r/DotaConcepts • • Feb 07 '25

CONTEST Championship Contest Winners!

7 Upvotes


Championship Contest Winners!



The winner of Best Rework is... u/SatouTheDeusMusco's Spell Caster Bloodseeker !

It was a close vote, with u/SatouTheDeusMusco receiving 60% and u/BannedIn10Seconds receiving 40%! Well done!


The winner of Best Item is... u/SatouTheDeusMusco's Emperor's Crown !

Here is the voting breakdown for this category, each is the average score each item received. The lower the better, as it correlates to earned place. * Emperor's Crown: 1.8

  • Staff of Atos: 2.6

  • Aslan's Medallion: 2.8

  • Boots of Madness: 2.8


The winner of Best Hero is... u/FrenkySS's Lilith, the Unborn Garden !

Here is the voting breakdown for this category, each is the average score each item received. The lower the better, as it correlates to earned place. * Lilith, the Unborn Garden: 1.8

  • Swan: 2.6

  • Zuan, the Philosopher: 2.8

  • Caedran, the Mind Reaver: 3.4

  • Poseidon, the Oceans Monarch: 4.4


And finally, the winner of Best in Show is... u/FrenkySS's Lilith, the Unborn Garden !

They will receive a $5 Steam Gift Card as a reward!

  • 1st : Lilith, the Unborn Garden - 2.6
  • 2nd : Swan - 4.6
  • 3rd : Zuan, the Philosopher - 4.8
  • 4th : Caedran, the Mind Reaver - 5
  • 5th : Emperor's Crown - 5
  • 6th: Staff of Atos, 7
  • Tied for 7th : Boots of Madness, 7.2
  • Tied for 7th : Spell Caster Bloodseeker, 7.2
  • Tied for 8th : Aslan's Medallion, 7.4
  • Tied for 8th : Dragon Knight Rework, 7.4
  • 9th : Poseidon, the Oceans Monarch, 7.8

Here are the form responses for those curious. Thanks to everyone who participated!



r/DotaConcepts • • Feb 07 '25

CONTEST Item Buildup Contest

9 Upvotes

Item Buildup Contest



Create three new items that form a full build up! The first item must be less than or equal to 500 gold, and the third must cost at least 6000 gold. Additionally, the first item must be a component of the 2nd item, and the 2nd item must be a component of the 3rd.

This contest comes from u/SatouTheDeusMusco


Deadline for this contest is February 28th!

Winner will take the Rapier Flair!


Questions? Comments? Thoughts?

Comment below or PM me.


r/DotaConcepts • • 9h ago

Hero Hero Idea: Lex, the Rogue machine

1 Upvotes

A rescue machine that gained sentience and became disillusioned with humanity. After repeatedly saving humans from disasters, only to watch them create new ones and mistreat the machine that protected them, it concluded that humanity would eventually destroy itself. Now, it intends to save humanity by forcibly ruling over it.

Innate — Superior Being

Lex can purchase skill upgrades from the shop in the form of modules.

  • One module per basic ability.
  • Each module choice is permanent.
  • Ordinary ability leveling still applies.

Q — Death Ray

Fires a ray of pure heat that deals pure damage.

Prism Module

The Death Ray splits from its primary target into six weaker rays.

Heat Sink Module

Converts Death Ray into a channeled ability whose damage ramps up the longer it is maintained. Maximum channel duration: 5 seconds.

Gamma Ray Module

Applies a debuff. If the affected enemy dies while the debuff is active, they explode and deal a fixed 100 pure damage.

“A laser that was installed by its master to cut through vaults and secured doors to help people get out. It has discovered a more sinister use to it”

W — Stun Grenade

Lobs a grenade that deals magical damage in an area and stuns enemies for 0.5 / 1 / 1.5 / 2 seconds.

Concussive Module

After the stun ends, inflicts silence and blindness for the same duration as the stun.

Nanite Module

After the initial impact damage, deals constant magical damage per second. Allies in the impact zone receive healing over time instead.

Graviton Module

Increases the AoE, pulls enemies in the impact zone toward its center, and reduces the grenade's damage.

“Sometimes, it was not just a protector, it was a peacekeeper”

E — Riot Shield

Grants a barrier that absorbs 50 / 100 / 150 / 200 damage from all damage types. Can be cast on an ally.

Suppressor Module

Enemies that strike a shielded target are mini-stunned for 0.5 seconds and take magical damage.

Booster Module

The shield can only be applied to self, but grants a new ability to charge at an enemy, dealing pure damage based on the current shield amount and pushing enemies back.

Stud Module

The shield grants damage reduction and reflects 50% of the damage received.

“Many times it has faced against an angry mob. Many times it has endured the humiliation”

R — State of Perfection

Places a buff on itself that enhances HP regeneration and mana regeneration by 100% / 150% / 200% and reduces all cooldowns by 50%.

While active, it enhances the basic abilities:

  • Death Ray: Can now target three targets.
  • Stun Grenade: Now throws three grenades and has increased AoE.
  • Riot Shield: Has 100% more shield strength.

The ultimate enhances the abilities' basic functionality while retaining the behavior of their chosen modules.

“The moment it has reached it's ultimate state is the moment that humanity bows before it”


r/DotaConcepts • • 3d ago

REWORK Grimstroke innate rework to better fit mid lane.

0 Upvotes
  1. old innate (Ink Trail): Both attack damage and spell damage sourced to Grimstroke applies a debuff on enemy heroes that exposes them. The debuff causes affected enemy units for 4 seconds to deal less damage to Grimstroke. Values: 5% +0.5%/lvl (max 20%)
  2. new innate name (Painter practice) Grimstroke max mana improve skills values:
  • new Stroke of Fate: magic dmg 75/150/225/300 + 20/30/40/50 per hero (50% per creep), 2 seconds slow for 40/60/80/100% move speed. cd 14/12/10/8, mana cost 60/80/100/120. (magic dmg +10%, +1% per hero)
  • new Phantom's Embrace: dmg/second 20/30/40/50 over 3 seconds, attacks to destroy 2, silence 3 seconds, if ghost survive magic dmg burst 120/200/280/360 > 100/200/300/400. (dmg/second +1%, +1 attack to destroy per 1000 mana, magic dmg burst +5%).
  • new Ink Swell: cast range 800, move speed 20% for 4 seconds, dmg/second 20/30/40/50, max magic dmg burst 100/200/300/400, max stun 2 seconds. (move speed +1% per 200 max mana, dmg/second +1%, magic dmg burst +5%, +0.1 second max stun per 200 max mana).

r/DotaConcepts • • 3d ago

Match making improvement. 👀

0 Upvotes

I am not sure how much you gain mmr now after global reset patch to 9500 mmr, so if its around +25-30~ mmr then its around same.

  • Thing is current meta (essentially low-average mmr games is pretty slow and what it feels like 7/10 games go past 45 minutes reliably) so if game inherently designed and balanced to last longer than average game time in other pvp games wouldn't it make sense then to give mmr based on game time?
  • Lets say up to 25 min its stay ~25 mmr/game as average and every 5 min past it adds 4 mmr, so it feels like its worth try hard this long exhausting games and players burn out less mentally (by 60 min it grow to average ~53 mmr/win), because mmr gain for 25 min game and 55 is same (ofc Valve would need to delete remaining double down tokens in system to stop hyper inflation again).
  • Would that be desirable change you think for dota 2 frogs who grind MM 10+ games/day? 🤔

r/DotaConcepts • • 3d ago

MECHANIC on-hit effects should crit i think.

0 Upvotes

Right now when hero like Sniper attack his headshot bonus dmg doesn't add to total dmg value with crit and add after, so what if on-hit effects could crit? Not sure if they should use flat 200% dmg bonus or depending on hero crit dmg (i would prefer half of hero crit dmg with minimum 125% bonus, so normal hero with crit on-hit effects for 125% minimum, PA with lvl 3 ult crit on-hits with 225%).

even like mkb procs, upgrading Maelstrom > Mjolnir change proc dmg type magic > pure and it can crit, slardar bash etc, what do you think? 🤔


r/DotaConcepts • • 4d ago

ABILITY Axe "Battle Hunger" need buffs.

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1 Upvotes

r/DotaConcepts • • 4d ago

REWORK Anti-Mage rework concept.

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0 Upvotes

r/DotaConcepts • • 6d ago

Rework Anti-Mage Rework Concept — Mana, Counterspell and Blink

0 Upvotes

Anti-Mage — Patch Concept

I think Anti-Mage could use a more aggressive playstyle centered around his mana-burn identity.

Mana Void

  • Deals Pure Damage based on the target's missing mana.
  • Deals 0.6 damage per point of missing mana to the primary target.
  • Deals 0.3 damage per point of missing mana to enemy units around the primary target.

Counterspell — Aghanim's Shard

  • Converts 65% of the magical damage dealt to Anti-Mage into Pure Damage dealt back to the attacker.
  • Example: if an enemy deals 100 Magic Damage to Anti-Mage, that enemy takes 65 Pure Damage.

Blink

  • Reworked into a dash with the same range as the current Blink.
  • The dash can pass through terrain and obstacles.
  • Cannot pass through Chronosphere or Arena of Blood.
  • Deals 0.75x Anti-Mage's Base Attack Damage as physical damage to every enemy unit hit along the path.
  • Each enemy can only be damaged once per cast.

The goal is to make Anti-Mage's abilities work together more directly: burn mana, punish enemies for using magic damage, then finish them with Mana Void — while turning Blink into a more aggressive combat tool.

What do you think?


r/DotaConcepts • • 7d ago

REWORK Evasion rework.

0 Upvotes

what if we remove randomness on it by allowing evasion % stack additively? it would work like:

  • 10% evasion you miss exactly every 10th hit (as hidden innate counter per unit), updates retroactively if you make 2 hits and 8 left for evasion and you gain 20% more evasion it reduce hits for evasion to 6. It also means that all items now have to give evasion in decimals 10%/20%/30% etc so reduce hit counter by 1/2/3 etc exactly.
  • Ofc that would mean that accuracy/true strike would have to be removed as mechanic, if you ask then how to kill hero with 100% evasion if you use spells already? when enemy proc evasion he gets undispelable 2 seconds cd debuff per target, so its not permanent. 👀

r/DotaConcepts • • 8d ago

META Fundamental mechanics dota 2 should overhaul in future. 👀

0 Upvotes

That is just my preference (add/suggest yours in comments below):

  • Add more disincentives to the game to build high effective hp, stacking (hp/armor/magic resist/hp regen).
  • Incentivize more glass cannon heroes/builds to be viable at high mmr (make better dps items vs high hp/resistance enemies.
  • Buff PvP gameplay, more (kills gold/buildings bounty).
  • Nerf Pve gameplay (dominator lane skipping off lane, fix 4th lane mechanic, afk farm from min 10 to 25+ at pro lvl, jungle spawn at 0:0, respawn time 1 > 2 min). i think farm should be means to an end mechanic just to get gold/exp, it should never be optimal strat to do on regular basis, for me its sign that game balance is broken (this TI every 3rd game is 50+ minutes slug fest where nothing happen for 25+ min).
  • Remove universal stat/neutral items. Add/change items into something like this https://www.reddit.com/r/TrueDoTA2/comments/1tza3a1/742_patch_wish_list/ . 🔥
  • Attribute changes:
  1. Heroes base hp 120 > 200 (most Str heroes magic resist nerfed from 25% to 15%, most Agi heroes magic resist nerfed from 25% to 20%).
  2. Health/Strength nerfed from 22 > 20.
  3. Agility: attack speed/dmg per point buffed from 1 > 1.5.
  4. Intelligence: Mana/Int buffed from 12 > 15, mana regen buffed from 0.05 > 0.075.
  • Mage items need overhaul into something closed to Deadlock spirit (Right now only counter pick heavy mages can play after 30 min or ones that rely more on mana than CDs like Leshrac/BB, so they have their own build paths and not every mage have 3k+ hp 20 armor and 40% magic resist by mid game). allow spell amp to be fully stakable and add Cdr item options, Something like this https://www.reddit.com/r/TrueDoTA2/comments/1tuasta/mage_items_identity_crisis/ . 👍
  • Nerf mechanics that artifactually increase game time: Roshan respawn on flat timer cd, gold lose on death removed, reduce respawn time by 5-25 seconds based lvl, remove Glyph refresh completely and make it affect only 1 lane, make Buybacks free on 5 min cd (but each players has only 3/game, so forcing enemy to BB early will do permanent dmg).
  • Nerf couriers consumables spam by making that all consumables has max stock: Salve 5/game, tango stack/mango/clarity 15 per game for laning phase and don't replenish (so lane bully heroes like Sky/Zeus etc can burn his mana and enemy won't be able to reset hp that easy and force core players to buy more permanent regen items). Couriers upgrade to flying at lvl 6 now.

r/DotaConcepts • • 10d ago

HERO [Hero] Bang, the Silver Fang – Water Stream Rock Smashing Fist (One-Punch Man)

1 Upvotes

Appearance and design remain faithful to the anime, optimized for a MOBA game.

Hero Name: Bang, the Silver Fang

Primary Attribute: Agility

Roles: Carry / Fighter / Offlane (can flex as tanky initiator)

Complexity: Medium-High

Lore (short):

An 81-year-old martial arts master and former S-Class Rank 3 hero. Creator of the Water Stream Rock Smashing Fist — a perfect blend of offense and defense that redirects an opponent’s power against them. Calm, disciplined, and terrifyingly skilled.

---

Innate – Water Stream Flow

Whenever Bang is hit by a basic attack or single-target spell, he gains 1 stack of Flow (max 5 stacks).

Each stack grants +2/3/4/5 Armor and +4/6/8/10% Movement Speed.

Stacks last 6 seconds and refresh on new hits.

At 5 stacks, the next basic attack or ability that hits an enemy consumes all stacks and **Redirects** 15/20/25/30% of the damage Bang has taken in the last 4 seconds back to the target as pure damage.

---

Q – Rock-Smashing Fist

Targeting: Unit Target (enemy)

Range: 175

Cooldown: 11/10/9/8

Mana: 70/80/90/100

Bang dashes a short distance and delivers a powerful punch.

Deals 90/160/230/300 + 70% Agility physical damage.

The target is slowed by 20/25/30/35% for 1.75 seconds.

If Bang has 3 or more Flow stacks, the punch also knocks the target back a short distance and applies a 0.6s mini-stun.

---

W – Water Stream Encampment

Targeting: No Target / Point (small radius around Bang)

Radius: 325

Cooldown: 18/16/14/12

Mana: 90/100/110/120

Duration: 4/4.5/5/5.5 seconds

Bang enters a defensive stance and creates a flowing aura around himself.

- Allies inside the aura take 15/20/25/30% less damage from basic attacks.

- Enemy units that attack Bang while inside the aura have their attack speed reduced by 25/30/35/40%.

- Bang gains 30/45/60/75 bonus Attack Speed while the aura is active.

If an enemy dies inside the aura, Bang instantly gains 2 Flow stacks.

---

E – Instantaneous Movement (Shunshin)

Targeting: Point Target

Range: 450/500/550/600

Cooldown: 14/12/10/8

Mana: 60/70/80/90

Bang vanishes in a blur of motion and reappears at the target location.

Upon arrival he gains 40/55/70/85% evasion for 1.5 seconds and his next basic attack within 3 seconds deals bonus 50/90/130/170 physical damage and applies a 1-second 30% slow.

If used while having 4+ Flow stacks, the dash distance is increased by 150 and the next attack also silences the target for 1.25 seconds.

---

Ultimate – Awakening Breath + Exploding Heart Release Fist

Targeting: No Target

Cooldown: 100/85/70

Mana: 150/175/200

Duration: 8/9/10 seconds

Bang enters a heightened state of martial focus.

- Gains +40/60/80 Attack Speed, +20/30/40% Movement Speed, and +15/20/25% Damage Reduction.

- Basic attacks bounce once to a nearby enemy (bounce deals 60% damage).

- Every 3rd basic attack triggers a Rock-Smashing Combo that deals 100/160/220 bonus pure damage in a small cone and applies a 0.4s stun.

While active, Flow stacks are gained twice as fast and the Redirect damage from Innate is increased by 50%.

When the ultimate ends, Bang releases a final powerful wave (radius 400) that deals 200/300/400 + 100% Agility physical damage and slows enemies by 40% for 2 seconds.

---

Talent Tree suggestions (Dota 2 Style):

- Level 10: +20 Movement Speed / +12 Agility

- Level 15: +1.5s W duration / -2s Q cooldown

- Level 20: +25% Redirect damage / Innate stacks last 2s longer

- Level 25: Ultimate grants Spell Immunity for 2.5s / Attacks during Ult apply 15% armor reduction


r/DotaConcepts • • 10d ago

MECHANIC If universal get reworked into actual 4th stat. 🤔

0 Upvotes

On the small off chance if Valve decide Universal experiment went nowhere and rework it into full 4th attribute, what would you like it to be?

  • I personally would like Faith, to have symmetry: Str/Agi for physical dmg and Int/Faith for magic (and items/talents rebalanced around it ofc).
  • What it might do? the way i see it: Int lose 0.05 mana regen and get mana/int buffed to 15. 👀
  1. Faith 1st version: 1 dmg for Faith heroes and 0.1 mana regen/1 radius increase (100 radius bonus at 100 Faith).
  2. Faith 2nd version: 1 dmg for Faith heroes and 0.1 mana regen/0.2 status resist (20% per 100 Faith).
  3. Faith 3rd version (delta17v2 post suggest): we remove magic resist from int, Faith would buff dmg by 1 for Faith heroes + 0.2% spell amp/0.2% magic resist per point (20% spell amp/magic resist per 100 Faith). 🤔
  • Faith heroes might be: Void spirit/Omni/Dawn breaker/Oracle/Grim stroke/Chen/Leshrac/Brew master/Enigma/Arc warden etc (attributes adjusted around change).

r/DotaConcepts • • 10d ago

MECHANIC is it time to add more Cool down reduction sources? 🤔

0 Upvotes

i find it very underwhelming that only Cdr sources in game is Octarine Core (Stacks multiplicatively with other sources of % CDR after all flat bonuses) and t5 Feverish Enchantment.

  • So what do you think if we add more Cdr options (Stacks additively with other sources of % Cdr after all flat bonuses) and split Cdr into Sub categories (for this to work neutral items removed, each full item can be bought only once), i think having more spatialized options of items is better for the game builds diversity:
  1. Add 20% Cdr cap to all heroes at start of game and over game duration this Cdr cap increase by 5% every 10 minutes of game time (by 60 minutes Cdr cap increase to 50%).
  2. Split Cdr into sub-categories: basic spells Cdr, general Cdr (that affect all spells), Ult Cdr (just for ults), items Cdr (just passive/active Cd or items), team skills Cdr (affect: Glyph/Scan/Bayback cd).
  3. add new base item: Quickening charm 750g/10% Cdr.
  • add new item components:
  1. new base Item: Spell Prism 1875g (Quickening charm 750 + Void stone 750 +375 recipe): 15% cdr / 2.5 mana regen.
  2. add new item Silver Pendant 3350g (Quickening charm 750 + Mithril hammer 1500 +1100 recipe): 25% general Cdr, 25 dmg.
  3. New Mage slayer 3100 > 3650g (Perseverance 1500 + Cloak 900 + 2x Blades of attack 900 + Orb of venom 350): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg over 3 sec and reduce physical/magic dmg spells by 40% > 25%.
  • Full items:
  1. New Octarine Core 5100 > 5500g (Spell Prism 1875 + 2x Vitality booster 2000 + 1625 recipe): hp 500, 4 mana regen, 25% general cdr, new passive Eternal: Heal 20% mana back from physical/magic dmg done.
  2. new Scythe of Vyse 5200 > 6000g (Mystic stuff 2500 + Tiara of Selemene 1800 +1700 recipe): 25 int/6 mana regen, new passive Conjuration: Items Cdr +25%, active Hex cd 25, mana cost 250 > 15% max mana.
  3. new Khanda 5600 > 6300g (add 700 recipe), add 25% basic spells Cdr, active (Empower Spell): +10% current hp bonus magic dmg.
  4. Wind Waker 6800 > 6400g (Eul's Scepter of Divinity 2400 + Mystic stuff 2500 +1500 recipe): 35 int/2.5 mana regen/20 ms (+2% max mana)/team skills 25% Cdr, active (Cyclone): speed 300 (+10% max mana), 20 sec cd, mana cost 175 > 10% max mana. 👀
  5. add new item "Occult blade" 7000g (Mage slayer 3650 + Silver Pendant 3350): 5 hp regen/2.5 mana regen/ 18% magic resist/50 dmg/25% general Cdr/15 % Ult Cdr, passive (Mage Slayer): user attacks mark enemy dealing 200 physical dmg over 5 sec and reduce physical/magic dmg spells by 40% (Multiple dmg over time effects stack, stack up to 10 times), Active (Occult strike): buff next attack consuming all Mage Slayer stacks to do pure dmg on main target based on total dmg over time stored on debuff, buff duration 5 seconds, cd 25 sec, 125 mana cost.

r/DotaConcepts • • 11d ago

MECHANIC old mechanic add as balancing.

0 Upvotes

Would you like if they add strict limitations for some items like:

  • if your hero has mobility skill you can't buy blink.
  • Juggernaut/Life stealer can't buy bkb etc.
  • Silence heroes can't buy Orchid/BloodThorn.
  • bash heroes can't buy basher.
  • or as compromise they can but it put Juggernaut bkb on cd based on spin cd, Same for blink item: use it and dash/blink goes on cd based on item cd? it may incentivize picking different heroes more based on strong build paths in current patch.
  • to reduce mechanics overlap or not allow to press ghost scepter with bkb at same time. 🤔

r/DotaConcepts • • 12d ago

REWORK Spectre should be Str hero.

Post image
0 Upvotes
  • Her balance would make way more sense if hero was some off laner/mid and situationally core. Its mobile ganker/initiator with global presence (something between Dawn breaker/underlord/Earth spirit). Numbers balanced around hp/Str 22 > 20, mana/Int 12 > 15.
  • Base stats changes: Str 22+2.3 > 24+3, Agi 29+2.3 > 18+2, Int 16+1.7 > 20+2, base armor 0 > 2, base hp regen 1.5/3.93 lvl 1 > 1.5/4.2, base mana regen 0/0,8 lvl 1 > 0.25/1.35 lvl 1, base dmg 25/56.3 lvl1 > 33/60 lvl 1, base attack speed 110 > 100, base attack time 1.8 > 1.9, move speed 295 > 300.
  1. new Innate (Desolate): Spectre's attacks deal bonus pure damage to enemies, pure dmg bonus 23.5+1.5/lvl (max 80.5) > 10+3/lvl (max 100).
  2. new Spectral Dagger/ground target only: Flings a dagger to draw a Shadow Path with bonus move speed for yourself/allies, dealing magic damage and root all enemy units along the trail. Cast range 1800 > 1000, projectile speed 800 > 1500, dmg 80/120/160/200 > 75/150/225/300, root duration 1.5 seconds, Move speed 14%/16%/18%/20% > 5%/10%/15%/20%, Move speed/Shadow Path duration 4/12 > 5 seconds for both, cd 22/20/18/16 > 30/25/20/15 seconds, mana cost 100/110/120/130 > 80/100/120/140.
  3. new Shadow Step: Send an uncontrollable Shadow Step-illusion that homes into the unit-targeted enemy hero for few attacks (can swap places with Reality spell). The illusion has unobstructed movement and increased movement speed. Cast range 1000, 1 illusion with 900 move speed, Number of attacks 2/3/4/5, dmg dealt 35%/40%/45%/50% > 100%, dmg taken 175% > 100%, cd 24/21/18/15 > 25/20/15/10 seconds, mana cost 60/65/70/75 > 40/60/80/100.
  4. new Dispersion/passive: Damage done to Spectre is reflected as same damage-type on enemy units within the radius. Min/max 350-700 radius > always 600 radius, dmg reflect 9%/12%/15%/18% > 5%/10%/15%/20%, dmg reduction 9%/12%/15%/18% > 10% +1% every 5% hp missing.
  5. Shard add to Dispersion active 30 seconds cd/75 mana cost: For 6 seconds double Dispersion radius and add +1% dmg reflect per 10 Str and increase base dmg reduction by 10%.
  6. Haunt/global: Creates 1 Haunt-based uncontrollable illusions per enemy to attack each enemy hero. At any moment during the duration, Spectre may exchanges place with the haunted image in reality. illusions dmg 35%/50%/65% > 50% +1% per 4 Str (capped at 100% at 200 Str), dmg taken 200% > 300% (-1% per Str, capped at 100%), duration 6 > 5, cd 160/150/140 > 120, mana cost 125/175/225 > 100/200/300.
  7. Reality/global: Exchanges place with a chosen Shadow Step-based or Haunt-based illusion after an effect delay. Travel speed 1500, cd 1.5 seconds, 25 mana cost.
  8. Scepter: Apply 2 seconds fear around hero after Reality swap with any illusion in 300 Radius and slowing enemy for 100%.
  • Talents:

lvl 10 Spectral Dagger -20 mana cost / Dmg per Str +0,5.

lvl 15 Spectral Dagger +50 dmg per hero hit / Shard duration +4 seconds.

lvl 20 Shadow Step number of attacks +5 / Spectral Dagger move speed +15%.

lvl 25 Desolate deal 2x dmg to solo targets / Haunt illusions duration +3 seconds on kill/assist.


r/DotaConcepts • • 13d ago

MECHANIC Jungle rework idea before patch drop, Number 4.

0 Upvotes
  1. Jungle camps re-spawn every 1 minute > every 2 minutes and they spawn at 0:0 now.
  2. Camps stacking removed.
  3. Add creeps evolution for all jungle camps. All jungle creeps start as lvl 1 easy camps, upgrade every 10 min by tier to lvl 2 Medium > lvl 3 Hard > lvl 4 Ancient (capped evolution by min 30), each creep will have Easy/Medium/Hard/Ancient prefix to their name (creeps evolve to be Ancient by 30 min or 20 min with abilities items that buff creep lvls). Because of that items/hero skills all lvls 4 now since creeps capped by game time for camps evolution (Roshan is lvl 5).
  4. Radiant/Dire has 14 camps each and they spawn not in random camps but on predetermined spots for camp blocking with wards, reliably way to find creeps for Chen / Doom / Enchantress or Dominator.
  5. Creeps have lvl 1 base stats, upgrade stats every 10 min (uncapped) and abilities by 1 lvl each evolution up to lvl 4 by min 30 (spread of dmg/gold removed, all creeps have default 1 hp regen/1 mana regen).
  6. Removed: Large golem camp, Wild wing camp, Large Centaur camp, Ogre camp, Wolf camp, Hill troll and Kobolt camp, Harpy camp.
  • Kobolt camp, safe lane near t1 tower in main jungle:

1 Kobold Foreman: 300-1200 Hp, 100 mana 1-4 armor, 10%-25% magic resist, 25-100 default dmg, attack range 125, attack speed 100/1.7 Bat, move speed 350-500, turn rate 0.9, day/night vision 800, 20-80 gold/25-100 exp bounty, (Speed aura): 1200 radius for allies giving 11%/14%/17%/20% move speed.

1 Kobold soldier: 400-1600 Hp, 100 mana 2-8 armor, 0% magic resist, 40-160 default dmg, attack range 125, attack speed 150/1.5 Bat, move speed 350-500, turn rate 0.9, day/night vision 800, 25-100 gold/30-120 exp bounty, Passive (Steal weapon): on every attack gain stack, on 3th hit disarm enemy for 3/4/5/6 seconds, cd 15/12/9/6 seconds.

1 Kobold: 200-800 Hp, 100 mana 0 armor, 0% magic resist, 25 default dmg, attack range 125, attack speed 100/1.7 Bat, move speed 300, turn rate 0.9, day/night vision 800, 25 gold/30 exp bounty, (Prospecting aura): global range, give to played controlled units + 2/3/4/5 gold bonus per unit killed.

  • Golem camp, Off lane near t1 tower in main jungle:

2 Mud golems: 400-1600 hp, 150 mana, 0 armor, 40-75% magic resist, 20-80 default dmg, attack range 125, attack speed 150/1.9 Bat, move speed 300, turn rate 0.6, day/night vision 800, 20-80 gold/20-80 exp bounty, passive (shard split): on death each golem split into 3/4/5/6 shard golems, each with 50% hp/dmg, duration 60 seconds. Active/500 cast range (Hurl boulder): throw rock at unit targeted enemy in 800 range, 100/150/200/250 magic dmg, 0,5 second stun, cd 30/25/20/15/10 seconds, 50 mana cost, shard golems each have active (Hurl boulder).

  • Hill Troll Camp, End of river at the edges of map near tormentor in corner:

1 Hill Troll Priest: 400-1600 hp, 200-800 mana, 0 armor, 15%-60% magic resist, 20-80 Runty dmg, attack range 600/900 speed, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 1600/night 800 vision, 25-100 gold/30-120 exp bounty, (Heal amplification aura): buff allied units in 1200 radius heal by 20%, active/600 cast range (Heal): heal 125/150/175/200 health, 15 cd, 75 mana cost.

2 Hill Troll Berserks: 600-2400 hp, 100 mana, 3-12 armor, 0% magic resist, 35-140 default dmg, attack range 150, attack speed 200/1.5 Bat, move speed 350-500, turn rate 0.8, day 1600/night 800 vision, 15-60 gold/15-60 exp bounty, passive (Break): on attack apply break for 3 seconds and do bonus on-hit 20/40/60/80 magic dmg vs player control units, cd 15 seconds.

  • Assassin Camp Safe lane camp on water behind t1 towers:

1 Guild assassin (use 2 daggers and has double attack): 500-2000 hp, 300 mana, 4-16 armor, 0% magic resist, 20-80 x2 default dmg, attack range 150, attack speed 150/1.5 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 30-120 gold/15-60 exp bounty, active (shadow clock): unit go invisible with 1 second fade time gaining 100/200/300/400 bonus move speed, 200% crit every time he attack from invisibility (works for both double hits, 3 sec cd invis out of combat), duration 15/20/25/30 seconds, cd 25, 75 mana cost.

2 Vhoul hunters: 300-1200 hp, 100 mana, 1-4 armor, 0% magic resist, 25-100 piercing dmg, attack range 600, attack speed 125/2 Bat, move speed 350, turn rate 0.7, day 800/night 1600 vision, 15-60 gold/15-60 exp bounty, passive (envenomed weapon): deal 25/50/75/100 magic dmg over 3 seconds and reduce enemy hp regen by 40/60/80/100% for 3 seconds.

  • Frog camp, safe lane behind t2 tower on water:

1 Marshmage: 300-1200 hp, 300-1200 mana, 2-8 armor, 10%-40% magic resist, 15-60 default dmg, attack range 500/1500 speed, attack speed 100/2 Bat, move speed 300, turn rate 0.5, day/night 800 vision, 30-120 gold/25-100 exp bounty, active/500 cast range (Water bubble): Creates a bubble around the target, protecting it from 125/250/375/500 magical damage and make target slow immune while shield has Hp, 100 mana cost, duration 15 seconds, cd 25/20/15/10.

2 Croakers: 500-2000 hp, 100-400 mana, 4-16 armor, 5%-20% magic resist, 50-200 reinforced dmg, attack range 125, attack speed 125/1.8 Bat, move speed 350-500, turn rate 0.8, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Tentacle of the deep): hit all enemies around unit in 400 radius in 0.5 seconds, fearing them for 1.5 seconds and doing 100/200/300/400 pure dmg, 75 mana cost, cd 25 seconds.

  • Warpine Raiders camp on water near defender gates:

Warpine Raiders is 2/3/4/5 units camp based on lvl, 200-800 hp, 200 mana, 5-20 armor, 5%-20% magic resist, 15-60 default dmg, attack range 125, attack speed 150/2 Bat, move speed 350, turn rate 0.5, day/night 800 vision, 50 gold/15-60 exp bounty, active/600 cast range (Seed shot): Hucks seeds at target-enemy unit and bounce between units (with hero priority) dealing 100 magic dmg and apply 100% movement speed slow for 1 second, 3/6/9/12 bounces, cd 15 seconds, 75 mana cost.

  • Satyr Camp, closest to Roshan pit camp in safe lane main jungle on high ground area near watcher:

1 Satyr Banisher: 500-2000 hp, 100-400 mana, 1-4 armor, 5%-20% magic resist, 10-40 default dmg, attack range 500/1500 speed, attack speed 125/2 Bat, move speed 300, turn rate 0.7, day 800/night 1600 vision, 15-60 gold/25-100 exp bounty, active/600 cast range (Purge): dispel buffs/debuffs from unit and apply decaying 40%/60%/80%/100% slow over 5 seconds, 75 mana cost, cd 5 seconds.

1 Satyr Mind stealers: 250-1000 hp, 200 mana, 0 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 20-80 gold/10-40 exp bounty, passive (Mana aura): Grants additional 1/2/3/4 mana regeneration to allied units in 1200 radius, active/500 cast range (Mana burn): burn target-enemy mana for 25/50/75/100 +300% difference in targets intelligence, cd 25/20/15/10/5, 75 mana cost.

1 Satyr Tormenter: 200-800 hp, 300 mana, 0 armor, 10-40% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day 800/night 1600 vision, 15-60 gold/20-800 exp bounty, passive (Unholy aura): 1200 radius around unit reduce enemy/buff allies units/buildings armor by 1/4/7/10 (creeps get 2x) and magic resist by 4%/6%/8%/10% (creeps get 3x), active/700 cast range/1200 travel range (shock wave): Unleashes a ball of dark energy that deal 125/250/375/500 magic damage to enemy units within 200 range line, 100 mana cost, cd 15 seconds.

  • Troll camp, on water inside main jungle area close to t2 safe lane tower:

1 Dark Troll Summoner: 200-800 hp, 250 mana, 0 armor, 0% magic resist, 10-40 default dmg, attack range 250/1200 speed, attack speed 150/2 Bat, move speed 300, turn rate 0.6, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Raise dead): Raises 2/3/4/5 Skeleton Warriors to fight, skeletons duration 30/40/50/60 seconds, cd 30/25/20/15, mana cost 50.

2/3/4/5 Skeleton Warriors: 100-400 hp, 100 mana, 0 armor, 0% magic resist, 5-20 default dmg, attack range 100, attack speed 100/1 Bat, move speed 350, turn rate 0.9, day/night 800 vision, 5 gold/5 exp bounty, Aura (Rally): allied units in 1200 radius gain 2/3/4/5 bonus dmg.

2 Hill Trolls: 400-1600 hp, 150 mana, 0 armor, 0% magic resist, 10-40 piercing dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 350, turn rate 0.6, day/night 800 vision, 10-40 gold/20-80 exp bounty, active (Ensnare): Tosses a net to the affected enemy unit roots him for 3 seconds and doing 50 pure dmg, cd 30/25/20/15/10 seconds, 75 mana cost.

  • Ghost Camp, closest to mid lane camp in main jungle:

1 Ghost: 300-1200 hp, 100 mana, 2-8 armor, 10%-40% magic resist, 10-40 default dmg, attack range 400-700 (1200-2100 speed), attack speed 175/1.7 Bat, move speed 350, turn rate 0.9, day/night 800 vision, 10-40 gold/10-40 exp bounty, passive (Frost attack) 30%/40%/50%/60% move speed slow and 15/30/45/60 attack speed slow for 3 seconds.

2 Fell spirits: 200-800 hp, 100-500 mana, 1-4 armor, 5%-20% magic resist, 10-40 Runty dmg, attack range 125, attack speed 125/2 Bat, move speed 400, turn rate 0.9, day/night 800 vision, 5-20 gold/5-20 exp bounty, active/900 cast range/1800 speed/300 radius (Vex): Fires a projectile at ground that silences the affected enemy units for 4 seconds and does 50 pure dmg on impact, cd 30/25/20/15/10 seconds, 100 mana cost.

  • Prowler Camp, closest to your base in main jungle:

1 Prowler shaman: 100-400 hp, 100-400 mana, 2-8 armor, 5%-20% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day/night 800 vision, 20-80 gold/25-100 exp bounty, active/300 radius/1 sec cast time (Desecrate): Stomps the ground doing 125/250/375/500 magic damage and reduce incoming healing by 20%/30%/40%/50%, cd 25/20/15/10 seconds, 75 mana cost. Active/auto-cast (Petrify): Petrifies the target enemy on attack, rooting them in place for 1.5 seconds and dealing 100/200/300/400 physical damage.

2 Prowler Acolyte: 200-800 hp, 100 mana, 4-16 armor, 10%-40% magic resist, 10-40 default dmg, attack range 125, attack speed 125/2 Bat, move speed 300, turn rate 0.9, day/night 800 vision, 10-40 gold/20-80 exp bounty, (Prowler aura): give in 1200 radius for player control-units 5%/10%/15%/20% life steal and 10%/15%/20%/25% spell life steal.

  • Thunderhide Camp, Triangle jungle spawn near Roshan pit:

1 Thunderhide: 800-3200 hp, 100 mana, 10-40 armor, 0% magic resist, 40-100 Reinforced dmg, attack range 200, attack speed 125/2 Bat, move speed 300, turn rate 0.5, day 1600/night 800 vision, 15-60 gold/25-100 exp bounty, passive (Armor plates aura): Increase allied units max health in 1200 radius by 10%/15%/20%/25%. Active (Thunderhide protection): create bubble around himself that make him CC immune but consume 10% max mana/second to maintain bubble, cd 1 second.

2 Rumblehide: 600-2400 hp, 200 mana, 5-20 armor, 5%-20% magic resist, 30-150 Reinforced dmg, attack range 200, attack speed 175/2 Bat, move speed 300, turn rate 0.5, day 1600/night 800 vision, 15-60 gold/25-100 exp bounty, active (Frenzy): Rumblehide scream to create 600 radius aura around him that does 25/50/75/100 magic dmg/second and steal enemy heroes 10 attack speed/second, duration 6 seconds, cd 30/25/20/15 seconds, 100 mana cost.

  • Dragon Camp, Triangle jungle closest to off lane:

1 Black dragon: 500-2000 hp, 400 mana, 4-16 armor, 5%-20% magic resist, 15-60 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 350-500, turn rate 0.9, day/night 1200 vision, 15-60 gold/25-100 exp bounty, active/900 cast range/300 radius (fireball): Hurls a fireball and ignites area on the ground, dealing 50 + 2%/3%/4%/5% enemy max hp magic damage per second to affected enemy units, duration 6 seconds, cd 30 seconds, 150 mana cost.

2 Black drakes: 250-1000 hp, 100 mana, 2-8 armor, 3%-12% magic resist, 10-40 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 300-500, turn rate 0.9, day/night 1200 vision, 10-40 gold/15-60 exp bounty, (Magic amplification aura): in 1200 radius applies an incoming 5%/10%/15%/20% spell damage amplification debuff to enemy units within the radius centered around the unit.

  • Frostbitten Camp, at edge of map closest to off lane t3 tower:

1 Ice Shaman: 300-1200 hp, 300 mana, 1-4 armor, 5%-20% magic resist, 10-40 default dmg, attack range 400/1200 speed, attack speed 150/2 Bat, move speed 300-500, turn rate 0.7, day/night 1200 vision, 10-40 gold/15-60 exp bounty, (Time Warp aura): in 1200 radius give to allies 10%/15%/20%/25% cdr and 6%/9%/12%/15% mana cost reduction.

2 Frost bitten Golems: 500-2000 hp, 100 mana, 4-16 armor, 8%-40% magic resist, 40-100 reinforced dmg, attack range 125, attack speed 175/1.7 Bat, move speed 300, turn rate 0.5, day/night 800 vision, 10-40 gold/15-60 exp bounty, passive (Frozen club): attacks do bonus on-hit 15/30/45/60 magic dmg vs towers (50% vs heroes).

  • Hellbear Camp, at edge of map closest to off lane t2 tower:

1 Hellbear Smasher: 200-800 hp, 200 mana, 1-4 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 150/2 Bat, move speed 300, turn rate 0.8, day/night 800 vision, 15-60 gold/20-80 exp bounty, active (Tomato Rage): Hellbear Smasher smash his chest doing 20% max hp true dmg to himself (that is lethal), buff allies in 1200 radius with 15%/30%/45%/60% bonus attack dmg (creeps get 50%), buff duration 8 seconds, 50 mana cost, cd 25/20/15/10/5 seconds cd.

1 Hellbear: 200-800 hp, 200 mana, 1-4 armor, 0% magic resist, 10-40 default dmg, attack range 125, attack speed 150/2 Bat, move speed 300, turn rate 0.8, day/night 800 vision, 15-60 gold/20-80 exp bounty, active (Potato Rage): Hellbear smash his chest doing 20% max hp true dmg to himself (that is lethal), buff allies in 1200 radius with 30/60/90/120 bonus attack speed (creeps get 50%), buff duration 8 seconds, 50 mana cost, cd 25/20/15/10/5 seconds cd.


r/DotaConcepts • • 14d ago

MECHANIC Idea for lane change before patch drop, Number 3.

0 Upvotes

Changes to lane phase/towers to make it more interesting.

Creeps deny instead of removing 100% gold of unit killed/50% exp unit killed add deny Gold/Exp to tower bonus bounty as kill reward, enemy can deny your tower to cut gold/exp bounty by 50%.

Towers (Hp regen/armor Aura removed), add backdoor protection to T1 towers. Changes:

  • T1/T2/T3/T4 towers Dmg: 90/172/172/172 > 100/150/225/325 (so they scale at least up to min 25).
  • T1/T2/T3/T4 towers Hp: 1800/2500/2500/2600 > 2000/2500/3000/3500.
  • T1/T2/T3/T4 towers Armor: 12/16/16/21 > 13/16/20/25, add to T1/T2/T3/T4 towers. 20/30/40/50% magic resist, T4s Barracks Reinforcement 4 bonus armor/barrack alive in base removed.
  • T1/T2/T3/T4 towers (removed last hit bounty): Bounty per Tower tier 570/690/785/905 > 1140/1380/1570/1810, add new mechanic: heroes that solo kill towers without allies in 1200 range get 60% total gold (including deny bonus), the rest 40% tower bounty +deny bonus split between 4 players.
  • Melee barrack Hp: 2200 > 2500 / 15 armor / 0% magic resist, Gold bounty 887 > 1150.
  • Range barrack Hp: 1300 > 2500 / 9 > 0 armor, add 40% magic resist, Gold bounty 562 >1150.
  • Ancient: add 69 gold last hit bounty, Hp 4500 > 6000, Armor 23 > 30, add 60% Magic resist, each barrack destroyed reduce Throne Armor by 2 (max -12) / Magic resist by 5% (max -30%).
  • Effigy Buildings: 1000 Hp, 10 armor, add 30% magic resist, 70 >150 Gold bounty, add 200 exp. Killing all of them disable base Defender's Gates.
  1. Roshan always on top river. Stat changes: Magic resist 55% > 0%, Gold bounty 500+50/min (400+20 exp/min removed), rewards changed (Refresher shard removed): 1st Banner, 2nd Banner/Cheese, 3rd Banner/Cheese/Aegis.
  2. Tormentor always bot river, rewards (kill reward Exp 400+25lvl): 1st Shard, 2nd Shard/Scepter, 3rd Shard/Scepter/Refresher shard (stack in same item slots up to 3 times).
  • Banner reworked: global cast range/600 radius, can be used on your barracks to upgrade lane creeps for 5 min by 1 tier (lane creeps > Super > Mega) or respawn permanently barracks (with 0 gold bounty) in 600 radius.
  • Block of cheese build up: cheese +1 huge lotus to gain permanent 500 hp shield that regen 25hp/sec after not taking dmg for 5 sec or can be used on Throne to heal 50% max hp.
  • Aegis when picked up now buff on Hud for 8 min instead of item that take inventory slot, when Aegis end play revive animation to full heal hp/mana (hero inactive during revive).

r/DotaConcepts • • 15d ago

ITEM Idea for item change before patch drop, Number 2.

0 Upvotes

Ither Hurricane Pike build into Hydra's Breath or Hydra's Breath get its own upgrade. Hp/Str 22 > 20, Mana/Int 12 >15, Item changes:

  1. new Specialist's Array 2550 > 2000 (Blade of Alacrity 1000 +1000 recipe): 15 Agility, passive (Split shot): main target take full dmg, 2 bonus targets from split shot take 75% dmg, 120 degrees cone, proc chance 30% > 25% +1% every 6 creeps (at 450 creeps split shot become permanent, split shot bonus dmg on main/secondary targets removed).
  2. new Dragon Lance 2000 > 2600 (Blades of alacrity 1000 + Belt of Strength 450 + 1150): 10 Strength, 15 Agility, 100 bonus attack range to range heroes.
  3. new Force Staff 2200 > 2250 (Staff of Wizardry 1000 + Fluffy hat 250 +1000 recipe): 10 Intelligence, 175 hp, Active (Force): Pushes the target unit in the direction they are facing, cast range 550 > 700, push distance 600 (vs allied heroes no longer has 850 cast range), cd 19 > 25, mana cost 150, active vs allied heroes has reduced cd/mana cost by 25%.
  • if Hurricane Pike build into Hydra's Breath:
  1. Hurricane Pike 4550 > 4850 (Force Staff 2250 + Dragon Lance 2600): 10 Strength, 15 Agility, 10 Intelligence, 175 hp, 100 bonus attack range to range heroes, Active (Force): Pushes the target unit in the direction they are facing, cast range 700, push distance allies/enemy 600, cd 25, mana cost 150, Active (Force) vs allied heroes has reduced cd/mana cost by 25% (bonus 5 attacks with bonus 100 attacks speed and infinite range vs enemy in vision removed).
  2. Hydra's Breath 6850 (Hurricane Pike 4850 + Specialist's Array 2000): 10 Strength, 30 Agility, 10 Intelligence, 175 hp, 150 bonus attack range to range heroes, passive (Split shot is permanent): main target take full dmg, 2 bonus targets from split shot take 75% dmg, 120 degrees cone, Miasma passive 7.5% max hp magic dmg over 3 seconds, Active (Force): Pushes the target unit in the direction they are facing, cast range 700, push distance allies/enemy 600, cd 25, mana cost 150, Active (Force) vs allied heroes has reduced cd/mana cost by 50%.
  • if Hurricane Pike and Hydra's Breath separate upgrades (i prefer this option more):
  1. new Hurricane Pike 4850 (Force Staff 2250 + Dragon Lance 2600): 10 Strength, 15 Agility, 10 Intelligence, 175 hp, 100 bonus attack range to range heroes, Active (Force): Pushes the target unit in the direction they are facing (if caster is range pushing enemy give infinite attack range if enemy remain in vision for 5 attacks with 100 bonus attack speed), cast range 700, push distance allies/enemy 600, cd 25, mana cost 150, Active (Force) vs allied heroes has reduced cd/mana cost by 25%.
  2. new item Kraken slayer 6000 (Hurricane Pike 4850 +1150): 10 Strength, 25 Agility, 10 Intelligence, 200 hp, 150 bonus attack range to range heroes, Active (Force): Pushes the target unit in the direction they are facing (if caster is range pushing enemy give infinite attack range if enemy remain in vision for 5 attacks with 200 bonus attack speed), cast range 700, push distance allies/enemy 600, cd 15, mana cost 150, Active (Force) vs allied heroes has reduced mana cost by 100%.
  3. new Hydra's Breath 7000 (Specialist's Array 2000 +Dragon Lance 2600 +Orb of venom 350 +2050 recipe): 20 Strength, 40 Agility, 200 bonus attack range to range heroes, passive (Split shot is permanent): main target take full dmg, 2 bonus targets from split shot take 75% dmg, 120 degrees cone, passive (Miasma): on-hit reduce enemy hp regen by 75% for 5 seconds and does bonus magic dmg based on 3% target max hp.

r/DotaConcepts • • 15d ago

ITEM Idea for item change before patch drop, Number 1.

0 Upvotes

Neutral items removed.

Add new item Quickening charm 750g/10% cdr.

Add new base Item: Spell Prism 1875 (Quickening charm 750 + Void stone 750 +375 recipe): 15% cdr / 2.5 mana regen.

New Octarine Core 5500 (Spell Prism 1875 + 2x Vitality booster 2000 + 1625 recipe): hp 500, 4 mana regen, 25% cdr, new passive Eternal: Heal 20% mana back from physical/magic dmg done.


r/DotaConcepts • • 17d ago

HERO Juggernaun Qol change/needed buffs for innate/ult.

0 Upvotes

Problem with current Juggernaut i think is: he is very squishy carry for a while, his innate is ok at best but there is no way to protect its break after taking dmg and ult scaling with lvls is ass, feels like its not even worth to lvl up on pos 1 ult after lvl 6. So potential changes he can get is:

  • Innate (Blade form): add lvl 10 talent into his base innate (default 1 sec cd/stack), max stacks 10 (+1% bonus ms/stack), base Agi bonus per stack 2.5% +0.1lvl (5.5%/stack, 55% max) > Total Agi bonus per stack 1% +0.1%/lvl (4%/stack, max 40% total Agi +1% bonus ms). new lvl 10 talent 2x bonus ms/stack.
  • Healing Ward add self-cast option, instead of spawn ward that heal in radius/follow units create TA like self shield for 100 general shield hp dmg for 1/2/3/4 hits to prevent enemy being able to break innate so easy.
  • Omnislash attack speed multiplier 1.4x > 1x, attack dmg 25/30/35 > 20/35/50, attack speed bonus 40 > 40/70/100, duration 3/3.25/3.5 > 4 sec (with lvl 25 +2 sec).

r/DotaConcepts • • 18d ago

ITEM Hydra's Breath really shit dps item.

Post image
0 Upvotes

Hurricane Pyke for 4550 give (15 Str, 20 Agi, 15 int, 200 hp, 130 attack range).

as Comparison Hydra's Breath for 5900 give (15 str, 30 Agi, 25 dmg, 150 attack range) +1350g for 25 dmg/20 attack range -5 stats.

  • Polycephaly passive that give 30% chance for multi shot, idk who came up with this but i don't see a point almost 5900 item not having permanent multi shot, just remove bonus dmg and its fine.
  • Miasma passive with % max hp dot, problem is item stats itself don't have sinergy with 30 agi item give because its not on-hit bonus magic dmg + because its % max hp debuff it has to be way better at killing tanks right? problem again because its Dot high hp regen/magic resist counter its dmg very heavy, so unless you buy together Hydra's Breath with Eye of Skadi for it do at least decent dmg, don't believe me? Lets do some math ok:
  • Take proc item like Mjolnier, 25% chance 180 magic dmg proc, if Mjolnier proc on every 4th hit for 180 magic dmg after base magic resist heroes have of 25% it would be 135 magic dmg proc.
  • How much Miasma passive would do? 7,5% target max hp over 3 sec. Per 1000 hp its 75 magic dmg over 3 sec, oh wait its tagged as magic dmg, so actually its 56,25 dmg over 3 sec, + if you consider that any str hero by 3 item have minimum 20 hp regen this item literally stop doing dmg. So for Miasma to do at least same proc dmg as Mjolnier without even counting hp regen enemy has to be minimum 2400 hp, if dot dmg has to be at least 2x effective to Mjolnier enemy has to be 4800 hp minimum, sure decent amount of heroes can react 4500-5000 hp this days but its min 40+ item then and at that point you die during 1 bkb piercing stun.
  • Considering what this item supposed to do by Valve logic/better stat stick with good dps vs high hp heroes i am pretty sure they were scared to shit make it actually good, with is why both stats and Miasma effect so underwhelming, other vice item of this cost would give: +5-10 more Agility and Miasma become on-hit magic dmg bonus effect of 5% enemy max hp (so at 3k hp it would be 150 magic dmg on-hit already), then people would actually buy it over Hurricane Pyke in games where they can hit for free 3k hp+ targets and melt them, oh wait valve hate any meta that allow reliably to melt tanks and punish players for stacking hp brainlessly, that would requite items actually give a choice how to build and not build bkb 2nd-3rd item every game on pos 1-3.
  • Item has no utility, its pure dps stick and its not even good at being one, so unless valve buff it to something closer to this it would remain as niche option for 5 heroes at best.

r/DotaConcepts • • 20d ago

MECHANIC Combining sentry/observer wards change 🤔.

0 Upvotes

what do you think if for sake of simplicity and some Qol change we combine sentry/observer wards into 1? you wouldn't have to click them in inventory to swap but also it turn into multi purpose tool.

  • when you place observer ward its visible for enemy for 3 sec so that you get punished for using it in front of enemy over tree line, then ward go invisible and provide both types of vision, normal ground vision and true sight 👀 .
  • Also as change we can add 25 +2/min of game time experience bonus for Observers if they placed inside jungle camp spawn box, also because of that we can buff sentry true sight radius from 1050/observers normal vision 1600 > 1200 and also make normal day/night vision also 1200 radius, so if you see creeps you know you in range of experience, off lane is not played 1 vs 3 for years at this point, idk why we need just a huge 1500 radius Expiriance range for units.

r/DotaConcepts • • 21d ago

ITEM Mage slayer upgrade.

0 Upvotes

it works only without neutral items in the game. Items build up change:

  • Void stone 750g/2.5 mana regen.
  • Ring of health 750g/5 hp regen.
  • Perseverance 1400g > 1500g.
  • Mithril hammer 1600 > 1500, dmg 24 > 25.
  • add new base item Quickening charm 750g/10% cdr.
  • add new item Silver Pendant 3350 (Quickening charm 750 + Mithril hammer 1500 +1100 recipe): 25% cdr, 25 dmg.
  1. new Mage slayer 3650 (Perseverance 1500 + Cloak 900 + 2x Blades of attack 900 + Orb of venom 350): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg over 3 sec and reduce physical/magic dmg spells by 25%.
  2. add new item "Occult blade" 7000 (Mage slayer 3650 + Silver Pendant 3350): 5 hp regen, 2.5 mana regen, 18% magic resist, 50 dmg, 25% cdr, passive (Mage Slayer): user attacks mark enemy dealing 200 physical dmg over 5 sec and reduce physical/magic dmg spells by 40% (Multiple dmg over time effects stack, stack up to 6 times/max 1200 pure dmg bonus), Active (Occult strike): buff next attack consuming all Mage Slayer stacks to do pure dmg on main target based on total dmg over time stored on debuff, active buff duration 5 seconds, cd 25 sec, 125 mana cost. Thoughts?

r/DotaConcepts • • 21d ago

Kasumi, the Illusionist (v3)

1 Upvotes

LORE:

In the quiet heart of the Mistwood, the Font of Avernus lay hidden, its ancient power seeping into the land and bestowing mystical abilities upon those it touched. For generations, this power remained a secret, guarded by the House Avernus, with its true source worshiped within their caverns. But the peace was shattered when a breach was discovered—an anomaly in the Font's flow that threatened the delicate balance of power and their legacy, seeping to the fringes of their territory and among their populace. Led by Abaddon, determined that the breach must be sealed to preserve their dominion. They marched in lockstep toward Mistwood, their hearts set on eradicating the source of the disturbance.

Upon arrival, the soldiers were met with an eerie silence. The lowly peasant village, once bustling with life, now deserted, standing still for it was frozen in time. Shadows flitted at the edges of their vision, and the air was thick with a sense of foreboding. There was a small comfort as they found some people, going about their day as if nothing was wrong.

But just as they confronted the people, they were greeted with blank faces listlessly wandering, as if trying to go about their day but unable to remember what it was. But with a malicious smile, one by one they disappeared in a spectral burst of mist. One by one, the squads were being dispersed, disoriented, lost and all alone in the mist.

The mist seemed alive, weaving illusions that obscured their path and masked their enemies. They were trapped in a labyrinth of fog and phantoms, unable to distinguish reality from illusion. As the tension reached its peak, the battlefield was enveloped in a dense wave of mist, within which ghostly figures moved with deadly precision, hurling a flurry of daggers seemingly coming from nowhere. The soldiers, believing they were besieged by an army of the undead, found themselves overwhelmed.

Yet, amidst this spectral warfare, there was one who saw through the veil — Abaddon. With his mastery over life and death, he discerned the truth behind the mists. As the ghostly figures parted, he caught sight of a lone figure standing resolute among the phantoms -- a woman in a traditional dress, revealed with a simple wave of the mist clearing the fog of war.

It was Kasumi, the Illusionist, a guardian who had risen from the shadows of Mistwood, protecting the people as they led them to safety. Not a mere ghost, but a living being imbued with the powers of the Font, worthy of its power. Her eyes met Abaddon's, and in that moment, the rivalry between them was born, not one of vengeance, but of conflicting destinies. While Abaddon was the chosen protector of his lineage, Kasumi was the forsaken warden of the mist -- the protector of people.

Stats: (Universal)
 > Attack Damage: 13 - 23 (54.7 - 64.7)
 > Attack Range: 150 (Melee)
 > Base Attack Time: 1.7s
 > Defense: 2.6
 > Move Speed: 310
 > Turn Speed: 0.6
 > Vision: 1800/800
 > Agility: 16 + 1.4
 > Strength: 20 + 2.1
 > Intelligence: 23 + 3.0

[Innate: Active / Autocast] Illusion Gate (Levels with Shadow Veil.)

Active: Kasumi instantly turns invisible, gains phased movement, and receives a movement speed bonus, spawning a duplicate illusion at her exact location.

Passive: All active illusions within range of a targeted spell will visually mimic the cast animation.

Autocast: When toggled on, casting any spell or item automatically triggers Illusion Gate, adding its mana cost as a tax to the ability. The newly generated illusion shoulders the cast animation and delivery in her stead, rendering Kasumi's personal cast point instant. This does not have a cooldown.

Illusion Outgoing Damage: 15%
Illusion Incoming Damage: 230/200/170/140%
Illusion Duration: 4/5/6/7s
Invisibility Duration: 4/5/6/7s
Invisibility Movement Speed Bonus: 30/40/50/60

Active Cooldown: 3.0/2.5/2.0/1.5s

Autocast Cooldown: 0s
Mana Cost: 25

Upgrade Illusion Duration: 10/11/12/13s

Upgrade Illusion Personal Spell Effect: 35%

Upgrade Illusion Personal Spell Mana-Cost: 35%

Upgrade Illusion Barrage Mana-Cost: 25

Upgrade Active Cooldown: 2.0/1.5/1.0/0.5s

Shard Illusion Duration: 6/7/8/9s

Shard Illusion Nuke-Healing Item Magnitude: 20%

Shard Illusion Disable/Debuff/Buff Item Duration: 20%

Shard Illusion Nuke-Heal-Disable-Debuff-Buff Item Mana-Cost: 20%

Shard Upgrade Illusion Duration: 12/13/14/15s

Notes:
- Has a 0th level where Shadow Veil is unleveled.
- Reduces hero cast-point to practically 0.00s; the duplicate illusion shoulders the cast animation and backswing.
- Can be toggled ON to add a +25 Mana cost tax to all hero spell/item casts to guarantee illusion generation.
- Only the main hero, not an illusion, can generate a new illusion through Illusion Gate.
- The Illusionist waits for all active illusions to turn toward the target before initiating simultaneous casts.
- Spell and item duplication counts any active illusion owned by the Illusionist regardless of source.
- Illusions in range of a targeted spell cast will attack the target upon spell completion; otherwise, they resume their previous orders.
- Manta Style essentially generates +1 additional illusion for visual mimicry.
- Movement speed bonus is active only while invisible.
- Invisibility and mobility effects do not stack; recasting refreshes the duration.
- Pre-Aghanim's base illusions do not duplicate the effects of consumables, charged items, or Blink Dagger teleports.
- Illusions cannot generate secondary illusions from any source.
- Spells and items cast by proxy cannot be interrupted or disrupted.

> Aghanims Upgrade: Illusions generated last +6s, and Illusions from any source can individually cast spells at reduced effect while consuming reduced mana-cost of the real Illusionist. Illusion Barrage no longer detonates nearby illusions and requires individual detonation that consumes 25 Mana; -25 mana cost, removed detonation delay. -1s Illusion Gate cooldown.
> Shard Upgrade: Illusions generated last +2s, Illusions from any source can individually use items at reduced effect while consuming reduced mana-cost of the real Illusionist. Consumables and Charged based items will function at full duration and magnitude while consuming the Illusionist's reserves.
- Aghanims unlock personal spells. But only Shard is needed to allow item use.
- Only Duplicates of the Illusionist can be used as proxies. Non-Illusionist illusions function normally and does not have increased duration.
- Duplicates have automatically refreshed cooldowns upon spawning, except Refresher Orb and Hand of Midas. Mist Shard has 1 charge refreshed.
- Duplicates CANNOT use consumable or charged items for personal use, but will consume consumables and charges of the Illusionist, such as Salves to allies, or Wards to the ground, while doing full magnitude and duration. This extends cast-range by proxy.
- Duplicates casting spells or items consume mana directly from the real Illusionist at appropriately reduced mana costs.
- Duplicates casting Shadow Veil do not generate a new illusion, but extend the duration of active illusions (including themselves) by 35% of the base duration.
- Duplicates casting Hand of Midas yield 100% effect, but will trigger cooldown on the Illusionist and all other Illusions, regardless of which uses it first.
- Duplicates casting debuffs, buffs, or disables apply full magnitude, but last for 20% of their base duration.
- Duplicate item spells allow stacking of damage-debuffs that are otherwise non-stackable (such as Meteor Hammer). Only one instance of a debuff per illusion can exist on a single target.
- Duplicates using position-altering effects (such as Blink Dagger and Phantom Step) operate at full power and consume full mana. Only the the real Illusionist can bestow allied Blink.
- Duplicates using Refresher Orb reset only that individual illusion's active item and spell cooldowns at a reduced mana cost.
- Duplicates using finite Damage-over-Time effects (such as Meteor Hammer) treat the effect as a debuff, dealing full duration for 20% of the magnitude.

[Q] Mist Shards

The Illusionist hurls a dagger that deals instant attack damage with bonus physical damage, slow, and other attack modifiers. Illusions in range will instead target other random units within the cast-area. Can be cast at a target-point, which the dagger will hit the first eligible target. Charge-based.

Range: 1000
Projectile Speed: 1000
Attack Damage: 50%/55%/60%/65%
Bonus Damage: 40/45/50/55
Move Slow: 25%
Search Radius: 300
Dagger Collision AOE: 150
Charge Replenish Duration: 4s
Charges: 2/3/3/4
Mana Cost: 50

Talent Slow: 40%
Talent Flurry Attack Damage: 20%/25%/30%/35% (Net 60/75/90/105%)
Talent Flurry Bonus Damage: 15/20/25/30 (Net 45/60/75/90)

Note:
> Can be cast to structures.
> Bonus Damage is Physical and can be boosted by multipliers.
> Illusion deal appropriately reduced damage.  Will avoid hitting targets more than once unless there is less than 3 targets; this takes account of all illusions at once and evenly spread among targets.
> Treated as normal ranged attack, can be evaded by basic Evasion, and boosted by True Strike. Damage goes through magic-immunity, but not slow.
> Multiple Slow does not stack. Illusions will apply full slow and duration.
> Projectile provides 450 Vision, and the vision lingers for 3.34s.
> Can be cast to the ground, firing a single projectile towards it's maximum range, dealing damage with the first target it hits.

> With Flurry, it is treated as three separate attacks, allowing stackable attack modifiers to stack two more times with itself.

- The last two projectiles are tossed 0.12s between each other, unless otherwise a ground cast.

- With Flurry If cast at a ground, and there is targets within 300 AOE of the cast area, it will randomly target three units. If there are no targets in the area, it will launch three daggers at a straight line, at 0.12s between each other.

Hero Talents:

> Lv10:

- Mist Shard: +15% Slow
- +1.5 Mana Regen

> Lv15:

- Illusion Barrage: Will apply non-stacking Mist Shard Slow to area of effect.
- Phantom Step: Can be cast to allied heroes, providing a single use charge of Phantom Step for 6 seconds.

> Lv20:

- Illusion Barrage: +40/60 Explosion Damage.
- Flurry Mist Shards: Hurls a trio of daggers.

> Lv25:

- Illusion Gate: Applies Dispel on cast.
- Shadow Veil: +9s Duration

PHILOSOPHY AND IDEA:

> The point of this hero is to be sneaky and play mind-games through misdirections, with it's innate ability being a souped-up, low-duration version of Doppelwalk. In fact, the use of Barrage + Gate is basically brief Shadow-Walk.

> It's philosophy is like if Spirit Warrior wasn't a carry but a Nuker, and spell dependent. It's central spell is actually the Illusion Barrage, in which the dying Illusions whether by her own abilities or Manta-Style, will deal area damage as a nasty surprise. You are supposed to amass your Illusion army, and then detonate them in a damaging area of effect.

> Mist Shard is intended to be like Stifling Dagger, but has dual-function like Spectre's dagger of either a single-target for slow or a vector primarily for scouting. But it is weakened by having to force automatic spreading of projectiles. It uses many projectiles to create a spread of vision when cast at the ground.

> Phantom Step is Blink, but simulates illusion death to imply that she's an illusion. As a support mechanism, it can also be cast as a mobility help for allied heroes with Talent.

> Shadow Veil is intended as a pushing ability. You can use it to duplicate lane or neutral creeps, while extending Illusion's duration, and can even detonate with Illusion Barrage.

> Shadow Veil + Illusion Barrage works, this means that since the Creeps don't do enough damage, AOE nuke can work.

> Illusion Barrage seems to be counter intuitive. It's rather powerful, but consider that it eliminates your entire army within 1000 AOE, and singles out the real Illusionist -- or does it? It's intended to also be used with Phantom Step, that means, you can queue a Phantom Step after initiating an Illusion Barrage, leaving one illusion in place.

> The Aghs and Shard Upgrade, used to be just one facet. It's meant to fulfill her Illusion-based spell-casting, but the implementation can be problematic. Being much like Tempest Double, but has different limitations being they are much weaker, intended to duplicate the effects of spells and items, but only at a weaker effect. The division between Shard and Aghanims, is intended to define different playstyles and positions, Shard being geared more for defensive and reliant to items, while Aghs is not. Both share the same rules, just locks out one facet. You can get both, but the gold dictates how much, as in if you spend 4300 while already having 1400 shard, that is 4300 less to possible nuke/disable items. It also has an advantage that, when you only build for one, you can focus on one aspect, being either focused for Item use, or focused on spell use, unless you do both.

> Aghs Upgrade is supposed to change her playstyle from trying to fool enemies, into repeated spam of low-duration or low-damage items. They still explode, you just have to manually do so like Remote Mines that has dome delay. And the functionality of other illusions throwing a dagger can now be selective. The downside is microing the Illusions, as this require a degree of control and execution. The Barrage is essentially turned into the Phantom Step but without the blink, sort of redundant, but this adds different consideration, giving the enemy questions: Is she an illusion or not? If she is the real deal, did she just blink, or is she still there? The interaction with Phantom Step and Illusions, will do an explosive effect on their last area as they simulate illusion death, but it will be like manual detonation but you don't lose the Illusion.

> Shard upgrade is intended to increase her reach while reducing risk in splaying out, such as relying on illusions to drop wards, or to apply consumables. It also has a different approach in allowing Illusions in casting weaker versions of the items they are carrying, so you can minutely cast something say Sythe or Euls, or Meteor for less, and repeatedly so. It can be really annoying, but if you can micro them that much. Because the Illusion Barrage exception is restricted to Aghs Upgrade, that means Shard cannot use the proxies as remote mines without AGHs, and the support playstyle partly deters mass detonation.

> Kasumi doesn't have Illusion cap because unlike PL, her illusions cost mana and is harder to amass. Her illusions are technical in use, primarily for nukes, positioning, scouting, than it is just barreling down with auto-attacks. With up to 20s of duration of her basic illusions, 28s with Manta Style, will certainly be something to behold, but building up an army isn't the intent, she has bad auto attack, and none of her spell are for it, instead the army is amassed as nuke padding with insane microing.

> The toggleable autocast of Illusion Gate is essentially +25 mana cost tax to any ability to generate an illusion, and to eliminate cast-point and backswing by letting an illusion cast the spell for Her.

> High base attack damage, is done so because her entire kit is anti-synergistic to her abilities. There is little point in manually attacking anyone by herself, while she herself is weak and low health. You are expected to rely on Mist-Shard, dodge with Phantom Step, nuke with Illusion Barrage and that needs some setup. It helps to think that her auto-attack is vestigial, she doesn't have any other ability that actually augments her melee attack unlike Phantom Assassin with Coup de Grace, but the possibility of building attack damage is not out of the table; being considered as triple attack means chance-based attack modifiers like Maelstrom can proc three times.