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#1 | ||||||||||||||||||||
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| Level | AoE | Allowed Targets | Effects |
| 1 | 500 | Allies Heroes | -10% miss chance, do max damage +1, -1 second cooldown or 10% of cooldown duration (which ever is lower with hero's basic spell), half effect on ultimate or items. |
| 2 | 600 | Allies Heroes | -13% miss chance, do max damage +5, -1,3 second cooldown or 13% of cooldown duration (which ever is lower with hero's basic spell), half effect on ultimate or items. |
| 3 | 700 | Allies Heroes | -17% miss chance, do max damage +9, -1,7 second cooldown or 17% of cooldown duration (which ever is lower with hero's basic spell), half effect on ultimate or items. |
| 4 | 800 | Allies Heroes | -20% miss chance, do max damage +13, -2 second cooldown or 20% of cooldown duration (which ever is lower with hero's basic spell), half effect on ultimate or items. |

do not affect illusions, the bonus damage only take effect when attacking player's unit.

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#2 | |
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IIRC there's no way to detect highest base damage.
Actually quite a nice idea, too bad in DotA is uncodeable and in DOTA 2 there's no such thing as attack range. Reducing miss chance is too situational, there's few evasion skill in-game. Cooldown reduction is too generic. And doubt flat cooldown reduction is codeable, or require easy work.
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#3 |
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Cooldown stuff. Codeability and balance probs. so no.
Besides, -cooldown and -miss chance is pretty situational
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Vot1_bear's
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#4 | ||||
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Quote:
Quote:
- Fit the term of concentration - Farming midlane - Counter mass miss-curser like Tinker/Troll/Broodmother - Having ranged carries/pusher in team and you want pushing that damn 3rd tower ![]() As you can see that this is somewhat a bonus to the skill because the main concept is reduce the cooldown of skill, which I believe that hardly any other one though about it. Quote:
Quote:
![]() I do not think it is situational, when you gank, you need that skill cooldown faster, when you lane on trilane, aura holder must be careful or else die. Imagine that Pudge can hook every 8,8 seconds, that Pugna can spam Blast at 4,4 seconds. How many time I look at my brother and friends shouting "STUN HIM, STUN HIM, SLOW HIM, OMG HE'S GETTING AWAY" and the skill is in cooldown ... Ganking is about speed, nuker and timing I believe. In team fight (big battle), with this skill, that Demon Witch can stun more, hex more, that Shadow Shaman can have nearly perma-disable, that Omniknight, eur, look at his skill and you'll understand what I mean. -cooldown is not somewhat situational, it is somewhat gamebreaking if number is not perfect. Sum: always max damage can be change if it is uncodable or require too much work, can be change to, every [X] second allies heroes have [Y] attacks at heroes that have [ZZ] bonus damage (I don't suggest AS bonus because I'm not a Ursa hater) -miss is situational so it won't make this aura holder perma-pick or perma-ban, because increasing number will make you a mass-team-free-passif-monkeykingbar. The skill must have something situational because the aura holder/skill holder have 3 others skill you know ... you can't find a skill that is useful in every way of every second and every moment in every game ![]() -cooldown is not situational, I need feedback on idea, number in suggestion always play the role of helping understanding the idea anyway ...
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Sorry for my bad ENG, my biggest and probably my only problem in PD forum
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| Last edited by risingdemon; 09-27-2011 at 01:55 PM. | |||||
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#5 |
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BUMP, Edited, please give me feedback
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Sorry for my bad ENG, my biggest and probably my only problem in PD forum
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