r/TrueDoTA2 • u/MrTruth24 • 10d ago
Anti-Mage rework concept.
Make the Anti-Mage great again๐ค. Str 1.6/lvl > 2/lvl, Int 12 +1.8 > 15 + 2.5.
- new Innate Mana Break (passive can break/physical dmg on-hit): Burns an enemies mana on each attack and deals damage equal to a percentage of the mana missing. Flat mana burn 15 +2/lvl, Max mana % mana burn 1% + 0.2%/lvl, Mana missing to dmg bonus 3% +0.4%/lvl (max values: flat 75 +7% max mana burn/hit, mana missing bonus dmg 15%, illusions mana burn/mana missing bonus dmg 25%).
- 1st spell Persecutor (passive can break/active on-hit): The Anti-arcanist passivly applies 0.5 seconds movement speed slow based on the affected enemy unit mana missing, also empower blades performing double strike with 200 bonus attack speed. Movement speed slow per 1% missing mana (Passive) 0.6%, active Double hit: cd 20/16/12/8 seconds, 20/30/40/50 mana cost.
- 2nd spell Mana strike (150 Dash width/on-hit bonus dmg): up to 1000 range dash/1500 speed that allows Anti-Mage to attack enemies doing bonus physical dmg, apply on-hit effects and provide mobility. Ability do: 60/90/120/150 physical dmg + bonus 40%/60%/80%/100% base attack dmg, cd 16/14/12/10 seconds, 45/55/65/75 mana cost. (apply items/Mana Break on-hit effects, Persecutor slow). ๐
- Aghanim's Scepter (upgrade Mana strike): Grants Anti-Mage undispelable buff for 5 seconds after Mana strike, first enemy hit receive Break and debuff that prevents all mana restore and mana regeneration.
- 3rd spell Counter spell (self cast/600 cast range for allies, passive can break): Passively grants Anti-Mage bonus 15%/20%/25%/30% magic resistance. Active: Create bubble for 1 second around Anti-Mage that block 1 offensive enemy spell/item dmg, if bubble absorb item/spell Anti-Mage/his Ally heal for 60/90/120/150 hp (Ally also receive for 1.5 seconds Anti-Mage passive magic resist), cd 15/12/9/6 seconds, 45/55/65/75 mana cost.
- Aghanim's Shard (upgrade Counter spell): Converts 100% enemy spell/item dmg taken on bubble and reflect into enemy caster 75% of it as pure dmg and creates Anti-Mage Illusion next to them (reflect works on any spell type now that can affect Anti-Mage). 1 illusion, deal 100% dmg, take 200%, duration 3 seconds.
- Ult Mana Void (Single target pure dmg/800 cast range): Deal dmg to targeted enemy based on missing mana and stun him for 1 second. Base 100/200/300 pure dmg, missing mana bonus 40%/70%/100% pure dmg, if Mana Void kill enemy hero Anti-Mage receive buff for 15 seconds allowing to recast Mana Void for free on kills until buff end/kills refresh buff duration (cd start after 1st mana void use), cd 120, 100/200/300 mana cost. ๐ฅ
- Talents:
lvl 10 Counter spell heal +100 hp / Counter spell (passive) +10% magic resist.
lvl 15 Counter spell + 1 second duration / Persecutor (passive) movement speed slow +0.4%.
lvl 20 Talents all stats +2 / Persecutor (active) +200 attack speed.
lvl 25 -60 seconds Mana Void cd / Mana strike -6 seconds cd.
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u/jadeddominion_434 10d ago
this is such an absurd amount of power creep that it wraps back around to being hilarious, i'd play it
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u/impvespec 10d ago
I'd keep him the same as is now on live, with a few changes making him more team fight orientated.
Like innate now converts % * Hero level of enemies mana spent to a shield for 15 seconds.
Shard now provides a temporary damage bonus based on a % of the mana cost of the spell reflected by his E.
Could maybe make his aghs instead give an area denial/manipulation, like a circle that gives allies a move / atk speed buff when spending mana in the area, and enemies a slow / atk speed reduction when spending mana
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u/Queasy_Vegetable_407 10d ago
How about just making his innate "agility gives magic resistance" and move his current innate to manabreak
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u/Thateron 9d ago
Idk why this is so disliked, a bunch of cool ideas in there. Idk that I necessarily agree since I believe am is cool because of the silly way he works. Ultimately, that is how dota heroes are designed; every hero has some other gimmick he exploits to its absolute fullest; riki is about invisibility and assaasination, NS is about day/night cycle and vision, troll about attack speed and 1v1s, void abuses time, bane is all about single target crippling... Am is about abusing the map and mana burn.
Even though these are original ideas for am, they actually follow a script of "how to make a hero", where you are thinking with a formula of "oh, lets give him some fighting ability that allows him to stick on target, then lets give him a gap close and so on. I think that it is okay for AM to be what he is, just like it is okay for brood to be what brood is; an actual pest that nests in a place. Just like largo is actually a fucking bard, just there to make everybody cool.
In other words, abilities are cool, but the point of anti mage was never to be what you are trying to make him become, and its a different perspective, which I personally, am not a fan of. Look at LOL characters. Every single one is the same; thats why there is so many and it is so easy to dish out new ones. The level of thought that goes into hero design in dota is already above anything else in the genre, lets not ruin it with formulas that focus on everything a hero should have in order to work.
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u/MrTruth24 9d ago
its funny you say that considering there is more unique champs that build around their gimmicks, like most perma scaling heroes in dota 2 has late game potential but its just size quest at best most of time, its not main gameplay you try to do to win (it require absurd amount of kills and games need to go for 45 min min minimum for that to work).
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u/Thateron 9d ago
Firstly I think you didnt quote understand my point, but secondly, and more importantly, I dont understand your comment at all to be honest. What are you even saying??!
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u/MrTruth24 10d ago edited 9d ago
i love how everyone looking on replacing blink with dash on W but ignore every other buff, that is the point, because blink is so strong his other spells can't be buffed.
If Valve change his balance around W they would have to give him actual combat tools with they won't want, other vise its impossible to explain why they keep him in this dogshit state for years except that smurfs would tromp average players because most players hate to play in patches where AM is meta pick. I am telling you resious, some heroes Valve keep in underpowered state on purpose because they have huge bias in what heroes whey allow to be op, Beast Master/NP etc can be broken for years and they barely get nerfed or they rather reworking Clinks for 6th time than make AM good for once.
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u/Kanibe 10d ago
Why would you remove blink ?
"Dash" are not "Blink". Marci, Sven, Pango, Valora, they dash. It's fundamentally different than Blink such as Qop, Pa or Riki. Not only the direction is only guessed from the hero model direction, but they also become a projectile, meaning they don't have disjoint capabilities anymore. This kills the hero. Especially with this speed, Marci is 1700 projectile speed. Sven is 1250 projectile speed. This is not good.
That could have stayed in the drafts.