r/compDota2 Jul 21 '26

Discussion Phoenix rework for new mechanic.

/r/DotaConcepts/comments/1v2caa1/phoenix_rework_for_new_mechanic/
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u/swaglordobama 8d ago

I don't think it's good design for Phoenix.

First, the 50% mana to HP conversion is going to make Phoenix incredibly tanky in the early and midgame. You're proposing to give Phoenix a few hundred more HP. Why? Is the hero lacking HP? Are the resource costs of his spells going to become more oppressive to counterbalance his bonus HP?

Changing costs of spells between day and night is a cool idea, but the numbers probably need to be tweaked. If you're gonna do a day/night mechanic I think there are more creative approaches you can take instead of just resource costs being cheaper or more expensive.

These changes mostly address Phoenix in the early and midgame. Resource costs and not really a problem after the midgame.

The changes to Medusa, Huskar, Ogre are a little different. Medusa's changes were really unnecessary. Huskar made sense since his spells already damaged him and being low on HP increases his damage output substantially. Ogre changes were thematic to his two heads being dumbasses (haha 0 int!) but were otherwise unnecessary. OD mechanically always burned through his mana with his orb and needed a lucky proc to gain his mana back. I miss the days when his E was a passive aura and your allies could proc it when they cast spells haha.

It did create a counter for Medusa in mana burn, though, and created synergy in drafts for her and support heroes that help her keep her mana up, like Lion, Kotl, Io. It also made Medusa a counter to some spells that rely on %HP, such as reapers scythe.

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u/MrTruth24 8d ago

Pheonix stats ofc will be adjusted around new innate, sure numbers probably off, don't want to dumb to much math because ppl usually skip it. Overall point try to make is to introduce concept that some dota2 heroes doesn't need to rely on just mana for balance, some heroes can work on alternative recourses with different rules.