There is a multishot bug, which is strange because it should be just a copy of what was used in 1.41
Remember, multishot is an Orb effect, so it won't work if you have another Orb skill/item.
happened to me many a time.
@kc102
4. Degen aura has given me enough crap as it is, I'm just going to take out the negative health regen completely since it's so minimal any how. Dream Eater on the other hand, worked out half and half. On the one side, its synergy with Lullaby was only really useful late game where experience isn't so much of an issue, but on the other, Dream Eater in itself was a successful disable in most higher skilled games that I've played. I completely agree, that the experience lost is a big disadvantage, but having them die and still give bounty and experience is too much of an advantage. So how to fix it? Turn them back to original owner?
I disagree. Speaking only for melee DPS here (because obviously with summoner and ranged DPS the ways they distribute damage is different and debil is the obvious choice because almost 100% of their damage output is armor reduced) from my experience while cleave is still certainly a necessity for getting creeps other than the main target, debilitation makes it possible to kill the target creep and also increases your lifesteal by a huge amount, proportionally. maybe stacked enough that's not a problem, but I've always found that when trees roll around, without debil you're plain not dealing enough damage to take back the kind of HP damage that 3-4+ trees can deal to you. Of course I believe this is sans Devotion, so it could be different when you have that armor bonus, but still debilitation makes you able to handle way more trees than you'd be able to without it because of the individual target damage and the proportionally increased lifesteal. Beyond that, it helps all allies in dishing out the physical dps so it's very considerate as well. Oh, and a couple million stolen is when you've got a melee hero at a real peak: Stacked to the brim, concentration activated, crit, avatar, with command aura, inner fire, and vamp from allies hitting a debil'd creep.In my experience, debilitation isn't all that necessary.
Gambles range ends up at about a lanes width.
Energize: Seems kinda pointless? Only the first few hits would really count.. After that it's basically down to hero damage?
Splash Attack: It was put in in the latest version (v1.42) but broke multi shot completely... So I need a way to reimplement this. And I don't play dota, well only socially, and even then rarely. So isn't dragon knights splash only in his dragon form?
Living Essence: I like this idea, and will put something to this effect in.
Intimidating Aura: I already have something like this (even of a similar name), but severely under-powered. I've been wanting to buff it in some way, but not sure how... Anyway I'll see what I can do with this.
Parasites: I've been wanting to put in lava spawn as a summon xD which is similar to this except doesn't require a unit to die..
Adaptation: Might be good early game, but would be a throw away skill late game, since items will give you enough armour to reach "100%" damage reduction. I think the limit is about 4k? Not too sure...
Deafening Blast: Seems rather plausible, I'd need to do some testing on this one...
Mana Burst: Had something similar to this in mind. Basically its a tag on skill with brilliance aura, as in, you pick brilliance aura and it comes with this active. Anyhow what my idea does is sacrifice a portion of your mana and deal the sacrificed portion (to be determined) multiplied by a factor of the characters intelligence stat (to be determined) to nearby enemies.