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Lingering thoughts

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Forum » Theory Crafting » Lingering thoughts 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Muush » June 13, 2016 3:34pm | Report
I don't really have a sensible idea about this game despite my 3.7k hours spent in it. It's a complete mystery to me how Icefrog manages to constantly tweak it without breaking it apart. Anyway, I have some ideas to theorycraft about. My gut tells me they're imbalanced or broken, but I can't know without informed opinions.

- A way to make Aghanim's Scepter more appealing to carries could be to change its components to one Point Booster and three of any combination of Ogre Club, Blade of Alacrity and Staff of Wizardry. It means you could build Aghs with three Clubs to get +30 Strength, three Blades for +30 Agility, three Staves for +30 Intelligence, or any combination in-between. The blue gem in Aghs's icon would change color depending on what you combined so everyone knows what stats you're getting with a quick glance.

- What if Queen of Pain was melee? Would she still be played mid? Would she compete with Anti-Mage for his role?

- There was a time when False Promise applied a strong dispel every 0.5 seconds for its full duration. Apparently that was too good since they were removed. My question is, would it be too much if we kind of brought them back by having Purifying Flames apply a strong dispel on allies affected by False Promise? Even when it would purge Fate's Edict and hamper Oracle's healing in the process? Maybe as an Aghanim's Scepter upgrade feature?

- Could you provide a sample skill and item build for Bloodseeker? I've read in these very forums that he could succeed as utility, but what does that mean? Other than jungling, what does he do during the different stages of the game? What should his teammates expect from him? What's his position? How much farm does he need? How situational is he as a pick?

Muush


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Permalink | Quote | PM | +Rep by Hamstertamer » June 14, 2016 12:14am | Report
Muush wrote:

- A way to make Aghanim's Scepter more appealing to carries could be to change its components to one Point Booster and three of any combination of Ogre Club, Blade of Alacrity and Staff of Wizardry. It means you could build Aghs with three Clubs to get +30 Strength, three Blades for +30 Agility, three Staves for +30 Intelligence, or any combination in-between. The blue gem in Aghs's icon would change color depending on what you combined so everyone knows what stats you're getting with a quick glance.


That's a pretty good idea. Right now aghs is terrible on carries because the stats are just bad.
Personally I'd go for Ogre Club + Blade of Alacrity + Staff of Wizardry + Ultimate Orb + 500 gold recipe to make a new item and make it give +25 to all stats on top of ultimate upgrade and an other effect instead. But the idea is solid.

Muush wrote:

- What if Queen of Pain was melee? Would she still be played mid? Would she compete with Anti-Mage for his role?


Renamed to queen of hugs?

If the hero was melee she would just be bad. She works completely around kiting with Shadow Strike and Blink. QoP is one of the squishiest heroes in the entire game, if you force her to commit to melee range she'd get blown up in a second. Imagine Sven with Crystal Maiden's stats :)


Muush wrote:

- There was a time when False Promise applied a strong dispel every 0.5 seconds for its full duration. Apparently that was too good since they were removed. My question is, would it be too much if we kind of brought them back by having Purifying Flames apply a strong dispel on allies affected by False Promise? Even when it would purge Fate's Edict and hamper Oracle's healing in the process? Maybe as an Aghanim's Scepter upgrade feature?


Purifying Flames's cooldown is much too short for it to be balanced. If you put the same effect on Fortune's End, then maybe, MAYBE this is not horribly broken.
And even then you'd have to reduce the cast range of the skill.

But seriously, Oracle doesn't need buffs, if anything, he needs nerfs. His combos with some specific heroes like Huskar are downright unfair.


Muush wrote:

- Could you provide a sample skill and item build for Bloodseeker? I've read in these very forums that he could succeed as utility, but what does that mean? Other than jungling, what does he do during the different stages of the game? What should his teammates expect from him? What's his position? How much farm does he need? How situational is he as a pick?



The hero is just not very good right now. It looks like he's getting buffed, but it's so minor it hardly changes anything.

Back when he was good in 6.84 the item build was treads, aquila, SnY, basher, BKB into standard carry items like butterfly/MKB/skadi/crit.

But the carry build on BS is really not that good anymore since Thirst movement speed is the only thing that makes that hero a carry, and it was kind of...nerfed into oblivion.
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Permalink | Quote | PM | +Rep by Muush » June 24, 2016 1:37pm | Report
Thanks for answering. Especially the part about Queen of Pain. I wasn't sure if having a Blink and access to Battle Fury was enough to make an Anti-Mage-like carry. I hadn't really thought about the stats.

I have issues with Enchanted Mango and Faerie Fire. I don't even remember they exist when I play, and that's because I'm so used to Tango, Healing Salve and Clarity, that I can't see which heroes would need or benefit from the other items.

Muush


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Permalink | Quote | PM | +Rep by Hamstertamer » June 24, 2016 4:18pm | Report
Muush wrote:

Thanks for answering. Especially the part about Queen of Pain. I wasn't sure if having a Blink and access to Battle Fury was enough to make an Anti-Mage-like carry. I hadn't really thought about the stats.



It could work, but you'd have to give her some sort of defensive stat or skill so that she doesn't get blown up instantly at melee range.

Anti-Mage takes 50% less magic damage and has high-ish armor. Qop...well...she's got nothing, because going to battle in a dominatrix suit is how she rolls.

And even then AM can't really commit to fights until he gets vanguard.
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