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Or lower his mana costs some so he doesn't go through his entire mana pool in a single gank/save. But making Soul Catcher more reliable would help a tonne.
Since right now he's just an inferior save/set-up hero. You've got Bane, OD, Dazzle, Tusk and Oracle who can do elements of all this better than he can whilst bring more onto the table.
Lower mana costs means he can be more active more often, which means he has a somewhat defined niche again. Not that highly prioritised I think because Tusk still does a lot of stuff better, but whilst Ursa and Sven and the like are good SD should be a good hero again.
I'm waiting to see what the Kunkka buffs are this time. And whether Icefrog breaks Torrent or Tidebringer next. My money is on the former.
Zeus doesn't need a buff, I don't think, plus the Aghanim's Scepter is more of a steam-rolling situational item anyways: get it really early and it doubles your damage output, but it falls off the later the game goes.
I don't think the hero needs a nerf either. Maybe something minor to stop pubs from spamming him, but even then I can't think of anything off the top of my head.
Looking for a laugh? Read this moron's attempts at guide writing:
Zeus nerf?
Increase manacost and reduce range. There, all done.
For the new patch, Icefrog should either give us a few reworks or a new hero which wasn't there in wc3 DOTA either along with pit Lord obviously.
Just make Soul Catcher a targeting spell or a skillshot and tadaa! YOu have yourself a often-picked hero. That being said this hero isn't meant to be a pub hero...
Something like this, and he will start getting picked.
However, you have to be careful cos this stuff can easily OP at Pro Level. I'd suggest something like:
Soul Catcher will automatically prioritise any enemy hero under the effect of Disruption. However, you lose 5% damage amplification per potential target in the AOE of the spell, up to half the total amplifcation.
The wording is horrible, but basically:
- Auto-hit an enemy hero who's disrupted.
- Lose 5% amplification for every other enemy/neutral unit in the AOE (i.e. 50% -> 45% -> 40% etc)
- Up to a maximum of half the amplification you'd get at this level can be lost
- I.e. level 4 Soul Catcher with lots of potential targets in the AOE would give 25% amplification. With only 1 target (disrupted or not) it would still give 50%.
This would make it a much more reliable skill, but as an opponent you can still somewhat counter it by standing near multiple friendly units.
The alternative would be to shrink the AOE...but this just makes it more reliable (and potentially OP) without diminishing it's effectiveness.
Disruption now freezes the target's cooldowns during the 2.5 second banish time if cast on an enemy.
IMO the best way to make the hero not useless against some specific matchups that he just can't deal with. Essentially all the low-cooldown blinkers that can kite SD as much as they want, because right now disrupting them just lets them wait for their blink cooldown so it does nothing.
Sando I like your idea. And don't worry, we are used to missleading descriptions and horrible wording, I mean we are playing dota after all. That being said I don't think that this hero will be changed in the near future.
@Hamstertamer
It's simply amazing how much you despise mobility. XD
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