Hi, after getting strange cape of the dark magic for invoker with 70 kills, it became 0 again after the trade.
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Traded strange inv cape - it lost the kill count
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Yes, this is currently the intended behavior (they work the same way in TF2). We're intended to change the strange system to a new rune & slot system that will let you take strange stats out of items and move them around, but that's still a ways out. At that point we might re-examine clearing strange values on trade.
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Originally posted by BrandonReinhart View PostYes, this is currently the intended behavior (they work the same way in TF2). We're intended to change the strange system to a new rune & slot system that will let you take strange stats out of items and move them around, but that's still a ways out. At that point we might re-examine clearing strange values on trade.
It would be even nicer though if there was a way of making any item strange (think parts, or a strange modifier scroll bought via store). Everyone has an item they prefer, and currently the chances of it being strange are almost 0.
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Originally posted by BrandonReinhart View PostYes, this is currently the intended behavior (they work the same way in TF2). We're intended to change the strange system to a new rune & slot system that will let you take strange stats out of items and move them around, but that's still a ways out. At that point we might re-examine clearing strange values on trade.sigpic
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Originally posted by polkunus View PostWow really? That's pretty cool, but what am I going to do with my modifiers? I'm hoarding them because they're no longer available.... please don't make them worthlessLast edited by andzie; 06-10-2013, 01:29 PM.
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@ Brandon Reinhart:
I don't like that idea.
If a new strange item comes out I want everybody to have a fresh start at collecting killcount for that strange item. That way you can compare and compete with your friends.
But if you can just shift your killcount around then it just shows who has been playing more. (Which already can be seen at playtime in Steam)James "2GD" Harding's career as a Dota 2 host on Valve events
* 25.02.16 - † 26.02.16
Spoiler:
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Originally posted by BGDaemon View PostYep, Strange modifiers' counter should be just for the person owning the item. Otherwise it beats the purpose.
What's bugging me is that they want to make a system where you can shift strange stats from one item to another. So if new strange items come out people already have 100+ kills on those item.James "2GD" Harding's career as a Dota 2 host on Valve events
* 25.02.16 - † 26.02.16
Spoiler:
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Originally posted by GermanViet View PostI don't think they are going to change that.
What's bugging me is that they want to make a system where you can shift strange stats from one item to another. So if new strange items come out people already have 100+ kills on those item.
Originally posted by BrandonReinhart View PostAt that point we might re-examine clearing strange values on trade.
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I understand this would be somewhat like games such as Diablo, where each item has a certain number/type of slots and you can socket/remove runes from it? If that's how it works, and you start releasing more types of runes for all the heroes, I think it could be interesting to have "rune-only chests", like Rune Bags or something, only containing runes, perhaps with a cheaper "key".
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