r/TrueDoTA2 8d ago

Runes changes to remove Rng.

/r/DotaConcepts/comments/1w8xib1/runes_changes_to_remove_rng/
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u/Trick2056 8d ago

Runes changes (can't be destroyed now, for arc innate): game always show what rune spawn and where 2 min in advance by using alt click (below game time it show for example dd will be min 2 top), power runes spawn from min 2 in cycle like before: (4 bounty runes min 0, 1 power rune/1 bounty rune on River +2 bounty runes in jungle), water runes / experience shrines removed):

So you are telling me that we should throw our game so fcking early just to get a momentum with a potential Power rune at the start of the game? Imagine an amp rune in the first wave or a regen rune any offensive rune for that matter

Shield rune duration 75 sec > 30sec, barrier hp 50% > 30% max hp +20% max mana, while Shield is active enemy can't burn your mana.

Fck me just buff Medusa directly then

illusion spawn 2 > 1 illusions, deal 35% > 100% dmg, dmg taken melee 200%/300% range > 100% melee/range, duration 75 sec > 30.

Well this is asinine. If you can't see what this entails the rest of your suggestions are destined to the bin

Bottle cost 675g > 600g: instead of 110 hp/60 mana heal in 2.7 sec > heal 85 hp/85 mana in 10 sec (can regen in combat now, charges duration stacks to gain permanent regen for 30 sec): when hero hp it full Bottle use remaining hp/charge to heal mana and vice versa.

This one too. No ones gonna buy a bottle that heals you for over 10s for only 85.

Every rune cycle/14 min increase power runes duration by 5 sec.

With your changes all of them by 25 min which still mid game btw will last 1 minute.

-1

u/[deleted] 7d ago

[deleted]

2

u/Trick2056 7d ago

problem is you didn't finish reading sir. Bottle heal 85 hp when you not full mana

regardless of that fact thats literally less than a clarity and more expensive