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How does Dota2 compare to WC3 in terms of coding limitations?
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What I mean is:

When the dota-allstars forums were in their heyday, I was really interested in the Suggestions Forum, where players could create their own concepts for heroes, items, abilities... just about everything. A lot of what you see in the game came directly from people's suggestions (Jakiro comes to mind). I personally had a hero get rejected the step before being on display for IceFrog and crew (in fact, Dirge's Decay is very similar to one of my hero's skills, which stole armor in an AoE instead of Strength).

When creating a hero for WC3 Dota, the first thing to look at was whether the unit model was already in the Warcraft 3 engine, which wouldn't use up as much map space. I assume map space is not an issue for Dota 2 with all the cool models and upgraded graphics. Another important thing, specifically for abilities, is whether they were codeable or not. Variations of Rubick's ultimate had been suggested by players for their heroes for years, and if it wasn't imba, it was 'uncodeable'.

So I was wondering if there were ability effects that are uncodeable in WC3 Dota but are within the realm of possibility for Dota2. If there are more possibilities, how come there haven't been any cool, new, Dota 2 only heroes?

Thoughts?

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12 years ago