Really hard to balance but it could work with the right effect. Here's some ideas you could use for that:
Maybe you could take an idea from the "cursed items" thing going around and make a standalone duration item that heavily increases duration for one ability but decrases it for every other...
I do see the potential of an anti-charge item but removing all charges at once is very overpowered imo. Charge removal could work as an alternative to silence, where instead of a temporary all ability removal, it's a more targeted removal with long lasting effects.
Personally I would test out...
Heavily agree on this, Dota doesn't really allow for dynamic views other than the fog of war mechanic which is why stuff like Wards exist. With Deadlock being in a 3D space, it's a lot more a matter of good positioning and sightranges.
Personally I don't see too much use in an item that notifies you if you're visible on the enemy map or not, as you play you tend to understand when you're visible or not.
I think instead it'd be cool to have an item which effect increases in potency the more enemies are looking at you (or are...
Personally I don't see too much of a use in a T4 healing nova and could even be detremental to the game.
Firstly this upgrade doesn't differ too much from healing nova and isn't all that unique except the anti-anti-heal effect it has.
Secondly having the anti-anti-heal effect is really strong...
Someone on the forums had said this before but this would be quite hard to balance.
The issue would be that an item like this, while a hard buy, would also at the same time be a must buy for heroes that have really good stuns like Haze, Doorman or Seven.
I do think this would be a good item if...
I think the current melee and parry system is good and shouldn't be touched up, both sides have an amount of risk involved and I think it's fair.
Unstoppable should remain the only item that can shift the balance of this system.
I'm pretty sure that un-parriable melees can be a bit of a balancing issue, it's why currently the only instance of this being a thing is either using Unstoppable or Runed Gauntlets.
Having such an effect tied to a 50s Cooldown would make it quite hard to execute with in practice unless you're...
Adding an upgrade to fleefoot would require some balancing.
Since it upgrades into some other item, it means fleetfoot is a lot more worthwhile than before. The thing about T1/T2 items that don't upgrade further is that their strength is balanced from the fact that you are forced to keep a...
I'm definitely not the target group for this but I quite like this feature.
As you said it would be great for new players and I think it's a pretty good gateway to manual build picking and even build freestyling.