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Changes #2547
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A few other things I would consider. -Isolate the ancient camps. The auras affect the nearby medium camp (The one next to the power rune). -After 7.20 increased all auras AOE's, the hard camp auras affect the nearby bosses making them harder to take. Replace them with a different camp or move them. -Remove First duel. It serves no purpose other then allowing one team to get a lead. Reduce the start timer to ~40 seconds. First duel heavily favours the team with the better level 1 poke and combined EHP. -Make Bounty runes spawn every 4 minutes instead of 2. (Maybe add team gold and exp to capture points instead). |
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Bounty rune spawn time is completely hard coded into DOTA, anyway. Closest thing that could be done would be to lessen the rewards. Also, starting items: do they build into exactly the appropriate boot type, or are they just part of the boot upgrade tree? |
Instead of buffing boss HP I would buff boss armour. You dont see magic damage heroes shredding bosses. The Main showcase of Minus armour being too good is slardar being tournanemt viable. 3/4 of his spells are average at best but he is still picked. |
@POCKETMONEY99 please stop cluttering the thread.
These 2 points are opposite to each other. Increasing the bosses armor would make minus armor more effective, not less. @SquawkyArctangent They build into the exact boot type. |
Should the Farming Core ( given at the start of the game ) be reintroduced for the sake of limiting starting items to one? My initial thought was that it wasn't all that necessary since the order filter could be expanded to filter out buying 'em when you already one, but then I realized that'd also involve doing something so you couldn't drop a starting item on the ground and then buy a new one, so ... |
That would work as a workaround to make it a bit simpler yes. |
On the boss exp bounties: do you want them to just be like, normal creep exp bounties, where all heroes in exp range get a split of it? Or do you want something more complex, like only giving the exp to the team that killed it, or the one that captures the point? If it's the former, that's something you could easily do, as that's just controlled by the BountyXP value in the bosses' kv files. |
Just normal ones, I'll do it. |
Updated with what we have finished so far and added a few more things. |
Hi, I don't really want to make a million different issues. This is mostly just to have a checklist.
Proper starting items
Items with fundamentally the same effect as the non-ms effects of boots that are combined with brown boots as well as an upgrade core to build farming boots.
So for example, Arcane Boots provide:
The Arcane Boot starting item would provide all those same effects but a weaker form. All starting items cost 600g. There are starting items for all 5 different boots (not for GGs).
Capture points spawn in 4s, not 2s.
Currently capture points always spawn in a pair, one on each side of the map. I want to test spawning 4 capture points instead, 2 on each side. None of the rewards change. First capture point has one in the base, the other randomly outside as before.
Always give creep assist gold.
If you are in the radius of a creep getting killed by an allied hero you get a small portion of the bounty. Not much, just a bit. TP boots amplify this effect.
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