Dota 2
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AVHK Dec 13, 2016 @ 6:18pm
Techies in 700


Hi there,

First of all, I'm disagree with new changes. But I'll choose play rather than whining FOR NOW. I'm play Techies a lot and I'm impressed in new changes for them. But I would like to suggest some more. These are Techies's changes.

  • Land Mines renamed to Proximity Mines.
  • Proximity Mines are no longer revealed with True Sight, and instead become visible when there is an enemy within 400 AoE.
  • Proximity Mines detonate whenever an enemy is standing in the AoE for 1.6 seconds (if you walk in and out instantly, it doesn't explode).
  • Proximity Mines require 1.75 seconds to be active and invisible.
  • Proximity Mines can no longer be auto-attacked (via attack-move).
  • Proximity Mines damage type is now Magical.
    It should be Physical. Why? Mines are not magic things, it just Science things.
  • Proximity Mines cooldown increased from 9/8/7/5 to 12
  • Proximity Mines damage increased from 150/190/225/260 to 225/400/575/750
    I think 750 is too much. Or how about like Morphling's Morph spell(Swap Str to Agi, Agi to Str). In Techies, Mana to Damage. May be 1/1.5/2/2.5 times damage or % of max mana to % of base damage(More cooldown depends on mana cost). Or GOLD to Damage and that gold can be yield by mine destroyer. That will make sense to Techies's responses "How much powder'd you pack into that one? Uh, most of it!"
  • Proximity Mines mana cost is 110/130/150/170.
  • Proximity Mines do full damage in the AoE (rather than half at a certain radius).
    I like the previous one, half damage at a certain radius.
  • Proximity Mines can no longer be placed within the active AoE of another Proximity Mine (400 AoE).
    I would like to put one more rule that mines can not place los(So not within 400 AoE or Line of sight). By the way, If you place mines 400 apart, sign is meaningless for these mines
  • Proximity Mines have 1 HP.
  • Proximity Mines deal 25% damage to buildings.
    It should be 100%. Buildings have their own armor.
  • Proximity Mines bounty changed from 10/14 gold/XP to 30/0
  • Proximity Mines now do damage based on the current level of the ability, rather than its level when placed.
    Not bad. But I don't like it. This will not need If you put Swapping things as I said,
  • Proximity Mines must be directly targeted to be attacked.
    I like it.
  • Quell can no longer target Proximity mines (Quelling Blade, Iron Talon, Battle Fury).
    If all enemies are melee or sub-melee, they have to just DEAL WITH IT! LOL (Oh, Blink!)

  • Replaced Suicide Squad Attack with Blast Off
    It should be Suicide.
  • Blast Off is a 400 AoE spell and has a 1000 cast range; propels you towards the target location and then explodes
  • Blast Off deals 300/400/500/600 Magical damage and silences enemies for 4/5/6/7 seconds.
    Same as suicide damage and silences apply
  • Blast Off deals 50% of your Max HP to yourself upon landing at the destination.
    Suicide! If not, there will be 750 dmg more from Proximity Mine! If you plant Remote Mine before Blast Off, there will be 750 dmg more. OMG 2100 Damage in total! And +400 Blast Off dmg from Talent Tree! Or within 7 seconds of Silence, 50% cooldown reduction from Talent tree and Octane Core, (In 6 seconds) another 1500 damage will be there(750 from Proximity Mine and 750 from Remote Mine). OMG! 3600 Damage! Techies Mighty! ROFL
  • Blast Off has a 35 second cooldown.
    As Suicide cooldown.
  • Blast Off has a 1 second cast time.

  • Stasis Trap now roots enemies instead of stunning.
  • Stasis Trap no longer has a 1.5 detonation delay.
  • Stasis Trap activation time increased from 1.5 to 2
  • Stasis Trap Trigger radius reduced from 450 to 400
  • Stasis Trap effect radius increased from 450 to 600
  • Stasis Trap root duration is 2/3/4/5.
  • Stasis Trap no longer expire.
    That will be so annoying to enemies.
  • Stasis Trap no longer gives vision, but reveals the area upon detonation.

  • Remote Mines now have a 0.25 second Detonation delay.
  • Remote Mines cast time reduced from 1.5 to 1.0
    * Remote Mines can carry in the item slots! That is FUN!


For 700,

* I don't like Backpack. It just not Dota. In Dota way, players have to be good at Item management. That is Dota's core rule!
* For the Talent tree, I think it shouldn't be. If you want to put those buffs, Scepter is just enough.
* Map changes are just fine and runes also. But not Roshan. It just doesn't make sense.

That's for now and will be more when I play.
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Showing 1-12 of 12 comments
AVHK Dec 13, 2016 @ 11:21pm 
Look like everybody wants to leave. Come on guys. Find your courage. You guys should explain fact by fact why should not be 700.
Deepbluediver Dec 13, 2016 @ 11:24pm 
I haven't seen a techies yet- how exactly does he play in this patch? What's he like compared to the old techies?
Zae Dec 13, 2016 @ 11:35pm 
Originally posted by Deepbluediver:
I haven't seen a techies yet- how exactly does he play in this patch? What's he like compared to the old techies?
Just had a match where we won. The best way I can sum it up is that Prox Mines are for Teamfighting and wave clear now, whilst Green Mines are the stacking and defensive mines for objectives even moreso now. Blast-Off is a nasty Ganking tool that requires team coordination to follow up to prevent you from feeding yourself like an idiot. That stasis mine change is so good now to help stun-stack and secure the kill moreso now. And with talents at Lv. 25 with octarines, I literally had 3 sec cooldown on greens. I was able to stall long enough for our Morphling to get fat and win us the game.
Last edited by Zae; Dec 14, 2016 @ 12:58am
Fantastic Fwoosh Dec 14, 2016 @ 12:28am 
So is basically a discreet way of saying (This got nerfed, id rather have the old techies back?) because nearly all your points refer to the previous pre-patch techies.

RIP tower pusher techies (physical damage on towers, very nice), even if the game was going badly, it was always a redeeming feature for techies to push towers instead when faced with a team that counter picked them.
Metal Arms Dec 14, 2016 @ 12:34am 
Originally posted by Fantastic Fwoosh:
So is basically a discreet way of saying (This got nerfed, id rather have the old techies back?) because nearly all your points refer to the previous pre-patch techies.

RIP tower pusher techies (physical damage on towers, very nice), even if the game was going badly, it was always a redeeming feature for techies to push towers instead when faced with a team that counter picked them.
he still pushes towers good, you don't need to waste remotes to clear a wave, now one proximity mine does it and you can fully utilize remotes for stacking. So I can push towers and leave a nasty surprise for them.
zK :) Dec 14, 2016 @ 12:58am 
new techies is 100 times better then old techies, with a bit of team work you can wipe any hero off the map within 3 seconds, remotemines, stasis blastoff gg
Mindowg Dec 14, 2016 @ 11:06am 
blast off causes server crashes which in turn result in ranked games not being scored
AVHK Dec 14, 2016 @ 12:50pm 
Now I found a bug or just a mistake?
In this match 2845249847, at 12:25, Courier Mine sweeper. Courier doesn't take damage from Proximity Mines!!!! That's not fair guys.
MycroftCanadaNS Dec 14, 2016 @ 12:58pm 
They have killed the techie off.

Anyone who thinks the changes are good are out of their minds.... I mean seriously.
ManuGT4 Dec 14, 2016 @ 1:02pm 
Techies is very bad now
Fantastic Fwoosh Dec 15, 2016 @ 5:21am 
Play sniper - shoot techies whenever they do their jumping thing with a shrapnel or two to hold in place = easy techie kill

Though i must say, the stun mines are VERY annoying.
AVHK Dec 15, 2016 @ 6:02am 
Please! Change Proximity Mine's Magical Damage back to Physical Damage!!! That's all I want for now.
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Date Posted: Dec 13, 2016 @ 6:18pm
Posts: 12