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A Pos 2 mage would be squishy af and get eaten by current pos 2 mid-carries. A Pos 5 mage wouldn't have enough gold to scale up fast enough and thus would be a massive liability. Pos 1 mage would render too big a change to the game, either the mage would be broken OP late game wiping out the entire enemy team in one nuke, or completely useless getting insta killed by some PA rapier with swift blink.
Dota has a lot of invisibility, blinks and silences so i don't think mages would be viable anytime soon.
In contrast to physics, strength but also agility heroes never suffer from fatigue or exhaustion with increasing dps. According to real life combat units get weaker over time not the other way round. Unless they are very well supported with support providing 90% of tactical units in warfare. But back to Dota2, while intelligence heroes rely very much on the resource mana, strength and intelligence heroes not that much. They don't consume any resources.
This entire design produces snowballing heroes and renders supports quite useless in late game. On the contrary, carries aim to get rid of their dependence on support in late game instead of caring for them because they need them.
There are others of these questionable, fantasy based design features:
You want caster whose damage scale? How do you wanna do it?
Spells with intelligence - skywraith mage for spam, silencer for single burst.
Right-click with int mana? - silencer and od.
Scale with manaregen/pool distance? - storm spirit.
Scale as percentage? - Zeus, wintern wywern, necrophos, venomancer.
Scale as infinitely growing stacks? - lion.
Scale as short turn stacks? Shadow fiend, shadow demon.
Whatever you want - dota has it