please buff riki's ult
no more charges
CD 12/10/8
dmg 70/140/210
skill can't be picked with jinada,enchant totem, walrus punch
Posted 13 November 2015 - 11:59 AM
please buff riki's ult
no more charges
CD 12/10/8
dmg 70/140/210
skill can't be picked with jinada,enchant totem, walrus punch
Posted 13 November 2015 - 12:19 PM
Riki ult is good the way it is
Posted 13 November 2015 - 12:20 PM
Nobody ever picks ancestreal spirit. Maybe it could work like nagas riptide, and self-centered aoe could be extended around it too? No damage/effect doubling, just additional aoe coverage. Would be neat for hoof stomp and similar skills.
Posted 13 November 2015 - 01:36 PM
Nobody ever picks ancestreal spirit. Maybe it could work like nagas riptide, and self-centered aoe could be extended around it too? No damage/effect doubling, just additional aoe coverage. Would be neat for hoof stomp and similar skills.
True.
I suggest lowering cd and mana values for starters.
It would be cool if "self targeted" / "no target" aoe skills did synergize in the same way his echo stomp does.
- Sincerely, Whiteboard.
Posted 14 November 2015 - 04:51 AM
Anyway to make the ancestral spirit auto seek enemies near by? run through them then go to the next one. This would be sick. Could run through invis units as well. When timer runs out it returns and gives bonuses depending on how many souls it found. Extra bonuses for heroes.
Posted 14 November 2015 - 12:59 PM
Anyway to make the ancestral spirit auto seek enemies near by? run through them then go to the next one. This would be sick. Could run through invis units as well. When timer runs out it returns and gives bonuses depending on how many souls it found. Extra bonuses for heroes.
I'm against the streamlining of this ability.
Manual control is underrated by the public and general players.
- Sincerely, Whiteboard.
Posted 14 November 2015 - 04:31 PM
Why don't we just bring the old version back?
Nobody complained when they "streamlined" the Spirit to be directly controllable instead of just moving towards the opposite direction you were.
Posted 14 November 2015 - 09:10 PM
Why don't we just bring the old version back?
Nobody complained when they "streamlined" the Spirit to be directly controllable instead of just moving towards the opposite direction you were.
I dont know.
I'll let developers decide on that department.
However i'd look forward to reduced cd and mana values with shared casting.
- Sincerely, Whiteboard.
Posted 15 November 2015 - 09:37 AM
Poison sting rework4
Damage per Second: 12 / 24 / 36 / 48
Move Speed Slow: 4% / 6% / 8% /10%
Duration: 3 / 4.5 / 6 / 7.5
Can't stack
duration refreshes every 20 / 16 / 12 / 8 hits
(for lazy guyz here's the math)
Total damage after duration without duration refresh
36 / 108 / 216 / 360
Posted 21 November 2015 - 12:54 PM
Phoenix first 3 skills are never picked , cuz of the BIG CD / mana and HP drain
I suggest >>​
Icarus Dive - lower CD by 1/2/3/4 sec per level (remove HP cost if have)
Fire Spirits - lower CD to 30/24/20/16 - only mana cost , no HP
Sun Ray - ​​​ suggestion 1 - when Sun Ray is active the hero will take 20/30/40/50% less damage from all instances or
Sun Ray - suggsestion 2 - remove the HP drain / use mana instead​
Dark Seer - Surge >> maximum MS + 20/30/40/50% attack speed
Posted 21 November 2015 - 06:13 PM
buff plague wards pls
add poisoin sting per level
lvl 1 = lvl 1 poison sting
lvl 2 = lvl 2 poison sting
lvl 3 = lvl 3 poison sting
lvl 4 = lvl 4 poison sting
and make wards not give gold when killed
Posted 23 November 2015 - 12:35 PM
buff plague wards pls
add poisoin sting per level
lvl 1 = lvl 1 poison sting
lvl 2 = lvl 2 poison sting
lvl 3 = lvl 3 poison sting
lvl 4 = lvl 4 poison sting
and make wards not give gold when killed
The wards are a fucking pain in the ass to get rid off in the first place.
- Hence they get to do as they want while remaining ignored.
Buffing Serpent wards is nonsense.
Verdict: Rejected.
- Sincerely, Whiteboard.
Posted 24 November 2015 - 12:03 AM
The wards are a fucking pain in the ass to get rid off in the first place.
- Hence they get to do as they want while remaining ignored.
Buffing Serpent wards is nonsense.
Verdict: Rejected.
- Sincerely, Whiteboard.
I agree. The hits to kill them need to be reduced. 6 hits to kill them is ridiculous. How about 2?
Posted 24 November 2015 - 10:00 PM
I agree. The hits to kill them need to be reduced. 6 hits to kill them is ridiculous. How about 2?
That's a matter of hitpoints and not a number of hits from a hero in order to destroy the ward.
As for changing durability: Rejected.
- Sincerely, Whiteboard.
Posted 25 November 2015 - 01:34 AM
Then the hit points should be lowered or be subject to magic damage as well.
Posted 25 November 2015 - 06:34 AM
The wards are a fucking pain in the ass to get rid off in the first place.
- Hence they get to do as they want while remaining ignored.
Buffing Serpent wards is nonsense.
Verdict: Rejected.
- Sincerely, Whiteboard.
wut u saying? im talking about venomancer's wards
Posted 26 November 2015 - 02:02 PM
wut u saying? im talking about venomancer's wards
So am I.
I pulled a blunder calling them Serpents.
Then the hit points should be lowered or be subject to magic damage as well.
As for changing durability: Rejected.
- Sincerely, Whiteboard.
Posted 26 November 2015 - 02:55 PM
DOnt argue about bullshits , lets buff Freezing Field , i feel like it needs a boost , lets make it direct hp removal dmg type , so it can go trough magic immunity :DDD
Posted 28 November 2015 - 10:28 AM
please debuff sk passive, idk how its dealing too much dmg
Posted 28 November 2015 - 11:42 AM
PLS debuff mort crit i t deals 4.5x dmg
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