Item Draft - Lattyware/itemdraft GitHub Wiki

Core Idea:

  • Custom game mode for Dota 2 using the new custom game tools in Reborn.
  • Items are drafted at the start of the game, instead of heros, and skills are bought with gold as the game goes on.

Everything is still up in the air - things may change if they are not viable due to limits of DOTA's modding tools, or because they play badly.

Plan:

  • Create custom draft screen where items are drafted in a similar way to ability draft.
  • Create a custom UI for leveling, where players choose items to level.
  • Disable the normal leveling, replace with the custom one.
  • Create a custom shopping interface for buying spells.
  • Disable the normal shop.

Details:

Levelling:

  • You get experience in terms of item gold.
  • You can draft items up to X cost during the draft (X a number to balance).
  • You then get X/25 (or maybe smaller steps) per level.
  • You can then 'spend' your experience (level up) to 'buy' items from the pool you drafted.
  • Item slots remain unchanged.

Drafting:

  • Draft a base hero?
    • Maybe costs you out of your base draft pool (reducing 'X' above, better base stats -> cost).
    • Maybe buy the base stats/growth too?
  • Only one person can draft each top-level item.
    • Except consumables?
    • Exclude recipes? (Only one person can buy any dagon, for example).
  • Draft order?
    • People will get different amounts of items.
    • Rotated like ability draft, with people dropping out when they run out of draft money ('X' above)?
  • Bans?

Consumables:

  • A core set of consumables are still purchased from the new shop with gold.
    • Vision would be too inflexible, obs wards should remain buyables.
    • Invis detection is lacking in skills, sentries and dust remain buyables.
    • TP/Smoke may also want to be buyables. Playtest to see.
  • Other consumables, when drafted, give you the item repeatedly over time. Intervals vary.

Skills:

  • Skills cost to upgrade each level (like dagon, for example).
  • Skills will have a one per-team limit (stops horrific abuse, e.g: thundergod's wrath).
  • Skills will be sellable, for reduced gold, as per normal.
  • Prices set on skills to balance.
  • Invoker's invoked skills are there, rather than his base set.
  • May need some way to stop insanely OP combos of skills (known from ability draft).

Ideas thought of, but rejected:

  • Skills have some kind of build up like items (e.g: nightmare + brain sap == fiend's grip).
    • Seems too hard to make good build-ups, and build-ups too slow.
  • Creating items that do what all skills do and skills that do what items do.
    • A lot less UI work, reuse existing stuff.
    • Allows for couriering of skills, instant items.
    • Probably a lot more work, harder to update when changes in core happen, levelling still problematic.