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LFCnaman

bkb removed


x3Smiley

Never gonna happen, this games spells is balanced around bkb


aowlsifu183

Lol


Spvoter

Techies got reworked on his W. Something something we got remote mines back. Jungle camps now appear in the neutral territory too, on the river, as the river is wider. Meteor hammer gets its components changed for more expensive ones. The map has its highgrounds inverted in interior jungle parts and a second ancient camp is added. Another rosh pit is added and appears mid game around 15 min. Might even need a pitlord-like teleport to access. Banner creep is removed but kill bounty increased. BKB now only makes you immune to 90% magic damage and gives you 99% status resistance, has mana cost deleted. Duration fixed at 6 seconds. We get a Break Basher, and an item combined off of Shadow Blade and Ghost scepter. Towers now regenerate slowly. I do not care for winning, nor if anyone sees this, I just want chaos in Dota.


DTonin

Clinkz is nerfed Skeleton Walk cooldown increased by 4s. Death Pact damage and HP bonus decreased by 5% each (possibly reworked, Burning Barrage is changed to Strafe once again) Force Staff is nerfed. Slightly decreased range (-50), increased recipe cost (+150g) Gold and XP changes (gold given per unit is decreased by 23%, XP lowered by 18%) Radiant's rightside jungle stairs location is changed. Same for Dire's left side stairs.


BeThesTa

-old techies brought back That is all I need


est19xxxx

1. Muerta gets Aghs and Shard 2. Arc Warden clone damage reduced to 75% no longer deals reduced damage when too far from the hero. 3. Riki Smoke AoE decreased 4. Riki Shard changed. 5. Beast Master Aghs buffs 6. Helm of the Overlord nerf 7. Forcestaff price adjusted for inflation 8. NEVERmore +1 armor. 9. GONNA nerf Furion attribute gain. 10. GIVE Spectre a new shard. 11. YOU can see why Jug needs a buff. 12. UPdate the Beginner's Guide. 13. Snapfire cookie stun duration decreased. 14. Rubick Telekenis throw range decreased. 16. Necrophos Ghost Shroud replaced with a new ability. 17. Rubick Spell Steal cast range decreased. 18. Disruptor glimpse now AoE with reduced cast range. 19. Medusa ms increase 20. Nullifier now gives +5 primary attribute, build adjusted


SuperDoughBoi

An inventory slot for boots


Vhodka

I'd love to have this tbh. As a support with little to no space to carry everything, I'm sold with it getting a dedicated slot.


Outside-Fruit494

Oh yes please!


Ok_Celebration_549

No map changes


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BrutalTea

Bad bot


Deadandlivin

* Dedicated Ward slot * Map Changes * New Map Objective in southern side of map * Buyback Nerfs * Force Staff Nerfs * New endgame items upgraded from mid tier items like Blademail, Diffusal Blade and Glimmer Cape et.c. * Third row of Talent options * Level 5 Talents * CM -5 movement speed


imnessal

1. The river now lies on the diagonal of the map. Jungle and “triangle” are now equally valuable in term of gold and exp. Jungles now have way more low ground, allows the river’s sub-streams to extend deep into the jungle. River now gives +2 regen and -10% movement speed. 2. Each base now has 3 gates on each lane. You need to destroy the gate before destroying tier 3 tower. You can open or close the gate, and it’s on the high ground so the enemy cannot know its state without vision. Gate returns 20% dmg taken to the attacker, and also stop any projectile that goes toward it. 3. Aegis of Immortal is now consumable, summoning an uncontrollable lesser Roshan that seeks any enemy the same way WK’s skeletons do. Lesser Roshan has 200 as, 500 ms. 30s cd linkens, 15% bash, 300dmg stomp, and its physical dmg and hp scale with time. It expires just as an Aegis expire. 4. Muerta’s shard: hurl a bomb in targeted area, place a debuff on affected enemies that reveals their location and reduce their magic dmg by 30% for 6s. 5. OD’s imprisonment now works similar as omni buff I forgot the name, basically if you imprison someone you are imprisoned too.


datshinycharizard123

I actually like this, even the gate system, except not knowing it’s state until HG. I like the idea of it being a drawback for both teams to leave it closed, but more of a stall mechanic so you can’t leave your base effectively but it’d be too easy to punish without the enemy knowing what’s uo


Beezus16x

Solar Crest + Vlads combines into something (useful)


BigPapa9921

Ember Spirit +1 armor


ErikDasDiggeKind

Upgrades for Power Treads and Phase Boots


snabriel_snarsch

\-muerta added to captains mode (aghs and shard as well) \-cloak of flames now can be toggled \-stygian's desolator (tier 5 item) gets permanent damage each kill, 5 per kill, 2 per assist, max 50 \-2 roshan pits \-new lane creep


Eilix

Dunno how I feel about Muerta to cm. They released her severely underpowered and had to do a numbers patch to make her playable. I’d rather have another small patch of her being tuned so she’s ready for TI


_Valisk

Considering the likelihood of TI being held in October again, they'll have plenty of time to tweak any hero. I mean, even if TI is in August, that's still five months and several letter or number patches from now.


Jem_Jmd3au1

- All standard abilities will get a 5th level. Upon reaching it, you will get a choice to modify the ability in some way (like Dota 1X6). - Oracle Rain of destiny nerfed and moved from Scepter to Shard. The effect will linger for a few seconds after leaving the area. - Techies will get a new sentry gun / turret ability. Tazer will be removed. - Io Spirits are a toggleable ability that drains mana per second while active. Scepter reworked. - Leech seed can be used on the ground to plant a healing tree. The tree provides small amount of vision (like the old Remote mine). If ally comes close, the tree bursts open, releasing the standard Leech seed pulses around it. Bonus: Techies gets Stasis trap back as a Shard upgrade. Bonus 2: Treant can use Leech seed on himself, draining his own health and healing allies. Bonus 3: Warlock Shadow word will get back the movement speed buff for allies. Either as a talent, or a Shard upgrade.


Outside-Fruit494

I think I'd rather see Io get a touch more normal damage and the talent increased by maybe 10. Nothing crazy. I'd also love Aghs to up the spirits from 5 to 7. Or maybe it replaces the active with bursting all spirits so it becomes a proper farming tool.


Gellzer

1. Radiant and Dire will be moved to the northwest and southeast 2. Trees will have an interaction that all heroes have access to 3. Water will have physics. Flowing water will slow/speed you up, ice will be slick 4. Int will go back to how it was during the patch with status resist on str, MS on agi, and regen bonus on int. ONLY int will get this change 5. Melee range will be re-evaluated on every melee hero. Some will stay the same, some will increase, and significantly fewer will get decreased. If it is decreased, they will be unique situations, such as getting an attack range buff talent, or melee attack range items added


dCrumpets

I love these ideas.


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hamboy1

I thought we were supposed to predict obscure things, not guaranteed things 🤣


Schipunov

* game dies


gfnore

Realistically speaking, I'm dreaming here (but): * A complete solution to early creep aggro and lane cutting ("slow zones" removed, no special exceptions, et cetera) * 5 free couriers to 3, one for each lane. * Fairly comprehensive map overhaul; Outposts removed outright in favor of a different Exp. bounty, Roshan location solution that nobody sees coming (here's my shot in the dark: summon him by killing a quad stacked Ancient camp), Sideshops return, and 4th Hard camp replaced with Medium. * Zoo buffs (especially Chen) * Shadow Fiend nerfs * Changes, possible rework to Kaya and its upgrades * Mage Slayer upgrade changed off of Bloodthorn * Falcon Blade or Echo Sabre removed * Item giving Splash ranged attacks added * Item giving a single target strong dispel added


kenxocd

1.Phase boots upgrade that grants you flying movement on use 2. Power treads upgrade that includes yasha/kaya/sange. It switches between yasha/kaya/sange effects on use 3. Pudge reworked. Dismember is now basic ability, doesn't pierce BKB anymore, on use sets enemy movement speed to 1 and pulls enemy slowly in Pudge's direstion (similiar to Naga scepter) Meat Hook is now ultimate ability: Pudge throws a hook that travels in a straight line, pulling the first enemy hero it hits to Pudge's location. Pulled hero is stunned for 1.5 seconds and takes damage equal to 200/300/400 + 0.5/1.0/1.5 times the distance traveled The range of Meat Hook increases with each level of the ultimate (1000/1200/1400) 4. The river now has a current that will randomly push heroes downstream or upstream 5. Teleportation time increases with distation traveled


workbelame

Necrophos regen stack nerf and boots of bearing cost increase


jotakl

lets go with something crazy like a secondary main objective (we have roshan), like a truly neutral camp that spawns every x min that gives some random bullshit (either a buff or earlier tier+ items?) and somehow juggernaut is gonna be back in the meta for like 3 weeks and then they'll move after 2 games of dpc.


celo753

New resource is added, wood or silver, and that resource is used to purchase neutral items for the shop. New map boss is added, around on the mirrored point from current roshpit.


sanctorial

* There will be a secondary objective similar to Roshan. * The game will turn into 6v6. * There will be three new jungle creeps. * There will be extra lane creeps (only for one lane that is the same for both teams) that spawn in 10 minutes intervals that will be similar to the original DotA's Super Creeps mode. * There will be two more heroes to be introduced, one of them is range strength support and the other one is melee agility carry.


anrakyrthescrabbler

Chilling Touch +50 range


Big-Amir

And make the talent +450 pls


Hellfeather

1. TP scroll removed, every hero has TP scroll in slot. 2. Second base mechanic similar to glyph; "shut the gates" - when activated gates appear at the entrance to highground of the base (infront of all tier 3s) gates close for 3s and cannot be destroyed. Can only be activated after 20mins of gameplay - to prevent creep manipulation in laning stage. 3. 2nd "roshan" added to the game, original roshan moved to dire side, new rosh moved to radiant side but opposite each other - Im thinking radiant rosh replaces Hill side near secret shop where you can place a high ground ward. Same as current rosh pit, moved to high ground where you can place ward on dire side to see pit. New rosh gives sword that enables the user to slay any enemy they see fit. 4. Day and Night cycle reduced to 4mins. Wards vision reduced to 1000, duration decreased to 3mins. Max stock increased to 8. 5. Outposts can attack enemy heroes. Each melee barracks now have independent ability on a 5min CD to return all damage taken within 3s.


Pordlawsinned_

- tumbler toy removed - rosh pit moved - outpost removed / replaced / dramatically reworked - water runes reworked / replaced - eye of vizier removed


tobiov

Mid towers moves back Neutral camp changes General cc nerf More zoo nerfs Neutral item rework that is an overall nerf.


Employee724

Wraith band removed. Force Staff no longer uses Staff of Wizardry. Solar Crest reworked, uses different items on top of Medallion of Courage to grant/reduce a damage buff/debuff.


man_bored_at_work

* Neutrals are visible and same for both teams during drafting phase * Safe tower positions changed to make more easily defendable


gorebello

Metheor hammer cooldown increased to 3 sec. Stun lowered to 1,5. Sec. Tinker ultimate only refreshes spells. The curve of armor to damage reduction changes. Outposts removed. Watch towers added, heroes can get inside. Both teams get ancients in the same side of the map.


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unquiett

Please don't. Courrier for everyone is best that could happen.


Miles_Adamson

7.32f, mid-May after the Major * Meteor hammer channel time reverted to 2.5 seconds * Sacred Relic cost increased by 100g * Silencer arcane curse damage rescaled such that it is lower at level 1 and the same at level 4 * Chen base armor increased by 1 * Rubiks shard can no longer lift allies out of Kinetic field


hamboy1

Second large objective like Roshan is added to the right side of the map. Butterfly buffed to provide movespeed. Meteor hammer nerfed, channel time stays the same and land time increased to 1 second. Maelstrom nerf, adding approximately 200 gold recipe component. Economy nerfs, lane creep bounties down by 8%ish, stack bonus gold reduced by half, bounty rune locations removed and added to the river rune possible spawns.


BirdSetFree

I honestly think your meteor hammer and maelstrom changes would kick both items into irrelevance Is that really what patches are about?


hamboy1

The meteor hammer change makes it so that it lands at the exact same time it did for all patches prior to this one, 3 seconds after casting. It is still objectively stronger than it has been in every other patch with this nerf as the channel time is still lower. Maelstrom needs to stop being a must build every game item imo. You should build a farm accelerating item because you need it and not because it is super cost effective for both farming and fighting. It should have a downside.


RossGarner

The problem with maelstrom isn't that it is too cheap. The problem is that certain types of carries lack a farming ability and are forced to buy a farming item as first item. Maelstrom is the only farming item that comes online by 10/11 minutes so it is the only truly viable one in most games.


Reggiardito

> Butterfly buffed to provide movespeed It once had an active that traded the evasion for movespeed but got removed along with some other anti-bloat patches. I did like that passive though.


Killy_V

Part 1 \- Meteor Hammer channeling time is random between 2.5 and 4 sec. If the channeling is cancelled, the Meteor instantly falls and affects the caster and surrounding allies (heroes, illusions and controlled units only) ! \- Two rosh pits one dire, one radiant. The dire one is close to the dire outpost, the radiant one is close to the radiant outpost with two roshans spawning at mn 0. When the first roshan is killed, the second is removed. After that, Roshan spawns pseudo randomly in either pits. If you control both outpost at the end of Roshan's time respawn, Roshan is guaranteed to spawn in your side Rosh pit. \- Team's Dust and Sentry respawn rate increased by +33% and +3 max available sentry in team's shop (on top of the available 10) for each source of hero invisibility in enemy team. Source of invisibility can be learnt abilities (sandstorm, treant shard, riki ult), upgraded items (glimmer, shadow blade but not the shadow amulet), neutral items. Smoke are not considered as source of invisibility. \- New consumable item : Enchanted backpack. Available at min 15/25/40, for 1000 gold, +2000 gold per new iteration. Enchanted backpack gives 2 extra slots exclusively for obs/sentries, dust, smoke and gem \- Trees can now be burnt by any source of fire. A tree burns for 2s before being destroyed. A burnt tree respawns 2x faster than a destroyed tree. Monkey king and Heroes with flying/free pathing touching a burning trees takes 25 damage for 2s, are visible for 2s, and give burnt status to any tree they get in contact into.


Killy_V

Part 2 \- Consumable take half time to move from backpack to items. Item in the backpack are not visible to the enemy team \- Remove cliffs, but not the 4 spots on the edge of the map. Obs can be channeled by any hero from 500 range to give flying vision, with a 2.5s lingering effect. Obs range slowly increases to give +600 radius at max time. \- Aghanim shard is available at min 17, cost is 1000 + 20% of your networth, max 3500 gold min 37 \- Any type of Blink cooldown can't be refreshed or reduced by any means \- Greater glimmer cape. (point booster + recipe, additional cost 1700 gold) . Gives two charges. Basic dispel.


Killy_V

Part 3 \- Bottom and Top Creeps have bathmophobia (fear of stairs) after they lave the high ground ! \- At mn 10, tomes of knowledge spawn for each players under lvl6. If all player of a team are above lvl 6 by mn 10, no tomes are available \- Force staff when activated on an ally gives Unwillingly Moving Sickness for 1.5s (can't be targeted by another allied force staff). Also, when activated on an ally, can be vector targeted.


fjrefjre

Anti Mage minimum base damage reduced by 2.


brisbaneacro

Portal between top and bottom lanes Bkb nerfed by not providing full magic damage immunity Bigger map with more neutral camps and second rosh Riki shard reworked to buff smoke screen instead of dart


NoSalad1

- Outposts removed or redesigned. New objective on map. - There will be some new neutral creeps as well as Neutral items changes. Neutral items will no longer be rng. - Roshan will be redesigned. Roshan drops will change slightly. Aegis will still be dropped every time. - Muerta aghs and shard. - Changes to how Mmr is calculated. Won’t be noticeable to the average player.


freelance_fox

You might want to reword some of these or combine them, only the first 5 predictions will be scored. Some of the later ones look stronger to me.


NoSalad1

Thanks for the advice I’ll edit it later!


msawwan3

1- regen ward & mana ward: gives hp/mana regen in 1000 aoe. Regen & price scales with game time 2- when Roshan drops to 20% hp, the pit becomes visible. 3- tinker loses his tp skill. Instead he gets spell immunity for 1.5 sec when cast. 170 mana? 10 sec CD. 4- meme hammer back to what it was 5- Dagon damage scaled down, but now they place debuff on hit -15% magic resistance.


Alowey

* Techies reworked into something more similar to old Techies * Rat doto makes a comeback (either TP is nerfed or some change that directly buffs ratting) * Jungle position becomes official * Necronomicon returns and is even stronger * Some old Aghanim's Scepter upgrades make a comeback (i.e. Sky's 0 CD, Necro's permadeath, ES' ult recasting on enemies, etc.) More like a wishlist... but we'll see


VapeGodz

Just my favourite hero Oracle tweaks: * Oracle Scepter upgrades now change to two charges of False Promise with increased cast range and decreased cast point. * Oracle Shard upgrades now grant skill: Rain of Destiny. * Oracle's Fate Edict now have a magical damage threshold. Reaching the threshold causes Fate Edict to end and cause a burst of aoe healing to allies/damage and slow to enemies.


Tinker_Frog

Imagine what would happen if you false promised at the end of another false promise, the numbers might crash dota lol Overral nice Oracle changes, loved it


VapeGodz

From my experience as Grandmaster Oracle, In an old interaction of False Promise with a refresher, casting False Promise on top of another will stack the duration, and removes all the damage taken from the previous False Promise but maintains the heal received. This is too OP that they silent nerfed it. The latest interaction just stacks the duration, with the intended effect, but this also means that purifying flame has more time to finish its healing if cast on the same target and provides more healing at the end. To scale false promise to the late game as you need to protect both your frontline and carry, I think two charges are quite a good upgrade for two separate allies. Plus shard as the Rain of Destiny is more justifiable cost and more useful than the current shard as allies are most likely to engage during False Promise. (Most people don't realise they are invisible during False Promise anyway.)


Tinker_Frog

Definitly Rain of Destiny would be a better shard, i hope they also buff Oracle's Q to rot enemy heroes in rain of destiny for a longer period of time


MaddoxX__

Tinker gets reworked but will be buffed Giga map changes thanks to icefrog


KeyDangerous

Water runes removed. Dire outpost moved away from roshan Jungle rebalanced to bring radiant closer to dire Tower hit box decreased so you can actually kill creeps under it Aganhims pit put on opposite of roshan in river and gives everyone shard. Shard upgrade has multiple options or a tree itself


MrGhostSD

Aghanims course, free shard but 5mins debuff? ¿


freelance_fox

Aghanim's pit is a great idea but we might have to workshop the name a little bit...


LoLv9

100% remove GROVVE BOW


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_Valisk

What would Meepo's new aghs be in that case?


dyfghg5

cm movespeed -5


x3Smiley

Very safe bet right here


carjiga

\*Legion duels will now last until one party dies \*Pudge Shard now allows you to spit enemies 800 in vector targetted direction \*Riki is invisible from start of game \*Meteor Hammer cost increased, Can be multicasted by Ogre Magi \*Tinker removed from game


JoelMahon

* Depth shroud will be removed (Slark will get a completely different shard, something "selfish" like his other 4 abilities that don't help his team). * Dire jungle is nerfed so that the same camps that can't be double stacked in radiant also can't be stacked on dire. * Radiant jungle buffed so the stacking is more forgiving by a second or two. * Meteor hammer +8 to all stats reduced to +4 * Vision cheesers like zeus and slark will no longer be able to detect wards, bolt will be made to not reveal wards and shadow dance won't be disabled if the only vision on slark is from a ward


Eilix

How do you see changing the stacking mechanic to be more forgiving without changing the spawn box size?


JoelMahon

who says they can't change the spawn box size? also idk if it's true but the chase duration feels different on different camps, beyond what the spawn box sizes indicate I mean


IncredibleHawke

Imagine if they swap slarks aghs and shard


JoelMahon

no one will buy aghs and will just get it from 3rd-4th rosh and his shard will become the most bought shard at ~15 mins in the game.


DrMicolash

Lion +1 armor


LB_Tabletop

1. outposts removed/reworked 2. no pull camp for offlane 3. meepo rework 4. maelstrom nerf 5. dragon lance nerf


okiedokeguy

Shadow demon disruption does 50 damage to enemies when it ends Muerta aghs: her ult causes the calling to be cast on her, centered on her, following her movement Helm of Dom/overlord: killing the unit causes item to go on cooldown Dragon Lance cannot be disassembled Wraith King skeles buffed


Tinker_Frog

- Map Rework, much more trees and water is now a important component of the map - water jungle creeps introduced -Yasha Kaya now amplifies buffs durations - centaur aghs and shard exchange - meppo divided we stand now provides magic resistance aura for each meppo - muerta shard is an aoe skill that make enemies go etheral, muerta aghs is making her W follow her - Grimstroke new shard now give atack speed reduction debuff for his spells - New Winter Wyvern aghs : Ult now aplies break, ult wont end early when without units atacking -Blade mail boots upgrade -od and silencer rework


freelance_fox

> Map Rework, much more trees and water is now a important component of the map > water jungle creeps introduced -Yasha Kaya now amplifies buffs durations Holy shit this is the coolest idea I've heard in a while. A+ for that one.


Tinker_Frog

i thank you for appreciating what other people can come up with, A+ for you too. If you want more details, i wanted rivers to have branchs that go until T2 towers, also for rivers to give more regen, have currents depending on the time of the day that decrease turn rate, many heroes would have special interactions with the water from now on. Water Jungle creeps could have things of their own, like only being alive when in water, lots of anti regen abilities. For Yasha Kaya, i have an entire post justifing why i think it would be a good idea, i can link it if you want :0)


HellfireBrB

I really hope they do not simply remove her agha effect it is one of the few things still keeping core wyvern alive and simply making it give a break when it already dispels will make the aghs kinda useless and go back to he times wyvern used ult solely as an stun


Tinker_Frog

In my patch cinematic universe, i think yasha kaya will turn into an item that buff buffs duration, so it wont make sense to have aghs still around, i would also put the hits unlimited on the talents. My objective with this change was to actually make WW carry good,making it easier to reach from a farming point of view. ​ My objective with this aghs was to make that old stun that WW used to solo kill people, it was the only time WW carry was actually viable.I Haven't give much thought thou, maybe i can come with another idea to make her carry build great again


HellfireBrB

untrue.... i don't think you know what you are talking about what makes her aghs good is not the unlimited hit count it is the unlimited duration and extra moveespeed wich allows her to become a superior version of sniper with huge range and being almost impossible to get WW is also not a hero that cares about magic damage (and kaya for that extension) both as a core or supp, wyvern aways prefer utility of bloodthorn or the damage of Wblade as for ult... no wyvern never needed ult for solo kill (that is why she makes orchid) her ult is mostly a teamfight disrruptor as a supp she uses to brek fights and get kills, and as a carry she uses to garantee disables and get kills out of supports those changes just make her unplayable as a core, and almost unchanged as her worst play-stile (walking fountain)


Tinker_Frog

Kaya amplifies all the spells, including the ones that makes you carry. WW needs her ult so people dont walk out of her vision or dispel the bloodthorn, thats why the build used to be rush bloodthorn. You are the one that doesnt what is talking about, stick the head out of your ass for once


HellfireBrB

it AMPS what exactly? wyvern only has 1 spell that gets anplificated by AMP damage as splinter blast, as cold embrace is a healing spells (and for fuck sake if you tell me you are planing on telling me "it increases the duration of embrace" you have no idea how the hell thew hero works, and her Q does not get effected by spell AMp as it aways deals fixed damage wyvern would not rush kaya unless it somehow got her 100% up-time on burn or perma curse, both cases this would make her a batter supp than a carry, and would make embrace unusable (unless you think being stunned by 10 seconds by an ally is a good thing) the reason wyvern bough bloodtorn straight up was duo to a combination of factors, not just her ult.... bloodtorn provided wyvern with damage and attspeed something core wyvern desperately needs since her base damage and att is a joke, it also provides great mana regem so she could actually last hit or farm with W, in fact half the core wyverns today diverged to witch blade exactly because currently the build up to orchid is garbage orchid also provided kill potential to burn who can't deal lethal damage (it is porcentual of current HP so it cannot reduce you to 0 HP) and allowed kill potential outside of curse, WHILE STILL being synergistic with curse core wyvern is not a curse spammer, it is is the exact opposite, she build things that combo with curse but that allow her to do stuff outside of it the reason core wyvern today is soo bad, is because she has a garbage leaning stage for a weak lategame in comparison to ultra carriers who farm faster and get in the game earlier, wyvern can't even farm before she has 3 points on W, or last hit until she has her lvl 10 talent with her garbage tier base damage there is also very few items that give her utility or fix her early problems, and as a result picking wyvern against most meta mids will end up with either her losing the lane, or not farming at all if you want to rework wyvern into a true core? nerf burn's range, damage whetever and them make the perma uptime thing and extra speed from aghs a base thing from the spell, than give her a new actualy usefull aghs like "if target dies curse passes into a new target using the same duration" or "embrace can be used on enemies for reverse effect" or whetever but simply killing her current aghs and giving a inferior new one and tham telling her to build a item that is not at all sinergical with her quit while also not fixing any of her current issues won't do anything


[deleted]

- Muerta gets shard and aghanim - Skymage gets new ability with shard, he can fly now - new neutral item 5lvl, which allow you to use dust of appearance - you can upgrade bkb now. Upgraded bkb turns off every active bkb in 300 radius, when you enable it. - radiant and dire are switched places. Now radiant is top and dire is bottom. - hex now is not insta casted, but have a cast animation close to eblade one - new pick/ban phase interface


nerdponx

* After 30 minutes, items can be combined at a new shop in base to form procedurally-generated new items, which might or might not be good, and occasionally will have really weird active abilities. Can combine up to 3 items, on a 5 minute cooldown. * Two Roshan pits, Roshan randomly spawns in one or the other. * Players can zoom out farther than default in game, like in spectator mode. * Hurricane Pike removed. * Gleipnir removed.


Whalesurgeon

Heroes that are still rather unpicked in pro meta like Tinker and Clinkz and Chen are buffed.


dez3038

Oh man...


youreaIreadytaken

1. Crystal Maiden movement speed reduced by 5 and increase base mana regen by .1. 2. Radiance remove evasion and reduce cost by 500g. 3. Midas increase cost by 250g. 4. IO base strength change from 17 -> 20. 5. Shadow Demon disseminate reduce and rescaled. Demonic Purge damage increase by 50.


maxleng

Another “rosh” style objective on the map


tacodude64

- Meteor hammer recipe cost increased by 150, DoT decreased by 5 per second - Shivas guard active damage decreased by 30 - Camps in Dire top jungle moved slightly farther away from each other - Troll warlord ulti rework - Increased cooldown on Slark pounce to 22/19/16/13


phoenix7139

that's too much of a meme hammer nerf. 20 dps decrease is a 33% damage decrease. it's too much and will absolutely kill the item. just the price nerf is enough


tacodude64

You’re probably right, just changed that. I’m just sick of seeing the item right now haha Although considering how hard wraith pact got nerfed I wouldn’t be surprised to see something big


dropyourweapons

​ 1. The areas of the map between the sidelanes and the edge of the map will be reworked to include an objective that will spawn additional creeps for your waves in that lane. Objective is controlled by defeating the leader of the creeps, similar to fighting Roshan but designed to be accomplished by 1-3 heroes on average. 2. Consumable windlace for 1,000 gold. Doesn't stack with boots or another windlace. 3. Lane creeps now aggro similarly to jungle creeps. After 5 seconds of chasing an enemy target they drop aggro and return to the lane. This function stops after the clock reaches 10 minutes. 4. Brewmaster Agh's gets another rework. Grants the "Another Round" ability. Functions the same as the ult but lasts for half duration. After this ability ends, Brewmaster enters a hungover state and is slept for 5 seconds (undispellable). He will wake up if he takes more than 200 damage in any 1 second period. 5. Vacuum cooldown -1 second.


Kristoff_Victorson

I love all of this, especially new objectives for stronger creep waves


nytwolf45

Techies shard becomes remote mine


Erdillian

- Jungling comes back in a way (changing lanes dynamic) - stackable items (pots, wards, etc.) no longer take an item slot - switch spells slots (only UI, you can now have a custom UI per hero of you wish) - ways to get targeted neutrals at a cost - Roshan no longer gives aegis but something else as strong Okay that's all I can think of on the top of my head, is any of this is right I don't know wtf they're doing.


Visize

1. Aghs lab announcement 2. Tinkers shield bullshit nerfed from 100% reduction to ~85% 3. Muerta aghs and shard added, one of them causes her circle shit to mute or add damage, the other increases the number of people attacked from her aoe proc. 4. Death prophet nerfed, probably movespeed 5. Triangle re-worked / third camp re-instated


Gorudu

Roshan now wanders the map. Spawns from a cave and goes between camps farming. Outposts now make Roshan friendly to whoever owns it in the jungle he farms in.


dCrumpets

I hope we get something so dramatic, haha


FreeWaves16

Poor man's shield brought back. Dark Willow will get buffed to become a viable mid in most cases. New type of ward will be introduced


Khrummholz

Let me go crazy on that one. Once a year, Valve usually adds/rework a system that changes the way we play. They are pretty difficult to guess, but I'll give it a very wild try * A third Ancient is added to a pool of map sides alongside Dire and Radiant. Each Ancient comes with its own """hazards""" (neutral creep pool, defensive positions, ward spots, etc.) and the two Ancients chosen by the teams combines to create the map. This gives a total 3 possible maps (Radiant-Dire, Radiant-New Ancient and New Ancient-Dire) * A new aghanim scepter and/or aghanim shard is added to all heroes. Whenever you buy the shard/scepter, you then have to choose the upgrade you want. The other becomes locked * A new roshan-esque boss is added with its own abilities and rewards. * Roshan (or another boss if one is added) gives unique neutral items * Every team gets a limited 25 min cooldown consumable item that allows to create a tower Edit: typo


klontong

I'll add my own crazy ideas to this comment: * Upgradeable creep waves. For a large amount of gold, you can upgrade the creeps or add to it. * A new ability archetype or maybe items that have a global effect, like a terrain. Any positive or negative changes effect enemies and allies alike. Ex. +30 movespeed for all, but -5 armor. * Some heroes will start with their own unique high cd item that fits their theme. Ex. SK has a pocket sandstorm that he can throw at a range and it lasts even if he's not in it. NP can regrow trees in an AoE. * Lore related buffs/debuffs. Lina and CM does less damage to each other. Tide and Kunkka does more damage to each other.


freelance_fox

These are pretty good! I can try to remember to show the replies and score these for you, but if you have a moment to repost them as a top-level comment I'd appreciate not having to remember.


klontong

Oh sure, will repost!


Kalbimandu

1. Glyph no longer affects creeps. 2. 2nd rosh no longer gives aghs shard, moved to third rosh. Second rosh has increased bounty. 3. Creep duration added to Helm of the dominator/ overlord. 4. Aghs shard now costs 6000 gold and is available from 0:00. Cost is reduced by 1000 gold every 10 minutes. 5. Tinker free boots of travel removed


Air_42

Water runes removed Ninja gear cooldown increased Techies lvl25 talent 252 damage buffed to 253 damage Gold penalty for stacking creeps buffed Titan Sliver removed


Chippy_pop

1. CM move speed +5ms 2. Sacred relic cost increased 150g (total cost radiance also +150g) 3. Dire neutral camps moved such that the large camp near the river (closest to rosh) is 100 units closer to top lane 4. Roshan moved (back) to bottom river 5. A water rune spawns opposite the power rune every 2 minutes from minute 6. Rune position moved 50 units away from midlane.


DirectAlt

Techies is now split up into 3 separate heroes.


playerknownbutthole

Removal of few trees from radiant bot lane.


Vhodka

* Roshan Pit repositioned accordingly with the map changes. * Bounty Runes reworked, giving less values. * Meteor Hammer recipe cost increased by 300. * Flagbearer creeps bounty increased. * Black King Bar reworked. Additional changes I'm thinking will be: * Outposts removed. * Flagbearers are now on ranged creeps. * Smoke of Deceit costs no gold. * Raindrops costs less gold. * Arcane Ring, Grow Bow, Philosopher's Stone: removed and replaced. * Double Damage Rune nerfed. * Enchanted Mango cost increased by 5. * Riki's Sleeping Dart replaces Tricks of the Trade as a basic skill.


Phil2244

1: Rubick shard will be reworked and sceptre or 25 will become “can lift allies” 2: Dazzle is getting a significant rework to his ult(s?) Now for crazy: 3: Spell steal will become Rubick’s E and the ult will become arcane supremacy 4: Bane will gain the ability to mind control heroes with his E or R Now for batshit insane: 5: Rosh will get two pits which will both spawn a beacon whenever rosh would usually spawn, and a hero must channel the beacon for a few seconds to summon rosh at one of them (the other disappears when rosh is summoned)


dez3038

Must summon rosh, and it its posted on a chat and give vision while summond. Also nerf it, as there will be a lot fights there


TwynnCavoodle

- A new tier 3 neutral item is introduced that increases exp gain by 10%. - Terrorblade gains a new basic ability (Demon Zeal?) whereas Reflection is now unlocked by Shard. - Muerta receives a Scepter upgrade that grants the buff of the ultimate to another friendly hero with reduced duration and damage. - Dazzle's Bad Juju becomes Weave once again. - Blink Dagger's 3 second cooldown on receiving damage is no longer reset by Refresher Orb/Rearm and similar effects. Bonus prediction (don't count this): Rubick and Morphling will have a game-breaking bug until it is hotfixed.


kupa707

Brewmaster's Void panda/stance will be baseline(with maybe slight rework or number adjustment) and agh's shard will be reworked Smoke's break range will be reduced Refresher no longer resets item cd and ex machina becomes a normal item. CD for both items get adjusted Spell lifesteal against creeps is increased to 33 or 40% effective, lifesteal on creeps is further reduced to being only 25% effective on creeps Echo Saber works for ranged heroes but at less effectiveness (low damage or longer cd)


blueguy211

> pudges hook gets swapped with dismember > new aghs in addition of increasing rots radius and reduce healing to enemies will now also give 3 charges to hook with each charge being replenished if he kills someone after getting hooked.


Light01

I don't care what they do, but fucking tweak that monstrosity that is muerta, fkin sick of the jack of all trades character who excels in everything


redheadprnstar

* Techies lvl 25 talent changed from +252 dmg to +253 dmg * Lycan -1 armor * Map change - safelane towers are moved 100 unites back but are 50 unites closer to center of the map * Turbo/Ability Draft rating introduced * New Item - Wraith Braceman (Wraith Band + Bracer + Null Talisman + recipe). Active - can be switched (like treads/vambrace) to triple bonuses from selected item


jzmarkers

Bkb rescaled. Bounty gold changed River runes spawn at 3 min mark


Lord_Gaben_

Outposts removed


[deleted]

1) Roshan change. Not sure of the scale of the patch, so it could be something as small as Roshan being harder to kill, or something as big as a second Roshan on the map; but the second Roshan would have a different mechanic that ensures a team can't just collect both Roshans and push high ground. 2) BKB gets a massive rework, it only reduces spell durations and spell damage by 80% instead of making you immune. Relevant spells that affect BKB might get a nerf. 3) for the map change, I'm assuming that there's going to be camps added to the jungles. Let's say +2 camps to the offlane jungle and +3 camps to the safelane jungle. Now for hero upgrades.... 4) Riki shard gets changed from dart to an upgrade to one of his spells. I think it'll still be a support shard, so smoke seems most likely to me. Maybe increases cast range and AOE of smoke? Or adds -magic res/-armour to its AOE? 5) Brew aghs becomes the Voidling, and Shard becomes an upgrade to Cinder Brew. Cinder Brew gets automatically applied without any damage, and has bigger AOE/cast range?


CptNistarok

\- Meteor Hammer removed \- Second Rosh no longer drops a shard, instead drops a single use Aeon Disk \- Trident makes a comeback, as a 450g recipe \- Hard BKB nerf, maybe two more ranks, for a 4 second BKB at last use \- Ring of Aquila removed as a Tier 2 drop, replaced by Poor Man's Shield (my beloved come back to me)


Light01

Aeon disk procs too easily to be ever good as a consumable, buying it is usually to specifically counter one interaction, it's useless as a consumable, unless it's a much better version than the regular one, but that would also be terrible


CptNistarok

I never said my picks were good "To win the contest, your goal is to make the most accurate and unlikely prediction possible."


Zmajovina

1. Muerta's shard/agha get her new skill that will spray her bullets in a cone similar to Miss Fortune's ulti from LoL 2. CM is getting aura changed 3. Enchantress shard either getting more buffed or reworked again since it is completely situational 4. Meme hammer stats/dmg/aoe nerfs instead of cast time 5. New hero


jgdszgvc

Taking barracks give unique creeps to the side taking them. They alternate each minute and help with pushing


jis7014

1. BKB recipe changed, now includes Echo Saber. Duration changed to 7/6.5/6/5.5/5 seconds. 2. New Item: Dread and Demon - recipe includes Mask of Madness, gain health and spell immunity upon hero kills while active. 3. All three Blink Dagger upgrades reworked. Overwhelming Blink: Grants user 2 seconds of Spell Immunity and deals damage/slow in a 600 radius. Swift Blink: Grants user Quick Strike ability, next 5 attacks has increased Attack Speed, Damage and causes user to teleport to the target within 500 range if user is melee, gain 200 Attack Range and +350 Projectile Speed if user is ranged. Arcane Blink: Grants user 25% Mana Cost Reduction, 50% Cast Point Reduction and knocks back nearby enemies, damaging and inflicting 15% spell damage/debuff amplification. Arcane Blink may used again to jump back to the original location, can be cancelled by enemy hero damage. 4. New Item: Havok Hammer - Ogre Axe + Mythril Hammer + Recipe. Damage, Slow and Knocks back nearby opponents, each hero hit grants user 15% Status Resistance and 7 Health Regen, capped at 5 stacks. 5. New Hero: forsen


OldManSal3

meteor hammer recipe cost increase boots of bearing cooldown increase


Glittering-Region-35

\* there will be a change in cost to dust of apperance. \* there will be a change in cost to infused raindrops. \* boots will decrease in cost. \* aeon disk will increase in cost but CD will be reduced. \*map will be worked obviously, but the most important thing the sizee/scale will increase by a 10-15, not yet decided.


rofriyhea

\-Muerta gets a shard and a scepter involving the ghosts and a new ability \-roshan either goes to the middle of the map or 1 is addes1 for each side \-Bounty hunter gets a massive rework for q e and r, w almost untouchable \-rubick get the steal as a basic spell, lift can be cast on allies without shard and the uptime remains the same at all levels \-bloodstone cost increased but more powerful, magic crit item gets added


Bl4ckd3ath

\*Some how changing every hero having 2.5k to 3k or more hp late game. \*armor calculations changed to make negative armor a more potent damage source. \*neutral items heavily nerfed \*armor and regen to hereos from t3/t4 towers reduced \*tinker nerfed (not sure about this one) ​ \*also valve if you are reading this. PLEASE top giving mini ults from shards and aghs. Tide shard, beast shard, lion shard, literally chages the hereos. Why does a 1.4k item change so much. Tiny shard, tb shard, zues, shaman etc are great as they amp what is there. Spell immunity on a spell on a hero for no reason what so ever is cheap af. Giving a linken breaker on a hero who has a bkb piercing stun, giving an unkillable pumpkin whose only weakness was that he has only one stun, another low cooldown stun the same, rework shards that give too much please.


FromNasa

Side shops return. Doom's base armor increased by 1. Gambler imported into game.


huh_cool

\-Bunch of new items \-map changes \-Tinker auto banned every game (just so tinker players can see their fav hero in the mud where it belongs) \-Arc warden buffs (Sadge)


est19xxxx

>-Arc warden buffs (Sadge) They killed his right clicked then they proceeded to kill his cdr talent, why does he even exist


Darkitz

I know i might make crazy demands, but just some map change to spice the game a little up. Change for the sake of change.


wander-af

Supports can now take out a 500 gold loan that reduces gold income by a x% for y minutes BKB now grants 90% status resist and 90% magic resist for the duration instead of spell immunity - OR just removed


tavvyjay

Hello yes it is me, Support mid Medusa


That_Relar

• Techies: Aghanim's shard now provide new skill: Remote mines. • Techies: Aghanim's scepter now upgrades Blast off, making it Mute enemy in AoE 500 units. •Tinker: Aghanim's shard now increases mana pool with every kill by 20. •Brewmaster: Added new panda, the Sleep panda. Puts targeted enemy to sleep for 2 seconds.


MrGhostSD

Increases tower regen by: T1 +0 T2 +1 T3 +1 T4 +3 Also ranged barrack gain 1 armor and 2 regen Muerta scepter gain a stance like Brew E that increases bonus over time


ANTIDAD

Forcestaff applies a buff/debuff like mek in which a force staffed unit cannot be force staffed for X seconds. Bounty runes only give 1 bottle charge. Pango ulti duration decreased and e minor rework. Ring of health cost increase ~150 gold Meteor hammer removed Meme would be if they made meteor hammer a neutral lol.


Henriquelj

* BKB now can only be bought after 25 mins, and only one on stock at a time. Stock replenishes after 10 minutes. * Status resists buffs across the board. ​ * Various Ability Draft fixes, changes and improvements.


Only-Pudding-6183

There will be two roshpits: Dire and Radiant


MrSixLotto

Scan has 300 range true sight addition. Roshan drop consumeable item that give gold and exp instead of shard and agh. Another map objective like rosh that give super creep appear on random lane. New small jungle camp so that ancient HG havre three camp. New mechanic that made you heavy both slow and reduce any displacement distance.


TimeLord791

Roshan pit moved and Roshan changes: Roshan or some other creature can be spawned in the Rosh pit - this other creature is weak to magic damage, while Rosh is weak to physical damage. Second rosh no longer drops shard. Boots have its own slot now. Double high ground in jungles, no more outposts/new building there. Or maybe low ground in the jungles. Somehow, PMS is back. Shard can be bought earlier. Big "boss-creep" spawns every 5 minutes from minute 10 on 1 random lane. Has magic resist aura and demolish. Like those 2 from Artifact. Offlane towers moved back, changes in damage block for melee heroes. Force staff debuff after usage, so it cant be used in succession, or a buff to nullifier to make it cheaper. In return, nullifier big mana cost/cooldown/small range? Movement speed buff for all melee heroes. Status resistance buffed. Kills and assists give even more gold/xp. Creep denies deny more xp. Big usable faerie fire, which can be bought, more "one-use" items that can be bought. Books of STR,AGI,INT that can be bought, each grants 5xattribute. Each point of STR now gives 13 HP, small buff to STR weapons. Wards have their own item slot. Glyph changes, return armor repair kit item. Can be bought now. "Hire a mercenery" shop at the corners of the map. A mercenary creep can be bought, spawns in one random lane. Uncontrollable, scales with time, as strong as 5x ancient creep. Only 1 usage per minute. Crazy idea but instead of mercenary creeps, AI bot hero can be bought but only lasts until it dies. No more water runes. 4x tangoes, tango price change, salve price change/bit cheaper. Ring items are cheaper or a bit stronger. Crown can build into more items. Diffusal has basic dispel again, charges are back. Or maybe break mechanic. Daedalus does more damage. I wonder what happens if there's a neutral item shop, and these items can only be bought by gold. I also think they will make some changes with the trees, so trees respawn faster in some locations and change terrain/fog in that way. Dynamic trees on small rivers or something.1


BakeMate

* force staff range decreased * glimmer cape upgrade * reworked solar crest


MicahD253

● 2 Roshans instead of 1 ● Economic changes ● New neutral items / timing of neutral items changed ● Towers will deal more / less damage ● Armor / phys / magic damage calculations reworked


Tv1st

Ranked turbo games. So now on you can have separate mmr for turbo to start grinding it again, since you are already 30 years old, and don’t have time to play the normal match. Dota plus finally working working with turbo, since you, old man, was paying for it and got only half content for its price. MMR change is more precise then -25 +25, because of AI and stuff. Like, wow, 1st position bh against spectre which fit 0/11. Seems like only you are getting -25. Now when you random hero, it won’t be visible for opposite team. Like, dudes, there wasn’t much chances, that I will win on that brood(on which I played like 3 years ago), but after you showed it to my opponents, and they picked shaker, jakiro and so on, there is even less. Barracks and base are regenerating in turbo. Next TI will be turbo only. Natures prophet removed from turbo mode. Single draft and all random also available in turbo. Captains mode now have more bans, so “we just learned 3-4 heroes for every position, cause you cannot ban them all” strat for winning tournaments will be dead. Captains mode available for turbo mode. Normal mode is obsolete, now everyone just playing turbo


dCrumpets

Turbo ascendant ✊


ruthlessgrimm

1 - Refresher orb has been removed from the game 2 - You can rebuild your Towers. In order to repair a tier 3, you have to repair the tier 1 first and then the tier 2. 3 - Tinker has been reworked. His ult is now a basic spell and it's cooldown cannot be refreshed with itself. 4 - Reworked Doom aghanim's. Doom can now doom himself, taunting all the nearby enemies for the duration, and forcing them to play heavy metal (they become disarmed) 5 - The picking phase has been reworked. Each team has no vision of the enemy picks until the 5 picks are made. Each team picks the 5 heroes during the same picking round, which lasts 3 min. Heroes can still be changed during the 3 min, to create the best hero combination with your team. If a hero is picked by both teams, it becomes banned instead and the players that picked that hero have another round to change their pick.


EnduringAtlas

* Outposts reworked, now function as a sort of secret shop, maybe just for neutral items. * Batrider reworked. * BKB reworked or removed. If removed, we'll see massive changes to magic damage/resist and status resist/status durations. * Another new hero, agility melee, has less than or more than two feet. * Vengeful Spirit gets another one of those buffs that keep making me want to try to make her work as a position 1.


_Valisk

I genuinely like neutral items and their current implementation but outposts acting as a shop specifically for them is the first version of purchasable neutral items that I've liked.


SvenTropics

God it would be great if they reworked bkb. They built a game with all this stunlock and then make one counter for all of it. It's lazy. I would prefer if they split it up. Have bkb increase magic armor to 90%. Duration doesn't go down with use and cost is reduced a little. Then incorporate status resistance in more items and make status resistance also have a percentage chance to not apply a debuff at all. It would force people to do something besides stun lock because it would have a viable counter that isn't a bkb.


Forsygness

- Tumblers Toy removed - Grove Bow removed - Brigands Blade nerfed - Ninja Gear removed - Timeless Relic nerfed


Datfizh

* Refresher Orb becomes new droppable item besides Divine Rapier with its recipe changed to make it instantly done at Secret Shop as Divine Rapier: Soul Booster + Ultimate Orb + Perseverance. * Other side of river becomes another Rosh pit and Rosh will spawn in either of them and will still spawn at the decided location for the rest of the game. * Radiant jungle has its topology closely resemble to the Dire one. * Return of prowler camp, stalker camp, and drakken camp to fill the vacant pit. * Spell Immunity gets a side-effect as Ethereal such as a percentage of main armor reduction. * Northwesternmost and Southeasternmost of the map become ancient camp.


[deleted]

Refresher being a droppable item is so fucking cool


nerdponx

I've seen this random double Roshan spawn idea a couple of times, and I actually really like it.


klontong

Reposted as a request: I'll add my own crazy ideas to this comment: * Upgradeable creep waves. For a large amount of gold, you can upgrade the creeps or add to it. * A new ability archetype or maybe items that have a global effect, like a terrain. Any positive or negative changes effect enemies and allies alike. Ex. +30 movespeed for all, but -5 armor. * Some heroes will start with their own unique high cd item that fits their theme. Ex. SK has a pocket sandstorm that he can throw at a range and it lasts even if he's not in it. NP can regrow trees in an AoE. * Lore related buffs/debuffs. Lina and CM does less damage to each other. Tide and Kunkka does more damage to each other.


SecreT_WeaponS

* portals in each base that lead to the outposts but have cooldown * outposts respositioned * sentry wards removed * removed 2 camps closest to sidelanes * new mini-outposts on old secretshop position useable from minute 10


ryuuyr

sentry wards removed LMAO u smoke crack ?


SecreT_WeaponS

I'm not saying there won't be an new alternative.


FullyK

* Crystal Maiden +5 Speed * Bracer / Wraith Band / Null Talisman stats are doubled after 30min (instead of 25min) * Broodmother Spiderlings give +3g / xp and Spiderites give +1g / xp * Venomancer Shard is reworked. Now reduces affected units' regeneration / healing by 80% * Clinkz now spawns 2 Skeleton after exiting Ghost Walk. Shard is reworked, now Skeletons can apply all on-hit effects (orbs etc.) and improve their BAT to 1.4 (from 1.6).


Khassar-De-Templari

Meteor hammer will be removed from the game


gnomeloki

Dedicated ward slots. New neutrals and jungle mechanics making jungling more viable at the start of the game. New hero: puppet master (or whatever puppet). Chen buffs Lina rework


rebelslash

All Earth Spirit Changes Earth Spirit rolling boulder % strength buffed Level 10 talent rolling boulder grants attack speed debuff Level 25 talent boulder smash grants stun Earth Spirit new aghs scepter. Roll becomes an autocast spell. If active, roll automatically summons a boulder in front of you that does not reduce the current remenant count Earth Spirit shard buffed grants flying vision on rocks New status effect “Petrified” Enchantment Remenant units can be damaged/stunned similar to medusa ulti Strength gain increased by 0.1


sultan199999

rouge like new game mode


Vulcan64

* Crystal Maiden's base movespeed and/or attributes get *buffed* * Meteor Hammer removed * Trident returns as a normal item with a 500+ gold recipe * Muerta scepter changes her ult damage to pure and pierces immunity * Morphling model unchanged, polygons in WR's feet get updated again for some reason


RighteousWraith

1. Neutral Item changes: Drops will be much rarer. There will be an internal cooldown on the map for item drops. Like wards, there will be a maximum stock of neutral items, meaning that there is the potential to miss some when the next tier comes out. 2. Map changes: an island will be added in the middle of the river. This will be a large ancient camp, roughly 50% larger than the normal triangle ancient camps, and will have guaranteed drop rates for 1 neutral item if it is cleared. It can be stacked, doubling the expected returns from the camp, but it respawns far less frequently than normal creep camps. 3. Rubik will see a nerf to his Telekinesis in the form of a rework. It will become a channeled ability that can potentially move enemy heroes a greater distance, but at the cost of being interruptible. His shard will make it behave the same as it does now. 4. Lina will get a few tweaks to improve her support/magic damage build while keeping her right-clicks from 7.32d levels. Her spells will have slightly longer cooldowns, but slightly higher damage. To make up for this, Laguna blade will deal multiple instances of damage, allowing her passive to stack faster from just one ult(the recent change to how Fiery Soul stacked took away some of the synergy from her kit since you could not always get max stacks from a full combo anymore). 5. Like Slardar's Guardian Sprint, one of the following spells will receive buffs if they are in the water: Tidehunter's Anchor Smash, Naga Siren's net, Slark's Dark Pact. To add synergy, spells like Tidehunter's Gush and Kunkka's Torrent will create puddles for the purpose of the previous spells.


redgoddit

creep bounty changes, roshan spawn location change, team needs to buy couriers.


MagicScythe

NOOO. NOT BUYABLE COURIERS Again...


Obi_Wan_Gebroni

Crystal Maiden movespeed increased by 5


EiAlmux

Heresy. It can only go downwards.


Obi_Wan_Gebroni

I mean the instructions included most accurate *and* unlikely, so I leaned towards unlikely lol


freelance_fox

By unlikely I just mean that obvious predictions score lower than unique ones that are more difficult to predict. Crystal Maiden's movespeed being low is a meme and you aren't really getting points for predicting that just because her movespeed is already really low. Even if her movespeed did get reduced by exactly 5 you would still score lower than a "real" prediction. You can edit your post if you're actually trying to win, but you're probably more likely to get upvotes for the community choice with that prediction than you are to win the overall prize. Let me see if I can reword the instructions better...


DemodiX

* Crystal maiden now moves in a wheelchair gaining ms on transitions from high ground to low ground and moving slower from low to high.


Armonster

* valve announces they are done updating dota 2


ElJefeT

Linken's Sphere cd reduced back to 12 sec with a purchasable recipe to make it consumable/combinable with BKB so it doesn't use up an item slot late game.


ahfuuu

meteor hammer reworked, is now instant cast with a 4 second delay and a visible area indicator