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New Attributes for Dota 2

Posted 08-08-2012 at 04:45 AM by Wrooks
Updated 03-04-2013 at 05:30 AM by Wrooks


I posted here because I felt it was a better platform to post this kind of idea. I will link the post 2 my other blog. Ok So I've Kind of Mix it up making it so that certain roles get certain attributes instead of distributing the roles over 3 attributes. Some roles are still a combination of other attributes.

Our Current is Strength, Agility and Intelligence.

The New is Courage, Durability, Dexterity, Wisdom, Patience


Pros
  • Takes advantage of the new engine
  • New Strategies
  • Most attributes counter another attribute somehow
  • The beginning, Middle, and End are totally revamped except carry still carries at end.

Cons
  • May or may not be too much for new players
  • how will stat items be influenced
  • How will current heroes be influenced



Honor (Pusher)
  • Every 4 points absorbs 1% of damage from surrounding allies.
  • Each point Increase the hero's Mana regeneration by 0.04 points per second

Courage ( Initiator)
  • Each point adds 19 life
  • Every 4 points adds 1% spell resistence

Dexterity (Carry)
  • Each point increases attackspeed by 1%
  • Each point blocks .32 damage
Wisdom (Nuker)
  • Every point increases spell power by 3 damage
  • Every point increase mana by 13
Patience (Ganker)
  • Each point increases chances to deal (35 Bonus Damage + level) by 1%
  • Each point adds .16 life Regen



Summary
You will need to get alot of hp or regen on Pushers because well they are the squishes heroes due to they absorb most of the damage from allies. Think of the pusher as the hero with that sacrifices their hp for the team.

Initiators are even more strengthened when starting ganks because well now they can jump into a gank and be undisturbed by spell damage. Which makes it worse is they have alot of hp to boot. Late game they are the counter to Nukers.

Gankers are now the powerhouse in the beginning stages of the game. Nukers need to share the reign. Or else fall out of line. Keep in mind that. Gankers also have high Armor. And can be given the high attributes of an initator in the beginning of the game to hold onto their reigns even more.

Nukers are not the weakest heroes anymore and their biggest weaknesses are Initiators while their competition are gankers. ALso they have some power late game.

Carrys are about the same now they just can survive alittle longer against gankers with a stout shield or Vanguard. Thats the only difference.

Carries need a weakness-- Early game they can go toe to toe with Gankers. If they get a stout shield. Also Initators need a weakness also. I dont see a weakness for them. Actually Initators are counters to both Pushers and Nukers. Spell resistence spells help them survive against nukers and AOE spells help them against Pushers. But then again the pusher is also distributing the aoe spell damage out. So its a even trade for the pusher/initiator.

Have some more interesting strats now if this gets implemented. Not sure whats going to happen to the stat items.
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