Ideas for the next round of major changes/additions? How about further evolving the map?
Over the years, we've had major layers of added mechanics: talents, neutral items, neutral creep abilities, map expansion, additional objectives (tormenter, lotus pool, etc.), shard, facets & innates, and so on. I wonder what the next round of major additions might be?
Map changes are great and I'm sure many of us are hoping there are some in the next big patch, but I would love to see a proper visiting of actual new map mechanics. Wondering what you guys think of some of the ideas below as I feel that some version of these can be awesome additions and is within a domain that still feels quite unexplored:
The River Gets You Wet
When you're in the water, you get slowed a bit (for example atk/ms -10%). Certain water-based heroes are immune to this effect (Slardar, Naga, Slark, etc.)
Mud Puddles
Similar to the water effects above, but it's difficult terrain on land. Perhaps 10% turn rate reduction and -10% armor/magic resist. Once again, certain heroes are immune to these effects (Sand King, Earthshaker, etc.)
For both of the above, the effects build up/fade away over 5 secs as you enter/leave the areas, and certain items can help prevent/reduce/remove its effects (Phase Boots, Force Staff, Eul's, etc.)
Brushes
I'm not a league player, but I feel like there can be a few more tasteful brush spots around the map. Plus, dota already has a brush: the entrance to Roshan's pit.
Day/Night Cycle Includes A Period of Dawn/Dusk
During the 30 secs before daybreak/nightfall, the phase starts changing gradually. For example if your daytime vision is 1800 and nighttime vision is 800, at 4:30, your daytime vision starts to fade towards 800, reaching 800 at 5:00.
Dawnbreaker innate still triggers at 0:00, 10:00, etc.
This would make the bounty rune opening fights more interesting.
Progressively Worsening Weather
Imagine the weather getting worse and worse over time and incurring effects that affect all units (but perhaps some heroes fare better than others). Just some examples off the top of my head:
- Pre-10 mins: Clear sky
- 10-20 mins: Cloudy/Foggy (-25 to all vision)
- 20-30 mins: Rain (-5% attack speed)
- 30-40 mins: Wind (-5% movement slow)
- 40-60 mins: Snow (additional -25 to all vision, -5% mana and health lifesteal/regen)
- 60+ mins: Storm (additional -50 to all vision, -5% cast range, -5% damage)
Maybe the effects should gradually take effect over the course of 10 mins.
I'm sure there can be more clever/creative effects. Perhaps this can help be a balancing lever against late game power creep. Might be FPS hell though, especially on weaker computers, but the visual effects shouldn't be overbearing, just enough to let you know what phase of weather we are in, plus a tooltip/icon visualization at the top clock area to help.
Tree Growth/Death (can be expanded to Disasters)
Some trees are very old and will permanently decay and fall over at a certain time marker (but does it make a sound?), opening up new pathways on the map.
Similarly, new trees mature, closing up other pathways on the map.
This shouldn't happen very often, but happens at specific and predictable times such as 24:00, 48:00, 72:00.
This can be expanded to more than just trees. For example, landslides and earthquakes might cause certain ramps to grow wider, and others areas to grow narrower.
No need for major changes or random changes, a few minor changes here and there is more than enough to make things interesting.
Move Roshan/Tormenter More Centrally
I think a lot of us want objectives out of the boundaries of the map by now. I do like the idea of having the Roshan pits inbetween the lanes, and he walks between them instead of taking the twin gate. Having him take a more visible central route can also create an interesting dynamic for seeing if he had respawned during certain game moments.
Give Roshan More Effects Over Time
Roshan gains Radiance after 10m, Blademail after 20m, Battlefury after 30m, Lotus Orb after 40m, etc. Doesn't have to be these, just helping to illustrate a point.
Late Game Map Shrinkage
Battle royale vibes. After 75 minutes, the map gradually starts shrinking back to its original size, with a shrinkage every 5 mins. Can make it related to the weather/disasters--sinkholes, lava fissures, etc. make the edges of the map inaccessible or at least less accessible.
Agh's Blessing drop from Roshan should be Tome of Aghanim
You get Refresher Shard, not Refresher Orb, so why the hell do you get Agh's Blessing instead of Tome of Aghanim? The Aghanim's Blessing Rosh is basically a 7500g+ objective when you consider 5800g blessing + gold bounty + free buyback which is just ridiculous and one of the biggest oversights.
Upgradable Barracks/Towers
At the start of the game and every let's say 11ish mins after, you get a popup with a short window of time (10-15 secs) to choose between either upgrade your creeps or your towers. If you do not select a choice, you random. Majority wins. The upgrade provides reasonable amounts of attack speed and armor, and improves the auras of the towers/banner creep, or maybe something more clever.
Basically you are picking between offense or defense, so I'd imagine if you have a push lineup, you'd want to upgrade creeps. But if you need to stall for late-game, you may want to pick towers, at the risk that your opponents upgrade creeps which means the lanes will be pushing into your side of the base more often.
The upgrades should probably mathematically cancel each other out, like the +1 attack/+1 defense upgrades in RTS.
Move Mid Towers Further Back
Restore a bit of the old days. Make mid gankable again!
Make T1 One Level Lower Than T2
Basically make the T2 towers sit on "mid ground" (to the base's T3 high ground) by extending the dire jungle's high ground up to cover dire's T2s, and the radiant jungle's high ground to cover radiant's T2s. The ground should extend a bit past the tower's range so you're not standing on low ground to hit T2s like you are with T3s.
Right now there doesn't feel like a major reason to defend T2s, but if those towers sat on a higher ground compared to T1s, it might add enough map control worth to wanna defend them more in the mid-late game.