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Poisons (Item ideas, practice for FoC August)

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Forum » Hero & Item Ideas » Poisons (Item ideas, practice for FoC August) 9 posts - page 1 of 1

Poll Question:


Which better?
Dagger
Chemical
Permalink | Quote | PM | +Rep by Unscathed » August 20, 2014 6:45pm | Report
So this another practice for FoC. This comes with two items, AoE weak and single target stronger. Consumables. Feedback is a MUST, and critics are welcomed.

Poisoned Dagger (165, 2 stacks)

Hurls a dagger at the target, dealing damage over time and slow move speed.
Range: 600
Damage over time: 30
Movement slow: 17%
Duration: 5
Cooldown: 16

"A simple poisoned throwing dagger used by assassins around the world"


Chemical Poison (185, 1 stack)

Throws a concoction at a target area, dealing damage over time and slow.
Radius: 300
Damage over time: 15
Move Slow: 6%
Duration: 8
Cooldown: 18

"Poisonous concotion common made by alchemists"


RESPONSE

Poison Dagger

Riki: "A dagger fitting for an assassin"
Viper: "As sharp as fang of a viper"
Bounty hunter: "Another weapon in my arsenal"
Drow ranger: "A weapon of emergency"
Queen of Pain: "Double the poison now"
Mirana: "Im not runing my arrow's beauty, so a dagger would compensate"
Luna: "Follow the smell of poison, Nova!"
Nature's prophet: "From the poison tree of Furrat"
Treant protector: "This reminds me of Furrat"
Slark: "Oh, yes. Orb of... wait, no, its not it"


Alchemy Poison

Alchemist: "Huh. I can make better"
Kunkka: "An expired rum"
Witch doctor: "Double cask it!"
Dazzle: "Dazzling subtance"
Puck: "Not as worse a the root of Undertree, but this would be fine"
Morhpling: "Careful not to mix it with my self"
Naga siren: "Red algae!"
Gyrocopter: "Its raining poisons now!"


I personally like the dagger more. Give me feedbacks on nerf, buff, gold cost, duration, cooldown, use potential and more. Bye.
Don't Worry, Be Happy

Late credits to Janitsu for the sig

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Permalink | Quote | PM | +Rep by baloneyhambacon » August 22, 2014 7:47am | Report
Wow, consumable damage items is actually a pretty good idea. It brings another layer of strategy when it comes to starting items.

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Permalink | Quote | PM | +Rep by KrDotoBestDoto » August 22, 2014 9:37am | Report
I dislike this very much. A trilane would get 9001 kills against any solo hardlane.

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Permalink | Quote | PM | +Rep by Unscathed » August 22, 2014 4:18pm | Report

I dislike this very much. A trilane would get 9001 kills against any solo hardlane.

Do you even consider the price and damage? Each costs 165-185 gold with SLOW damage overtime that just deals 150 damage in 5 seconds. True, this would be very useful in a trilane or any offensive strategy. But it costs near 200 gold so of you failed the kill your money is wasted. If you could, explain to me why this is OP.
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Permalink | Quote | PM | +Rep by Therapy » August 22, 2014 4:56pm | Report
It may deal massive amounts of damage in multiple uses at one player (3 daggers = 450 damage at level 1), it would be much better if the damage and slows from the items didn't stack, thus making it fair, adding another nuke in early game, which slowly fades off during the game. I like the idea, it can really close the gaps of some heroes, who can deal damage, but can't get close or can't get a kill with it.

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Permalink | Quote | PM | +Rep by Unscathed » August 22, 2014 5:08pm | Report
Therapy wrote:

It may deal massive amounts of damage in multiple uses at one player (3 daggers = 450 damage at level 1), it would be much better if the damage and slows from the items didn't stack, thus making it fair, adding another nuke in early game, which slowly fades off during the game. I like the idea, it can really close the gaps of some heroes, who can deal damage, but can't get close or can't get a kill with it.

No, the damage doesnt stack, and the item itself has a cooldown. Damage from dagger and chemical stack, though, as it is different debuffs.
Added slow for dagger.
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Permalink | Quote | PM | +Rep by KrDotoBestDoto » August 23, 2014 4:43am | Report
165 gold for 2 ganks which will most likely lead to a kill on a trilane.
You won't just jump on the offlaner anyways so that's already a point and if the offlaner gets out of position it's a sure kill with this item, because you have at least 2 stuns + the dagger slow and the nukes which will in all cases lead to a dead offlaner. 150 dmg is too huge early game.

The way it is now offlaner already have a hard time against trilanes because of pulling and the constant fear of getting jumped on. With these items they would either be zoned out by the simple fact of getting killed absolutely when getting out of position or having to face tanking the poison dmg.
When pushing against an offlaner the poison would massively increase the potential of an early first tower even with a relatively sturdy offlaner.

And now imagine the faces of midlaners against qop. They get slowwed and poisoned TWICE which will also absolutely lead to a kill. The supports wont care to buy smokes early game. Just stand there with a dagger in the inventory and everyone will immediatly back off or get killed.

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Permalink | Quote | PM | +Rep by Unscathed » August 23, 2014 5:10am | Report

165 gold for 2 ganks which will most likely lead to a kill on a trilane.
You won't just jump on the offlaner anyways so that's already a point and if the offlaner gets out of position it's a sure kill with this item, because you have at least 2 stuns + the dagger slow and the nukes which will in all cases lead to a dead offlaner. 150 dmg is too huge early game.

The way it is now offlaner already have a hard time against trilanes because of pulling and the constant fear of getting jumped on. With these items they would either be zoned out by the simple fact of getting killed absolutely when getting out of position or having to face tanking the poison dmg.
When pushing against an offlaner the poison would massively increase the potential of an early first tower even with a relatively sturdy offlaner.

And now imagine the faces of midlaners against qop. They get slowwed and poisoned TWICE which will also absolutely lead to a kill. The supports wont care to buy smokes early game. Just stand there with a dagger in the inventory and everyone will immediatly back off or get killed.

You make a fine point. What should I do to nerf it?
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Permalink | Quote | PM | +Rep by KrDotoBestDoto » August 23, 2014 5:52am | Report
I think the main problem is the early game effect so the items can be made with a timer (like flying courier) of about 7-15 minutes I would say. At that point the cost could also be increased since the items should still be rather expensive to get.

Another thing that can be done is prologing the duration of the dagger effect, but decreasing the effect itself. So 10 dmg over 15 seconds and 10% slow. This way the burst is drastically decreased and allows for time to counter-heal the effect by the use of tangos or mek.

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