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SiEgE May 3, 2016 @ 1:11am
Balance in all things(Heroes)
1.16 situation:
- AM - After the recent patch, he became the best melee hero. Too much damage, considering his strenght is only supposed to be in mana burning. Maybe make Q to only make around 20-50% damage when not burning any mana?
- Bloodseeker - Too much healing, too much damage bonus(especially when stacking Q+E).
- Phantom Assassin - Too much evasion makes her the best choice possible, when you just want to win the game by pushing early. Reduce evasion down to 35%.
- Bounty Hunter - Q deserves longer cooldown, or damage reduce, because it carries him through the starting and mid phases of the game with no sweat.
- Magnus - Still has this OP cleave, especially taking in consider Sven already got his Greater cleave nerfed.
- Tiny - His Aghs cleave is way more stronger, considering it's aoe, should be nerfed too.
- Dragon Knight - Same problem with his ulti's splash attack. Should be reduced by aoe and damage.
- Tusk - Deserves a buff. Lower cooldown on ulti and greater damage with each level. In compare with Wraith King's new crit, Tusk's ulti just pales into insignificance.
- Centaur - Remove Return's damage effect on mega towers.
- Bristleback - Increase the "damage from rear to activate quells" twice or more.
- Axe - Since his skill is now Pure, make his Battle rage only lifesteal for 5% - 7% of damage, but increase the Berserker's call's duration twice or more.
- Pugde - Reduce E's magic resistance to 2xVanilla, and make stat growth 0.15-0.20 per creep. His total strenght growth right now is outrageous.
- Night Stalker - Give Balanar a Vladmir's Offering style aura for up to 35% more damage, but only during night.
- Spirit Breaker - Reduce Q to 8 second cooldown; Reduce E cooldown down to 0.2; Reduce ulti cooldown for 30 seconds, and\or give it charges(like Bloodseeker's new aghs).
- Enigma - Return vanilla damage of E spell, but apply the damage limiter.
Last edited by SiEgE; May 3, 2016 @ 2:02am
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Showing 1-15 of 22 comments
Diellan  [developer] May 3, 2016 @ 7:50am 
In general, these are good ideas. I agree with AM, Bloodseeker, Magnus, Tiny, DK, Axe, Pudge, SB. I don't know about Enigma (I haven't looked at him since before I was a dev). In regards to PA, this is a more systemic problem than just her, and it's more likely I'm going to give the mega towers accuracy or break or something. Bounty is in a fairly good place I feel, and doesn't the nerf. Centaur requires me to rebuild Return, since just changing attributes on his passive doesn't seem to work (I've tried).

Bristleback and Night Stalker - What're your motivations?
SiEgE May 3, 2016 @ 8:39am 
Originally posted by Diellan:
Bristleback and Night Stalker - What're your motivations?
Bristleback just quells all over the place, not because of W, but also because of E.

Balanar's BAT is slower than the standard 1.7. Also, this 90 attack speed bonus only works during night, so, that means, for atleast half of the game he will just roam around, not being affected by it at all. Also, his team may also like the aura(since, Darkness is no longer the tactical thing one may pick Balanar for).

Originally posted by Diellan:
In regards to PA, this is a more systemic problem than just her, and it's more likely I'm going to give the mega towers accuracy or break or something. Bounty is in a fairly good place I feel, and doesn't the nerf. Centaur requires me to rebuild Return, since just changing attributes on his passive doesn't seem to work (I've tried).
Wow.. actually, break on mega towers would also remove Centaur's passive.. I have a feeling, this is the right way. Or give Ancient the Break applying aura.
I'm not saying you should nerf BH to the ground. Just remove around 25-75 damage from Q, so he won't clear waves by cd.
Last edited by SiEgE; May 3, 2016 @ 8:44am
Vaxxvirus May 4, 2016 @ 5:49pm 
Originally posted by Siege:
I'm not saying you should nerf BH to the ground. Just remove around 25-75 damage from Q, so he won't clear waves by cd.
A simple way to help BH would be to add some way to see how much gold your team has gotten from your passive. I think that would show how truly strong he is on a team. Like a tooltip saying how much gold he's gathered from his bags. He doesn't really need to be that great on his own.
Diellan  [developer] May 4, 2016 @ 10:03pm 
Hm. I might be able to do that...
Vaxxvirus May 5, 2016 @ 7:58pm 
Originally posted by Diellan:
Hm. I might be able to do that...
I just think it would make some realize that his value on a team, much like vanilla, is his gold contribution and ability to deal serious damage to single targets with Jinada.
Vaxxvirus May 5, 2016 @ 9:46pm 
Brood, guys. Build up an army of spiders, solo bosses.
SiEgE Jun 20, 2016 @ 5:56pm 
Slark and Venomancer deserve a good butt whooping with a nerf hammer.
Even with MoM, Slark can easily sustain with his E, getting hundreds and hundreds of agi, getting more damage, attack speed and armor. 6 stat per hit is WAY too much. The best solution for now would be the way its done with Pudge - Increase 0.25\0.5\0.75\1 agi per hit. To compensate, increase duration for twice the time.
Veno hasn't been changed since the early days of the gamemode - OP, very damaging, solo-pushing, fast solo rapier from Rosh-Ogre on Easy. Poison melts bosses. All the durations should be reverted back to vanila(if they're not), all the bonus damage from skills shouldn't be greater than 150%.
Last edited by SiEgE; Jun 20, 2016 @ 5:58pm
DankBudd Jun 22, 2016 @ 5:05am 
Originally posted by SiEgE:
Slark and Venomancer deserve a good butt whooping with a nerf hammer.
yeah i agree about slark. although he can be a bit weak until he has a little atk speed to get his passive going. but once you have some stacks you can demolish waves, even without cleave (no cleave means more creeps to hit for more stacks).
venomancer is also super oppie. although he cant solo the skelly boss like slark can.

you talking about fighting rosh pit ogre with veno inspired me to try jungle venomancer.
in the last few patches i have found jungling to be very inferior to laning, you get less gold, you get less exp. (in older patches jungling actually gave more than the lanes)

but with veno its super quick.. seriously.. one atk with passive and the creep is dead.
just run around atking every jungle creep once (might need high lvl passive for the big red creeps) and you can farm the entire jungle per min as soon as you get a blink

i ended up with the 2nd highest last hits and gpm. (brood beat me in farm because she was also abusing jungle with her spiders)
DankBudd Jun 23, 2016 @ 8:04am 
here is a slark soloing TWO skeleton bosses with ease. (after he killed the first one the game crashed and now im posting this)
Oppie Fish
SiEgE Jun 28, 2016 @ 10:53am 
New Slark's 3rd skill balance is good. Slark no longer feels so OP during start of the game, while smoothly going into the late.
Venomancer's 2nd skill, on the other hand, feels slightly underpowered when playing Hard or Ultra.
The decent way to play Veno:
Buy: Orb of Venom, few Clarities, Ring of Basil, Gloves of Haste, Treads, Orchid...
Skillbuild: First wards, then poison(passive skill). Up em till they're maxed out. Then you can start with ultimate and Q.
Last edited by SiEgE; Jun 28, 2016 @ 10:57am
Diellan  [developer] Jun 28, 2016 @ 1:32pm 
The problem with Veno's passive is that it scales really weird: it deals up to 42/120/234/384 damage, and doesn't stack on itself. So the first skill point doesn't do much that people care about, but the higher ones do a lot.
SiEgE Jun 28, 2016 @ 1:47pm 
There is a little misconsistency with Venomancer's big wards.
It says they have 40\70.. damage per attack, but in fact, they have 50\80.. damage.
SiEgE Jun 29, 2016 @ 4:13pm 
Arc Warden and Moonshard\Repair building tool duping!!!
With such low CD, Arc Warden's ulti allowed me to produce 113k gold worth of moonshards, maxing out my own attack speed, feeding them to my teammates, causing the game to be ez won at the 27-th minute.. and I yet to mention that all my towers and barracks were maxed out aswel..
SiEgE Jul 28, 2016 @ 3:24am 
There is only 20% of heroes useful at the Hard and Ultra difficulties. I think the reason is because:
- Strenght of the late game creeps. They may not be balanced enough to allow slightly worse heroes to make a difference.
- Unbalanced state of the heroes themselves, not being adopted enough for countering waves of creeps.

So, there is a list of stuff that could be changed. Give a call if you like it, or hate it:
Dark Seer.
- His ulti needs to be remade. Make it create Dark seer's(random teammate's) illusions to fight creeps that pass through.. or make it damaging with time, like Jakiro's ulti.
- Q skill is okay, but could use around 8 second cd.

Earth Spirit.
- His Q and E need slightly less cd, like 4-5 seconds on both. On Easy he is ok, but during the late game, all his spells do absolutely nothing. He has nothing to work through the late game with.
- Allow his Aghs skill(Turn to stone) to be used on creeps\selfcasted, and also, make it's cd to 4-7 seconds(so if he has enough mana - he could indefinately prolong his ulti on creeps).

BeastMaster.
- His aura is okay, but I think, it could use a buff up to 60 attack speed boost.
- Q skill(axes) considering being Physical, do no damage during the late game. Up the damage, or reduce cd down to 6-8 seconds.

Timbersaw.
- Increase the Chakram damage up to 200-220 damage. Current damage is not late-proof.

Storm spirit.
- Aghs upgrade on his Q in style of PA, apply his attack effects on all the affected creeps.

Ancient Apparition.
- Allow the health freeze effect on creeps.

Chen.
- Allow to have up to 8 creeps at his side(8 ancients with scepter).

Lycan.
- Make cd on his ulti for something like: 100\90\80.
- Upgrade the Ulti duration for up to 60 seconds.
- Increase ulti critical hit damage for up to 175/225/300%.

Morphling.
- Increase Adaptive Strike's agi multiplier for up to 7. Aghs upgrade to also increase the multiplier for up to 11.

Necrophos.
- Decrease Q cd down to 6\5\4\3 seconds .

Sven.
- Increase Sven's Greater Cleave for up to 45%.

Tinker.
- Increase March of the machine's duration up to 12 seconds. Return damage back to vanilla.
Last edited by SiEgE; Aug 5, 2016 @ 3:48pm
Gob Bot Jul 29, 2016 @ 5:01am 
Necropho's E ought to mirror the Dota 2 Imba version. Instead of creeps you kill, any creep that dies in the radius. It's not very strong unless he's in absorbing 3 waves, but even then I wouldn't say it is good. His Q can be meh, but at least it's not ouright useless.

I wouldn't agree with Chen : increasing his ancient limit to 8. Stealing 3 Roshans can easily allow him to destroy towers and mobs endgame. If you up it to 8... Although there would be nothing wrong with increasing the limit on the normal creeps to 8.
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