to 1400, makes it harder for him to escape.
Overcharge should have an initially mana cost to toggle, just like Leshrac's Ultimate, nothing huge, just like 30/40/50/60, it can discourage Overcharge toggling.
Spirit Breaker
Pretty hated and considered broken. I got a pretty swell idea for this hero though.
I think his charge SHOULD be his ultimate and therefore his charge should be buffed and made more powerful.
His ultimate could be a combination of charge and netherstrike, charging and dealing the greater bash + damage upon landing, his charge would have a higher cooldown, but would deal more damage and shouldn't be interrupted with stuns, only if the charge is cancelled by the player. This would make him a little more dedicated to his ultimate, using it like a Nyx might use Vendetta. It would also prevent it being used as an escape mechanism and also it prevents it being an issue until level 6 for the enemy team, but lets be honest, Spiritbreaker is fine without it considering his strength and damage.
His Q replacement could possibly something to do with souls, maybe a skill that's like a Shadow Urn to encourage a ganking playstyle. The ability could do a meager 250/250 Heal/Damage over time, but if you get a kill (stored retroactively like Pudge's Flesh Heap) it is increased to 450/450 until you use the soul. (I mean why else does he carry around that weird lantern mace).
Prolly bad ideas, but they're the most random ideas I've thrown out so far.
Weaver:
This hero has been everywhere really, I am pretty sick of him, I bet others are too.
Shukuchi should probably cost more mana, 100~ maybe, it offers SO much, haste, invisibility, phase, damage going through targets- insane with a four second duration and six second cooldown! You could say "Oh you noob, just buy dust and stun him", but it's not that simple, sure he can die if you have lock down, but a smart Weaver doesn't allow himself to get into that position. You often seen Xboct on Weaver diving stupidly far to get kills and due to the nature of Weaver; not getting punished at all.
Ogre Magi:
Hero is bad, remove.
Gyrocopter:
This hero is probably overpowered, I think a minor damage reduction is needed to Rocket Barrage, since it's pretty much a finger of death with a 5 second cooldown if the situation is right.
Homing Missle should be more of an instant spell, it should be fired straight out like a call down and hunt down your enemy, because this spell is just a load of shit with the slow ass preparation time and the slow ass movement speed. Even then, the damage and stun time are lousy if it hasn't moved 1500 units AND it can be destroyed.
It should be instant and move faster, it may make the spell viable to max and not just leave it until level 23/24/25, who knows. If it is going to be buffed, the cast range should probably be decreased a little and the cooldown increased to give it some more balance, but still even with these buffs the damage and stun time are rarely going to be 'massive' unless you place the missile really well. At least you won't get situations where you cast the rocket at the start of a teamfight only for it to be destroyed at the end.
Annnd, well that's all I really have.
Bitte melde dich an um Kommentare zu posten.
As title states.
Mirana:
-Leap 18 second cooldown at all levels increase mana cost of it
-Base damage increased by 4-6
-ultimate cooldown changed 100/80/60
In my opinion she is already very powerful but small adjustments could really propel this character.
axe:
Total rework, useless character