Dota 2
I want to talk about Chen
Inspired by this thread: https://steamcommunity.com/app/570/discussions/0/4355625041397969270/?tscn=1719167892
Chen has been on my mind today, in particular how he seems to be a criminally underutilized hero, with an attrocious pub win-rate and a middling-at-best presence in the current meta pro-scene. In other words, he seems to pretty much be a non-factor in all levels of DotA.
And while I don't agree that he's "completely useless", I do think he's overly-complicated for what he brings to the table, could benefit from a rework that gave him more focused and distinct builds. I'm not going to try and propose a complete fix, but I'm going to talk through some of my thoughts. I invite anyone and everyone to respond to any particular piece of it that sparks your interest.

Full disclosure, once upon a time when I was first learning DotA, I tried to GIT GUD at Chen. Because even way back then he was an unpopular hero and I played a lot of support and the latent hipster in me just HAD to be different. But it didn't work out and I haven't touched the hero in absolutely ages, but I probably HAVE played at least slightly more Chen than your average pubber, is what I'm saying.
Anywho, this will be a somewhat rambling post, probably divided into (at least) 2 parts to avoid scaring away people with a MASSIVE wall of text. So without further ado....


PART 1
To start off, lets talk about Chen's abilities. He's got 4 (and a half-ish) actives; in a meta where you can also play as WK with a single active ability. So are all those buttons that you need to press worth it?

1) Penitence
It's a basic debuff, albeit not one that seems incredibly powerful. The fact that its an indirect buff to allies (from the pseudo-attack-speed) is nice for a support, if a bit of an odd mechanic. If you want Chen to really lean into the whole "army of creeps" thing though, I feel like there are better ways this could be implemented. Instead of the weird attack-speed thing, what if it added a flat bonus damage to all attacks against the target? So while in theory it benefits a high-attack-speed allied hero, what it's REALLY strong with is a lot of otherwise week enemies all ganging up on the target at once. Exactly the kind of thing Chen is supposed to specialize in.
Oh and it also boost Chen's attack-range against that target, just the first in a LONG list of abilities-with-multiple-effects that this hero has.

2) Holy Persuasion
This is Chen's namesake ability, the thing that he's known for above all else, even more than his ultimate (more on that later). I think it's sort of like Undying in that way, in that his Tombstone is way-more well known and understood, and IMO more interesting, and is effectively a level-1 ult, compared to his actual ultimate which just boosts his attack damage and effective HP pool.
It's also the thing that turns the most people off from Chen I feel, because when utilizing 4 creeps AND a hero with a whole host of active abilities, that is a LOT of buttons to push. Sometimes Chen is compared to other micro-heroes like Meepo or BM or PL, but the critical difference there is that those heroes either have minions/clones that all function identically, and/or don't suffer to much from effectively being left on auto-pilot.
Chen, by contrast, has to continuously tab through DIFFERENT creeps looking for that one particular ability. All the while trying to keep both your hero and your horde of dozy minions alive, so as to avoid feeding more resources into the waiting mouth of the enemy.
And also Chen is potentially super-powerful enough to justify repeated nerfs, but also we need to boost minions with all kinds of unique "minimum HP" effects because past mid-game they are basically trash to every other player? So something like just a flat 30% HP boost would be to powerful but at the same time we don't want players avoid lower level minions like the plague? It's just weird.

I'll talk more about alternatives later, but for the meantime one interesting way I think to modify that ability would be to give it Charges, with more powerful creeps requiring more charges. So you can have either a whole host of weak minions or a few strong ones, whatever you prefer.
These charges are utilized when you take control of a creep, but they aren't used up- when the creep dies you get all those charges back. And in addition to having the ability grant you a certain number of charges at each level (for example 2/4/6/8) you also gain extra charges for every kill and assist. This encourages active gameplay (something Chen sorely needs IMO) and give the ability a way to continue to progress organically past Tier 4, without it being OP if you max it first.

3) Divine Favor
Holy excrement this ability is a clusterfudge.
It grants an HP regen aura (which is new? what patch was that added in? I don't remember ever seeing it before yesterday!), you can cast it on allies to boost their armor and the healing they receive, BUT if you cast it on Chen then instead all his creeps are TP'd to him. So that's 2 VASTLY different active effects, and a passive, all on one button. It's like Valve wanted to give Chen 8 different abilities, but ran out of keys, so they had to MacGyver multiple things onto one level-up choice.

Lets talk about the TP first, because that's the oddest duck out of the bunch. I guess it's meant to return Chen's minion-army if they are split pushing, but most Chen-builds utilize aura-items, which are only effective if his creeps are close to him. And also passive-split-push builds (lycan, PL, etc) aren't as common as they used to be, so this feels partly like a relic of a bygone meta. And don't forget that the TP is canceled if they take damage (who takes damage? the creeps or chen? actually nevermind- if Valve didn't care enough to make it clear in the ability text, then I don't care enough to go test it out).
I feel like this ability would have a lot more effect utility if you could send your creeps AWAY from Chen instead. Make it a channeled ability, with the same rules as TP boots, so Chen can send his creep-army to defend a tower while he's elsewhere, or unexpectedly drop them in a lane that the enemy thought was safe to push it out and force your opponents to respond.

Now, on to the regen part- I have no objection to the passive regen aura; it's a nice in-lane buff. The ability to cast it on an ally to boost their armor and HP regen is also nice, but like most of Chen's kit it feels overly complicated. It's 2 separate effects- the armor is plain and simple but the extra HP-regen-and-healing-received is a weird roundabout way of doing things. I guess it's so it combos with Chen's other abilities or items, but again the hero is ALREADY very complex. Put this kind of effect on a simpler hero, and maybe just let Chen have a fire-and-forget buff. Perhaps replace the healing-boost with magic-resistance, so its effective against ALL damage and not just certain heroes.
And also Chen can't cast it on himself, because of the aforementioned TP effect, so it feels kinda like a ♥♥♥♥-move that only exists because of the overcomplication in the first place.

2.5) Summon Convert
This is the "half" ability that I alluded to earlier, since it's linked to and levels up with Holy Persuasion. I guess when looked at one way, it's a nice benefit so that you don't have to spend QUITE so much time AFK in the jungle, collecting creeps, or if you're pushing and all your creeps do you don't need to back off, or if you're defending and can't get out of the base, etc etc etc. Of course you can almost always just target lane-creeps instead of you have to, so on second glance I feel like it's not quite as nice an ability as it appears. But otherwise if you want to EMPHASIZE the minion-master aspect of the hero, it really just feels like a "screw-you" because it counts against your total minion number.

Here's an idea- why not just make Holy Persuasion self-castable to cast Summon Convert's effect? Basically you can target a creep to take control of it, or target Chen to just SUMMON A CREEP instead. Bam- and like that I've reduced the number of ability of abilities that need keybinds by 1.

Also, I am DEFINITELY coming back to talk more about this in Part 2, when I discuss Facets, because I feel like this ability is a good opportunity for an alternative playstyle.

4) Hand of God
Chen's ultimate, which is certainly powerful under the right circumstances. Omniknight, for comparison, spent several YEARS with a ~55% winrate and never got nerfed because his abilities just made every else so much better but never attracted attention the way a kill-spree PA or $6-million-dollar Echo Slam Earthshaker did.
Anyhow, the ability is mechanically fine, and it's nice that it has both an instant-heal for allies that are in danger RIGHT NOW as well as a Heal-over-time for people who may take damage in the future, but it doesn't FEEL like an ultimate to me. As I alluded to earlier, Chen is much more well known for Holy Persuasion. And secondly, this is a REACTIVE ability, which always feels weaker than proactive abilities, because you need to wait for your enemy to move first, effectively ceding control of the engagement to them on some level. It also just doesn't feel terribly interesting to me.

I would rather bootstrap this effect onto the passive-heal-aura ability. So for example, you have the passive aura, and then you can also cast the ability on a target to give them something like 4X the auras effect for a few seconds, and then the aura shuts off while the ability is on cooldown. We can debate whether or not to make the ability universal in some capacity, but even just have the range at Tier 4 be equivalent to something like Sniper's ultimate would be a nice, long-range heal/save effect.


So what, then, do we replace Chen's ultimate with?

Well....
....
*deepbreath*

IfeellikeChen'sultimateshouldletyoutakecontrolofanenemyhero!

There, I said it- it's out in the world now.
There are abilities that let you copy the enemy (Rubick, Morphling) or turn the enemy team against itself (Winter Wyvern), but there's nothing quite like this in the game. And to be fair it is a SUPER POWERFUL effect, so I can understand why Valve has been reluctant to go this far. In an instant it can turn a fair 5v5 matchup into a 4v6, where the enemy is outnumbered by 50%. It can turn a 2v1 gank into a 1v2 countergank. Its potentially Rubick's ult, Morpling's ult, and some form of Movement CC (Batrider's Lasso, for example) all rolled into one.
To be generous it would be... tricky to balance (aka a nightmare). Even with certain limitations, such as if Chen dies then the effect ends, so for a brief period you'd trying to micro 2 heroes, I can see if being very swingy. I'd like to see it attempted, at least for a while, though, because I feel like this ability alone could make a lot of people who had written Chen off entirely give him a second look. If only for the chaos.

If the above ability is impossible to balance at any level of duration and cooldown, there are alternatives that are still in the same vein. For example, what if Chen's ult didn't give you full control of the enemy but instead swapped Allied and Hostile designations for all their attacks abilities for the duration? Basically for however long Chen's ability lasts, your helpful abilities target and act on the enemy and your harmful abilities and attacks hit your own allies. A Kunkka or PA who's not paying attention suddenly finds their splash damage hitting their own teammates, or a Sandking or Warlock who's about the bring down the hammer suddenly finds themselves dropping instead death (and stuns!) on friendly heroes and creeps.
It's the kind of thing that can be mitigated with skillful gameplay, since the best reaction would be to stop doing anything and just run away. But even at it's worst it take an enemy hero out of the fight for several seconds and is viable to target both enemy carries and big-teamfight-ult supports. And if you get lucky and land it on someone who's playing braindead auto-attackers, you punish them for it. Which is always good and hilarious.



So yeah, that's Part 1; let me know what you think so far, or not. Part 2 to follow, either sometime tonight or any anytime in the next week, whenever I feel the motivation.
Last edited by Deepbluediver; Jun 23, 2024 @ 3:18pm
< >
Showing 1-12 of 12 comments
Artek [General] Jun 23, 2024 @ 5:52pm 
Taking control of enemy heroes is a horrifying concept. We already entered a stage where Valve realized that taking away player's control is inherently not fun and nerfed all the stuns.
This is basically a stun, but on steroids. Nobody wants to see their hero doing the exact opposite of what they're telling it to do.
Actually... This kinda exists in Wyvern's ultimate, i suppose?...

This can only work if it got a short duration - maybe like 4-5 seconds in which you can, uh... Cast ONE skill of the opponent for free mana and either not putting it on a cooldown at all, or putting it on a lower cooldown (maybe like half of the original).
Casted abilities are stopped once the enemy switches back to his team.
So: take control of an Enigma: cast blackhole, the process takes 2 seconds, so the blackhole exists for 2 seconds that remain, and goes on halved cooldown - so that enigma can't use it again right now, but can use it very soon after.
OP thinks Dota 2 developer listen to fan made hero rework ideas when they ignore the ones from their own dota 2 dev forum
Deepbluediver Jun 24, 2024 @ 5:34am 
Originally posted by Artek General:
Taking control of enemy heroes is a horrifying concept. We already entered a stage where Valve realized that taking away player's control is inherently not fun and nerfed all the stuns.
This is basically a stun, but on steroids. Nobody wants to see their hero doing the exact opposite of what they're telling it to do.
Actually... This kinda exists in Wyvern's ultimate, i suppose?...
I know it would be a big deal- I feel that I admitted as much. That's why I'm willing to entertain and even suggest alternate options.

Also, Valve made a big deal about nerfing all the stuns, but it I honestly didn't notice much about the actual impact in-game. It certainly FEELS like there are still plenty of long stuns, as well as tons of other CC. Things like slows, disarms, roots, silence, etc.

Think about other big teamfight ults, like Void when you can't react in any way for 4-6 seconds. Or being silenced (Silencer) as a support while some carry murders your health. Or struggling in vain to reach the enemy as a carry while Treant roots you through BKB. Is my suggestion really worse? At least it's only single target, unlike very other ability we both just mentioned.


Originally posted by ﷽﷽﷽﷽﷽﷽﷽﷽﷽﷽:
OP thinks Dota 2 developer listen to fan made hero rework ideas when they ignore the ones from their own dota 2 dev forum
What Valve listens to isn't my only concern, but I will say that after the first siltbreaker style even I made a big post with a long list of 10 items as to why DotA wasn't good for a PvE world-of-warcraft style event, and what Valve could do to improve on it in the future. And when the next event rolled around, nearly every single one of my complaints had been addressed.

Was I the only person in all of DotA to voice these concerns? Doubtful. But the more people that talk about them somewhere, the more likely someone who can do something about it will take notice.

And secondly, I just enjoy the conversation. Talking things out with fellow fans, seeing what their reactions and thoughts and ideas are. For me, the posting itself is enjoyable.
Here's my idea for a Chen ult. For 10 seconds, all enemy creeps on the map are dominated on your side and target enemy buildings/heros and at the least head towards the tower that's furthest pushed in a lane affected by debuff duration with a lvl 25 talent that increases duration. Idk what you get on lvl up, maybe just shorter cd

It would be very toxic to control people to grif their ults/spells


I do like the idea of a hero that turns friendly fire on. Imagine how big the shaker ult would be. He could take out 10 heroes at once!
Last edited by ʍolɟ ǝɥʇ ǝsɹǝʌǝɹ; Jun 24, 2024 @ 8:54am
Ann☆゚.*・。 Jun 26, 2024 @ 3:04am 
1. penitence: you want more damage? buy bloodthorn
2. holy conversion: giving charges makes chen able to rebuild his lost creeps instantaneously, after your team had just spent 10 spells to clear them, which seems not nice.
2.5 holy conversion: only one unit to control? that is rather lame, that we had to buy dominator just to get more creeps. also you had facets for that.
3. divine favor: you give armor, they take less damage. you give health regen, they heal themselves when otherwise cannot. so you get a hero/creep that can tank tower hits for example? that's neat. now all you need is to get your creeps near you.. nice i can just recall them all here while i sneak in the jungle, then i put divine favor to them, then... wow i can push tower! all i need to do after that is to stay in safe area and don't get caught.. for that i don't need divine favor boost for me isn't it because i don't get attacked in first place?
4. hand of god: control enemy hero > drop their items > delete them!!
personally i think chen is just fine. in fact if you wan't to buff him you buff the creeps.. let's say increase stormcrafter mana capacity. that would be one hell of a buff.
1KFSEA Jun 26, 2024 @ 3:49am 
Originally posted by Deepbluediver:
Inspired by this thread: https://steamcommunity.com/app/570/discussions/0/4355625041397969270/?tscn=1719167892
Chen has been on my mind today, in particular how he seems to be a criminally underutilized hero, with an attrocious pub win-rate and a middling-at-best presence in the current meta pro-scene. In other words, he seems to pretty much be a non-factor in all levels of DotA.
And while I don't agree that he's "completely useless", I do think he's overly-complicated for what he brings to the table, could benefit from a rework that gave him more focused and distinct builds. I'm not going to try and propose a complete fix, but I'm going to talk through some of my thoughts. I invite anyone and everyone to respond to any particular piece of it that sparks your interest.

Full disclosure, once upon a time when I was first learning DotA, I tried to GIT GUD at Chen. Because even way back then he was an unpopular hero and I played a lot of support and the latent hipster in me just HAD to be different. But it didn't work out and I haven't touched the hero in absolutely ages, but I probably HAVE played at least slightly more Chen than your average pubber, is what I'm saying.
Anywho, this will be a somewhat rambling post, probably divided into (at least) 2 parts to avoid scaring away people with a MASSIVE wall of text. So without further ado....


PART 1
To start off, lets talk about Chen's abilities. He's got 4 (and a half-ish) actives; in a meta where you can also play as WK with a single active ability. So are all those buttons that you need to press worth it?

1) Penitence
It's a basic debuff, albeit not one that seems incredibly powerful. The fact that its an indirect buff to allies (from the pseudo-attack-speed) is nice for a support, if a bit of an odd mechanic. If you want Chen to really lean into the whole "army of creeps" thing though, I feel like there are better ways this could be implemented. Instead of the weird attack-speed thing, what if it added a flat bonus damage to all attacks against the target? So while in theory it benefits a high-attack-speed allied hero, what it's REALLY strong with is a lot of otherwise week enemies all ganging up on the target at once. Exactly the kind of thing Chen is supposed to specialize in.
Oh and it also boost Chen's attack-range against that target, just the first in a LONG list of abilities-with-multiple-effects that this hero has.

2) Holy Persuasion
This is Chen's namesake ability, the thing that he's known for above all else, even more than his ultimate (more on that later). I think it's sort of like Undying in that way, in that his Tombstone is way-more well known and understood, and IMO more interesting, and is effectively a level-1 ult, compared to his actual ultimate which just boosts his attack damage and effective HP pool.
It's also the thing that turns the most people off from Chen I feel, because when utilizing 4 creeps AND a hero with a whole host of active abilities, that is a LOT of buttons to push. Sometimes Chen is compared to other micro-heroes like Meepo or BM or PL, but the critical difference there is that those heroes either have minions/clones that all function identically, and/or don't suffer to much from effectively being left on auto-pilot.
Chen, by contrast, has to continuously tab through DIFFERENT creeps looking for that one particular ability. All the while trying to keep both your hero and your horde of dozy minions alive, so as to avoid feeding more resources into the waiting mouth of the enemy.
And also Chen is potentially super-powerful enough to justify repeated nerfs, but also we need to boost minions with all kinds of unique "minimum HP" effects because past mid-game they are basically trash to every other player? So something like just a flat 30% HP boost would be to powerful but at the same time we don't want players avoid lower level minions like the plague? It's just weird.

I'll talk more about alternatives later, but for the meantime one interesting way I think to modify that ability would be to give it Charges, with more powerful creeps requiring more charges. So you can have either a whole host of weak minions or a few strong ones, whatever you prefer.
These charges are utilized when you take control of a creep, but they aren't used up- when the creep dies you get all those charges back. And in addition to having the ability grant you a certain number of charges at each level (for example 2/4/6/8) you also gain extra charges for every kill and assist. This encourages active gameplay (something Chen sorely needs IMO) and give the ability a way to continue to progress organically past Tier 4, without it being OP if you max it first.

3) Divine Favor
Holy excrement this ability is a clusterfudge.
It grants an HP regen aura (which is new? what patch was that added in? I don't remember ever seeing it before yesterday!), you can cast it on allies to boost their armor and the healing they receive, BUT if you cast it on Chen then instead all his creeps are TP'd to him. So that's 2 VASTLY different active effects, and a passive, all on one button. It's like Valve wanted to give Chen 8 different abilities, but ran out of keys, so they had to MacGyver multiple things onto one level-up choice.

Lets talk about the TP first, because that's the oddest duck out of the bunch. I guess it's meant to return Chen's minion-army if they are split pushing, but most Chen-builds utilize aura-items, which are only effective if his creeps are close to him. And also passive-split-push builds (lycan, PL, etc) aren't as common as they used to be, so this feels partly like a relic of a bygone meta. And don't forget that the TP is canceled if they take damage (who takes damage? the creeps or chen? actually nevermind- if Valve didn't care enough to make it clear in the ability text, then I don't care enough to go test it out).
I feel like this ability would have a lot more effect utility if you could send your creeps AWAY from Chen instead. Make it a channeled ability, with the same rules as TP boots, so Chen can send his creep-army to defend a tower while he's elsewhere, or unexpectedly drop them in a lane that the enemy thought was safe to push it out and force your opponents to respond.

Now, on to the regen part- I have no objection to the passive regen aura; it's a nice in-lane buff. The ability to cast it on an ally to boost their armor and HP regen is also nice, but like most of Chen's kit it feels overly complicated. It's 2 separate effects- the armor is plain and simple but the extra HP-regen-and-healing-received is a weird roundabout way of doing things. I guess it's so it combos with Chen's other abilities or items, but again the hero is ALREADY very complex. Put this kind of effect on a simpler hero, and maybe just let Chen have a fire-and-forget buff. Perhaps replace the healing-boost with magic-resistance, so its effective against ALL damage and not just certain heroes.
And also Chen can't cast it on himself, because of the aforementioned TP effect, so it feels kinda like a ♥♥♥♥-move that only exists because of the overcomplication in the first place.

2.5) Summon Convert
This is the "half" ability that I alluded to earlier, since it's linked to and levels up with Holy Persuasion. I guess when looked at one way, it's a nice benefit so that you don't have to spend QUITE so much time AFK in the jungle, collecting creeps, or if you're pushing and all your creeps do you don't need to back off, or if you're defending and can't get out of the base, etc etc etc. Of course you can almost always just target lane-creeps instead of you have to, so on second glance I feel like it's not quite as nice an ability as it appears. But otherwise if you want to EMPHASIZE the minion-master aspect of the hero, it really just feels like a "screw-you" because it counts against your total minion number.

Here's an idea- why not just make Holy Persuasion self-castable to cast Summon Convert's effect? Basically you can target a creep to take control of it, or target Chen to just SUMMON A CREEP instead. Bam- and like that I've reduced the number of ability of abilities that need keybinds by 1.

Also, I am DEFINITELY coming back to talk more about this in Part 2, when I discuss Facets, because I feel like this ability is a good opportunity for an alternative playstyle.

4) Hand of God
Chen's ultimate, which is certainly powerful under the right circumstances. Omniknight, for comparison, spent several YEARS with a ~55% winrate and never got nerfed because his abilities just made every else so much better but never attracted attention the way a kill-spree PA or $6-million-dollar Echo Slam Earthshaker did.
Anyhow, the ability is mechanically fine, and it's nice that it has both an instant-heal for allies that are in danger RIGHT NOW as well as a Heal-over-time for people who may take damage in the future, but it doesn't FEEL like an ultimate to me. As I alluded to earlier, Chen is much more well known for Holy Persuasion. And secondly, this is a REACTIVE ability, which always feels weaker than proactive abilities, because you need to wait for your enemy to move first, effectively ceding control of the engagement to them on some level. It also just doesn't feel terribly interesting to me.

I would rather bootstrap this effect onto the passive-heal-aura ability. So for example, you have the passive aura, and then you can also cast the ability on a target to give them something like 4X the auras effect for a few seconds, and then the aura shuts off while the ability is on cooldown. We can debate whether or not to make the ability universal in some capacity, but even just have the range at Tier 4 be equivalent to something like Sniper's ultimate would be a nice, long-range heal/save effect.


So what, then, do we replace Chen's ultimate with?

Well....
....
*deepbreath*

IfeellikeChen'sultimateshouldletyoutakecontrolofanenemyhero!

There, I said it- it's out in the world now.
There are abilities that let you copy the enemy (Rubick, Morphling) or turn the enemy team against itself (Winter Wyvern), but there's nothing quite like this in the game. And to be fair it is a SUPER POWERFUL effect, so I can understand why Valve has been reluctant to go this far. In an instant it can turn a fair 5v5 matchup into a 4v6, where the enemy is outnumbered by 50%. It can turn a 2v1 gank into a 1v2 countergank. Its potentially Rubick's ult, Morpling's ult, and some form of Movement CC (Batrider's Lasso, for example) all rolled into one.
To be generous it would be... tricky to balance (aka a nightmare). Even with certain limitations, such as if Chen dies then the effect ends, so for a brief period you'd trying to micro 2 heroes, I can see if being very swingy. I'd like to see it attempted, at least for a while, though, because I feel like this ability alone could make a lot of people who had written Chen off entirely give him a second look. If only for the chaos.

If the above ability is impossible to balance at any level of duration and cooldown, there are alternatives that are still in the same vein. For example, what if Chen's ult didn't give you full control of the enemy but instead swapped Allied and Hostile designations for all their attacks abilities for the duration? Basically for however long Chen's ability lasts, your helpful abilities target and act on the enemy and your harmful abilities and attacks hit your own allies. A Kunkka or PA who's not paying attention suddenly finds their splash damage hitting their own teammates, or a Sandking or Warlock who's about the bring down the hammer suddenly finds themselves dropping instead death (and stuns!) on friendly heroes and creeps.
It's the kind of thing that can be mitigated with skillful gameplay, since the best reaction would be to stop doing anything and just run away. But even at it's worst it take an enemy hero out of the fight for several seconds and is viable to target both enemy carries and big-teamfight-ult supports. And if you get lucky and land it on someone who's playing braindead auto-attackers, you punish them for it. Which is always good and hilarious.



So yeah, that's Part 1; let me know what you think so far, or not. Part 2 to follow, either sometime tonight or any anytime in the next week, whenever I feel the motivation.

Its not hard to understand why. Chen was probably my best hero back in the day with visage. I haven't or barely played it in years. Why? well whats the point? Teams in any rank from (what i have found) divine 4 and down don't push and get objectives. Players prefer to farm, delay the game for whatever reason, usually for kills and farm or just a poor mind set.

Chen is a push hero, end the game early type of thing. Player's mind sets are different as many do'nt understand the win condition. So chen is a big risk to play as a support these days.
Yeah they nerfed zoo too hard. It's made games last reliably longer and simplified drafting strategies. Sith how hard going t3 hg is in the current state of the game, I'm pretty unhappy about it
Artek [General] Jun 26, 2024 @ 9:48am 
I think we could just double down on healing aspect. I don't mind that 2/4 of his abilities are healing related, I just wish said healing was more powerful. Having basically Grieves on 3 times the cooldown is kinda lame for an ult.
Deepbluediver Jun 27, 2024 @ 5:49am 
Originally posted by ʍolɟ ǝɥʇ ǝsɹǝʌǝɹ:
Here's my idea for a Chen ult. For 10 seconds, all enemy creeps on the map are dominated on your side and target enemy buildings/heros and at the least head towards the tower that's furthest pushed in a lane affected by debuff duration with a lvl 25 talent that increases duration. Idk what you get on lvl up, maybe just shorter cd
That's... definitely interesting. I think it would be difficult to balance both being actually useful and avoiding the "feeding resources into the enemy's waiting mouth" scenario, but it's fun to contemplate.

The idea of a mass-conversion ultimate is certainly something to consider though. Maybe with a longer duration but a smaller area. So if you have time and map-space you can stack a camp several times, then have it all charge out of the jungle at the enemy at once. Or if you need to defend a lane that's being pushed, you can turn an entire enemy wave back on itself.

I do like the idea of a hero that turns friendly fire on. Imagine how big the shaker ult would be. He could take out 10 heroes at once!
It would be absolutely hilarious, hahaha. A real rocks-fall-everyone-dies-armageddon-board-wipe moment.

Originally posted by Ann☆゚.*・。:
1. penitence: you want more damage? buy bloodthorn
Bloodthorn is like, a ~4500 gold item. It's not exactly an easy investment for a support hero with a single damage spell, and a lot of other buttons to push.

2. holy conversion: giving charges makes chen able to rebuild his lost creeps instantaneously, after your team had just spent 10 spells to clear them, which seems not nice.
You can still have a cooldown on the actual use of the ability; it was more about letting the ability grow organically. Right now Chen can max the ability before 10 minutes, but at the same time most creeps are cannon-fodder past 15 minutes. So it's like Valve is struggling to balance against a very narrow window, and that's why there are a bunch of features to set floors (not really buffs) for HP and movement speed.
With charges, even if you maxed the ability early you could only only control a group of weak creeps or 1-2 large creeps, but then as the game went on you could slowly control more and more strong creeps, and even eventually ancient creeps.

2.5 holy conversion: only one unit to control? that is rather lame, that we had to buy dominator just to get more creeps. also you had facets for that.
Yeah I definitely wanted to talk about this more; sorry it's taken so long for part 2. Work has been hella-busy this week.

3. divine favor: you give armor, they take less damage. you give health regen, they heal themselves when otherwise cannot. so you get a hero/creep that can tank tower hits for example? that's neat. now all you need is to get your creeps near you.. nice i can just recall them all here while i sneak in the jungle, then i put divine favor to them, then... wow i can push tower! all i need to do after that is to stay in safe area and don't get caught.. for that i don't need divine favor boost for me isn't it because i don't get attacked in first place?
I admit that I hadn't really considered the effect of using Divine Favor on the creeps themselves, but I still feel like it's an overly-complicated ability that's trying to do too much with a single button. If these are really all things that Chen needs, then we need to find a way to spread them out a bit and focus on balancing them 1-by-1.

4. hand of god: control enemy hero > drop their items > delete them!!
Also an excellent point- I had not considered destroying items when I made that suggestion. I would certainly be open to the caveat that you could use items but not move them from their slot, for balance.

personally i think chen is just fine. in fact if you wan't to buff him you buff the creeps.. let's say increase stormcrafter mana capacity. that would be one hell of a buff.
Part of the issue that, as I mentioned above, the balance-point for that seems to be very tricky. The second half of the problem that it makes Chen WAY more dependent on micro than almost any other hero, and I'm not sure if the power-complexity-balance tradeoff can ever be fully resolved, as it stands.

Originally posted by ʍolɟ ǝɥʇ ǝsɹǝʌǝɹ:
Yeah they nerfed zoo too hard. It's made games last reliably longer and simplified drafting strategies. Sith how hard going t3 hg is in the current state of the game, I'm pretty unhappy about it
Again, I feel like the balance-point has always been finicky, but since it really only affects a very small percentage of heroes, Valve has never wanted to expend a lot of resources making it more appealing. Which leads us to a chicken-and-egg scenario, where Valve doesn't want to waste time and effort on a niche playstyle, but at the same time that niche won't become widely popular until Valve makes it easier to integrate to a normal game.
I'd be perfectly happy if Valve put a little more TLC into creeps in general. Stuff like more active use of abilities, over-time scaling, possibly patrolling routes or more interesting lane-paths/variability, etc etc etc.

Originally posted by Smile:
Its not hard to understand why. Chen was probably my best hero back in the day with visage. I haven't or barely played it in years. Why? well whats the point? Teams in any rank from (what i have found) divine 4 and down don't push and get objectives. Players prefer to farm, delay the game for whatever reason, usually for kills and farm or just a poor mind set.

Chen is a push hero, end the game early type of thing. Player's mind sets are different as many do'nt understand the win condition. So chen is a big risk to play as a support these days.
Yeah, I'm with you there- I see it WAY to often that people take "I can't fight without being farmed" mentality as gospel. Except that it's not about your personal farm so much as your TEAM's advantage. Show up to a teamfight, throw out a stun or slow from the back ranks, get assist gold. 9 times out of 10 I'd say it's more valuable than killing another neutral camp

If you have a great laning phase, but then just piss off to sit in the jungle, all your doing is giving the enemy time to catch up. And your supports can't push alone when there's no pressure elsewhere because the entire enemy team can rotate.
But this is turning into a more general rant instead of just about Chen, so I'll stop there, lol.

Originally posted by ʍolɟ ǝɥʇ ǝsɹǝʌǝɹ:
Yeah they nerfed zoo too hard. It's made games last reliably longer and simplified drafting strategies. Sith how hard going t3 hg is in the current state of the game, I'm pretty unhappy about it
Again, again, I'm willing to admit that the balancing creep-control can be tricky, since most of the time they are meant to be cannon fodder. That's why you've got weird peusdo-buffs with mechanics seem almost nowhere else, such as "minimum HP". Because the ability, if maxed first, is OP, and if maxed last, is UP, and there's barely any middle ground.
That's why I think it would be easier to switch to a more easily understood percentage-based (+25% HP, or something like that) system, but have a different way of limiting
how many and what power creeps Chen can control.

Basically, lets say that the max level of creep that you can control is tied to the tier (point in) Holy Persuasion, but you also need 1 charge per creep-level, and the ability itself only gives you 1 charge per tier. But you get more charges from every kill and itself. So if you put 1 point in Holy Persuasion right out of the gate, you can control one level-1 creep. A second point lets you control level 2 creeps, but you still only have 2 charges, so you have a choice between two level-1 creeps OR just one 2nd-level creep. Alternatively if you leave it at level 1 but move around the map using penitence to get assists, you could have a whole bunch of charges but all your creeps would need to be level-1. You see where this is going, I think.
That way even if you maxed the ability as fast as possible, you can only get one strong-ish (medium or large creep) until you start earning more charges from fighting. BUT, then as the game progresses, (and assuming you're doing decently) the ability continues to scale, with every fight adding to the number and strength of creeps you can control. All without needing further buffs from talenst, shards, etc, which frees up those resources TO DO OTHER THINGS.

[as written, the above suggestion is not balanced- there aren't enough options of level 1 and 2 creeps on the map to make it viable, for starters; its just for illustrative purposes]

Originally posted by Artek General:
I think we could just double down on healing aspect. I don't mind that 2/4 of his abilities are healing related, I just wish said healing was more powerful. Having basically Grieves on 3 times the cooldown is kinda lame for an ult.
Chen really does have a LOT of healing- in a game where Valve mostly tried to avoid dedicated healers (because it doesn't want stalemates where 2 groups of unkillable tanks square off) Chen has basically 3, once you add in his Scepter ability.
Martyrdom is yet ANOTHER mechanic (sacrifice a creep to heal a target) that I would classify as "mechanically interesting but tricky to use". It's the kind of thing I might stick on a hero who otherwise had pretty simple abilities, but not on Chen who already has so many buttons, HP bars, and cooldowns to keep track of. It's like you're driving a stick-shift race car, and now every time you want to activate the nitro-boost you need to solve a rubick's cube. If you're racing a guy in an automatic, your car might technically be faster but he's only got 2 buttons to push, lol
And from the matches I watched last week, Scepter doesn't seem to be a popular item on Chen, which isn't ideal for any hero, but especially not a support.



ANYWAY, thank you all for your input- I'm glad that people take at least a passing interest in this sort of thing. I'll try to get the the rest of my thoughts posted today, so y'all can hopefully see me start to tie some of these suggestions together.
COMING SOON: Facets, Talents, and Scepters!
Last edited by Deepbluediver; Jun 27, 2024 @ 7:54am
Deepbluediver Jul 2, 2024 @ 9:12pm 
Hey all, I do apologize sincerely for the delay in getting around to posting part 2. I’m sure all 3 of you who are interested in this topic are eagerly awaiting it 😊
Anyhow, without further ado, lets dive right in and start with…

TALENTS (mostly ‘cause they are easy)
I don’t have a ton of specific comments here at the moment, except that I really feel like Chen’s talents are a missed opportunity for helping to differentiate builds. Right now Chen has only the 1, but you can definitely see in some heroes how several talents that all buff one ability, or you can definitely see a set of talents geared towards some conceit, like tanking/survivability, damage dealing, or support.
Chen’s level 10 talent is a choice between a buff to Penitence’s damage, and a cooldown reduction on Divine Favor’s teleport. Aaaaaand Dotabuff tells me that 90%+ of people take the damage buff. Which strongly supports my previous comments that’s there’s hardly ever a real good reason for Chen to be separated from his creeps. Especially not so often that the cooldown-reduction is worth taking.
The only other comment I have at this time is that the level 25 talent is a choice between a buff to Hand of God healing amount, or that the ability applies a strong Dispel. Of the 2, I think the dispel is tactically more interesting, and could be quite nice throughout the early and mid game. It’s a pity that most matches end with only the mid, and maybe the hard-carry ever getting that high level. Almost certainly never a hard-support, and even if the game drags on that long, most carries will already have ways of dealing with debuffs, etc. This is a feature that I would love to see swapped to something else, like a lower-level talent or maybe Chen’s shard.
Next up on the agenda…

Stats! (and itemization, a bit)
Did you know that Chen is a Universal hero? I didn’t. Mostly because there’s almost zero reason for him to be, and no benefit derived from it. If you told me that a committee at Valve was sitting around, wracking their brains for heroes to fill out the Universal roster with, and someone said “he lets use Chen because it won’t have any effect whatsoever on his gameplay and no one will ever notice” I would believe you 110%, no questions asked.
I’ve never seen a Chen go tank (Strength), and there’s not really anything in his kit to make that viable, heals notwithstanding. And the only Agility builds I’ve seen are because someone randomed him and didn’t want to deal with all the micro, so they just went right-click-nuke, trying to make the best of a bad situation.
Anyhow, nearly all of Chen’s most popular items are aura-based, and boost things like Armor, or Regen, or give you lifesteal (Vlad’s), bypassing Str, Agi, & Int entirely. And many of the best items for Universal heroes are those that boost all stats, like Skadi… except Chen isn’t a right-clicker. Or maybe Scepter… except that’s not a popular item on Chen. Or the S/K/Y trio… still not a right-clicker, or much of a nuker. Or Dagon…except that Chen already has to many buttons to push. Or maybe (what else builds from ultimate orb?) Lotus orb, maybe… not bad but again it’s yet-another button to click in combat, on an already complicated hero. Linken’s sphere… again not bad, but Chen likely has other sources of regen, and it’s expensive on a non-core hero.
In fact the only all-stat item that I can think of that really syncs with Chen’s kit is Holy Locket. And that’s sort of small-potatoes in the course of a whole game.
Going back to Scepter and Shard for a minute, I really do think adding Strong Dispel to Chen’s shard would be a nice change, especially if instead of dropping on Hand of God(his ultimate) it added to a non-ultimate ability instead. Either moving Hand of God to non-ultimate status when we replace it with something else, or adding it to Divine Favor/Penitence as part of the buff-effect. And we can move the control-ancient-creeps to a talent or something (maybe the level 20 talent) and it’ll be part of the more organic charge-based scaling for Holy Persuasion.
Moving on to Scepter, as I said it’s unpopular. Largely, I think, because the effect is both complicated and un-interesting. It gives your creeps the Martyrdom ability, so you have YET ANOTHER button to push in combat, and adds a third heal to Chen. In a game that normally doesn’t like healers.
Oh and also it makes the HP-regen aura from Divine Favor global for your allies, but by the time you get Scepter, I doubt most people will even notice. Passive auras tend to be at the their strongest early on (like CM’s was before they nerfed/reworked it), and by the time any Chen gets Scepter, most of your allies will probably have more HP regen just from their stats.
So what to replace it with? Well, if we can condense and simplify some of Chen’s other abilities and free up on key on hotbar, I think this would be a good place to add a new ability (because lets face it, Chen is always going to be complicated so lets just lean into that, so long as at least SOME of the complexity is a choice).
This can be our new Divine Favor ability, which as I described before should have the ability to both recall Chen’s creeps to him as well as send them away from him, with the same rules as TP boots. I think having the “drop creep army into an empty lane to push” feature is less OP when it’s shackled to a 4k+ gold item.

Miscellaneous
I wasn’t sure where else to drop this, but one of Chen’s abilities (Holy Persuasion I think) gives you gold as if you killed a creep when you convert a creep. But I don’t think farming gold is really Chen’s problem though, especially since often the best place for him to be is pushing an empty lane where he doesn’t have to worry about the enemy showing up and murdering all his creeps. I think a better version would be to give you the XP as if you killed a creep instead, since Chen is currently almost always the lowest/second-lowest level player in a match.
Alternatively, I would love to see some way to REDUCE THE BOUNTY on Chen’s creeps. As I’ve alluded to several times, one of the biggest risks with Chen (especially late-game) is feeding the enemy with your horde. A level 10 talent that was something like “the gold bounty on Chen (who is often a slow, squishy support) is reduce by 30%; this effect is doubled on minion’s controlled by Chen”, would be really nice, IMO. It would definitely appeal to people trying to learn the hero, but that’s OK because there are already plenty of talents that make a hero simpler or more complex, or favor one sort of playstyle or skill-bracket.

Facets
Moving on, I save the juiciest bit for last because this is where I think we can make some real qualitative changes to Chen.
I was surprised when I first saw the DK had 3 facets, because I thought all heroes would just have 2. So you can imagine how double-surprised I was to see that Chen had >>5<< facets! ….
Except both DK and Chen suffer from the same lack of creativity in design, in that all of their facets are just slightly different flavors of the same thing. For DK it’s splash damage and riders on his attacks, for Chen it’s summoning 1 different kind of creep.
Except it’s not even a specific creep- the ability it gives you has a chance to summon the largest creep with an active ability (usually the preferred one, I assume) or the lesser creep with the aura. Because being able to summon one specific creep at any time to your side was just too OP? (I have to say, I’m not buying it, Valve.)
Also, why are Wildwings & Golems not in the rotation? Did something think that 5 facets was fine by having more was just ridiculous?
So I want to reduce Chen’s facets back to, with one of them being Holy Persuasion, as described elsewhere, for everyone who wants to go full-in on the creep army. And the second Facet will be Summon Convert, so we retain a little of Chen’s flavor but it creates a whole new build, one in which the player can focus on Chen and doesn’t have to worry nearly as much about the micro.
I would also love it if this new version of Summon Convert allowed you change which minion you could summon over the course of the match, but toggling around the ability somehow (sort of like how Brewmaster’s Brewed Up allows you to swap between different buffs). Ideally in my mind Valve would come up with some custom creeps, so that “Centaur convert” (just a recolor of an existing model that isn’t that much work) had both the Centaur Warstompers stun and the other Centaurs armor aura. Most of the medium and large camps follow a similar pattern- one type of creep with an aura an a second type of creep with an active ability, so honestly meshing them seems like a no-brainer.
And since Wolves are currently the least popular facet, lets just say that all of the “converts” are versions of the large camps. That way we don’t have to worry about golems either, and we can add in wildwings and the pinecone people (who’s actual name I can’t be bother to look up right now).

One final thing- in order to have the creep scale decently without needing to buy a bunch of aura items (since we want a DIFFERENT build than normal) I think it should scale in line with Chen’s stats. Chen’s Strength makes it tougher, agility makes it hit harder/faster, intelligence reduces it’s ability cooldowns, etc. (which makes it a bit more like an illusion than a minion but DotA has done weird things before, anyhow…) And that way Chen might actually have a reason to value his Universal designation, and you can end up with a hero who’s a bit like LD or Enchantress- mainly core on themselves while occasionally leaning on a fairly powerful creep for backup.


Whew, that’s a lot. I’m going to stop here for now, and try to get back to this with a part-3 where I tie it all together with a more succinct summary of the changes I suggest, and less of the scatterbrained sidenotes about why I’m doing something or what pet-peeves me off.
With any luck I’ll get my part-3 up before Act 3 for crownfall drops, lol.
Taweret Jul 2, 2024 @ 9:58pm 
Im proud owner of all chen skins and chen is some of my best winrate heroes. i usually max q and e, since chen is universal hero he gets pretty sweet bonuses from bracers and you can harass opponents on lane, they just dont expect that you can hit them hard. in late game i usually go shard and try to rat with ancient creeps, always splitpushing with them. gleipnir isnt bad idea on chen either since he gets attack speed buff, then manta, shadowblade to better rat, and maybe bloodthorn to keep them down.
Overfrost! Nov 10, 2024 @ 8:50pm 
I also agree that Chen needs a rework. But I want to be more objective on this matter, and avoid too many changes.


I feel like these are the key aspects of Chen:

1. Controlling multiple creeps.
This can't go. I know I've said to myself over and over something like "dude, if you want to control creeps that badly, use Enchantress, she's just way better than Chen." But even then, I haven't really played Ench, and always pick Chen when I want to control creeps. So yeah, very defining aspect here. Can't go away.

2. Buffs and heals.
This isn't really pronounced for the hero. And similar to above, I've analyzed the numbers on all of his abilities other than Holy Persuasion. What I learned was, of course, not shocking at all. His Q only slows by that much, only good at the buff aspect, but then, the buff is very narrow, only affecting those attacking that target. His E has changed many times, but when it only was a passive ability, its numbers are pretty low, AND IT EVEN GOT NERFED. I was shocked as heck, this ability already has poor numbers, and it got nerfed? Like, wut? His R has the same issue, or a severe one for that. The numbers so damn low, it's like clicking a Mek, but global, BUT IT HAS A WHOPPING LONG ASS COOLDOWN. Like, screw it, why it needs to have that long of a cooldown on top of being weak. The thing is most likely gonna heal one hero or two for full value, then regenerates like three or four heroes for full value. Meanwhile, Zeus ult is the opposite of this ability, and it mostly do 100% value, plus it reveals the map a bit, reveals invis heroes, disables blink daggers for 3s (which can be huge).

Ahem, so, point 2 is also his key aspect. Let's keep it there. Also, aside of having Centa creeps, there's the line of having neutral creep auras and having them sit idly somewhere near teamfights. Those auras are pretty wide, they have 1200 radius if I'm not mistaken. This also contributes to this point of his main aspects. Don't forget that Chen pretty much buys aura items, so yeah, more buffs.

Now, let's get to the abilities.


Holy Persuasion

The spell still does the same thing, take control of a creep, but with these gimmicks instead of the old ones:
a. The converted creep is always healed to full HP and full mana.
b. Its movement speed is set to 320/340/360/380, and HP to 500/600/700/800. (Higher HP gets lowered. No bonus to damage.)
c. It becomes ancient. So, it can't be converted again by Chen's enemies (except by Helm of the Overlord). Devour can't target it unless it can target ancients. And various creep instant-kill effects can't kill it instantly.
d. No matter how it dies, its gold and XP bounty 100% goes to Chen, wherever he is on the map. But if Chen is dead, he doesn't receive the XP, only the gold. This no longer applies if the creep gets converted by Helm of the Overlord.

Max number of creeps and max creep level that can be converted remain the same. Cast range remains the same. But mana cost goes down to 90/100/110/120, and cooldown to 15/14/13/12 seconds.

Can be targeted on Chen to instantly teleports all units converted by Holy Persuasion to his location.

That makes his creeps less powerful, but has different upsides like allowing them to die with no drawbacks and disallowing enemies to easily remove them. The fun of having a neutral creep army, and the nightmare of controlling multiple units still exist, but with less power and also less headache.

Making this spell turns the creep into ancient also helps differentiate Chen with Enchantress. With this change, one can say that Chen's creeps are special, they can't be Midas'd, Mind Flaring them won't kill them instantly, etc. This kind of thing already exists in the game in the form of Chaos Knight illusions. Phantasm is pretty much the same as Naga Siren's Mirror Image, but CK can make strong illusions instead. In Chen's case, Chen converts creeps and turns them ancient, which is not what Enchantress can do.


Penitence

This one also remains the same, debuffing a single enemy by shooting a white magic. However, what the debuff does changes. Now it applies Break, Leash, and Muted to the enemy for 1/1.5/2/2.5 seconds, and all attacks directed at it can't miss. The spell also deals 90/135/180/225 pure damage when the magic hits. Mana cost is increased to 110/120/130/140 and cooldown is increased to 17/16/15/14 seconds.

The spell can also be targeted at units controlled by Chen (not necessarily through Holy Persuasion), except for heroes (i.e. illusions) and creep-heroes (for ability draft). Doing so will kill the target at the moment the magic hits it, denying the unit if it's not a creep from Holy Persuasion. When the creep dies this way, replenish Chen's mana by 110/165/220/275.

The idea behind that is to punish annoyances. Pesky passive? Broken. TP in front of your face? Leashed. Want to Manta? Muted. Random high ground misses? Can't happen. Magic resistance? Pure damage.

As for killing your own units, the reasoning behind it is the inability to choose which unit to replace in your "army". How it works right now is that the earliest converted unit get replaced when a new one joins and there's no room left. But how the heck do I know which one is the earliest one, amidst all the chaos that is Dota?


Divine Favor

Completely reworked. Now is an active ability without any passive component.

Targets an allied unit. If targeting self, heal self by 100/160/220/280. If targeting another unit, heal Chen and that unit by 75/120/165/210. If the target is a creep, completely heals the target (Chen is still healed by the smaller amount).

Cast range is 800. Mana cost is 100/120/140/160, and cooldown is 22/20/18/16 seconds.

Has some synergy with the new innate (down below).


Hand of God

Still does the same thing, except that it no longer grants regeneration. This spell also resurrects dead allied creeps within 1500 radius from Chen, and fully heals the ones that are alive. Lane creeps and any creeps that were permanently controlled by any allied player get resurrected. Creep-heroes are unaffected. Neither are siege units.

Heals heroes for 200/275/350 plus 5% of their maximum HP. Also applies basic dispel to all affected units (heroes and creeps). Mana cost is unchanged, cooldown is 110/100/90.


Unwavering Faith (new innate, replacing the current one)

This innate is a passive with this effect:
- Whenever Chen heals a hero excessively, the nearest allied hero from that healed one gains an all damage barrier equal to 60/70/80/90% of the excess healing. Has global search radius. Barrier lasts 6 seconds and stacks independently.

Levels up with Hand of God.

This innate fixes the problem with overhealing. Healing a unit exceeding their maximum health still has some value with this innate.


Aghanim's Shard

- Increases the HP set by Holy Persuasion by 600.
- Allows Holy Persuasion to target ancient creeps.


Aghanim's Scepter

- Grants a new passive ability, Guidance.
- Increases Holy Persuasion creeps' ability levels by 1.


Guidance

Every positive aura that affects Chen also affects all allied units in the map.



Well, this has been lengthy. Thank you for reading.
Last edited by Overfrost!; Nov 10, 2024 @ 8:53pm
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jun 23, 2024 @ 3:00pm
Posts: 12