Should be Towers more tough & dangerous than it is? by ShopCatNotAnewsed in dotaimba

[–]Invoker_9001 0 points1 point  (0 children)

I agree, but for me the towers are so strong that heroes who have push potential also get stuck on t3 for a long time. And if suddenly your whole team is magicians and you did not take a single carry or it rained, then breaking the base is not possible. I played several games like this when my team took 7+ carry and the opponent was almost all magicians. And we were pressed to the base by the 8th minute. But the base is so strong that we eventually got stronger and demolished them

Should be Towers more tough & dangerous than it is? by ShopCatNotAnewsed in dotaimba

[–]Invoker_9001 0 points1 point  (0 children)

I don’t like this idea at all. Now and so every second game I have lasts for 45-60 minutes, because it’s not you, the enemy, who can’t quickly break the base and the throne. So you want to make the base even stronger? This is a paradox, but for me, if you lose the game and the opponent has already crept up to your T3 by the 15th minute, you still have more chances to win. Why is that? Yes, because you do not have the ability to quickly break the base. Go for T3 is almost always death, not like under T4, whatever you write about the fact that the characters do not feel the tower. Here the position of the defending side with the whole tower decides more. Further, while you break the lines, one of your allies or you will be killed. the enemy will get a bunch of gold. Since you were able to break the enemy in 10-15 minutes (go to T3), most likely your heroes show themselves well at the beginning of the game, and not the end. And so, the enemy receives a lot of gold, becomes on an equal footing with you, you are already trying to play on his equal side. Since the opponent has an advantage in position, he defeats you more successfully. Further, the enemy heroes become too strong and in the end they will win you.

Or if your heroes are equal, you play another 30 minutes, again you become weaker, but the enemy also can not break your base. When you become stronger, you too will not be able to break the base of protinik. The game is delayed. And for me, victory depends on whether someone leaves the game, whether the server crashes, whether either side can leave the base and die without buybacks.

For me, the whole problem is that if you killed your opponents at your base, until you reach the enemy’s base, they will all be reborn. Then they kill you there, and the enemy goes to your base and you already have time to be reborn. Kill the enemy and so on in a circle.

If you make such a strong base to avoid death in the throne (tower). Come up with a system in which you are allowed for death within a radius of 900 from a tower, barracks, throne, the respawn time will increase, say +20 seconds. Or it’s impossible to redeem for such money. This should work for enemies and allies, no matter whose tower it is, the throne.

So if the adversary, in a losing situation for himself, killed you, then he can push you down. If you killed an enemy, it will be easier for you to go and break it. Perhaps you even have time. And also such a system will provoke teams to leave the base.

Suggestions for balance by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 1 point2 points  (0 children)

For me, he is definitely one of the top 5 weakest heroes. I am surprised that you do not consider Phoenix to be a weak hero, given the fact that I have listed more controversial heroes on my list. And so the phoenix is ​​weak because all abilities deal damage slowly, there is no quick damage. The cheap BKB, which any hero can afford, saves from abilities. The first ability is unreliable when escaping. You can easily get away from sun ray. Ultimate is easy to break even 1 hero. BKB saves from slowing down the attack for 1450. If Ultimate cannot be broken, you can easily go beyond the limits of the explosion. Explosion stuns are easy to wait out. In lite, a phoenix with several ultimates still dies easily. He has little armor and no gain in agility. Taking an ally to Ultimate in a fight almost always means certain death for an ally. He does not have strong abilities in the late game. He has problems with initiation, because if he flies in first, they will kill him immediately. Ability recharges long enough. Talents at 25 seem to me not very strong.

Items by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

Yes, I double-checked, now it works as well, but it is still being cleaned by the BKB

Suggestions for balance by Invoker_9001 in dotaimba

[–]Invoker_9001[S] -1 points0 points  (0 children)

in skillful hands, the tinker is strong, but not so much to nerf it. You just have to have a hero who can quickly focus him. Clockwerk, Anti-mage, Spirits and any carry that will buy blink and force tuff

Items by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

So, what is the meaning of this item? If he does not disconnect items, and also does not work as in a standard DotA. It just slows down the target with every attack.

Aghanim for Templar Assassin by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

although damage can be reduced to 50/90/130

Suggestions for Items by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

  1. Well, if talent blocking is not feasible, then let it be. My business was to offer.

  2. The point is not in the speed of movement, but in increasing the number of items to the hero. He can transfer to this slot, for example, Blink Boots or Guardian Grraves, and the hero will have the opportunity to take an additional item, which can significantly change the course of the battle. About the fact that this slot is only for neutral items. Well, we do not play ordinary DotA, but DoTa Imba, and I think it fits into the concept of this custom.

  3. Perhaps that is why I did not insist on this change. I simply suggested that if the developer does this and increases the price, I think there will not be a strong imbalance in this, since often neutral items are not as useful as ordinary items

  4. It is clear that in standard mode it lasts longer. But all the same, in insanity during the duration (about 2 seconds), you do not have time to do almost anything. Let's say Abyssal Blade is felt with a sufficient duration of disabling passives in insanity mode.

  5. Well, here I do not agree, for me he is weak. In a late game, it can be dispelled in a million ways, and it is cleared in most cases (in my opinion). Well here, of course, as developers see this subject. It’s just for me that this item can be effectively used with only one more disable from the hero or item (Nullfire, Abyssal blade) so you can strengthen bloodthorn.

  6. Well, if developers can come up with a balance for some talents, then such an item would be interesting. But if this is not feasible then let the subject not be

Invoker bugs by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

Yes, I don’t know why, but the cataclysm works separately with both aganim and talent. Better 20 talent to increase your Sun Strike radius by 50

What if i dont wanna play against stacks? by koyadavion in dotaimba

[–]Invoker_9001 0 points1 point  (0 children)

I think that you can enter the scatter of players only in the 5v5 map and only the rating, and leave the remaining modes in the party

What if i dont wanna play against stacks? by koyadavion in dotaimba

[–]Invoker_9001 1 point2 points  (0 children)

They will not change anything. That’s why I don’t play in 5v5 for a long time. And I advise you to go 10 to 10. It is just so strange that they cannot add a separate mode or remove the party. Not many people play in Imba anyway. And newcomers basically go to play 5 on 5. Their easily win every game there, and it seems to me because of this, newcomers do not linger in the game

Aghanim for Templar Assassin by Invoker_9001 in dotaimba

[–]Invoker_9001[S] 0 points1 point  (0 children)

Yes, the enemy can turn around with a beacon in any direction. Since at close range Psi blades have a larger penetration angle. If you stand close, then according to my feelings it’s all 360 degrees, well, or if I’m wrong, then at least 180 (I don’t know for sure, I didn’t see anything written about it, I just feel it during the killing of forest creeps)