I honestly don't understand how that spell still exists, not only does it not disarm him with shard…
It does 500+ magic damage at level 1, in an AOE… and gives him BKB effect… for 6 seconds.. every 18 seconds.
Like laning is fine. Laning phase you can deal with it, kite it, tank it whatever.
But once the mid-game fights start happening the hero feels like:
> Runs at you at 520 movement speed with just phase boots.
> Spins for first 6 seconds of the fight, as an agi carrry with 30+ armour, so 60% phys resistance, 100% magic resistance, 900 magic damage nuke for touching him.
> 6 seconds is over, now ultis for the next 6 seconds. This is 100% immunity to everytihng.
> Second ultis for 2 seconds…
> Puts down ward that heals for 5% hp, and runs away again at 520 move speed.
So the entire 12 second interaction with this hero he is either 100% immune to everything, or 100% immune to magic, or moving away at 520 movement speed and healing 5% per second.
The biggest problem though is the spin.
Either it should:
– Slow him down so it needs to be paired with a stun/slow to be effective.
– Give magic damage immunity but not spell immunity so he can still be stunned, he just wont take damage.
– Remove the shard so that it properly disarms him when he is spinning
– Give it a 0.5 second cast point so he 'spins up' for a second and is vulnerable to timing attacks/being stunned during the spin up.
Source: https://www.reddit.com/r/DotA2/comments/w77yqs/how_can_they_nerf_bkb_because_its_too_good_but/