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I suck badly with Batrider but he seemed fun. Get your feedback elsewhere, haha.
// Bloodseeker
Played a few games and he feels awesome.
-- Careful early games with Q can make you last longer in the lane.
-- Dagon with your boosted damage is immensely powerful for farm, I can't pass it up, but found it a waste to get the Death Stone on him. Just get for farming early, upgrade if needed.
-- Late game you are rewarded for being so squishy with large numbers of damage.
-- His E feels very odd and the damage feels useless. The speed might be good but you reach the cap very quickly. It seems like a waste of a level if you get any fast boots.
-- Capable of solo mid as far as I've seen, but that was Easy.
// Brewmaster
-- Will update with opinions when I have multiple games with this hero.
// Centaur Warrunner
-- I think everyone can agree with those simple nerfs.
// Clockwerk
-- Very fun hero to play. My favorite hero.
-- Level E for farming. Q may seem better but in practice its damage is low. Plus E is global, so you can farm bottom from another lane if you micro well, or assist others.
-- W is good for getaways.
-- Q is very weak but it stuns so it may be good for bosses or escapes.
// Crystal Maiden
-- Fixed, yay
// Earth Spirit
-- Same as Batrider. No good but he seems fun. E feels a bit weak.
// Huskar
-- I've played a few and his ult is okay.
-- W is surprisingly weak early and surprisingly strong with high attack speed, putting massive stacks on bosses.
-- Q is pretty good sustain early on. I wanna try it with STR boots.
-- The passive is pretty great for pushing towers. Love it.
// Mirana
-- Seems rewarding and decently balanced. Her ultimate still leaves her weak, though.
// Necrophos
-- Will update with opinions when I have multiple games with this hero.
// Ogre Magi
-- Will update with opinions when I have multiple games with this hero.
// Oracle
-- Will update with opinions when I have multiple games with this hero.
// Slark
-- Strong hero, very good versus strong creeps due to his passive granting high stacks. Building attack speed is wise to make yourself harder to kill through armor by AGI.
// Spirit Breaker
-- He just doesn't scale. The movespeed to damage ratio isn't helping past about 15 minutes.
-- Maybe his standard E having an AoE would help. Maybe a lift on his move speed cap would help. There are a lot of directions you could take here.
--Illusions have the aura from W and Manta makes me clear the map at ridiculous speeds with my clones. Fun but not much worth the price.
// Tusk
-- Will update with opinions when I have multiple games with this hero.
The items are really hard to give opinions on. I still hope to see a blink boot soon and a cheap form of magical lifesteal/sustain. (Urn is okay for this.)
Tower upgrades don't seem worth it, but I need to try it more. I'm always too afraid to lose that much farm early.
Also your patch notes on the Dota 2 client update cut off at "//Oracle"
EDITS:
Updated my Spirit Breaker entry.
I think it would be better to remove Boots of Intelligence aura and replace it with something else, in that case.
2 Vaxxvirus
Movespeed bonus on E is okay. Considering Q gives +40% damage, its actually ~60 damage, which is way better than, for example, Slardar, who has skill that does +120 damage, but only once per 4 hits, which is actually THE SAME as having plain +40 damage per hit.
Dagon is sweet on everyone. So much burst damage saves the game.. I think it deserves AoE reduction(at 1-2-3 upgrade levels).
Earthspirit is awesome! So mobile! His W has pretty low cd and mana cost. He is definately a lane-only hero. R is kinda weak, when we're up to a late game. Big fire golems just feel nothing when I prolong my ulti on them with all my 6 rocks(even considering I had 2 magic resistance reducing items).
Built Spirit breaker with moonshards only. Bosses were unable to cast or attack, just getting shoved around, getting up the cliffs, dropping down to the river. Permanent stunlock. We we're trying to kill big centaur boss for like a minute and a half, he was able to cast his AoE stun only once. With Legion Commander's buff I had 1008 attack speed, I was also called a MADCOW.
Tusk is my new favorite hero, good wave clear with snowball & shard, a pain in the ass with the sigil, but as someone said elsewhere the punch feel unrewarding.
And I believe SB is good a defending base through heavy cc but nothing more. I play him with Agh/Octarine/Shiva+/Travel/Radiance/AC/Shard and that let anyone clear the creep while they are stunned. (People are not really happy with a SB in hard, and you rely a lot on the spooky skeletons and bounty rune to get cash.
Though I just tried Doom with VladsCuirass+Vlads+Lithe boots. This was sweet! That would also do on Antimage(except for Lithe boots part), since his Q greatly benefits from all lifesteal auras.. that strong of an aura is actually a pocket Wraith aura!
Sadly lifesteal wont not stack higher than 32% :(
Upgraded shiva+Vlad's cuirass would be just more than enough to survive forever. Diellan actually made items that grant more than 15-20 armor! tis a glorious day!
At max his Aura deals 1.5%.
Too even reach the cap the creeps need to have 50/0.015 = ~3334 Hp
So for a long time he won't be reaching the cap, which makes this limitation seem unnecessary, given that he only deals magic damage and got no physical steroids.
So his lategame is limited anyways.
Killing towers also is nothing he is great at.
The only possible reasoning is bosses. But there are other heroes far superior when dealing with bosses and if really needed, the damage dealt to bosses can be reduced.
That being said, I'm implementing GetDotaStats so that I can find out which heroes underperform and which overperform, and I'll gladly change things if necessary. As is, most hp% abilities are likely to get capped at some point in the future.
http://steamcommunity.com/sharedfiles/filedetails/?id=639606305
1% out of 66666 hp is around 600hp per second. Also, just keep creeps near clift for 100 seconds to kill them all.
That aura does hp removal\pure damage, just make it magic and thats it I guess, or is it way harder than I think?
One thing I might do is make it so that Scepter increases the max damage. Currently, though, it's a free radiance (with more damage but no evasion).
also
I agreed on every point here, honestly.
- Is there a way to allow the % boosts to exceed cap, but not the movespeed from items? E.G. Bloodseeker with Yasha and BoT would be capped on speed with no abilities, but would move extremely fast if his Thirst could boost it past max, but not allowing for stupid speeds with all movespeed items. (522 from items max, THEN + bonus speed)
- Besides that, the damage is inconsequential. Didn't help me farm and didn't help me get around faster. So... The whole point of the ability is to do both of those things, if I understand your goal with it. Maybe instead of damage you'd be better off with something like a weaker nethertoxin. Whatever your decision I kinda think that ability is pointless.
Oh come on, guys! I already pointed out that thirst does the same damage as slardar's bash, when "averaged" from 25% chance to 100% chance. Thirst is powerful enough, balancewise.