igits

u/igits


r/DotA2•

For reference, this is how the dota 2 map used to be in 6.79

https://i.imgur.com/AIGpDOQ.jpg

And this is how it is now:

https://i.redd.it/in4pud79wb141.jpg

What changed between then and now:

  • Back then, there were about 10 neutral camps and 2 ancient neutral camps, and none were next to a secret shop . Now there are 16 neutral camps and 2 ancient neutral camps, with 6 neutral camps being close to a secret shop

  • Back then, there were 2 runes on the whole map, and only one rune spawned every 2 minutes, randomly alternating between each spot . Now there are about 6 runes spawning throughout the map, 4 runes always spawn simultaneously, and by 40 minutes, there can be 6 runes s

1814

r/DotA2•

Shrines:

  • Shrines no longer provide a platform for TPs

Outposts:

  • Outposts no longer provide a platform for teleportation to Teleport Scrolls

  • Outposts' experience is capped to the team with overall exp advantage, the formula being 5k + 100/minute, counting from the moment an outpost is captured for the first time

  • Outposts no longer provide any vision at all other than true sight

  • The exp boosts of outposts has a longer interval, of every 8 minutes, instead of every 5 minutes

  • Outposts are no longer unlocked to be captured once the clock reaches 10:00 . Rather, one outpost is only unlocked when the dire tower and the radiant tower directly adjacent to it are destroyed

  • The bo

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r/DotA2•

Neutral items:

  • Neutral items from tiers higher than tier 3 will only be unlocked once both teams have dropped the three tier items from one early tier . Meaning, for example, that Tier 4 items will only be unlocked once all the three Tier 3 items from both teams are dropped

  • Adjusted neutral items timing to as follow:

Tier 1: 12 ~ 20 minutes

Tier 2: 20 ~ 32 minutes

Tier 3: 32 ~ 48 minutes

Tier 4: 48 ~ 68 minutes

Tier 5: 68+ minutes

Specific Neutral Items' change:

  • Poor Man's Shield now has an active, allowing the user to thrown him around in an arc, dealing +100 physical damage to each unit . Has 15 seconds of cooldown, +500 cast range and costs +80 man
10

r/DotaConcepts•

Void Spirit: Allows Void Spirit to cast Dissimilate on an ally or enemy hero, bringing both into the aether to exit at different portals . Allied heroes can choose which portal they can exit, as long as it is not the same one chosen by Void Spirit, while enemy heroes exit from one random portal and gets rooted for 1.3 seconds afterwards

Snapfire: Grants +150 knockback distance to Scatterblast and +50 knockback distance to Lil' Shredder

135

r/DotA2•

With games getting too snowbally nowadays, with few opportunities for later comebacks, I thought about giving away some suggestions on how to slow down the pace of the game:

  • Outposts' experience is capped to increase the exp advantage of one team to 6k total exp, except for the first outpost, whose total exp cap is reduced to 3k . Meaning that if one side has about 5k total exp advantage by the 5:00 interval, they'd be only getting 1k total exp, distributed evenly among every one of the 5 heroes . If one side has already more than 6k of experience advantage, then outposts will yield no exp whatsover

  • Neutral items from tiers higher than tier 2 will only be unlocked once both teams have

15

r/DotA2•

I'm calling it:

  • There will be +16/18/20% movement speed talents, whose bonus do not stack with any of the ten boots

  • Recipe changes to Holy Locket and Solar Crest

  • One more source of mute added to the game

  • There will be swaps between some Aghs Upgrades and lvl 20/25 talents

  • Some of the effects of the "yet to be former" Aghs Upgrades will be added to base skills or to talents

  • A QoL change to Tiny's toss, likely something involving vector targeting, making it easier for people to toss allies and enemies to one specific direction, prioritizing buildings, then controlled heroes, then non-hero controlled units, and finally non-controlled units

Finally, many lvl 20 and lvl 25 tale

03

r/DotA2•

Instead of reducing the cooldown of hookshot to 12 seconds, maybe Aghs could give to clockwerk a new skill, where he can plant a sapper on an enemy hero, muting him for 5 seconds or until the sapper is removed by right clicks, aka grimstroke's W that mutes instead of silencing

012

r/DotA2•

It seems that there are a few heroes whose main core designed worked great in the WC3 dota age, but who aren't as strong nowadays . For them, it seems that no amount of buffs, other than straight reworks or or exceptionally powerful gpm/xpm talents can bring them up to date with how dota 2 is currently being played at 7.22g

Clockwerk is one famous example of it . Everybody and their mothers are getting force staves/hurricane pikes, two of his four skills scale horribly with levels, not surviving on teamfights for long enough makes him fall off pretty hard during the mid game, and his talents are so mediocre

I have started to play since 2015, and I can't tell really why NP was such a powerf

627

r/learndota2•

Although there is much to learn about dota 2 when watching streamers or people playing at the Immortal bracket, or in competitive games, one should be mindful that not all of what the players do there can be directly applied to the bracket you're currently playing

The biggest example of what I'm saying is with warding and with playing with hard supports . In lower brackets, below Ancient, the general "meta game" is all over the place, and one of the common threads in all of them is how often a team, as a whole, can get away with greediness, and how it isn't that important to buy wards at every 135 seconds, which is when they get restocked at the shop

That means, yes, in some games, **but n

010

r/DotaConcepts•

Right now, Clockwerk is in an awkward spot, being one of the few ignored heroes in this TI, and being one of the least picked heroes in pubs for several patches in a row

Outside of stats, here's the changes that I propose:

  • Power cogs: Allied non-hero units can phase through cogs

  • Power cogs: Attacks required to destroy them increased from 2 at all levels to 2/2/3/3

As for his talent tree, adding in a gpm or xpm talent is an easy way to solve his problem, but that's just too easy . Rather, what I propose, outside of a rework on his basic abilities and ultimate, is going the "Invoker's route", making every one of his 8 talents to directly augment his skills . Here's one way that could

157

r/arma•

To start off, the basic plot of the mod is that a modern army is about to occupy or is already occupying, a village or ruins in a remote location, where the village or the ruins are located in an environment where modern amenities are inexistent, while the dwellers of this place have access to arcane arts and sorceries to aid them in the assymetrical warfare against the invaders

If the occupation is in a village, civilians are put in a curfew and can't leave their own homes . In either the village or the ruins, there will be a few prisioners and researchers, who are investigating the ruins, taking notes and collecting samples . During the match, "before the storm", they'll come and go on th

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