A frequent complaint that pops up about the state of DotA is about the overall game having some stagnation, and not just regarding a lack of map changes. For a while the overall objective order and priority in the game has been somewhat unchanged regarding taking T1 towers, Roshan, T2 towers, T3/rax and eventually ending game. Something I think about frequently is an opinion Synderen expressed on his and SUNSfan's podcast a while ago on the issue with new objectives Valve is adding compared to the older ones in the fact that they feel forced compared to the more fluid existing objectives (towers always up, Roshan with a variable respawn versus outpost XP gain occurring on each minute mark).
I had an idea for a new objective and mechanic in the game that has more of a variable aspect to it and was curious to hear other people's thoughts on it. Without further ado, I present the concept of
Empowered Neutral Tier | In Game spawn times |
---|---|
Tier 1 | 05:00; 10:01-15:00 |
Tier 2 | 15:01-20:00; 20:01-25:00 |
Tier 3 | 25:01-30:00; 30:01-35:00 |
Tier 4 | 35:01-40:00; 40:01-45:00 |
Tier 5 | 45:01-50:00; 50:01-55:00 |
I also made up a list of creeps I think could be candidates for the empowered neutrals. Each one is based on a camp spawn with the small, medium, and large camp spawns inspiring tier 1-4 progressively and ancients inspiring tier 5. The flavor is that each Empowered Neutral is some type of leader or commander for each available camp. I put what I thought would be interesting benefits to creeps for each tier but didn't heavily compare the numbers to check how balanced certain things are within each tier or compared to other tiers, and was focused more on the flavor of each tier.
Neutral Tier | Neutral Name | Benefit to creep waves when killed |
---|---|---|
Tier 1 | Kobold Commander | Creepwaves have an aura that increases the gold bounty of nearby enemy creeps by 5. |
Tier 1 | Kobold King | Creepwaves have an aura that increases nearby ally movespeed by 15%. |
Tier 1 | Venomous Vhoul | Creeps apply small poison DoT on hit dealing 5 damage per second. (does not stack) |
Tier 1 | Wayward Spirit | Creeps apply frost attack on hit reducing attack speed by 10 and move speed by 10%. |
Tier 2 | Hill Troll Shaman | A Hill Troll Priest spawns with creepwaves with heal amplification aura and heal ability. |
Tier 2 | Harpy Squallcaller | A Harpy Stormcrafter spawns with creepwaves and casts chain lightning 35 second cooldown, deals 50 damage, bounces 4 times with 10% damage reduction per bounce. |
Tier 2 | Satyr Flayer | A Satyr Banisher spawns with creepwaves and provides a minor weakness aura (nearby enemies suffer 10% attack damage decrease, also effects nearby heroes/summons) |
Tier 2 | Shale Golem | A Shard Golem spawns with creepwaves and casts hurl boulder on first visible enemy creep |
Tier 3 creepwaves spawned will alternate one of two benefits received based on the neutral killed. | The first wave spawned following the kill would have only the aura listed below, and the second creepwave would have only the ability listed (and not the aura). Creepwaves 3 and 4 would repeat this pattern. | |
Tier 3 | Omega Wolf | Next 4 spawning waves alternate packleader aura and each melee creep having intimidate ability (causes 30% damage reduction for 2 seconds) |
Tier 3 | Ogre Enforcer | Next 4 spawning waves alternate spawning with 1 minute duration ice armor and first attacked melee creep casting ogre smash (deals 75 damage) |
Tier 3 | Wildwing Squall | Next 4 spawning waves alternate toughness aura and first attacked melee creep casting tornado centered on enemy creepwave (deals 20 damage per second) |
Tier 3 | Hellbear Demolisher | Next 4 spawning waves alternate having Death Throe: Power (does not stack per death, but refreshes duration) and first attacked melee creep casting Thunder clap (deals 100 damage) |
Tier 4 neutrals spawning with the creepwave would have lower standardized stats than the model summoned | My idea is that all would have around 750 hp, 5 armor, 25% magic resist, and deal 55-65 damage per hit | |
Tier 4 | Warpine Marauder | Warpine raider spawns with creepwave and casts seed shot on 25 second cooldown doing 110 damage and hitting each creep in a wave once |
Tier 4 | Centaur Khan | Centaur conqueror spawns with creepwave and casts war stomp on 20 second cooldown dealing 100 damage |
Tier 4 | Troll Deathmancer | Dark Troll Summoner spawns with creepwave and casts Raise dead when first melee creep is attacked on 20 second cooldown. Skeletons have rally aura. |
Tier 4 | Satyr Souleater | Satyr Tormenter spawns with creepwave and casts shockwave on 25 second cooldown dealing 120 damage |
Tier 5 | Legendary Black Wyrm | Ancient black Drake spawns with creepwave, has splash attack and lesser fireball ability on 30 second cooldown (same properties as Black Dragon Fireball but only deals 40 dps). Neutral kills past 60 minutes spawn Ancient Black Dragon with normal fireball ability. |
Tier 5 | Legendary Quartz Golem | Ancient Rock Golem spawns with creepwave, has granite aura and granite boulder ability (Throws boulders at all visible enemies in range, 150 magical damage 2 second stun, 30 second cooldown). Neutral kills past 60 minutes spawn Ancient Granite Golem, granite boulder ability deals 300 damage. |
Tier 5 | Legendary Blasthide | Ancient Rumblehide spawns with creepwave, has frenzy aura (30 attack speed bonus) and slam ability (125 damage, same AS/MS slow as Thunderhide ability). Neutral kills past 60 minutes spawn Ancient Thunderhide with normal slam ability on 15 second cooldown. |
Tier 5 | Legendary Tundra Yeti | Ancient Frostbitten golem spawns with creepwave, has ice armor aura (+8 armor) and Icefire nova ability (pulse ability like Lich Frost shield, pulses 40 damage per second placed on first melee creep to take damage). Neutral kills past 60 minutes spawn Ancient Ice Shaman, Icefire nova does 80 dps) |
What are people's thoughts on this concept? The idea would be that each tier progressively helps push in your creepwaves as time goes on, enabling winning teams controlling areas to have an easier time pushing highground and losing teams that are able to sneak in a neutral kill a way to relieve some lane pressure. Because the spawns are variable in a 5 minute period and would be in a known location it would encourage teams to ward around each other in an area and play close to contest the spawn, which would be more important as the game goes on. The kill can be sniped just like Roshan and give the benefit to the sniping team, another way for losing teams to try and stage a comeback.
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