make it so that you can buy single sentries
maybe adjust activation + detonation time. keep total same but adjust them so that maybe activation is quicker but detonation is slower - overall the total duration is the same but gives more time to get out the full damage radius.
fyi activation got reduced recently, not detonation. activation is the time that it takes before the mine can be detonated, while detonation is the time that it takes before the mine detonates once it is triggered.
i.e. if you blink out when a mine is planted on top of you, but before it has activated, it doesn't explode. if you blink out when it's activated/triggered but before it has detonated, it explodes but you don't take damage, since you've already blinked out
could lower cast range slightly of land mines and/or suicide. it's already low but early on when heroes don't have boots, an extra 50 units or so might make the difference between full and half damage when you're the slowest hero in the game.
maybe lower turn rate so it's harder for him to plant mines and then do a 180 to get away
who knows, im talking out my ass ive only played the hero once when he was somewhat new.
you could lower cd but also lower duration so that he has to replace it more often, more chances to pick him off.
lower his base damage even more Kappa
also why the hell does he have 0.02 base mana regen while every other hero has 0.01. does it even make a difference? 1 extra mana every 100 seconds.
inb4 secret wins ti5 cos of techies having 1 extra mana and then it gets nerfed like fountain hooking
I think techies does need some reworking. Whatever game Techies ends up getting picked in; lasts at least 20 minutes longer than it should, regardless of which side techies is on.
IMO techies as a hero is kinda meh; a majority of the time, the kills techies gets are of no real use to the team. You're really depending on your team as a techies player, to be able to 4v5 the other team; and to bait them into minefields.
IMO techies needs a few things nerfed about him:
- Aghs Minefield sign only makes a mine immune to truesight if there is no hero within its explosion radius.
- Land Mines max mines out becomes 3/5/10/20 down from 20 max
- Land Mines fade time becomes 5/4/3/2 seconds up from 2 seconds
- Land Mines no longer have an activation time, but instead grow to their max damage over 24/20/16/12 seconds (0.3 second explosion delay unchanged)
- Remote Mines grow to their max damage over 20/15/10 (10/5/0 seconds with aghs)
Aghs Minefield sign only makes a mine immune to truesight if there is no hero within its explosion radius.
wtf nerf .. whats the point of mines being immune if they can be seen anyway, aghs increases explosion radius of remote mines ...............
it means that if you can see the mines then they can damage you.
in a way you can see it as a buff to techies. if the enemy are attacking your stack of mines that are protected by the minefield sign, then you don't need to second guess the explosion radius of the remote mines.
Leave the balancing to pro players and the Frog. Do you really want genius people like "Das Claw" here and Reddit balancing dota.
"- Land Mines max mines out becomes 3/5/10/20 down from 20 max
- Land Mines fade time becomes 5/4/3/2 seconds up from 2 seconds
- Land Mines no longer have an activation time, but instead grow to their max damage over 24/20/16/12 seconds (0.3 second explosion delay unchanged)"
Just lol
Personally I think the damage radius for land mines is too big. But yeah if the fade time would be chaged that would totally destroy the hero
@das claw
when you nerf/buff a hero, its supposed to balance him not make him OP/ crap like you did.
Wtf are that. A mine doesnt need a fucking grow time.
Imho, techies is balanced, you all complain that he drag a game too much, but thats the idea of the hero. Its not a secondary effect. Its why this hero was created
No matter how good the hero is, people won't abandon the mentality of Techies in your team = lose.
Gem's cooldown is way too big & his laning is absurd currently. He rapes every melee carry & zones really hard. Even if u have a gem there are still uphills & still u need zilion seconds to kill his remotes without getting any gold or xp. When he has force staff it's super ez to get a kill even if enemy knows there are mines. Not to mention he is auto win vs low ranged heroes. He is definietly top3 the most imbalanced heroes in this patch. I personally think hero should be deleted from the game. It's fun to play him, but he is the most annoying shit u can play against.
Also his most imbalanced spell is still stasis in late game.
He was way stronger in dota, then right now.
The only difference is, they no longer need to be played as core.
(and people play it a bit more farmy aswell, but no as much as farming as they should)
bombs taking out buildings a bit OP. The old techies was good but couldn't siege high ground, the new one can take rax rat dota style while teammates are 4v5.
Techies is the most useless and underpowerd Noob trolling hero i could Imagine. to play vs Techies is 99 % free win and Who ever Says something esse should maybe uninstall dota and play Minesweeper
^>normal skill
I agree techies is really OP and as imprecis said vs heros like AM its just autowin lane. Also I think mines should give exp and gold because there is literally no punishment otherwise and the enemy supports cant catch up.
mines should definitely give bounty to help supports with all the sentries they need to buy.
the only reason 99% of techies players win is because retard team mates won't help the solo support buy sentries yet still feel they have the right to wander around the map in lala-land.
Distugsting and obnoxious hero, and not because it is weak but because it is quite strong when it comes to defend highground. Games that should have lasted for 30 minutes end up being 60+ minutes with turtling and misery. However it is quite easy to counter mines around the map, just pick any illusion based hero or a hero which can spawn minions and get rid of that shit.
visage is actually pretty good - gravekeeper's cloak soaks up a lot of damage and familiars can't be hurt by mines.
@ Deadshot: You Talk about my normal games and cant even buy sentries? Cuz thats all you have to do versus techies. Maybe Its you Who should be normal Skill scrub?
And Btw If techies is as Op as u think how cores u got only 48% winrate with him? Are u that Bad to lose with super Op hero?
@TheFlatEarthSociety
Nothing changed about that, actually techies is even worst than before at it.
http://www.dotabuff.com/matches/1594912342
Cancerous game against techies. Forced me to buy gem. Thrice.
I have 68% winrate on him in 6.84. I didnt know how to play him when it came out. All techies wants is for u to waste money on sentries and you dont understand that techies is all about wasting enemy resources. Please if a hero would be completly countered by sentries he would not have almost 54% winrate and be able to extend every game for 30 extra minutes.
He's not hard to execute, you just rush aghs and spam remote mines on your t3s. What's hard about that? It will delay enemy team from raxing a good 20 mins while your medusa/spectre/sniper/whatever gets 6 slotted.
Ok, guys, I just had the most DISGUSTING techies game EVER!
http://www.dotabuff.com/matches/1601929054
- Techies mined everything;
- Venomancer put Plague Wards around T3;
- Tinker spammed his spells;
- Magnus as a free taxi to a nearest mine field.
They defended as 4v5 for 55 minutes, because their carry Slark quit. If not Slark and insane Tinker itembuild they could easily win...
tiny vs techies = enjoy eating 200 damage every time techies finds his q button
for all other melee carries it is also annoying but at least they have armor and shit
make his land mines have a 0.5s detonation time. and it makes a "click" noise when you step on it.
then mid game supports can ghost scepter/blink/etc.
make focused detonate have a 0.2s cast delay for each mine. (same with manual otherwise people will just script to avoid it)
that way you have a chance to pop BKB (instead of being instagibbed you only take 1/2hp dmg.
Techies is about giving space to his carry and avoiding ganks from roamers. It's a bit expected that the game would drag if no one will buy early sentries.
I dont like techies either, but if you don't want to play against him.. go Captains mode and first ban him. :)
Soultrap played cuckslave Naga, Radiance must have been bought late, and enemy heroes don't go out of their base then I don't see anything wrong with 899 hero damage.
well guys, im in normal bracket, and here most teachies dont have the smallest idea how to play it. just had a beautifull game were i blocked the entire enemy jungle (even the ancients) starve them to dead, make sure they dont get any rune or rosh, and they used a lot of resources on sentries. still we lost.https://www.dotabuff.com/matches/1603462952
I say give bounty on mines destroyed, take away vision from mines or severely limit it and disable macros from the game entirely. Then game balanced.
I can't stand that techies doesn't have to take any risks to get kills, while the entire map becomes risky for the enemy team.
Worse yet the opposing team gets no reward for playing smart and destroying mines, they just made the threat of being killed slightly less.
There are plenty of times where i put down a sentry and destroy mines only to walk forward onto mines just out of the sentry's vision and die. I wouldn't even consider sentries a counter against a good techies player, gem and necro book are only partial solutions as well. Venge swap onto mines, magnus skewer onto mines, etc...
For as much pain that techies causes for the ward and gem purchasers there needs to be a at least a gold reward for destroying mines. A techies pick needs to be riskier than it is now.
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Mine detonation time, increased radius, best highground defender starving supports, wins early game. The hero has it all also scales well to lategame because of the traps and utility being so good on him. Should he recieve a nerf and if so how would you suggest nerfing him?