"Overpower - Even with heroes that have 0 cast time there is cating animation for this spell. Is this done on purpose for balancing or something?"
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Overpower
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I see no reason why the skill should have a set individual cast point (Thus ignoring casters inhereted cast point).
I aprove of this proposal.
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"Land mines - increasing the limit to double (40) or even removing it at all? I still think it wouldn't be imbalanced."
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Landmines
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All things considered, removing the limit puts you on the < Time vs output > scale.
I can imagine people going berzerk and ignoring the game completly -> to stack up mines at every single corner / massive piles enough to frag anywho passes them.
It's not an ideal concept of a fun game, where one player is missing and hostiles are dying at random offscreen.
I decline to this proposal.
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"Illusions generally - As much as I remember they are bit stronger than in dota but imo they are still weak in LOD, maybe making them little bit stronger?"
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Illusions
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Illusion oriented builds are rare to see and mildly profitable.
It can be pulled off with a well placed complimenting skills.
Personally I would enjoy illusions being buffed in lod, but I do not objectively see the need of it.
Indiffrent to this proposal.
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Wrath and multicast - I would like to see this combo banned, it ruins lots of games and there is not much you can do about it.
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Wrath + Multicast
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Balanced off, no extended balance, 6 skills per player.
It's a core concept for chaos and turmoil of a game, deal with it or play another mode.
I disaprove of this proposal.
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The same goes for one hitters, totem should not be allowed with jinada or warlus punch in any mode even in BO.
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1-hit-ko
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Balanced off, no extended balance, 6 skills per player.
It's a core concept for chaos and turmoil of a game, deal with it or play another mode.
I disaprove of this proposal.
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While speaking about one hit I should also mention Sleight of Fist which is mostly picked for onehit combos. Is there any chance to make caster not invulnerable?
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Sleight of Fist
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Absolute required nerf.
This is the ideal spell of not giving a fuck, not paying attention to onscreen events. For the main concern that it has it's insane AoE.
You can pop it at anywhere onscreen of hostiles for a safe hit.
No other spell in Dota does that besides Wrath of the thundergod.
Objectively the skill needs to have reduced AoE, thus leading to people using it with wits, cunning and effort.
Instead of whenever it coolsdown rapidly spam the hotkey for another salvo of damage.
It's one thing for dota, as it cannot scale beyond a particilouar point. Lod has a far larger damage cap.
Invurnable is a by-product of casting the spell, as it's ment (by my impressions) to be an effect of it's own. However using the hero as a conduit for the effect. That is the make-believe version of it.
I aprove of this proposal (Nerfed Aoe and/or range).
I disaprove of this proposal (Invurnability).
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Last thing I had in mind are some orb effects adn buff placers and making them just regular spells.
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Orb effects
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Orbs should remain limited to their current states, as it follows in dota.
If icefrog intended these to be unanchored from their limitations, it would have been done by now. Since it's actually possible to do it.
Dota Imba shows example of this (You can have unlimited orb effects / buffplacers without malfunctions).
I do concern of putting a label on the skill as it is picked to warn people from picking non-stackable orbs/buffplacers should be provided.
If banning the combination is implemented, I fear it might disrupt possible far fetched strategies (or punish stupidity) in the future.
I aprove of this proposal (Informing ingame stack-able orbs corelated to picked skills).
GG humanity, as always.