She is one of the most picked heroes across the board and is becoming more than a little irritating to play against. We think that a little bit of a reduction to her global mana regen is the answer here. Many of the favoured cores right now can have mana problems in the early stages, but with a CM in the game, that totally goes away and they are free to cast spells as they wish. Tone down the mana regen and those cores can become less spam happy and things should return to normal.
Lower the cost of dust. Treant Protector and Riki were two of the most popular supports at the Kiev Major, and both are incredibly irritating regardless of the level you play at. These two both have the ability to be invisible for as long as they desire, meaning keeping track of them is near impossible. The classic hero counters such as Bounty Hunter, Slardar and Spirit Breaker are all seeing occasional pro level picks, but none of them are seen as frequently as these two invis annoyances, meaning another option is needed.
Enter dust. What the Kiev Major group stage has taught us Two days of intense Dota action have revealed a …. OG cook up a storm ahead of Kiev The boys in green have swapped the hills for the ….
Dust of Appearance is basically the most effective counter to these heroes right now, forcing them to appear, but their high level of success and picks mean that it probably isn't effective enough.
So therefore the only other logical thing to change is the price. Coming in at gold for two charges, it sure ain't cheap, and a lowly position five is going to have a hard time if they have to keep buying it. Lower that cost a bit though, and Tree and Riki become less viable a good thing and supports have more cash to throw around on larger items also a good thing.
Problem solved. The return of Techies. We probably lost you all with our suggestion of not nerfing Naga, but if not, this one will percent tick you off: Techies should return to Captains Mode. The new proximity mines mean that insta kills are no longer a thing, but that in turn means the Techies are more of a situational pick than ever. Keep those damage numbers low and Techies could be a very entertaining addition to the pro scene. After all, TI5 was one of the best events ever, and the Techies were everywhere then.
Number of Waves: 6 9. Firestorm can be self-targeted. When used that way, the Firestorm follows Underlord around. Increases the wave count by 3. Reduced cast point by half. Attempts to damage if debuff was placed before spell immunity. Persists death. The flames of conquest blaze forth from the darkest depths of the abyss.
Notes: The visual and audio effects at the targeted area during the cast time are visible and audible to allies only. Creates 6 9 waves in 1-second intervals, starting immediately upon cast, resulting in the effect lasting 5 8 seconds. Despite the visual effects, the damage is applied instantly, and not upon the waves landing. On each wave, Firestorm first applies the damage, then the debuff. Does not place the burn debuff on Roshan , but does apply the wave damage.
The burn debuff deals damage in 1-second intervals, starting immediately as the debuff is applied, resulting in 3 instances.
The burn debuff does not stack per interval. Each interval refreshes its duration, resulting in 8 11 possible instances. With Aghanim's Shard , Firestorm additionally gains self-targeting functionality. It cannot target other units. When targeting self, the waves area is created and centered along with Underlord's current location for the full duration, and follows if he moves, instead of staying at the original cast location.
Ability Target Area. A deadly pit is conjured at the target location; any unit that enters will be rooted. Each enemy unit within the pit are affected every 3. Root Duration: 1. Twisting into the seams of reality itself, Vrogros' manifest hatred paralyzes those who defy his will. Roots the targets, preventing them from moving and casting certain mobility abilities.
Fully affects invisible units and units inside the Fog of War. Provides True Sight over the targets. The root is applied periodically on every enemy within the area. However, the hidden modifier prevents them from being continuously rooted for the whole duration. This hidden modifier is applied on every unit within the area which does not have the modifier yet. The modifier lasts for 3.
Whenever the modifier expires, enemies get instantly rooted again, and then the hidden modifier is reapplied again. This means that Pit of Malice does not root every unit within the area in set intervals. Each unit is rooted every 3. The hidden modifier does not disappear upon leaving the area. Quickly leaving and re-entering does not result in an instant-root. All pits share the same modifier, therefore the root does not stack — once rooted, the unit becomes immune to all other pits until the modifier wears off.
Can root a unit up to 4 times if it stays within the area for the full duration, resulting in a total root time of 4. Creates a distinct visual effect around, and plays a distinct sound on affected heroes and illusions , but not around other affected units. Atrophy Aura E R. Ability Aura. Nearby enemy units are weakened, losing a portion of their base damage. If an enemy dies while under this effect, Underlord gains temporary bonus damage. Radius: Disables aura and prevents gaining new stacks.
Already existing stacks still provide bonus attack damage. Illusions carry the aura. When an enemy unit dies around an illusion which is or was under Underlord's control, the damage is granted to Underlord. If the source of the illusion is an enemy or allied ability, the damage is granted to the illusion, although the illusion cannot make use of it. To merely stand in the presence of the Underlord is to feel the conviction of battle sapped from one's soul.
Notes: Reduces the main attack damage of affected units. Bonus attack damage is not reduced. The aura does not affect invulnerable or hidden units, and its debuff lingers for 0.
It does not matter how an enemy unit dies, Atrophy Aura grants bonus attack damage as long as the dying enemy unit was affected by the debuff. However, Underlord does not gain bonus attack damage if he is invulnerable or hidden as the enemy dies.
Does not gain bonus attack damage from dying illusions , buildings , wards , Undying Zombie , Courier and the Tempest Double. When there are multiple Meepo clones within the radius, only one of them grants Underlord damage when they die.
Treats creep-heroes as creeps. Each damage increment per dying unit lasts for the set duration. Gaining more damage does not refresh the duration of the previous increments. The damage bonuses persist through Underlord's death. A status buff icon appears whenever Underlord gains damage from the aura. The buff shows how much damage the aura currently grants. Underlord's weapon also glows stronger with green particle effects the more damage stacks he has.
The attack damage reduction does not affect enemies which have no vision over Underlord. However, he still gains damage from dying enemies within the aura's radius, despite the debuff not being present. With the level 25 talent , Atrophy Aura grants the bonus attack damage buff to all allied heroes including illusions , clones , and creep-heroes within its radius, rather than only to Underlord. However, the bonus attack damage is not provided by an aura, it is placed as an expiring buff on allies.
It uses the same modifiers for allies as it does for Underlord, so they work exactly the same. Ability Target Point. Opens 2 portals, one next to Underlord and one in the target location up to range.
Allies can channel a portal for 2 seconds to teleport to the other side. Can channel and teleport while rooted or leashed. Requires drafting Dark Rift to be unlocked. Long have the forces of the abyss been limited in reach, but with the power of Aghanim in hand, Vrogros' thirst for conquest grows only stronger.
Notes: Requires Aghanim's Scepter to be unlocked. The portals cannot be placed inside the fountain area including the small area in front of the ramp , or in Roshan 's pit.
Cannot be placed on unpathable terrain, or spots obscured by trees. The portals are marked on the minimap with a green cylinder if it is an allied, or red if it is an enemy portal. Both portals face each other when created, their particle effects point towards each other, indicating in which direction the other portal lies.
Destroy trees within radius around the portals upon spawning. Right Click or giving an attack order A on the portal starts the channeling. Cannot start the channeling while silenced. However, getting silenced while already channeling does not interrupt it. While channeling, the unit gets moved towards the center of the portal over the 2 channel time, so the speed varies based on the distance.
Upon finishing the channeling, the unit gets teleported to the other portal. Does not disjoint projectiles upon teleporting.
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