I will use this topic to frequently suggest balancing and ideas for other new things.
For those of you who dont know me: IВґm HUEHUE aka buni/b000ny and I have played lod on and off even before it came to RGC. IВґm a rather close mate to ResQ and used to be a betatester for normal Dota 1. I have a decent grasp of gamesense and know my drill around balancing and hero/spell concepts. If anybody cares I play Dota 2 semi-competitively as a fullsupport player with my Team playing in the 2nd highest division of european Dota.
First off lets start with something that seems minor.
Space Orc
This originally was intended as a jokemodel for the Warcraft 3 Campaign. ItВґs animated quite decently and has good textures. But what itches is the state of the hero in the current LoD Map.
Space Orc is the only melee hero that exceeds the attack range of 200 and has a arguebly strong skillset if rolled. Every Spell this hero offers is really strong if used properly. I wonВґt even go into detail about how broken his ultimate and Urna Swarm can be, but rather focus on the model:
It has a considerably weak statgain, afaik the weakest in the game as of now, but I still rate it as too strong as the model offers too much for its buck.
Some balancing approaches:
-Attack Range reduced from 300 to 200
-Base Attack Damage reduced by 8
This is a quite decent nerf which doesnt take away too much of its creativity, if you however dont want to change the Attack Range because of "MUH UNIQUE MODEL" go and nerf the stats even further. I think we should get the stats on the same lvl that Slark for example has in normal Dota / Dota 2 (no stat exceeds a gain of 1.9 or higher).
Some other things:
-Change the maximum amount of stuns to 2 per Hero and include slows/movement hindering spells into that list. This would make games far more interesting again and actually enable more spellcasting heroes outside of Multicast spam.
-I donВґt agree with some balance changes and leftovers of the heroclass Era that draco and ResQ tried to force down our Throats. Some Models are considerably stronger than others because of what seems minor tweaks. Probably remove most of the BAT buffs because it puts heroes like Furion or Storm into a hilarious position where they exceed the carry possibility of Agility heroes. Same goes for Lina who is really strong as of now.
-The Sieger Model is one of the newbees as well, and has too high statgain for a model with its advantages.
I also am working on a Hero Concept for a Mortar Model. Hold your breath .
Yarni and Larni - Mortar Team
Strength: 23 +2.3
Agility: 14 + 1.3
Intelligence: 19 + 2.1
Basedmg: 36-44
Base Armor: 3
Attack Range: 650
BAT of 1.6
Everything else is to be handled by ResQ.
Skillset:
Disengage: The Mortar Team uses a bomb of its own to detonate and force themselves back while enemies in the area take Damage and get pushed in the opposite direction
Level 1: Deals 80 Damage and pushes the Mortar 250 range back/ enemies 250 range in the opposite direction
Level 2: Deals 120 Damage and pushes the Mortar 350 range back/ enemies 350 range in the opposite direction
Level 3: Deals 160 Damage and pushes the Mortar 450 range back/ enemies 450 range in the opposite direction
Level 4 :Deals 200 Damage and pushes the Mortar 550 range back/ enemies 550 range in the opposite direction
Cooldown: 30/26/22/18
Manacost: 120 at all levels
Damage Type: Magical
Hint: This spell is self casted like Leap providing a 0.1s invulnerable timer to disengage projectiles and enemies are always thrown into the opposite direction of what theyВґre looking at. May be multicasted to increase range and damage resulting in hilarious stuff.
Solar Flare: The Mortar fires a colorful rocket up in the air to see his foes.
Casting Range: Global
Level 1: Grants 700 flying vision around the area of impact and reveals invisible units for 4 seconds.
Level 2: Grants 800 flying vision around the area of impact and reveals invisible units for 6 seconds.
Level 3: Grants 900 flying vision around the area of impact and reveals invisible units for 8 seconds.
Level 4: Grants 1000 flying vision around the area of impact and reveals invisible units for 10 seconds.
Additional Info: The Flare is casted instantly and provides vision for its duration. Flares are attackable and can be destroyed after 4/5/6/7 hero attacks. Grants +25 bounty.
Cooldown: 40/30/20/10 seconds.
Manacost: 100/90/80/70
Notes: This Spell should have the normal flare animation that gyrocopters had in war3 with a bit of a travel time.
Mortar Bomb: The Mortar team prepares a devastating Rocket which will deal damage upon impact and scatter into smaller parts which will detonate if an enemy steps upon them.
Casting Range: 1000
Channeling Time: 2 seconds
AoE: 600
Center AoE: 200
Level 1: The Rocket deals 200 damage if the rocket hits an enemy direclty. Damage reduces significantly if enemies are further away. Spawns 3 Scatters each dealing 25 damage.
Level 2: The Rocket deals 300 damage if the rocket hits an enemy direclty. Damage reduces significantly if enemies are further away. Spawns 3 Scatters each dealing 50 damage.
Level 3: The Rocket deals 400 damage if the rocket hits an enemy direclty. Damage reduces significantly if enemies are further away. Spawns 3 Scatters each dealing 75 damage.
Level 4: The Rocket deals 600 damage if the rocket hits an enemy direclty. Damage reduces significantly if enemies are further away. Spawns 3 Scatters each dealing 100 damage.
Damage Type: Mixed
Manacost: 80/120/140/180
Cooldown: 16/14/12/10 seconds.
Additional Info: Scatters will spawn randomly in the AoE and are invisible. Upon channeling the spell will go on cooldown.
ItВґs Sieging Time: Yarni and Larni enter full serious mode and rig up their strongest weapons.This Spell is a ranged Transformation
Level 1: Global Attack Range. Unit cannot move (100% slowed) Attack Type changes to Siege Damage. Increases Damage by 60. Lasts for 4 Hits or 25 seconds
Level 1: Global Attack Range. Unit cannot move (100% slowed) Attack Type changes to Siege Damage. Increases Damage by 80. Lasts for 5 Hits or 25 seconds
Level 1: Global Attack Range. Unit cannot move (100% slowed) Attack Type changes to Siege Damage. Increases Damage by 100. Lasts for 6 Hits or 25 seconds
Manacost: 150
Cooldown: 200/180/160
Hero gets held in Place while in Siegeform and cannot profit from Item modifications (crits, orbs)