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Suggestions for ResQ.

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#1 Vordik



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Posted 07 December 2017 - 04:16 PM

There's no bugreports, only thoughts about balancing (especyally new heroes and chenged from clissic abilities) and stuff.


0) Add Hotkey to purchasing Observer wards


1) Reduce Dark Seer and Undying base Intelligence by 2. Add Dragon Knight and Sand King 1 base Strenght. Add KOTL 1-2 STR or 3-4 AGI or 2-3 INT.

1.1) Ogre Magi with Dispersion = ???

2) Change smth in Chronosphere. Now Aghanim gives bonus as 2,5 lvls of skill and leveling gives close to nothing with increasing manacost.

3) Rescale Dark Rift cooldown maybe. Longer on low levels

4) Firelord



Increase width of wall by ~20-33%


Rework fireshow
Damage type spell, blocked by spell immunity.
Same chance on melee.
2/3 of this chance on range.
Damage = 50/60/70/80% of stats.

5) Talon Queen


Reduce Vital Srike CD to 12/11/10/9 sec and add 100% as/ms slow for 1 sec.


Rescale passive to 25/28/31/34% chance and 25/30/40/45% damage.
Or 33% chance and 20/28/36/44% damage.


Add some scaling ulti's cooldown.


6) Sand King



Remove microstuns and revert casting time to 2 seconds. Stay other changes from vanilla version (more dmg, more slow and can be cancelled).

Reason: vanilla idea is that SC can't cast ult faster than stun on enemy will come to end. Now SC can use stun, ult and some other when enemy still stay in stun from Burrowstrike

7) Reduce Spell Shield retaliation chance on low levels. 15/20/25/30% instead of 30% at all levels.

8) Fire remnant deals low damage and good used for escaping or harassing an enemy. With lvlup only damage goes better, but it still useless. Maybe make changing cooldown/speed/sight range/any other with leveling fire remnant?


9) Add Aghanim's Scepter to Spit (Chakk 1st) — increases duration to 16 seconds and steal half of attributes to caster (1/2/3/4 per hero),

9.1) Change animation of Spit to match visible and real range (real is higher now)


10) Make mode for pure one disable without limiting skills from hero (-ls is totally unpopular)
Or make mode with 2 disables limit


11) Make Voodoo from Demon Witch and Shadow Shaman identical on 4 lvl. Now both have 200 manacost, but Rhasta's have lower duration and longer cooldown.

UPD: I checked their stats in D2, they have some other sruff. IDK about basic movespeed under each tipy of Voodoo.


12) Venomancer passive. I have no ideas. Only adding % damage of max hp/sec. 0.75/1/1.25/1.5%


13) Smth buff Necrolic's ulti. yes, it's very good in normal DoTa and multifunctional... but...

Maybe add gargoyles as/ms slow by 50% for 0.1/0.15/0.2 sec every attack while they have bonus damage, maybe give them ability to reduce enemy armor by 0.5/0.75/1 with every attack while they have bonus damage. Increase ms with each level by 25.


Aaaaaaaand (Draco will kill me)

14) Add scaling abilities, received through Devour. Based on Devour level and changes only if hero uses Devour higher level, not immediatly after leveling Devour. They should be weaker than normal abilities, but not useless in late and not op at start. Maybe it is balanced on normal DoTa Doom, but not there...

Cobold: +10/12/14/16% ms

Troll healer: +6/8/10/12 hp and +0.25/0.5/0.75/1% of max hp per second, mana aura +1,5/2/2,5/3 mp/sec

Gnolls: poison can kill target. Same as venomancer's, but deals 0.75/1/1.25/1.5% of current hp. Base dps from 2 to 4/7/10/13. OR make poison stackable with 4/6/8/10 dps.

Ghost: Seems like Geomancer's passive without damage. Slow from 20% to 10%/15%/20%/25%

Harpies. Weak, but cheap version of Arc lightning. Dmg from 140 to 80/100/120/140, cd from 4 to 5/4/3/2, max targets 3/4/5/6 without reducing damage, shocking enemies for 0.3 sec (75% as/ms slow)

Centaur: Stun for 1.4/1.6/1.8/2 sec, dmg 25/50/75/100, radius 200/225/250/275

Ogre magi: 1/3/5/7 armor, same slow.

Wolf: remove

Alpha wolf: 8/12/16/20% dmg aura, 20% to x1.4/1.6/1.8/2.0 crit

Satir trickster: 100 manacost, 14/12/10/8 sec cd, 2,5/3/3.5/4 sec slow

Satir soulstealer: 100 manacost, burns 75/150/225/300 mp, cooldown 30/24/18/12.

Satir with aura and shockwave: aura 3/4/5/6 hp/sec, shockwave 100/125/150/175 dmg, same cd

Mud Golem: stun 0.6/0.8/1/1.2, cooldown 30/24/18/12, doom hatchlings hp 150/200/250/300, armor 0/2/4/6, dmg 10/20/30/40, ms 300/320/340/360.

Little Golem: stun 0.6/0.8/1/1.2, cooldown 30/24/18/12 or Remove

Ursa: +10/12/14/16% as, 100/125/150/175 dmg, 20/23/26/29% slow

Wildkin: +2/3/4/5 armor aura, improve Tornado (I can't call numbers)

Troll: Ensnare 150 manacost, 1.5/2/2.5/3 sec duration, skeleton warriors hp 150/200/250/300, armor 0/2/4/6, dmg 10/20/30/40, ms 300/320/340/360.




To be continued...



Thanks for reading :)


I'm waiting for users comments.

Edited by Vordik, 09 December 2017 - 07:16 AM.

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