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Old 09-24-2009, 02:52 AM   #1
NoThlnG
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Default [Remake] Divided We Stand


I'll just go straight to the topic.

What I suggest is to make "Divided We Stand" toggle-able

1st click => Divided We Stand. Normal. Have more Meepos
2nd click => United We Stand. All Meepos will be merged into one Meepo again.

Details :

- The hp will be equal with the average of all hp.
- Only leader can toggle the ultimate
- When merged, only leader meepo will be left
- This skill has 5 second cooldown and 0 mana cost
- When toggled, the meepo will get short period of invulnerable (like mirror image)
- All meepos must in 1000 range from the leader.
- Can't be used if one of the Meepo beside the leader get damaged in the last 3 seconds (like dagger)


Reason :
  • To increase Meepo's survivability which is very lack right now.
  • Enables more creative using of Meepo. Using dagger and lothar for ganking
  • Because of above reason, it enables Meepo as nice ganker
  • You can spell dodge now using meepo, which improve it's gameplay

This is balance because :
  • It is just something like learn and unlearn skill
  • Gives no direct damage or buffes
  • 1000 cast range and 5 sec cd
  • Auto-silence when one of the Meepo is get negative buff(poison, etc)
  • Invulnerable last very short like Mirror Image
  • Can't be used if one of the Meepo beside the leader get damaged in the last 3 seconds

Alternatives
  • Give Meepo 2 subskill, Merge and Split
  • Merge has 30 seconds cd while Split has 5 seconds cd
  • No more silence when damaged
  • Other stays the same
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Last edited by NoThlnG; 03-22-2010 at 07:04 AM.
Old 09-24-2009, 02:59 AM   #2
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Default Re: [Remake] Divided We Stand

1) What happens to his health? Say you have leader meepo at 3/4, one clone at half, one at 1/4, and one at full? Is your unified meepo (with max hp of the leader, I assume), at full hp now? Free heal for all clones when you split again?
2) Cooldown? Manacost?

Concept is good but the specifics need to be ironed out. This shouldn't be a free heal for all Meepos, and it shouldn't be spammable.

Other than that, T-up. Why not?
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Old 09-24-2009, 03:01 AM   #3
Katie
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Default Re: [Remake] Divided We Stand

^he already said no mana cost and cd.
but i reckon there must be cd to avoid being abused.
concept is good so t up.
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Old 09-24-2009, 03:53 AM   #4
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Default Re: [Remake] Divided We Stand

I posted an idea like this a while ago, except when merged, Meepo has stronger skills. Check it out the link in my signature.
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Old 09-24-2009, 07:00 AM   #5
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Default Re: [Remake] Divided We Stand

* To increase Meepo's survivability which is very lack right now.
U have 4 nets use them, and poof can save u too.

* Enables more creative using of Meepo. Using dagger and lothar for ganking
U can already use them combined with poof.

* No actual changes occur. It's still same skill but can be sth like "unlearned"
Actually it changes lot of things

* You can spell dodge now using meepo
With zero coolddown perma bkb.
So t-down, it makes op.
By the way he is so strong in hands of a pro, that way u r making him so easy to play with.
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Last edited by eliebouzeid; 09-24-2009 at 07:06 AM.
Old 09-24-2009, 07:40 AM   #6
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by Moja View Post
1) What happens to his health? Say you have leader meepo at 3/4, one clone at half, one at 1/4, and one at full? Is your unified meepo (with max hp of the leader, I assume), at full hp now? Free heal for all clones when you split again?
2) Cooldown? Manacost?

Concept is good but the specifics need to be ironed out. This shouldn't be a free heal for all Meepos, and it shouldn't be spammable.

Other than that, T-up. Why not?
Hmm... I think this makes sense. I will use average hp instead of greatest hp

Quote:
Originally Posted by eliebouzeid View Post
* To increase Meepo's survivability which is very lack right now.
U have 4 nets use them, and poof can save u too.
If you have time. If you fight against lion, you're clone will be insta death of impale finger.

Quote:
Originally Posted by eliebouzeid View Post
* Enables more creative using of Meepo. Using dagger and lothar for ganking
U can already use them combined with poof.
Yes you can but that will make poof only deal half damage.

Quote:
Originally Posted by eliebouzeid View Post
* No actual changes occur. It's still same skill but can be sth like "unlearned"
Actually it changes lot of things
Depends on how you playing. You can still play as no change occur

Quote:
Originally Posted by eliebouzeid View Post
* You can spell dodge now using meepo
With zero coolddown perma bkb.
Not a perma bkb but... Ok, cd is increased to 5 seconds.

Quote:
Originally Posted by eliebouzeid View Post
So t-down, it makes op.
By the way he is so strong in hands of a pro, that way u r making him so easy to play with.
This is wrong reason. Every hero has same strength on the hand of a pro. Also, this doesn't make he is so easy to play with. Actually, this gives one more button to be clicked at which mean, harder to play.
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Old 09-24-2009, 07:42 AM   #7
CurseDemon
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Default Re: [Remake] Divided We Stand

the concept is good, but the '- The hp will be equal to the Meepo with most hp.' is not. This way the geomancer can get a free heal anytime and then splits again with full hp(if the leader is at full). maybe make it 'The hp will be equal to the Meepo with the least hp' or so.
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Old 09-24-2009, 07:55 AM   #8
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by CurseDemon View Post
the concept is good, but the '- The hp will be equal to the Meepo with most hp.' is not. This way the geomancer can get a free heal anytime and then splits again with full hp(if the leader is at full). maybe make it 'The hp will be equal to the Meepo with the least hp' or so.
Fixed already. Now it's average.
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Old 09-24-2009, 08:49 AM   #9
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Default Re: [Remake] Divided We Stand

Sounds good. It actually makes Meepo getting picked more often. T-up from me.
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Old 09-24-2009, 10:57 AM   #10
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Default Re: [Remake] Divided We Stand

DOes it have a casting animation?
Imagine if the meepo leader is at fountain, while the 3 clones pwning enemy, and when 1 clone was about to die they all suddenly merged into 1 in the FOUNTAIN!

And other question, will the leader have negative buff when merged?(e.g. when 1 of the clone is ruptured, and they merged into 1, will the leader suffer the rupture or not?)
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Old 09-24-2009, 02:11 PM   #11
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Default Re: [Remake] Divided We Stand

imbalanced.

meepo has a different gameplay and thats about it. no need to change it drastically.

besides meepo already has this ability. all you have to do is leave one meepo somewhere else or at fountain or just backoff faster. then the other meepos channels and... yeah.

why im even mentioning this? i doubt that this remake would be used for anything else than already mentioned fountain trick.
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Old 09-25-2009, 12:33 AM   #12
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Default Re: [Remake] Divided We Stand

To prevent instant teleport of the clones, you should add that it can only be toggled when all clones are in x range. Im thinking 1000,1250?

Otherwise I like it, but it might be a little strong against single target heroes like bs or sb.
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Old 09-25-2009, 08:46 AM   #13
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by Eethn View Post
Sounds good. It actually makes Meepo getting picked more often. T-up from me.
Yeah, I thought taht too

Quote:
Originally Posted by CurseDemon View Post
DOes it have a casting animation?
Imagine if the meepo leader is at fountain, while the 3 clones pwning enemy, and when 1 clone was about to die they all suddenly merged into 1 in the FOUNTAIN!

And other question, will the leader have negative buff when merged?(e.g. when 1 of the clone is ruptured, and they merged into 1, will the leader suffer the rupture or not?)
Hmm... Casting range added now...

Also it has casting animation.

The buff will be removed I think...

Quote:
Originally Posted by sazabi View Post
imbalanced.

meepo has a different gameplay and thats about it. no need to change it drastically.

besides meepo already has this ability. all you have to do is leave one meepo somewhere else or at fountain or just backoff faster. then the other meepos channels and... yeah.

why im even mentioning this? i doubt that this remake would be used for anything else than already mentioned fountain trick.
BTW, the one must in the fountain is leader while meepos without leader => really sux

Quote:
Originally Posted by p811025 View Post
To prevent instant teleport of the clones, you should add that it can only be toggled when all clones are in x range. Im thinking 1000,1250?

Otherwise I like it, but it might be a little strong against single target heroes like bs or sb.
Ok, cast range added
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Old 09-25-2009, 09:03 AM   #14
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Default Re: [Remake] Divided We Stand

I fully support this, meepo could need a tweak. Does all meepos cast it, or just the leader. If all meepos cast, it will be easy to interupt, with a silence/ministun/sleep/Pause on any of them, but if Only leader meepo casts it will easy to fulfill. I think that it should be leader who cast, and that it starts at 0.5 seconds casting time, but increasing by 0.25-0.5 for each meepo disabled during the channel. Also, how does this work with debuffs?
Mindgames FTW! Opponent looks for damaged meepo clone, running past the United ones
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Old 09-25-2009, 12:06 PM   #15
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Default Re: [Remake] Divided We Stand

Quote:
The buff will be removed I think...
It could make some advantages on meepo, especially when venomancer posioning all of them and they suddenly merged into 1 and *poof* no more posion??
Can we make it still there?
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Old 09-26-2009, 08:02 AM   #16
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by CurseDemon View Post
It could make some advantages on meepo, especially when venomancer posioning all of them and they suddenly merged into 1 and *poof* no more posion??
Can we make it still there?
I don't know but I think it is possible... Someone verify this please...
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Old 09-26-2009, 08:10 AM   #17
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Default Re: [Remake] Divided We Stand

First off, if you do it it definitely needs a visual effect, 3 meepos just disappearing does not only look weird, but it's also confusing.

Dunno about balance and stuff... but I think you gave some interesting reasons and balance details why it should be fine.
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Old 09-26-2009, 09:36 AM   #18
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by Infrisios View Post
First off, if you do it it definitely needs a visual effect, 3 meepos just disappearing does not only look weird, but it's also confusing.

Dunno about balance and stuff... but I think you gave some interesting reasons and balance details why it should be fine.
It's visual effects are like mirror image currently (no better idea for now)


EDIT :
Can't be used if one of the Meepo beside the leader is debuffed (poison, etc.)
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Last edited by NoThlnG; 09-26-2009 at 09:42 AM.
Old 09-26-2009, 10:51 AM   #19
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Default Re: [Remake] Divided We Stand

Again we can recognize how ineffective this forum works...

USE SEARCH FUNCTION!

http://www.playdota.com/forums/11898...epo-geomancer/

Already suggested I request to close this topic.
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Old 09-26-2009, 10:58 AM   #20
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Default Re: [Remake] Divided We Stand

Quote:
Originally Posted by Gazar- View Post
Again we can recognize how ineffective this forum works...

USE SEARCH FUNCTION!

http://www.playdota.com/forums/11898...epo-geomancer/

Already suggested I request to close this topic.
I already saw that topic too but this is different

1. It gives short invulnerable like mirror image
2. This is remake only in ulti while that's the WHOLE things
3. I give more details on this than that one.
4. No casting time

READ THE POST B4 COMPARE IT
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