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Old 08-15-2010, 11:06 AM   #1
kanzakill
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Default Nether Strike


August 16
Decreased duration (thanks to Yendor)


Full 1vs1 is the new team presence

Nether Strike - (Active)
Moves you next to your target doing extra damage. Performs a greater bash hit and pushes both you and your target into another dimension. Casting range improves per level.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
120075 (20*)400 (550*)N/A3Moves Barathrum next to the target, deals 100 damage and pushes dimensionally.
225075 (20*)550 (700*)N/A3.5Moves Barathrum next to the target, deals 200 damage and pushes dimensionally.
330075 (20*)700 (850*)N/A4Moves Barathrum next to the target, deals 300 damage and pushes dimensionally.

Notes:
• Damage type: magical
• Barathrum will move to the other side of the target seen from the point he cast it.
• Always performs a Greater Bash level 4 upon casting.
• Teleportation and damage is delayed 1 second while Barathrum is fading out, Barathrum is magic immune for this time period.
While you and your target are in the other dimension, nothing from the original dimension can affect the two and vice versa.
If one of the two dies, the other one will be pushed back to the original dimension.
• Can be improved by Aghanim's Scepter (* shows the improved values).
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Last edited by kanzakill; 08-15-2010 at 10:21 PM.
Old 08-15-2010, 12:35 PM   #2
LulzYeah Cdeqz
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Default Re: Nether Strike

That's interesting and original! It's like Astral Imprisonment except you have the chance to attack the enemy and vice-versa.
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Old 08-15-2010, 12:40 PM   #3
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Default Re: Nether Strike

imbalance.
Ulti on lion -> lion's death 99%
td
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Old 08-15-2010, 12:54 PM   #4
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Default Re: Nether Strike

Quote:
Originally Posted by DracoLich View Post
imbalance.
Ulti on lion -> lion's death 99%
td
Couldn't Lion just stun him? Could use a duration nerf.
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Old 08-15-2010, 01:17 PM   #5
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Default Re: Nether Strike

Quote:
Barathrum is magic immune for this time period.
this
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Old 08-15-2010, 01:22 PM   #6
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Default Re: Nether Strike

Quote:
Originally Posted by DracoLich View Post
this
Quote:
• Teleportation and damage is delayed 1 second while Barathrum is fading out, Barathrum is magic immune for this time period.
He is Immune while fading out and in again, but NOT during the time they are in an other dimension.

So it will be:
1. cast
2. 1 second of Magic immunity
3. up to 7 seconds of being seperated freom the other world WHILE BEING NOT MAGIC IMMUNE
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Old 08-15-2010, 01:33 PM   #7
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Default Re: Nether Strike

and what it change?
he can take off some mass caster (tide/shaker)
tide will not ulti, cuz it will make no sense at all due to dimension.
Is it fair?
In fact, suggestion viable at arena, but not in dota
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Old 08-15-2010, 01:39 PM   #8
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Default Re: Nether Strike

Quote:
Originally Posted by DracoLich View Post
and what it change?
he can take off some mass caster (tide/shaker)
tide will not ulti, cuz it will make no sense at all due to dimension.
Is it fair?
In fact, suggestion viable at arena, but not in dota
In fact this suggestion will give bara a 7 seconds single target disable.
So: Duration decrease and it is all good.

Bara is very bad, if he has no 1v1 situation. this will GIVE him a 1v1 situation. and thus make him better and as it disables the enemy for the duration he will maybe even get into competitive tier with this buff.

Again: Idea is good, but the duration is to long.

(Btw. If you hate this, take a look at astral imprisonement. Not an ulti and prevents tide from casting his ulti for 4 seconds. with nearly the same background idea... so astral doesen't fit into DotA too?)
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Old 08-15-2010, 01:41 PM   #9
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Default Re: Nether Strike

astral'd unit cant be hitted.
astral'd unit cant waste unltimate for nothing.
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Old 08-15-2010, 01:43 PM   #10
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Default Re: Nether Strike

Quote:
Originally Posted by DracoLich View Post
astral'd unit cant be hitted.
astral'd unit cant waste unltimate for nothing.
1. Only a noob tide would waste ulti in this dimension. (exception: he is on low HP and or can kill bara with the ulti while not completely wasting the skill)
2. Bara NEEDS this (and it can be countered pretty hard by a BLADEMAIL)
3. A fiends griped unit can be hited by MORE than one hero
4. A Low HP tide will have to waste ulti if he has used his gush before getting hit by curse of the silence. (assuming there is ONLY a silencer)
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Old 08-15-2010, 01:48 PM   #11
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Default Re: Nether Strike

1) ye, but i have a fact, that Tide's ulti cd much longer than Bara's ulti, so, in perfect situations, there will be NO successful ulties from Tide at all.
2) He need more team-oriented spells
3) Fiend - channel, can be easily stopped
4) Will have? loose 300 hp and 150 mp OR cast spell with 150 sec cd. Show me such retard
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Old 08-15-2010, 01:57 PM   #12
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Default Re: Nether Strike

Quote:
Originally Posted by DracoLich View Post
1) ye, but i have a fact, that Tide's ulti cd much longer than Bara's ulti, so, in perfect situations, there will be NO successful ulties from Tide at all.


Hex CD is much shorther than tides ulti and tide will die most likely in those 3.5 seconds so there will be no usefull ulti from tide ever...
Btw. Wait those seconds and hit "V".
(I stil suggest to reducr the duration to 3-4 seconds)


2) He need more team-oriented spells


Which will result in a complete remake of him...
=> This will be a good approach as he will just remove the bigest threat while the team can hit the rest.
(i.e. remove that annoying lion (who has not cast anything yet, as you are ambushing him and your main target) while your team kills the other hero)


3) Fiend - channel, can be easily stopped


k...
Hex
Stun
ENSNARE


4) Will have? loose 300 hp and 150 mp OR cast spell with 150 sec cd. Show me such retard
It is the same retard that uses his ulti in the given situation (a.k.a. other dimension)
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Old 08-15-2010, 02:07 PM   #13
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Default Re: Nether Strike

Quote:
Hex CD is much shorther than tides ulti and tide will die most likely in those 3.5 seconds so there will be no usefull ulti from tide ever...
Btw. Wait those seconds and hit "V".
3.5 sec <<< 5/6/7
if someone will purge hexed unit, he will cast whatever freely.
Purge cant help in such "astral".
Quote:
Which will result in a complete remake of him...
=> This will be a good approach as he will just remove the bigest threat while the team can hit the rest.
(i.e. remove that annoying lion (who has not cast anything yet, as you are ambushing him and your main target) while your team kills the other hero)
agree

nerf duration.
increase cd.
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Old 08-15-2010, 02:10 PM   #14
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Default Re: Nether Strike

T-Up!
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Old 08-15-2010, 10:21 PM   #15
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Default Re: Nether Strike

Decreased duration.
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Old 08-15-2010, 10:24 PM   #16
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Default Re: Nether Strike

tup
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Old 08-16-2010, 05:31 AM   #17
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Default Re: Nether Strike

Important question: is it codeable?
If it is not, I think IF could use this idea for VDotA or something.
But 4 sec duration is still much. Think about it, it's like Grip or Shackle without possibility to bash-break it. Ability of target to fight back is something to consider, but Bara is pretty tanky and making enemy wasting spells (ex.) on him is something he wants IMO.
I like the idea, but maybe it will be implemented only during massive SB's rework.
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Old 08-16-2010, 11:31 AM   #18
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Default Re: Nether Strike

Quote:
Originally Posted by Domenico View Post
Important question: is it codeable?
No idea.
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