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Active Passive Idea for Crimson Guard

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Forum » General Discussion » Active Passive Idea for Crimson Guard 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » December 28, 2017 4:40am | Report
A familiar functionality to lincoln's sphere (since both block)

With the Activated Passive on:

The next single target spell cast on self or ally by enemy within x amount radius

Activates 1 of 5 charges of crimson guard and casts on that ally and nothing else

Charges could recover 1 every 23 seconds (half of crimson guard cooldown)

When there is only 1 charge left, crimson guard can only be cast on self but will also include everything else other then hero (creeps, towers, etc)


This is the best I could come up with other than changing crimson toward ever lasting effect on still heroes to create a concept of realistic sense

Like crimson guard could just always be activated on units within range that are not moving as an active passive aura

Vanguard should also provide crimson guard effect to self only for a mana cost, until crimson guard is completed


For Vanguard Exclusive: Perhaps even the active passive auto activation might only occur when one is standing still

sort of blending all the concepts together

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » December 31, 2017 8:56am | Report
Just want to help people get in touch with the reality of the design disease situation

If they nerf block for ranged heroes

And we know for a fact that it is indeed nerfed for ranged heroes

remember that block is a defense form designed for squishy heroes
(high life pool heroes use armor)

and most ranged heroes are squishy

A. or B.

A.) connect blocking to mana cost for actual legitimate block once again

Vanguard: casts crimson guard only on self for mana cost (can be activated for passive) when someone casts a spell on you

or

B.) Put item in the game that cuts your damage in half (intelligence classified) that has a high chance to mini stun for a mana cost

(notice: cuts your damage in half because your block gets nerfed in half)


The more theoretically correct answer would SEEM to be B. because it retains trinity role concept of

1.) Strength (defense)

2.) Agility (defense/offense) core

3.) Intelligence (offense)

It's almost like if they can't have ranged intel heroes be durable with the crimson guard as stated then there might have to be some kind of sacrifice such as the ability to move while crimson effect is activated

If this were the case though, then it would be interesting because both ideas could be implemented together for great change in the game to make it refreshed

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » January 3, 2018 11:53am | Report
This thread is actually proof of the biggest design embarrassment of any e-sport

Almost right there with Blizzard's zerg design (which is actually worse)

But you have to wonder at this point if these fools do this stuff intentionally so that it creates trolls for entertainment purposes and so that they have people to ban to make the clicks feel superior and significant


You're out of position?

Seriously... what a joke

You're out of crimson guard

And you're dead with out having used up as much mana as your opponent, even as an intel hero

References to my starcraft posts

https://us.battle.net/forums/en/starcraft/topic/20759507576#post-1
https://us.battle.net/forums/en/starcraft/topic/20759627371#post-14
https://us.battle.net/forums/en/starcraft/topic/20759567605#post-2
https://us.battle.net/forums/en/starcraft/topic/20759557416#post-1

Kyfoid


Notable (9)
Posts: 625

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