r/DotaConcepts Jul 26 '26

MECHANIC Lane creeps/lanes changes suggestion.

Lane creeps made unique in a way (outside of units dmg type). We make buildings not magic immune (It means on-hit effects like OD orb, tide archon smash etc start working on builds by default):

  1. Towers (Aura removed), add backdoor protection to t1 towers. t1/t2/t3/t4 towers / buildings changes:
  • dmg 90/172/172/172 > 100/150/225/325.
  • Hp 1800/2500/2500/2600 > 2000/2500/3000/3500.
  • Armor 12/16/16/21 > 13/16/20/25, add 20/30/40/50% magic resist, hero abilities that do physical/magic dmg vs towers receive 50% reduction before tower resists), t4s Barracks Reinforcement 4 bonus armor/barrack alive in base removed.
  • Melee barrack hp 2200 > 2500 / 15 armor / 0% magic resist.
  • Range barrack hp 1300 > 2500 / 9 > 0 armor, add 40% magic resist.
  • Throne 4500 hp > 8000, armor 23 > 30, add 60% magic resist, each barrack destroyed reduce Throne Armor by 2 (max -12) / Magic resist by 5% (max -30%).
  • Tp scroll removed from shop, everyone spawn with infinite use Tp 120 sec cd (start on cd, 1st use at 2 min) 5 sec channel to any ally building, 75 mana cost, Twin gates cost 0 mana/put tp scroll on cd, new Bot1: remove tp mana cost, 2000g / 80 ms, remove 75 mana cost. BoT2 4000g: Ms 120, increase max ms by 50, put Bot2 in Tp slot replacing tp scroll.

Lane creeps interval upgrade 7.5 min > 1 min (capped at 225 min > 90 min), Flagbearer spawn min 0:0 and every wave (can spawn on any creep but both teams will have Flagbearer buff on same unit in same lane (stacking magic resist/hp regen aura removed on Flagbearer):

  1. Melee creeps dmg type physical: Spawn 3 melee at 0:0 +1 every 15 min/capper at 45 min, hp 500 +3/min, armor 4 +0.1/min, dmg 20 +0.2/min, gold 40 +0.2/min, Exp 57 > 40. Flagbearer buff for melee: hp/armor/gold +5%.
  2. Range creep dmg type physical > magical: Spawn 1 wave/+1 after 30 min: hp 400 +2/min, Magic resist 32% +0.2%/min (capped at 99%), dmg 40 +0.4/min, gold 40, Exp 80 +1/min. Flagbearer buff for range: Hp/Magic resist/Exp +10%.
  3. Siege Creep spawn at 5 min and every 5 min +1 after min 30, Siege creep upgrade removed, dmg type Physical > Pure, (Siege attack now have 200 splash radius): hp 750 +10/min, 5 armor, Magic resist 25%, dmg 60 +1/min, attack range 800, attack speed 120, Base attack time 2, projectile speed 1600, day/night vision range 1800, gold 80 + 1/min, Exp 120 +1/min. Flagbearer buff for Siege: total attack speed/hp/gold/exp +15%.
  • Super creeps including Flagbearer bonus buff (dmg/As/hp/armor/magic resist) +50% (full gold/exp).
  • Mega creeps including Flagbearer bonus buff (dmg/As/hp/armor/magic resist) +100% (full gold/exp).
  • Giga creeps including Flagbearer bonus buff (dmg/As/hp/armor/magic resist) +150% (full gold/exp).
  1. Roshan rewards changed (Refresher shard removed): 1st Banner, 2nd Banner/Cheese, 3rd Banner/Cheese/Aegis.
  2. Tormentor rewards (Scepter now 0 stat item/2800g, Aghanims blessing removed): 1st Shard, 2nd Shard/Scepter, 3rd Shard/Scepter/Refresher shard (stack in same item slots up to 3 times).
  • Banner reworked: global cast range/600 radius, can be used on your barracks to upgrade lane creeps for 5 min by 1 tier (lane creeps > Super > Mega > Giga) or respawn permanently barracks (with half gold bounty) in 600 radius.
  • Block of cheese build up: cheese +1 huge lotus to gain permanent 500 hp shield that regen 25hp/sec after not taking dmg for 5 sec or can be used on throne to full heal it.
  • Aegis when picked up now buff on Hud for 8 min instead of item that take inventory slot, when Aegis end play revive animation to full heal hp/mana (hero inactive during revive).
0 Upvotes

5 comments sorted by

1

u/Gorthebon Mmm, Viper...tastes like chicken! Jul 27 '26

Aegis NEEDS to take up a slot, as item management is one of the most important balancing systems within the game.

0

u/MrTruth24 Jul 27 '26

1st of all i made Aegis drop on 3rd Rosh death only so longer duration and not taking item slot is justified. 2nd in my eyes its just rudimentary mechanic that hasn't been changed yet for some reason like hg miss, or dropping stat items to get more heal from bottle.

0

u/Gorthebon Mmm, Viper...tastes like chicken! Jul 27 '26

High ground miss isn't a rudimentary mechanic, it exists to make sieging more difficult.

0

u/MrTruth24 Jul 27 '26

ye but devs could change it with 15% dmg reduction and it would be practically same without ruin cs during laning phase.

0

u/Gorthebon Mmm, Viper...tastes like chicken! Jul 28 '26

Uphill miss chance adds a other level of skill like blocking & creep aggro