Nerf Invoker Before Its Too Late

I probably should have clarified the sf raze nerfs. Since this is about invoker and alacrity involving laning i figured we were talking only about laning. Im well aware of how bad sf got it with jungle stacking and flash farming jungle stacks.

Problem is even with giving 660 gold for a bottle you are indeed putting yourself at a slight disadvantage but at the same time invoker is a hero that can use a bottle (although with less of an advantage in use in comparison to most mids) my point is it would offset the suggested +25 mana cost to alacrity he is talking about that also being said invoker has a pretty high base mana regen as a result of his high INT + int gain.

+30 Damage and +30 attack speed on a mid invoker at level 2 is absurd no matter how you put it.

Lets so some numbers here. although im going to use 2k retard spamming levels for spels. Invoker at level 1 has 286 starting mana which would translate into roughly 3 uses of alacrity (if im thinking his level 1 mana regen is high enough to restore 14 mana in roughly 30 seconds) or you could Opt for a Null Tali, pooled tangos and branches which gives you almost another hundred mana i believe so 4 uses of alacrity in full spam.

Now i believe 4 uses of alacrity would hold you over until level 4 or 5 where you have cold snap or a much higher attackspeed/damage variant of Alacrity.

My point is there are a number of ways to offset a +25 mana cost nerf to a spell that is broken with its current value. You don't nerf a early game double damage spell by nerfing its mana cost on a hero that at this stage can basically ignore mana costs (unless he is a dumbshit and misses everything)

/r/DotA2 Thread Parent