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Is this the end?

Posted 08-29-2012 at 05:46 AM by Florburz

With this upcoming school year being one of the biggest changes of my life, and with my rapidly decreasing interest in DotA, I have decided to end my blog.

I still will keep up to date with DotA news, and possibly play a few games of DotA 2, but most likely I will not make any new suggestions or blog posts to this blog. One of the main reasons why is that for over 130 hero ideas, not 1 has been directly acknowledged by Icefrog. I know he is busy but I have been doing this for over 2 years now.

I might possibly return to create ideas, but then again I might not.

Thanks a ton to the few of you who made this blog worth my while and viewed the ideas.
Posted in Notice
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[Notice] Slight break incoming

Posted 07-23-2012 at 07:01 AM by Florburz
Updated 08-01-2012 at 04:15 AM by Florburz

7/31 EDIT: It might be a bit longer than expected.


I am going to be taking a short break to prepare for the upcoming school year. I might still be able to get a new hero out every week, but don't count on it.
Posted in Notice
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[Sent - INT] Kyural - The Hypermage

Posted 07-19-2012 at 05:49 PM by Florburz

Sorry for the late update.

Kyural is a heavy duty caster, complete with long range potential and mobility with his ultimate.

Successful timing of Hyper Bomb and De-formation/Reformation allows skilled Kyural players to avoid damage completely while dishing out high amounts of magic damage.

Searing Talon and Magic Amplification complete the build, allowing Kyural to disable weakened enemies and prevent them from fleeing or kiting.










[IMG][/IMG]
The Hyper Mage
Kyural
[IMG][/IMG]




Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Posted in Hero idea
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Old

[Rune] Some more runes

Posted 07-17-2012 at 07:01 AM by Florburz
Updated 07-17-2012 at 07:45 AM by Florburz

Got a few more I thought of. I will possibly post the best ideas as a thread.
  • Ambush: grants the user and nearby allies within a 600 AoE max movespeed and the smoke of deceit effect for up to 20 seconds
  • Spark: damages the closest hero equal to 30% of their maximum health (can hit invisible or unseen units). If there is no nearby hero, the user of the rune restores 25% of their maximum mana.
  • Mana: restores 50% of the target's maximum mana instantly
  • Storms: creates a barrier around the hero, granting them 10 armor and 15% extra magic resist and dealing 25 DPS to enemies within a 300 AoE.
  • Trampling: the user can ignore pathing and will destroy tress they walk over. Walking over impassable terrain is possible, but the user incurs a 30% movespeed reduction while passing.
  • Eluding: the user gains 20% evasion for 50 seconds (works on any instance of damage)
  • Prosperity: the user and all their allies recover 200 health and mana over the next 10 seconds and receive 30 bonus gold instantly.
  • Sabotage: the next rune will spawn at the same location as where the sabotage rune spawned. If an enemy attempts to collect the next rune which spawns, they are slowed by 30% for the next 5 seconds.
  • Preparation: the next rune will spawn at the same spot as the preparation rune's spawn location. 500 unobstructed vision is granted around the rune area until that rune spawns and then the vision remains for the next 10 seconds after the rune spawns.
  • Protection: grants the user a barrier for the next 45 seconds. The strength of the barrier is equal to [60+ 11 per level of the user].
  • Hellfire: for the next 60 seconds, basic attacks made by the user will burn the target for 1% of their max health as pure damage each second for 4 seconds.
  • Return: the user instantly teleports to their fountain. After 5 seconds, they will return to the location where they used the rune. Moving more than 1000 distance from the fountain while warped will cancel the return effect. 500 flying vision is granted around the location where you used the rune.
  • Fade: the user becomes invisible after a 3 second delay. Effect lasts for 40 seconds.
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[ItA] Sniper

Posted 07-16-2012 at 07:01 AM by Florburz

Sniper is a notable ranged carry, praised for his strong long range power. However, Snipe has fallen out of the competitive scene due to various reasons.

Proposed changes:
  • Shrapnel slows and damages the target for 1.5 seconds after leaving the AoE (1 tick extra of the DPS overall)
  • Headshot now stuns for .3 seconds at level 4 (up from .2)
  • Headshot's bonus damage is removed, instead, headshot does damage equal to 3/4/5/6% of the target's max health
  • Headshot proc chance is now a static 35% chance
  • Assassinate restores 80/160/240 mana when it kills its target

These changes give Kardel more reliable and scaling damage overall. Shrapnel's increased disable power gives Kardel better team fight potential. The changes to headshot is more reliable into late game for damage and also scales better in terms of stun. Lastly, the buff to assassinate will encourage Kardel players to just stand back and assassinate enemies and still be able to maintain his mana.
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