7.20

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    • Reworked Jinada. Passive cooldown 12/9/6/3. Causes your attack to deal +80/110/140/170 Bonus Attack Damage. Steals 12/18/24/30 Unreliable Gold from enemy heroes. Your weapon glows when the attack is ready to strike


      Ultra dank
      "I'd only suggest that you try to understand other people. Try to learn empathy"
      • Replaced Drunken Haze with Cinder Brew. Covers a target 400 AoE with alcohol, slowing them by 25% and causes them to have a 20/25/30/35% chance to attack themselves instead of the target. Lasts 7 seconds. If the targets are hit by any fire based spells (including immolation from your Fire Spirit), the duration will refresh and they will ignite and burn for 10/25/40/55 DPS. Cooldown: 20/18/16/14. Manacost: 50. Self attack is not lethal
      • The following heroes have fire element damage: Dragon Knight, Jakiro, Phoenix, Axe, Doom, Ember Spirit, Brewmaster, Lina, Ogre, Batrider, Wraith King, Clinkz, Invoker, Warlock, Underlord, and Huskar
      LMAO WHATTTTT
      @lkllnd


    • Herausstechende changes:

      Spoiler anzeigen
      Reworked Enfeeble. Adds a debuff to the enemy unit, applying 36/44/52/60% negative status resistance to the target (which causes debuffs to last longer)

      Reworked Jinada. Passive cooldown 12/9/6/3. Causes your attack to deal +80/110/140/170 Bonus Attack Damage. Steals 12/18/24/30 Unreliable Gold from enemy heroes. Your weapon glows when the attack is ready to strike

      Replaced Drunken Haze with Cinder Brew. Covers a target 400 AoE with alcohol, slowing them by 25% and causes them to have a 20/25/30/35% chance to attack themselves instead of the target.

      The following heroes have fire element damage: Dragon Knight, Jakiro, Phoenix, Axe, Doom, Ember Spirit, Brewmaster, Lina, Ogre, Batrider, Wraith King, Clinkz, Invoker, Warlock, Underlord, and Huskar

      eworked Marksmanship. Now provides a 20/30/40% chance to land a piercing attack that cannot be evaded and strikes through the enemy's defenses, ignoring their armor entirely. Instantly kills creeps. Gets disabled if an enemy hero is within 400 range of you

      Added a new Ultimate, Will-o-Wisp. Spawns an attackable light entity, Ignis Fatuus. The light flickers on for 1.3 seconds and off for 1.75 seconds. Enemies within a 650 Radius are hypnotized and forced to look at it whenever it is emitting light, unable to act. The light entity can be killed with 4/5/6 attacks, otherwise it will flicker 3/4/5 times before going away. Cooldown: 120. Cast Range: 900. Manacost 200/300/400. Dormant for 1 second before the first flicker begins

      Finger of Death now gets stronger with each kill. Gains +50 Damage per hero kill. If the enemy dies within 3 seconds of being hit by the ability, the bonus is still granted

      Multicast now affects targeted offensive items. Will cause the item to cast again at a different random enemy unit

      Replaced Heartpiercer with Lucky Shot. Gains a 20% chance to apply a debuff for 2/3/4/5 seconds that slows the target by 40% and causes the target to be either Silenced or Disarmed. Multiple instances of this debuff stack

      Blur's non-evasion passive component has been changed into an active [?]. Causes enemies to be unable to see you (like smoke) until you are within 600 units of an enemy hero or buildings. Does not dispel when attacking. Lingers around for 0.75 seconds before going away after being near an enemy hero. Lasts 25 seconds. Cooldown: 60/55/50/45. Manacost: 20

      Dream Coil now applies a Leashed state to the targets, disallowing teleportation and mobility based abilities

      Replaced Null Field with Arcane Supremacy. Passive. Gains 14/18/22/26% Spell Amplification and causes all debuffs you apply to the enemy to last 20/28/36/44% longer

      Reworked Soul Catcher. Targets a 175/200/225/250 AoE area. Causes all units in the area to lose 25/30/35/40% of their current health, and gain half of it back after 10 seconds. Cooldown: 26/24/22/20 Cast Range: 700. Manacost: 110 [?]

      SHADOW FIEND:
      Base armor increased by 1

      Reworked Bash of the Deep. Passive. Every 4th attack your hero does (on any target) applies a bash for 1/1.1/1.2/1.3 seconds dealing 75/125/175/225 physical damage



      Toss avalanche damage bonus increased from 2x to 3x
      Preparation - Anticipation - Communication - Execution
    • Mich kotzt der Trend der letzten Jahre so an, jedes passiv / Aura irgendwie in ein active zu verwandeln.

      Beispiele: Antimage, Destryoer oder Bara

      Lifestealer mit 3 Passives, das war perfekt zum runterkommen. Aber jetzt muss alles so hektisch sein.....

      mfg
      coruscant
      Kommentar zur Schweinegrippe:

      Ich hatte mich schon gefragt welche nächste Sau durch's Dorf getrieben
      wird. Was wohl als nächstes kommt. Klimawandel oder vielleicht doch
      wieder Terrorismus ...

      Das der Mond auf die Erde stützt, DASS wäre mal was wirlich neues und
      sicher auch extrem verheerend. Alternativ tut es auch ein großer
      Meteorit.

      Ich kann es mir in Gedanken schon vorstellen. An Schweinegrippe
      erkrankt und vom Meteoriten erschlagen als der Kofferbomber gerade
      einen Block entfernt war ...

      Ja, das sind wahrhaft düstere Zeiten. Ich mach erst mal ein Bier auf ... Das ewige Leben wird sowieso keiner haben.
    • All item-based movement speed bonuses are now rebalanced around being a percentage rather than a constant addition [?]
      • Boots of Speed: 15%
      • Power Treads: 15%
      • Phase Boots: 15%
      • Arcane Boots: 15%
      • Guardian Greaves: 17%
      • Tranquil Boots Active: 28%
      • Tranquil Boots Inactive: 20%
      • Boots of Travel: 32%
      • Drum of Endurance: 6%
      • Eul's Scepter: 6%
      • Spirit Vessel: 6%
      • Wind Lace: 6%


      [/quote]wat


      YASHA AND KAYA: NEW ITEM
      • Added a new item: Yasha and Kaya


      KAYA AND SANGE: NEW ITEM
      • Added a new item: Kaya and Sange

      doppel wat
      FREE Hat
    • Sieht auf den ersten Blick ganz erfrischend aus, kann mir aber noch nicht genau ausmalen, was die Änderungen an der Karte für Folgen haben werden. Zwischen T1 und T2 scheinen alle Jungle erhöht zu liegen im Verhältnis zur Lane daneben. Leichteres Junglen und Gangen durch veränderte Sicht?