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Creep related Anything pertaining to creeps in DotA, ranging from lane creeps to jungle camps.
Old

Make fountains cool

Posted 12-02-2010 at 06:01 AM by Florburz

A think I really unique upgrade to the team's fountains would be to add an upgrade system to the fountain unit. What I mean by this is that the fountain has several skills on its unit, and the team can add these skills to the fountain just for show and fun. I am suggesting to add 3 skills, each can be switched at any time for another, but there is a 2 minute cooldown after wards.

1)Incinerate
>Target takes 2 DPS and is slowed by 1% for 8 seconds. Stacks indefinitely, slow is capped at 80% however.

2)Icicle
>Changes attack animation to shoot ice crystals instead
>After a target takes 3 consecutive attacks over a 5 second period, the target explodes in a nova of frost.
>Frost nova does 100 damage to the target, and 80 AOE damage. Slows all by 25% for 3 seconds.

3)Generator
>Changes animation to shoot lightning at targets
>Each attack has a 40% chance to become a chain lightning attack, which does 280 magic damage and bounces 4 times (each bounce does 10% less)

This would also make fountain killing a much more difficult task.
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Old

A rune!?!??!

Posted 11-27-2010 at 06:01 AM by Florburz

I decided to use today to suggest my idea for a new rune, hoping I do not accidentally suggest something suggested before. I am gonna say this is creep related, even though it isn't. hehehe

The rune will be called Barrier

When the rune is used, it creates a barrier around the hero, reducing damage taken from the next 3 sources over 50 damage.

The barrier will reduce all damage taken by 50% for a total of 3 instances of damage over 50 and less than a lethal blow (aka Culling and Ice Blast)
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Old

Almost time...

Posted 11-24-2010 at 06:01 AM by Florburz

Unfortunately it seems I am not getting the amount of traffic I anticipated. Oh well. I will continue today with a new suggestion to add an extra base skill ability (like the glyph for towers) that applies to creeps.

This ability is the glyph of fury and it shares a cooldown with the glyph of fortification. When casted, this glyph spawns an extra creep wave that gains a bonus 25% movespeed and attackspeed, and gives the extra creep wave a demolish skill (1.25x damage to buildings). This lasts for the first 2 minutes of time the creep is alive.

>These creeps have the same base stats as the average creep for that time and can be charmed by enemy heroes to reap the benefits of the power boost.
>Spawns an extra wave in all open lanes (note: The rune will NOT summon creeps in a lane where the barrack for that creep type is destroyed. Siege units will stop spawning when either barrack is destroyed.)
>These creeps give the same bounty as regular creeps of their type.
>When the glyph is used, it sends a global message to the enemy team, warning them that the glyph was used.

Tell me what you think! I will be posting a new rune suggestion after Thanksgiving.
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Old

A dry day indeed

Posted 11-23-2010 at 06:01 AM by Florburz

Since I don't want to post too many aghanim suggestions (even though i think i will be only posting 1 or 2 more) I decided to do something new today: I am giving Roshan a new skill.

For starter's this skill is a very high cooldown skill, but can be crippling to solo Roshan heroes such as Ursa and Troll.

This skill is called Immortal's curse. The skill has a 3 minute cooldown and lasts 20 seconds and only activates 15 minutes into the game.

When casted, Roshan will glow red (with the effect similar to Medusa's gaze). Roshan will channel this spell for 5 seconds before the spell takes effect.

>Roshan heals 20 hp per second
>Any melee unit that attacks Roshan suffers 15% damage return (cap of 100 damage).
>Ranged units that attack Roshan suffer a bolt of energy that deals 15-30 magic damage (does 200 damage to summons, including Venomancer's wards)
>Finally, any unit that walks into Roshan's spawn area (the phantom area) becomes cursed, receiving 50% healing for the duration of the spell (1-20 seconds).


I just needed something radical for today's suggestion. Tell me what you think about this indirect nerf to heroes.
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Old

Special Creep Camps

Posted 11-21-2010 at 06:01 AM by Florburz

I was thinking about creep camps recently, and I decided to suggest two new creep camps which are exclusive to each side: 1 for Sentinel, 1 for Scourge. Because each side will be given a different creep, balance is key here, so I will refrain from giving exact numbers and data, but rather a general idea of the camp.

New Scourge Camp: Sludge Beasts
>This camp spawns in the scourge medium strength camp locations, and spawns 2 Sludge Fiends
>Each sludge fiend as a moderately high amount of health, but low armor and are worth an above average amount of bounty (around 50~60)
>Each Fiend as an average melee attack for a creep of their strength, but each attack poisons the target, reducing their healing by 50% for 4 seconds
>What really makes this camp special is that when one of these fiends is killed, it becomes a puddle of sludge on the ground, this puddle will block future camp spawning and poisons any units that come in contact with the puddle
>Puddle is a 225 AOE size and lasts for 18 seconds. This ability can be obtained by Doobringer.


Sentinel Creep Camp: Spiked Turtle
>This camp is a medium strength camp that only spawns at the camp that is directly next to the river (the camp where you can see the bottom rune from)
>This creep spawns 2 spiked turtles, spiked turtles have low health, but high armor and are worth an average amount of money (about 38~50)
>The turtles have moderately low melee damage, but they have 20% damage reflect
>The damage reflect can be obtained by Doombringer.

Happy almost Thanksgiving!
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