Advertisement
PizzaHutPzwnd

Pizza's Dota 2 Restandardization v2.0 (WIP)

Sep 6th, 2017
180
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.67 KB | None | 0 0
  1. -------------------------------------Pizza's Dota 2 Restandardization thoughts----------------------
  2. Version 2 (WIP)
  3. ------------------------------------------Truestrike/Accuracy---------------------------------------
  4.  
  5. I'm a big fan of the small, intricate abilities of dota that can have a massive effect on gameplay.
  6. One of these is the "1-hit" truestrike of various abilities such as Silver Edge and Enchant Totem.
  7.  
  8. I think more of these on-hit truestrike effects can be incorporated into the game, pulling certain heroes and items into soft-counter territory instead of focusing so much on hard counters (Requiring MKB vs PA for example).
  9.  
  10. 2.0 New Thoughts:
  11.  
  12. I would like to introduce a system of Evasion and Accuracy, mimicking the Armor formula to make its growther smooth and more linear. Truestrike would remain and become the "1-hit" mechanic described above. Various on-hit effects could also make use of this design, granting a %truestrike on given effect, such as the minibash on mkb or other effects.
  13.  
  14. The math on the Accuracy / Evasion Rating formula mimicking armor.
  15. This formula could be further simplified to mimick, directly, the armor formula, adding in a 6% multiplier, thusly:
  16.  
  17. (Evade - Accuracy)* 6 / ( Evade * 6 + 100)
  18.  
  19. A major change to this formula for 100% situations to be useful and not OP.
  20.  
  21. E*6 /(E*6 + 100) - A*6 /(A*6 +100)
  22.  
  23. 2.0 Proposals:
  24.  
  25. Truestrike redefined as a guaranteed hit due to a given proc or effect.
  26. Accuracy and evasion would follow the above formula.
  27. Evasion skills/talents/items generally rounded up to nearest whole evasion value.
  28.  
  29. Heroes with Evade or Accuracy
  30. Phantom Assassin from 50% evasion to 17 Evasion Rating (50.495%)
  31. Tinker Laser counted as 100% not as an evasion rating, but still countered by accuracy rating (E = 100%)
  32. Windrunner windrun evasion follows same pattern as Laser.
  33. Doom's Infernal Blade now gains Truestrike
  34. Legion Commander's Passive gains Truestrike
  35. Chaos Knights Passive gains Truestrike
  36.  
  37. Items with Evade or Accuracy
  38. Monkey King Bar grants 9 Accuracy (35.1% evasion reduction) now as well as Truestrike on Mini-Bash (40% chance of True Strike)
  39. Solar Crest grants 4 Accuracy on enemies (19.4% evasion reduction), and 4 evasion rating on self/allies.
  40. Echo Sabre gains Truestrike on Secondary hit (the first hit must land).
  41. Butterfly changed to 9 Evasion rating (35.1%)
  42. Talisman changed to 3 Evasion rating (15.3%)
  43. Halberd changed to 6 Evasion rating (26.5%)
  44. Bloodthorn changed to 17 (50.5%) Accuracy on target
  45.  
  46. ------------------------------------------Intelligence as an Attribute-------------------------------
  47.  
  48. There are a couple trends in dota 2 lately with 7.00 and 7.06 specifically.
  49. Back in the 6.8X patches Intelligence had spell amplification added to it.
  50. And in various patches since, mana per point of intelligence has been lowered, while amplification has been increased.
  51. Another thing that happened (7.06) was a rebalance to health regen scaling, and I'd like to see the same for mana regen scaling.
  52.  
  53. [[Intelligence Redone]]
  54. -Regen per point increased from .04 to .05
  55. -Base regen reduced from .01 to 0.00
  56. -Amplification increased from 1% per 14 to 1% per 10
  57. -Max Mana per point decreased from 11 mana to 10 mana
  58. -Max Base Mana increased by 25 (75 -> 100 base mana)
  59.  
  60. ----Double Dipping of INT vs Amp----
  61.  
  62. I really think this should be removed. There are a few abilities that scale doubly off INT or MANA and then get SPELL AMP on top.
  63. Namely Silencer, Outworld Devourer, and Skywrath. I'm not claiming this is Overpowered, but that it's an intricacy I disagree with occurring, and it's also visually shown incorrectly. It's like Cleave scaling off spell damage or grant spell lifesteal, it's just ... bad long term to allow old scaling systems to double dip into new ones. Let's nip this in the bud shall we?
  64.  
  65. ------------------------------------------------Break as an Effect--------------------------------------
  66. Like the idea for truestrike above, I think more small instances of BREAK should exist in Dota
  67.  
  68. The primary essence of "Sheepstick" was to reduce a target to a harmless critter in Wc3 dota, but the functionality of
  69. BREAK being added to the game also removed it from the Hex effect. I think the issue is mostly *how strong* break really is.
  70.  
  71. Hex originally granted what we now call Break, Disarm, Silence, and Mute. I think this is fair to put back into the items/skills that grant this effect, but we must also look at what break removes. Maybe, and this is a big maybe, Maybe only certain passives should truly "Break" and others shouldn't.
  72.  
  73. Increasing the frequency of Break I think is good for the long term health of the game, as there's just too few applications of it right now. Obviously, when making drastic changes some heroes (bristle back, timbersaw, etc) may require direct balance touch ups, as more hard counters are introduced.
  74.  
  75. --------------------------------------------------Manaburn as an On-Hit----------------------------------
  76. 2.0 Thoughts
  77.  
  78. I really hate manaburn, not because it's a bad mechanic per se, but because there's so little I can do against it. Mages and many supports have crappy armor, and Manaburn from Anti-mage and Diffusal Blade both deal physical "burn" damage. I would like to see mages (esp supports) to have a little more leeway in dealing with manaburn in general. For this I think Armor should be a hinderance. A hero with Armor should reduce the mana loss directly, and the bonus damage can scale more directly 1:1. Furthermore, since armor scales as the game progresses, it might be a simple thing to make manaburning attacks scale with Int directly.
  79.  
  80. 2.0 proposals
  81.  
  82. Manaburn effects rebalanced to be reduced by armor.
  83. Manaburn effects rebalanced to be a stronger ratio of mana removed -> damage.
  84. Manaburn effects rescaled to be based on the target's Int attribute
  85. (e.g. Mana Break from 64 -> 32 + 1 per int, from 60% mana to damage -> 100%)
  86.  
  87. ----------------------------------------------------Wards/Ward units--------------------------
  88. New wards/ward units seem to have a form of standardization as "Number of Hits to Kill" and I would like to see more of this.
  89.  
  90. As a support, I think one of the most frustrating things about killing wards is having garbage attack damage and having to hit the ward 3 times. I think it should be a hit value on all ward units, instead of HP. Making observer and sentry wards a default 2 hit kill would make it easier to judge time it takes to deward a location, similar to how wards had 100% accuracy placed on them.
  91.  
  92. 2.0 Proposals:
  93.  
  94. All ward-units ignore uphill miss when being attacked, but not when attacking.
  95. Ward units are all labelled as such and always have a hit-based healthbar.
  96. Ward units take more damage from heroes and towers, less from creeps. (3:2:1 ratio; Hero:Tower:Creep most likely)
  97. Observer / Sentry wards standardized to a 2 hit kill ratio from heroes, (3 from towers, 6 from creeps)
  98. Plague wards remade to be 1/2/2/3 hits to kill from heroes/towers, (5 from towers, 9 from creeps)
  99. Zeus Aghanim's Cloud remade to follow the hero/creep formula, not a melee ranged one.
  100.  
  101. --------------------------------------------------Denies------------------------------------------
  102. I think the removal of Ally Denies of heroes would be a healthy aspect to the game.
  103.  
  104. There are only 3 spells that allow this anyway, so removing the Deny aspect from 2 of these spells is not game breaking. The last spell being the Ultimate "Doom" I think is a problem with how the spell /currently/ works, which I have personal design position/issue/remake below.
  105.  
  106. 2.0 Proposal:
  107.  
  108. Remove the ability to deny allies.
  109. Denies are therefore isolated to specific hero skills and Bloodstone.
  110.  
  111. ------------------------------------------------Doom (Spell)----------------------------------------
  112. I wasn't planning on making blatant balance aspects here, but I will for the sake of the above argument.
  113. The spell Doom has always been relatively strong, and ridiculously long lasting. I have the (strong) opinion that Doom's Aghanim's
  114. should be incorporated like Pudge's, into his default kit. However, I think the default timer should be gutted.
  115.  
  116. Doom (Remake)
  117. The spell Doom now grants Silence, Mute, and Break.
  118. Cooldown rescaled: 150 / 135 / 120
  119. Debuff Duration: 3.1/4.1/5.1 seconds
  120. As long as Doom (hero) is within 1000 range of the target, Doom (spell) does not begin to count down. However, if the "leash" distance is broken at all, the spell will start counting down and cannot be stopped.
  121. The damage of Doom per tick is unchanged, minimum damage of Doom (spell) is 4/5/6 Ticks of damage, occurring .1 seconds after placing the debuff, and lasting until the final .1 tick mark.
  122.  
  123. (2.0 proposal is same as above, no change in opinion)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement