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Old 05-19-2011, 08:11 AM   #1
Straight Flush
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Default SF's Unique Agha Upgrades


Changelog
12-6-2013
Removed for parity reasons:
  • Omniknight
  • Huskar
  • Ogre
  • Silencer
  • Slardar

6-5-2011
Added:
  • Omniknight
  • Tauren Chieftain
  • Treant Protector
  • Alchemist
  • Phoenix
  • Moon Rider
  • Silencer
  • Slayer
  • Chaos Knight
  • Slithereen Guard
  • Sand King
  • Necrolyte
  • Shadow Priest

12-7-2011
Added:
  • Dwarven Sniper
  • Naga Siren
  • Disruptor
  • Geomancer
  • Tormented Soul
  • Invoker
  • Guardian Wisp
Remade:
  • Magnataur

12-2-2012
Added:
  • Dragonus
Removed:
  • PotM (pointless)
  • Drow (boring)
  • Lina (useless)
  • Magnataur (used it in my Magnataur suggestion)
  • Sand King (boring)
  • Void (bad compared to other Void ASU suggestions
Changed:
  • NA (was boring)
  • Veno (was broken)
  • Lich (disperses to easily, now it resembles Frost Nova, which may or may not be a bad thing)
  • SD (You would require an excessive amount of buffs to make this useful)
  • Invoker (was pretty strong, nerfed it)

9-3-2012
Added:
  • Grand Magus
  • Sacred Warrior


25-3-2012
Removed:
  • Doom Bringer
  • Disruptor
  • Tauren Chieftain
Changed:
  • Ogre Magi
  • Wisp
  • Moon Rider
  • Tormented Soul
  • Slithereen Guard







Aghanim's Scepter adds a subskill that douses allies in rum, increasing their damage and blocking damage dealt to them. Only part of the blocked damage is dealt to them at the end of the duration.

Level 1: Blocks 25% of all damage, increases damage by 15%. 80% of the damage blocked is dealt at the end of the duration.
Level 2: Blocks 40% of all damage, increases damage by 20%. 70% of the damage blocked is dealt at the end of the duration.
Level 3: Blocks 65% of all damage, increases damage by 25%. 60% of the damage blocked is dealt at the end of the duration.

Cooldown: 40
Manacost: 120
Duration: 6/7/8
Area of Effect: 350
Cast Range: 600


▲Top
Kunkka, Admiral





Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each. Aghanim's Scepter increases the area of effect, damage and causes the overgrowth of vines to follow Rooftrellen

Level 1: Entangles all nearby enemy units, deals 70(100*) damage per second
Level 2: Entangles all nearby enemy units, deals 100(130*) damage per second
Level 3: Entangles all nearby enemy units, deals 130(160*) damage per second

Cooldown: 100/95/90
Manacost: 150/175/200
Duration: 3
Area of Effect: 625(750*)
Cast Range: N/A

Notes
  • All units around you are entangled for 3 seconds
  • Cannot entangle units more than once.
  • Think of this as a Pit of Malice that follows you like Scorched Earth
▲Top
Rooftrellen, Treant Protector





Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds. Aghanim's Scepter increases the duration, decreases the teleportation delay and allows Io to teleport back prematurely.

Level 1: Teleports after 2.50(2.00*) seconds
Level 2: Teleports after 2.25(1.50*) seconds
Level 3: Teleports after 2.00(1.00*) seconds

Cooldown: 90/75/60
Manacost: 100
Duration: 12(14*)/12(16*)/12(18*)
Cast Range: Global

Notes
  • Can cancel prematurely 10/8/6 seconds after casting, instantly teleporting you and the Tethered unit back.

▲Top
Io, Guardian Wisp





The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown and increasing hitpoints and regeneration. Slightly improves movement speed. Aghanim's Scepter replaces the hitpoint increase with bonus strength and causes the Alchemist to periodically remove buffs of himself, increasing his movement speed and attack speed per buff.

Level 1: 1.45 BAT, 300 HP (Bonus hp replaced by 16 STR*), and 15 HP/3 Mana Bonus Regeneration, +30 Movespeed
Level 2: 1.30 BAT, 600 HP (Bonus hp replaced by 32 STR*), and 30 HP/7.5 Mana Bonus Regeneration, +40 Movespeed
Level 3: 1.10 BAT, 900 HP (Bonus hp replaced by 48 STR*), and 60 HP/12 Mana Bonus Regeneration, +60 Movespeed

Cooldown: 45
Manacost: 50/100/150
Duration: 25
Area of Effect: N/A
Cast Range: N/A

Notes
  • Periodically removes buffs every 8/6/4 seconds and gains 4/6/8 MS and AS per buff removed. These bonus buffs last for until Chemical Rage is removed.

▲Top
Razzil Darkbrew, Alchemist





The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated. Aghanim's Scepter increases the number of hits required and causes all damage dealt by the Phoenix during this period to heal all other allied heroes nearby, distributing the healing evenly.

Level 1: 60 damage per second, 5(6*) hero attacks required to kill the sun
Level 2: 80 damage per second, 7(8*) hero attacks required to kill the sun
Level 3: 100 damage per second, 9(10*) hero attacks required to kill the sun

Cooldown: 110
Manacost: 200
Supernova Duration: 6
Stun Duration: 1.5/2/2.5
Area of Effect: 1000
Cast Range: N/A

Notes
  • Damage dealt to heroes restores HP to all near allied heroes divided evenly

▲Top
Icarus, Phoenix





Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing. Aghanim's Scepter allows Tuskarr to Walrus Punch twice per cast.

Level 1: Automatic critical hit 2.25x4x if target's hp is below 50%(1.5x2.5x if target's hp is below 50%), 40% movement speed slow
Level 2: Automatic critical hit 2.25x4x if target's hp is below 50%(1.5x2.5x if target's hp is below 50%), 40% movement speed slow
Level 3: Automatic critical hit 2.25x4x if target's hp is below 50%(1.5x2.5x if target's hp is below 50%), 40% movement speed slow

Cooldown: 30/24/18
Manacost: 50/75/100
Air Time: 1
Slow Duration: 2/3/4

Notes
  • Damage type : physical
  • Walrus Punch cannot miss.
  • If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.
  • Allows two Walrus Punches


▲Top
Ymir, Tuskarr
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Last edited by Straight Flush; 06-12-2013 at 09:33 AM.
Old 05-19-2011, 08:47 AM   #2
Nanaya Shiki
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Default Re: SF's Unique Agha Upgrades

Your Culling Blade upgrade is uncodeable since the engine cannot refresh only one skill.
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Old 05-19-2011, 09:29 AM   #3
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Default Re: SF's Unique Agha Upgrades

Kunkha is nice.
I do not understand Tuskarr´s Agha.
PotM would be good with just CD buff.
Drow is unneeded.
Venge already has awesome Agha.
CM is imba.
Puck is weird.
KotL is awesome.
Ogre is rather huge nerf.
Axe is imba.
Doom is imba.
Avernus is imba.
Skeleton is so-so, nerf the duration a little (1,5/1,75/2)
Magnus cannot be coded.
Nerubian assassin is good, nerf the numbers a little.
Venomancer is not needed.
Void is imbalanced.
Bane cannot be coded unless you make it to non-channeling, which is imba.
Krobelus is nice, remove the damage buff though.
Lich is imba.
Eredar, if you mean that more buffs you remove the more damage you deal, then I like it.

Wall of text ftw.
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Old 05-19-2011, 12:40 PM   #4
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by The Walrus View Post
Your Culling Blade upgrade is uncodeable since the engine cannot refresh only one skill.
Wrong.
It is perfectly possible to refresh the cooldown of a single skill.

However there is a coding issue with the Chronosphere idea. There's no way to change a units casting animation times, so there's no way to reduce it by 50%, so that part of your idea is uncodable. D:
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Also can u guys make a mode with no wards allowed, theyre rigged
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Old 05-19-2011, 12:43 PM   #5
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by PEW_PEW View Post
Wrong.
It is perfectly possible to refresh the cooldown of a single skill.
Wow.
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Old 05-19-2011, 12:46 PM   #6
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by PEW_PEW View Post
Wrong.
It is perfectly possible to refresh the cooldown of a single skill.

However there is a coding issue with the Chronosphere idea. There's no way to change a units casting animation times, so there's no way to reduce it by 50%, so that part of your idea is uncodable. D:
How? I really want to know that.
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Old 05-19-2011, 01:04 PM   #7
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Default Re: SF's Unique Agha Upgrades

oh I get what Pew_Pew said nice I'll try to code it nao.
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Old 05-19-2011, 01:20 PM   #8
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Default Re: SF's Unique Agha Upgrades

I would say most of them are imba== except dp's and puck's
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My favorite part in these replays are CM's deaths and her death scream. Must be the hero in Dota with most deaths. I just keep my screen on CM and follow her everywhere, just waiting for that Lion's Finger of Death to come off CD or watching enemy dots on minimap close in on her. And seems opposing team likes to see her die too.

I think someone should make a Youtube video - 30 mins of gruesome and horrible CM deaths in Dota.
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Old 05-19-2011, 01:29 PM   #9
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by HF.Hacker View Post
How? I really want to know that.
You can create multiple instances of a single spell and replace them with the original thus creating a refresh-like effect.

There could be other possible ways of which I don't know though.
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Old 05-19-2011, 01:45 PM   #10
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by Lama051 View Post
Kunkha is nice.
I do not understand Tuskarr´s Agha.
PotM would be good with just CD buff.
Drow is unneeded.
Venge already has awesome Agha.
CM is imba.
Puck is weird.
KotL is awesome.
Ogre is rather huge nerf.
Axe is imba.
Doom is imba.
Avernus is imba.
Skeleton is so-so, nerf the duration a little (1,5/1,75/2)
Magnus cannot be coded.
Nerubian assassin is good, nerf the numbers a little.
Venomancer is not needed.
Void is imbalanced.
Bane cannot be coded unless you make it to non-channeling, which is imba.
Krobelus is nice, remove the damage buff though.
Lich is imba.
Eredar, if you mean that more buffs you remove the more damage you deal, then I like it.

Wall of text ftw.
Tuskar Agha means you can hit twice
Cooldown reduction isn't unique
Drow is just my attempt at giving a hard carry an agha
I should remove Venge since the targeting is unique
CM may be able to ditch BKB or blink now
Puck now forces them to think instead of running around in circles before the coil breaks
Ogre is 5x multicast but level 1 is a nerf. Should fix that
Axe doesn't have a massive mana pool so he couldn't abuse it. And how often are all enemies incredibly close and have low hp?
I should nerf the Doom passive a bit
I should decrease the duration on allies
Skeleton King may need more of a buff since he comes back but always gets raped again.
Magnus can be coded
NA should be nerfed? I'll remove the mana burn and make it remove mana instead
Doesn't Sticky Napalm increase the casting animation? I thought it could work that way...
Bane would be coded by making it non-channeling, setting movement speed to 0 and disarming yourself.
I'll remove the damage buff for Krob
Lich now does more AoE damage but it can be dispersed even moreso
Yes, that's what Eredar does...

.wtf txet fo llaW
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Old 05-19-2011, 02:48 PM   #11
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Default Re: SF's Unique Agha Upgrades

Admiral: Huh? Is this something you can only use while the ghost ship is floating? I don't get this one at all.

Tuskarr: TUp, that's how this effect could be readded.

PotM: Nah, we already have enough backstabs, that's kind of boring and doesn't suit her Ult's theme very well Imo.

Drow Ranger: Null, I find it average.

CM: That would be quite awesome, makes her less dependent on BKB or Blink Dagger to use ult, two items she can hardly get in any game anyway. TUp.

Puck: Null, this could ruin some of your allies' spells, grants your enemies control that you might not want.

KotL: Interesting idea.

Ogre Magi: TUp ^^

Axe: TUp, I like the general idea

Doom: Disabling the bonuses as well is a bit too oped Imo.

LoA: Would be cool, but insanely strong.

SK: Okay.

Magnataur: I dislike it, has too little to do with the Ult.

NA: A second manaburn is not really needed Imo.

Venomancer: TUp.

Faceless Void: Nope, this makes it more like just another stun.

Bane Elemental: Interesting idea

Death Prophet: I love this idea, it's pretty cool, TUp

Lich: Would be funny, Idk yet.

Eredar: I like it, cool idea, TUp
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Old 05-19-2011, 03:18 PM   #12
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Default Re: SF's Unique Agha Upgrades

I like only Culling Blade upgrade. The Ghost Ship and Exorcism upgrade are suggested before...
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Old 06-05-2011, 01:16 PM   #13
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Default Re: SF's Unique Agha Upgrades

Added:
  • Omniknight
  • Tauren Chieftain
  • Treant Protector
  • Alchemist
  • Phoenix
  • Moon Rider
  • Silencer
  • Slayer
  • Chaos Knight
  • Slithereen Guard
  • Sand King
  • Necrolyte
  • Shadow Priest
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Last edited by Straight Flush; 06-13-2011 at 05:23 AM.
Old 07-12-2011, 03:50 AM   #14
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Default Re: SF's Unique Agha Upgrades

Quote:
Originally Posted by Nanaya Shiki View Post
I like only Culling Blade upgrade. The Ghost Ship and Exorcism upgrade are suggested before...
I've never seen the Exorcism one before and I think I'm the one who put of the Ghost Ship upgrade a while ago.

Also...
Added:
  • Dwarven Sniper
  • Naga Siren
  • Disruptor
  • Geomancer
  • Tormented Soul
  • Invoker
  • Guardian Wisp

Remade:
  • Magnataur
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Old 10-16-2011, 07:28 AM   #15
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Default Re: SF's Unique Agha Upgrades

I T-up EVERYTHing exept bane's sugg
all are very good suggestions sir.
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Old 10-16-2011, 08:44 AM   #16
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Default Re: SF's Unique Agha Upgrades

Some of these are far, far too powerful, but as concepts most of them are excellent.
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Old 10-16-2011, 01:00 PM   #17
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Default Re: SF's Unique Agha Upgrades

I don't update it because I think the account that started the thread is banned :3

Anyway, as Monsterlord said, most suggestions are pretty cool.
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Last edited by God of Death; 10-16-2011 at 01:14 PM.
Old 10-16-2011, 01:18 PM   #18
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Default Re: SF's Unique Agha Upgrades

The Invoker one is really overpowered.
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Old 10-16-2011, 01:47 PM   #19
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Default Re: SF's Unique Agha Upgrades

Y U not make Lion Agha??

KoTL and Krobelus is most interesting.

Distruptor, Void, Invoker, Lich, Bane, Lesrac is imba

Slardar, Snipe, Traxex, Treant, Siren not needed

PoTm, Leoric, CM, NA is decent
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Last edited by slence; 10-16-2011 at 02:06 PM.
Old 10-16-2011, 02:01 PM   #20
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Default Re: SF's Unique Agha Upgrades

Some of these are too imba, others completely useless.
1/2 of those are good though.

Will give a proper response if I have time~
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