Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 12-22-2009, 12:36 PM   #1
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline

Default [BUFF] Witch Doc's Death Ward


Plz dont be confused by the title, i dont want to change a lot: Death Ward is a nice spell, but I think it could be far more useful and fun to use if it gave

1) True Sight
2) Sight over trees/chokes (like Balanar with Scepter at night, but not that far ofc)

True Sight seems a little OP, but adding only 2) with maybe 1000 AoE sight could be balanced imo.

What do u guys think about my idea?
  Reply With Quote
Old 12-22-2009, 05:24 PM   #2
matrice
Member
 
Join Date: Sep 2009
Posts: 115
matrice is offline
Default Re: [BUFF] Witch Doc's Death Ward

good idea, but only sight on range of the ward (+25)
imo true sight is also op
  Reply With Quote
Old 12-22-2009, 11:42 PM   #3
NoThlnG
Forum Staff
 
NoThlnG's Avatar
 
Join Date: Jun 2009
Location: Nowhere
Posts: 14,371
Blog Entries: 8
Send a message via MSN to NoThlnG Send a message via Skype™ to NoThlnG
NoThlnG is offline
Default Re: [BUFF] Witch Doc's Death Ward

T-Up for unosbstructive sight
  Reply With Quote
Old 12-23-2009, 12:01 AM   #4
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

My idea is that unobstructive sight on Death Ward makes it a spell with some tactical use instead of damage only, as u can get sight on fleeing enemies and counter mindgames. But as its an ulti-spell, it will probably not be abused for scouting, so it should not buff the spell too much. True Sight would be a severe buff, but could be balanced by an e.g. increase in cooldown. Adding both effects is definitly OP imo.
  Reply With Quote
Old 12-23-2009, 12:20 AM   #5
Black.Lotus
Member
 
Black.Lotus's Avatar
 
Join Date: Jul 2009
Location: The World
Posts: 4,626
Blog Entries: 1
Black.Lotus is offline
Default Re: [BUFF] Witch Doc's Death Ward

Not bad suggestion... but I don't know... have some problems atm with it...
__________________



Don't like the Switch Mode? Join this group: <Click>
  Reply With Quote
Old 12-23-2009, 01:20 AM   #6
LulzYeah
Banned
 
Join Date: Jun 2009
Location: Meh..
Posts: 2,537
Blog Entries: 7
Send a message via MSN to LulzYeah Send a message via Skype™ to LulzYeah
LulzYeah is offline
Default Re: [BUFF] Witch Doc's Death Ward

Nice suggestion. It makes WD a juker-counter. May I know what's Death Ward's sight of range?
  Reply With Quote
Old 12-23-2009, 01:39 AM   #7
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

1200/800 day/night vision, but ofc these numbers could need a change when unobstructed vision is added. Atm the Ward's vision has almost no importance as WD himself has more vision and stands next to it, so a change is no problem.
  Reply With Quote
Last edited by Emzed; 12-23-2009 at 01:43 AM.
Old 12-23-2009, 04:12 AM   #8
LulzYeah
Banned
 
Join Date: Jun 2009
Location: Meh..
Posts: 2,537
Blog Entries: 7
Send a message via MSN to LulzYeah Send a message via Skype™ to LulzYeah
LulzYeah is offline
Default Re: [BUFF] Witch Doc's Death Ward

Quote:
Originally Posted by Emzed View Post
1200/800 day/night vision, but ofc these numbers could need a change when unobstructed vision is added. Atm the Ward's vision has almost no importance as WD himself has more vision and stands next to it, so a change is no problem.
Here are some suggestions for you :

- Improve cast range on normal Death Ward
- Improve more cast range for Aghanims' Death Ward
- 1500/1500 sight of range
  Reply With Quote
Old 12-23-2009, 10:01 AM   #9
xy4kuz4x
Member
 
xy4kuz4x's Avatar
 
Join Date: Jul 2009
Location: I live in my house
Posts: 1,760
Blog Entries: 1
xy4kuz4x is offline
Default Re: [BUFF] Witch Doc's Death Ward

Good idea . . .
__________________

  Reply With Quote
Old 12-23-2009, 03:38 PM   #10
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

Quote:
Originally Posted by xy4kuz4x View Post
Good idea . . .
What exactly do u mean?
  Reply With Quote
Old 12-31-2009, 03:01 PM   #11
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

bump (unanswered question )
  Reply With Quote
Old 12-31-2009, 03:07 PM   #12
Schremba
Member
 
Schremba's Avatar
 
Join Date: Jun 2009
Location: Germany
Posts: 3,051
Schremba is offline
Default Re: [BUFF] Witch Doc's Death Ward

I think the only buff it needs is a MKB-like effect, so it won't miss uphill or on evasion heroes. But your idea isn't bad, either, especially the air-unit sight.
  Reply With Quote
Last edited by Schremba; 12-31-2009 at 03:10 PM.
Old 12-31-2009, 03:17 PM   #13
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

Quote:
Originally Posted by Schremba View Post
I think the only buff it needs is a MKB-like effect, so it won't miss uphill or on evasion heroes. But your idea isn't bad, either, especially the air-unit sight.
Oh this TrueStrike idea is good too! T-up
  Reply With Quote
Old 12-31-2009, 03:40 PM   #14
MonkeyEx
Member
 
MonkeyEx's Avatar
 
Join Date: Oct 2009
Location: World Down Under aka OzLand
Posts: 2,105
MonkeyEx is offline
Default Re: [BUFF] Witch Doc's Death Ward

T-up on vision over trees..
True Sight can also be added, but need to be balanced by a nerf in other aspects like CD or mana cost

anyway, T-up on True Strike effect too.
__________________


Signature made by: AvunaOs
  Reply With Quote
Old 12-31-2009, 08:26 PM   #15
xy4kuz4x
Member
 
xy4kuz4x's Avatar
 
Join Date: Jul 2009
Location: I live in my house
Posts: 1,760
Blog Entries: 1
xy4kuz4x is offline
Default Re: [BUFF] Witch Doc's Death Ward

I mean unobstructed vision won't be any problem to him anymore. It's very useful and also anti - ambush by hid enemy.
__________________

  Reply With Quote
Old 01-01-2010, 10:39 AM   #16
Dynes
Member
 
Dynes's Avatar
 
Join Date: Oct 2009
Location: Philippines
Posts: 3,853
Blog Entries: 4
Dynes is offline
Default Re: [BUFF] Witch Doc's Death Ward

True Strike uses Critical Strike system, give criticals to Luna/Medusa and see what happens...

T-up for 1500/1500.
T-Up for Unobstructed sight.
T-up for The attack to not miss over cliffs.
__________________
Dynes: I don't believe you. /care
My suggestions on my blog.
I'll hand it over to DotA 2... for now.
  Reply With Quote
Old 01-01-2010, 10:44 AM   #17
Jiltist
Member
 
Join Date: Dec 2009
Posts: 14
Jiltist is offline
Default Re: [BUFF] Witch Doc's Death Ward

T-up for 1500/1500.
T-Up for Unobstructed sight.
T-up for The attack to not miss over cliffs.
  Reply With Quote
Old 01-01-2010, 02:56 PM   #18
-3d
Member
 
Join Date: Jun 2009
Posts: 787
-3d is offline
Default Re: [BUFF] Witch Doc's Death Ward

Unobstructed vision is fine, true sight is a poor idea.
Instead dust should be usable while channeling spells without interrupting them (similar to Shiva's).
  Reply With Quote
Old 01-01-2010, 03:59 PM   #19
Emzed
Member
 
Emzed's Avatar
 
Join Date: Sep 2009
Posts: 176
Emzed is offline
Default Re: [BUFF] Witch Doc's Death Ward

Quote:
Originally Posted by -3d View Post
Unobstructed vision is fine, true sight is a poor idea.
Instead dust should be usable while channeling spells without interrupting them (similar to Shiva's).
nice idea!
  Reply With Quote
Old 01-02-2010, 10:50 AM   #20
-3d
Member
 
Join Date: Jun 2009
Posts: 787
-3d is offline
Default Re: [BUFF] Witch Doc's Death Ward

The thing is I'm not sure it's codable, I mean dust exists in normal WC3 so it's probably hard coded, no idea how much work it would be to code a dust that doesn't interrupt channeling spells or if it's possible even but if it is it would be pretty cool imo.
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Remakes


Forum Jump

Thread Tools