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Attention: Dota has Reverted back to a Failed State

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Forum » General Discussion » Attention: Dota has Reverted back to a Failed State 2 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoids » November 23, 2020 1:36am | Report
So they took away percentage magic resist and additional spell damage for the strength stat and the intelligence stat.

They have also added additional physical damage bonus to the Bracer, which is good because they are learning from my point that additional damage in some way or form is a "strength" concept.

But here is what they need to do now to ring the towel out of both correct concept and type for the fundamental balance of the 3 stat classes....

- Remove the bonus physical damage for the bracer and change it to pure damage(most likely of a lesser value)

- Remove life regeneration from the strength stat and change it to "percentage of base damage converted to pure damage" and then as strength heroes core both damage and pure damage output will rise as a beneficial strength concept. But see how that relates properly to the bracer now? and why would bracer be a percentage conversion of base damage to pure damage at such a low level? (Hence the bonus pure damage as flat amount which they already are implying with the bracer currently)

It's all starting to make sense now....

- Intelligence now restores both life and mana as a recovery concept and allows the squishy ranged intel class to naturally shift over to block (while it is still not entirely natural as must be obtained from the jungle) in order to become a more natural counter to the agility class as they so rightfully should.....

- Intelligence now goes back to adding percentage enhanced spell damage, however.... by the same amount of percentage enhanced spell damage there is also percentage enhanced spell cost(mana cost). Sustaining nuker power through out the game with out it becoming nuker spam.

- Mangos may have a cooldown time at the shop but fall frequently in the jungle as well and of course be sharable. Finding a mango tree becomes like finding something legitimately special and significant then.

Kyfoids


Notable (1)
Posts: 37
Permalink | Quote | PM | +Rep by Kyfoids » November 24, 2020 7:32pm | Report
one more point while this is up here...

Maybe strength's conversion of base attack damage to pure damage should also include an increasing chance to pierce evasion as well... but then this would seem to maybe indicate that agility should get back additional movement speed.

It would seem to help solve the problem with Ench and Out's pure damage on attack for mana cost as to whether they are spell or not when you pay mana for them and remembering the old scepter that identified Ench's attack as both spell and attack which really more than ever begs the question of where even just a small % chance to pierce evasion is at if it is to behave more like a spell (which pierces evasion every time). But wait... there's also always that physical base damage included on their attacks which also seems to clearly identify it as an attack, but then it seems if strength was yielding the proper elements to represent its concept then any issue gets resolved.

**Do I need to get in to why Out W. has the option of 20 strength at level 20 talent and why Ench.'s "Untouchable" was reworked to be her Ultimate which would make strength a more useful stat when playing to their...... strengths?**

Finally, am I saying that Ench. is really like the ultimate all stat hero when you look at all the elements in their entirety? Movement, pure damage, pierce, nuking for mana, recovery....

Maybe I'm not...... then again maybe I am saying that.

Maybe it should be this way until proven otherwise or diminished or slashed in some way for her until proven UP.

**Final Point**

Just look at the item Sange and yes it is a strength item but there are two sides of the concept here..

Self HP regen % and life steal amplification

The life steal amp could be for base attack damage, which would include the pure damage conversion aforementioned. How does this make sense you ask? Simple.... just look at vlads. It increases base attack damage and also increases life steal. Keep in mind that adding life steal to a pure damage base attack makes the life steal much more reliable since armor and evasion would be less of a factor against it.

Ok, so the life steal amp makes sense with strength but the % self hp regen would end up being very useful to strength hero using tranquility boots whos growing more and more in life pool. But the other side to this HP regen effectiveness would obviously function quite well with the life recovery of intel. Lo and behold the Sange can be combined with a Kaya.

Ok so intel heroes actually can get an item that has has both durable(in their life regenerating fashion) and offensive quality?

Let me guess.. you're the whiner that would hold back such a properly placed and needed item.


Oh but "The mage is op against the warrior"

YOU MUST BE LIVING IN THE STONE AGE PAST AT THIS POINT MAN! WELCOME TO THE SEVERE OVERCOREECTION THAT IS DOTA 2....

**AND EVEN FURTHER**

Did you ever test the 30% self hp regen from sange on any hero? It's apparently not even existent... like it's not even testable... That's the significance of 30% self hp regen atm can you believe it?

Why is it that way though?

Clearly it has nothing to do with the fact that strength heroes get life regen already.... right... BUT why then did they put self regen amp in to the game and make it seem like such a big deal at 30 %? See, there is a complete and totally failed understanding right there ON THEIR PART. They completely acknowledge how it should be.... but they also completely fail at making it work.

Kyfoids


Notable (1)
Posts: 37

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