I was getting very bored these days during my exams, and I used that time to design few heroes that I think can(or cannot) fit in the theme of dota 2. I managed to write down quit a few, and I will be posting those here from time to time(maybe weekly). My goal isnt to get valve to make them or anything, for me its just food for thoughts and I would be very happy if other peoples likes these ideas and ready to engage in a civilized discussion about them.
Note: all values are just there to put things into prespective, I havent play tested any of these because I am not a dev(yet), so if someone wants to make these ideas into mods or anything, feel free to do so. Since this is my first post I will post two hero ideas, and without further a do…
Str, Melee, Carry, Tank, Cc (Weapon: Fist)
Throws a poisonous spike that deals continous magic dmg, slow, and lowers atk spd of hit enemy.
Deals aoe dmg around the hero, and leaves a trail behind. Enemy hit by the dmg twice, will be stunned.
Taking dmg is delayed. The lower the hero's hp is, the greater healing effects he receives.
Buff Skill 2 effects, and grants Hp regen for the duration.
Casting ult will cast S1(without using its CD). During ult, S1 throws 3 spikes in a cone shape instead of 1, S2 has no mana cost.
Grants extra skill (Poison Bomb): Throws a bomb that will release a poison in the area, and lowering enemies magic resistance(gives vision).
Str, Ranged, Support, CC, Buff (Weapon: Throw Pebbles)
Invoke a ghost that deals dmg and fears enemies away from it(not to the base)
Dig a hole on the ground that is invisible. The hole traps enemies that walk over it, rooting them and removing their vison. Enemies need to channel to leave the hole(by right clicking the hole), their allies can channel for them for half duration. Pierces spell immunity and cannot be dispelled except by displacement effects(like force staff).
Controlling enemy grants allies atk/mov speed.
Channel the skill to allow allies(by right clicking a button that will appear above thier hero icon) to get pulled towards you from anywhere on the map. Pulled allies are silenced and disarmed but immune to other cc effect for the duration of the pull.
Ult doesn't require a channel anymore.
S2 applies break to rooted enemies, and they take 10% extra dmg.
Note: I tried to make sense of the values I put in, by making them comparable to already existing heroes with similar effects. However, I ignored the heroes basic stats and growth stats to keep the focus purely on mechanics.
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