[QUOTE=Maruhai;40844861]You realise courier's speed actually doesn't change unless there's an empty bottle on it ?[/QUOTE]
Yea how could you not realize that? Even though it moves slow as shit already without flyer, the decreased speed will make it easier to react to once you get sight of it
[QUOTE]
Ancient Janggo of Endurance - Recipe cost increased from 750 to 800[/QUOTE]
Minor little thing. You see, Drums are what people claim them to be. All around perfect slot-filling item that provides utility and much needed stats (Hp, mana). It's perfect item that carries get, supports get, it's one of very few items that is not even slightly situational (others being Mekanism, Wards, etc). Cost increase shows attitude towards it : It's minor, because item does what it is supposed to, but it's slightly too cost efficient. It's just slightly too neat. This is either the polish it required be IceFrog's standarts or a beginning for future polishes.
[QUOTE]Armlet of Mordiggian - HP regen decreased from 8 to 7[/QUOTE]
Armlet is hot topic. The "BearsThatBearArms" trend recently is just the fresh example of it. It's intricate item that gives a lot and the detriment it causes can be mitigated by seizing control of the flow of the combat. In 6.76 Armlet's regen was bumped from 5 to 8 per second. After that came cooldown modifications, lifedrain bump, etc, but the end result was "I am aggresive and fit for it" mode item. Durability, damage, attack speed, all availiable at the tip of your finger, cost of which, HP drain, was refunded over time with armlet in off state. Conclusion of this change = too neat, again. Armlet is cost efficient, easy to build up and provides a heck of a load of things. The regeneration it provided on top made it yet another alternative to Ring/Tranq/Vanguard and this reduction will serve to make it lesser in that department. Again, either one of the final polishes, or annoucement that IceFrog now'll give more attention to Armlet.
[QUOTE]Assault Cuirass - Positive armor aura is no longer prevented from stacking with other items This means that it works with items like Vladmir's Offering[/QUOTE]
AC, Buckler, Mekanism, Basilius, Aquila and Vladimir. All provide Armor Aura, only one works if they are all here. Problem ? All items but AC are early-tier items. Mekanism/Buckler do not stack for reason that Buckler is only used to create mekanism later on, so multiple ones should not be encouraged. Aquila/Basi/Vlads are different story. Basi being early game item with general durability/manaregen role, Aquila being the slot-saver if you need extra stats on top of Basi and Vlads being the offensive aura item that serves well throughout entire game. Now, it's not much, new AC stack means that allies will get 2 to 5 armor more, depending on aura-item nearby. Not crushingly lot, but it makes those items more valiable, especially on supports you see. Support player will usually have to squeeze out every bit of gold he has and min-max his already thin spendings. If you get Vladimir for your carries pleasure and one of them grabs AC, it's good for the carries, but suddenly support lost a lot of "potential" use out of item and means ever so slightly less. Mekanism/Vlads still won't share aura for sole reason they are similar tier supportive items and their combined cost-efficiency is already high. If they stacked they'd give the equivalent of AC's armor aura.
[QUOTE]Black King Bar - Magic Immunity now has a 6th level of decrease So it decreases on usage until it gets to 4 duration and 50 CD. Previously the lowest level was 5 duration and 55 CD.[/QUOTE]
You know what's boring ? Magic Immunity. You know what's needed ? Magic Immunity. It's not unknown fact that Dota has a lot of spells with potential to swing battles and not all of them pierce Magic Immunity. BKB provides duration, time window, where you can act despite enemy's tools. It's crucial for clutch plays, but how do you play around the fact that BKB's factor is insanely high ? Make it last little ? Make it expensive ? Make it ugly ? It can't be sold since 6.76 so that it's harder to maintain higher duration of BKB, purpose of which and of it's downscaling is so that spells make a slow comeback. Right-clicks are cool and all, but Spells make most of the general big plays, proper spell usage, proper disable, proper nuke, chainstun,etc. BKB is a statement = "Fuck you and your magic". BKB on = you go manmode on their assess. You are large (and yellow) and in charge. However, if you don't make use out of it, over time, over the duration of the game, it will not be enough. You'll need to make best use of those 4 seconds if you didn't back then of those 10 or 9. But why this further downscale if it already gets halved ? My guess, as good as any, but I think it's because IceFrog sees it as lesser evil path of balance. He could make spells more managable to their victim, but instead he gives option to ignore them for a cost and duration. But since that makes it less fun for the actual caster/user of the spell, he'll tweak it to no end so that both sides get satisfied and schooled. The one who casts needs to make most happen before BKBs and when BKBs happen to make critical choices on a dime, while the one who BKBs needs to assess when he needs it and utilise it to the bone before it becomes actually manageable by the casters.
[QUOTE]Blade Mail - Armor increased from 5 to 6 - Damage Return cooldown decreased from 22 to 17[/QUOTE]
Blademail's fun. We like fun. Make fun more fun for people to get and use. Conclusion = more fun blademail kills.
[QUOTE]Bloodstone - Initial charges increased from 6 to 8 - Can be activated to instantly kill yourself This will cause it to trigger the AoE heal that always happens when you die with Bloodstone. 300 second cooldown. Targets the ground to be used, to help prevent accidental usage.[/QUOTE]
I'll avoid talking too much on the Active before we get proper feedback. Thus, 8 starting charges. Math first : 2 charges = 50 less gold lost on death + 8 seconds faster respawn + 2 Mana Regen + 60 hp to allies on death. Though, death will result in 3 charges lost now instead of 2. Why ? Couple reasons I guess, more deaths due to active, to make item pay off a bit more when rushed, to give snowball-based heroes a little bit more chance, especially if game starts to go not in their favour just when they get the BStone. We'll live, we'll see.
[QUOTE]Bottle - While empty, Bottle causes couriers to move 30% slower[/QUOTE]
Because allies need courier too, you bottle-crowing self-entitled mid-hogging jerks. You too, there, running bottle first on top lane. But in all seriousness, it's to punish excessive drinking and losing rune control, as well as maybe giving some heroes a bit harder time on the middlelane. +Possibly limiting bottlecrowing in Jungle as well. We don't see it that often, but it's possible to have 4 Xp-hungry heroes (guys like QoP, Bat, NS, Invoker, etc) get mostly sololane XP via Solohard/ Mid/ Jungle / Support pulling for bot guy. Unlikely, but might be a factor too, given how many heroes can actually jungle with constant bottlecrowing.
[QUOTE]Courier - Courier no longer block neutral creeps from spawning - Courier Speed Burst from 100% to 50% MS bonus (still reaches max speed) [U]This primarily a factor when carrying an Empty Bottle. Without an extra slow, Couriers will still reach maximum speed.[/U][/QUOTE]
Just in case you thought min-maxing Speed Burst is going to save you.
[QUOTE]Dagon - Recipe cost decreased from 1300 to 1250[/QUOTE]
[I]Make more Dagons. It's good. It's 1 more spell. Come on. I'll make it 50 g cheaper ?[/I]
[QUOTE]Dust of Appearance - Now stacks in inventory - Now slows heroes with an invisibility buff on them by 10%[/QUOTE]
Poor Riki. Seriously, most other invis guys get MS boost (Clinkz, Weaver). I guess it's to encourage buying it even more and give a very soft-CC in case you lack any other to avoid wasting dust. It still has cooldown you know.
[QUOTE]Ethereal Blade - Self or ally cast duration increased to 4 seconds[/QUOTE]
It's neat when used offensively, so here's something to promote defensive use.
[QUOTE]Eul's Scepter of Divinity - Movement speed bonus increased from 30 to 35[/QUOTE]
Cause it's not just for pure mage-like guys, ya know ? It's utility (5 ms more of it now) and manaregen that anyone can use, not just Invoker and Lina.
[QUOTE]Force Staff - Recipe cost decreased from 1000 to 900[/QUOTE]
Cool to use, cool to see, bitch to get since recipe change since 6.76 if you are on backfoot. Here's a discount.
[QUOTE]Gem of True Sight - Gem can no longer be destroyed - Gold cost increased from 700 to 850[/QUOTE]
YISS. No longer "poof', 700g and lenghty cooldown item is gone from this universe!". I guess it's to punish people for buying it less (thus cost increase = can't be too nice there) and make gems more popular in general. You know why people don't like to buy in the first place (It sucks to have items disappear for ever. At least rapiers get to live on, you know), now it's less so.
[QUOTE]Headress of Rejuvenation - Regeneration Aura AoE increased from 500 to 750 (now equal to Mekansm's active)[/QUOTE]
More consistency.
[QUOTE]Kelen's Blink Dagger - Cooldown decreased from 14 to 12[/QUOTE]
More blinking.
[QUOTE]Linken's Sphere - Cooldown decreased from 20 to 17[/QUOTE]
More linking'.
[QUOTE]Lothar's Edge - Damage decreased from 30 to 22[/QUOTE]
More reasons to consider Lothar and not get it for the sake of getting it. Used to be "nieche" pick, now it's everywhere due to it's appearances on many heroes during tournaments. Less bang for your buck, but hey, you are still "woosh" and gone.
[QUOTE]Medallion of Courage - Cast range increased from 800 to 1000[/QUOTE]
Tweak, neat for supports who don't like to be in the thick of things. Like Visage.
[QUOTE]Mekansm - Regeneration Aura AoE increased from 500 to 750 (now equal to active)[/QUOTE]
More consistency II.
[QUOTE]Nathrezim Buckler - Armor bonus AoE active increased from 700 to 750 (now equal to Mekansm's active )[/QUOTE]
Consistency III : Ressurection
[QUOTE]Necronimicon - Warrior and Archer armor type changed from Heavy to Hero This causes them to take a bit less damage from creeps, but same damage from heroes.[/QUOTE]
Make Necro units less likely to be taken care of if left unattended, unless a hero makes it his business to get rid of them. Also, unfortunate waste of units during pushes.
[QUOTE]Null Talisman - Recipe cost decreased from 145 to 135[/QUOTE]
Even if you don't want to make them into Dagon, it's still nice to get them. A bit nicer now. Just don't go 5 Talisman/Wraith/Bracer. Don't. No. You could make mekanis with th- just, just don't.
[QUOTE]Observer Ward - Initial Stock now starts at 1 instead of 2 (max stock is still 2)[/QUOTE]
Ouch. Basically, no more "full package" of rune wards, block wards, lane wards ,etc. Now it's a bit more strategic. It's rather huge change really, especially if you have a team that pushes that ward cooldown to the max. It permamently reduces the amount of wards a game can have by 2 per side. You can work around that by buying new ones ASAP after initial purchase, but that will still delay vision by a couple of minutes. Choices, choices, do I block or do I rune, do I get shorter-duration sentries or do I deal with that differently ? We'll live, we'll see on this one. I smell more early game action around previously popular ward spots.
[QUOTE]Quelling Blade - Can now target Observer or Sentry wards dealing 100 damage (wards have 200 hp) - Cast range increased from 100 to 350[/QUOTE]
Really weird. I mean, it has it's applications, but they are weird. Quickly removing sentries if you are invis-farmer (Brood, Weaver) if you get occasion to do so. Supports getting quelling blades for path-shaping and ward-wars ? Clutch removal of sentry-based detection in teamfights ? This has potential, but it's far from stable and consistent one.
[QUOTE]Radiance - Burn damage increased from 45 to 50[/QUOTE]
Wheee. Round numbers. It still gets reduced by Magic Resistance. So it's actually 3.75 increase if you take into account MR. Wheee, round numbers.
[QUOTE]Sange and Yasha - Minor changes to stats
Old:
+16 Agility +16 Strength +15 Attack Speed +15% Maim chance +12 Damage +12% Movement Speed
New:
+16 Agility +16 Strength +16 Attack Speed +16% Maim chance +16 Damage +12% Movement Speed[/QUOTE]
IceFrog taunts OCD people by making it 16' item, but keeping MS at 12.
[QUOTE]Sentry Ward - Sentry Wards AoE decreased from 950 to 800[/QUOTE]
Now I am going to fail even more dewards. And everyone else too, I hope.
[QUOTE]Shadow Amulet - Fade time decreased from 2.6 to 2.4[/QUOTE]
Still takes ages, so I don't see much. Maybe it's to adjust animation or some item-combo ?
[QUOTE]Shiva's Guard - Shiva's Guard aura AoE decreased from 1000 to the standard 900 - Shiva's Guard AS reduction increased from -30 to -40[/QUOTE]
Less range, more kick. Active is unaffected I assume, so it's a buff with more standartisation for aura range.
[QUOTE]Stygian Desolator - Corruption armor reduction increased from 6 to 7[/QUOTE]
People will still get it for laser-attacks only. Don't lie to yourself they care about other stats.
[QUOTE]Veil of Discord - Discord AoE increased from 550 to 600[/QUOTE]
Discord just got a little bit more "Disco". It covers more of the dance floor.
[QUOTE]Captain's Mode bans changed from 2/3 to 2/2/1
Captain's Mode picks changed from 3/2 to 2/2/1
Adjusted ban/pick/reserve times Captain's Mode
Old Captain's Mode:
Team 1: Ban [40 sec] Team 2: Ban [40 sec] Team 1: Ban [40 sec] Team 2: Ban [40 sec]
Team 1: Pick [40 sec] Team 2: Pick [40 sec] Team 2: Pick Team 1: Pick [40 sec] Team 1: Pick Team 2: Pick [40 sec]
Team 1: Ban [50 sec] Team 2: Ban [50 sec] Team 1: Ban [50 sec] Team 2: Ban [50 sec] Team 1: Ban [50 sec] Team 2: Ban [50 sec]
Team 1: Pick [40 sec] Team 2: Pick [40 sec] Team 1: Pick [40 sec] Team 2: Pick [40 sec]
Total Pick/Ban Time: 780 (not counting Reserve time) Reserve Time: 90 seconds (per team)
New Captain's Mode:
Team 1: Ban [30 sec] Team 2: Ban [30 sec] Team 1: Ban [30 sec] Team 2: Ban [30 sec]
Team 1: Pick [40 sec] Team 2: Pick [40 sec] Team 2: Pick [40 sec] Team 1: Pick [40 sec]
Team 2: Ban [30 sec] Team 1: Ban [30 sec] Team 2: Ban [30 sec] Team 1: Ban [30 sec]
Team 2: Pick [40 sec] Team 1: Pick [40 sec] Team 2: Pick [40 sec] Team 1: Pick [40 sec]
Team 2: Ban [30 sec] Team 1: Ban [30 sec]
Team 2: Pick [40 sec] Team 1: Pick [40 sec]
Total Pick/Ban Time: 700 (not counting Reserve time) Reserve Time: 110 seconds (per team)[/QUOTE]
And every single team's captain googles up painless way to suicide.
This throws off draft so much, it's not even funny. Bans and picks overlap much more, last pick and last ban are right next to each other.
2 bans -> 2 picks -> 2 bans -> 2 picks -> 1 ban -> 1 pick. From 4 phases to 6. That's more room to throw enemy off their track, that's more direct answers to more powerful/likely comboes and it will force teams to redo their drafts for at very least TI3 completely. You'll never get 3 heroes before second ban phase. You'll still have 1 hero to ban before last picks but after 4th picks. Honestly, go to someone who has proper background of analysing drafts, cause I am afraid to even speculate here.
[QUOTE]Deny XP and Bonus XP/Gold AOE is now the same as regular XP AOE (1000->1200)
4 hero XP bonus changed from 15+6Level to 20+5level
5 hero XP bonus changed from 10+5Level to 15+4level
Level 11 XP requirements reduced from 6500 to 6000
Level 12 XP requirements increased from 7700 to 8200[/QUOTE]
In general : More consistency with XP Range ; more static gold gain from kills instead of scaling gold, making early gang-ups even more profitable. And less profitable 5 man doto later on.
The 500 XP for level 11 moved to lvl 12 which means more level 2 ultimates all around and sooner.
[QUOTE]Gold for ending a spree changed from 50->400 (3x->10x) to 75->600[/QUOTE]
You are stomping ? Well, if you drop the ball you drop it harder now, unless you are stomping with brains (i.e. Rosh, Towers, farm-space, not kills, kills, rampages)
[QUOTE]Buy back cooldown increased from 5 to 6 minutes[/QUOTE]
You see, buyback is big part of Dota's mechanics. You might think you are able to take critical hero out and win engagement, but he still has something to say thanks to it. This makes game more passive, in good and bad sence. Good = less mistakes end games. Bad = less cool plays end games. This is just polishing it to try and achieve the golden middle ground for both.
[QUOTE]Level 1 and Level 2 towers armor increased from 18 to 20[/QUOTE]
Tiny bit harder to take down. Just to make losing that map control a bit more preventable.
[QUOTE]Towers no longer have separate bounty values when creeps or allies get the last it, it now gives the same reliable bounty to all players as if a creep killed it.
Hero getting last hit on tower gives 100-200 bonus gold. Does not affect team bounty in any way Previously if you get the last hit:
You would get no team bounty
Allies get slightly less gold
Now: - Allies always get the same amount regardless of who last hits - A hero last hitting gets roughly the same overall amount as before[/QUOTE]
Big. Very big. Extremely big actually.
You see, previously : If you want more gold for team = creep last hits. If you want more gold for X hero = X hero last hits.
Now, in every situation, getting last hit with hero is more beneficial because it's basically 100-200 more gold that would otherwise not exist. There is no selfish-tower last hits anymore, but rather it's high priority feat. Even more so, enemies might fight hard not to just deny tower, but at least make it so you wiff it and creep gets it if they can't deny it themselves.
+You know when you felt this little sweet bit of happiness when your creeps took tower by themselves. Now it will be bitter shame for losing potential 100-200 gold. Less game playing by itself, more people throwing themselves at towers!
[QUOTE]Backdoor protection now also reduces incoming damage by 25%[/QUOTE]
Basically, less backdoor. Even if you have a lot of damage. Now you need even more damage. So stomp harder or make proper pushes.
[QUOTE]Siege units HP increased from 500 to 550 Now always requires 4 hits from tier 1 towers instead of sometimes 3 and sometimes 4[/QUOTE]
Fuck.Yes.
Ever had a nice day, last hitting perfectly, preparing every creep so that tower does it's job and you do yours ? Knowing, that as long as your math is correct, your habits are right and your enemies unable to interfere, you will last-hit. And then tower's random damage rolls 1 too much on the catapult. [B]No.More.[/B]
[QUOTE]Repicking a randomed hero now re-adds the hero to the pool
Swapping a hero that you randomed now costs you 100 gold[/QUOTE]
1. More random in random even if random randoms random he doesn't want to and rerandoms for another random.
2. Swap ? Swap ? Please swap ? SWAP ME ! ... Wait, 100 gold ? Fuck that, I am learning this bitch.
[QUOTE]Fixed a bug with Call Down slow sometimes lasting too long
Fixed Call Down inaccurate tooltip
Fixed Echo Stomp stun sometimes ending too early
Fixed Ancients not having backdoor protection
Fixed the left range rax not upgrading the siege units properly for the Sentinel
Fixed the active component of Tranquil Boots being enabled on Illusions
Fixed an inconsistency with mana sharing on Tether
Fixed an issue with Primal Split's Level 2 Storm interaction with Smoke
Fixed Shadow Amulet not working when you are Magic Immune
Fixed Rod of Atos sell price
Fixed Smoke of Deceit not working on Familiars
Fixed suicides causing aoe bonus XP to be given out
Fixed attack speed with Armlet on Spirit Bear
Fixed level 3 Skeleton King Reincarnation scoreboard
Fixed Rupture sometimes remaining on you when you revive
Fixed a very minor damage inaccuracy with Eye of the Storm[/QUOTE]
We have Nyx, Weaver and Brood, we don't need more bugs for now.
[QUOTE]Arc Warden - Magnetic Field AoE decreased from 325 to 275 - Tempest Double unit is now visible to the enemy players as the fake[/QUOTE]
Pure theory, no experience with the guy. Magnetic Field is huge. 100% evasion, 80 attack speed, 5 second duration. Even though it has 50 seconds of cooldown, it's still huge. This is to make it manageable, a bit less to skewer people out of it, drag, forcestaff, etc.
Tempest Double = It is powerful and I can see how it could be used to fool people into killing it with item usage (Cause what illusion uses items, come on! What, this one does ? Fuck), but how much fucking power can you give this guy ? Honestly, Zet looks scary to me and I to date I've seen maybe 2 things as OP, one being Psi Blades vs Illusions amplified damage (got changed in 6.76).
[QUOTE]Axe - Counter Helix cooldown decreased from 0.65/0.6/0.55/0.5 to 0.55/0.5/0.45/0.4[/QUOTE]
Good luck countering him. And stove. (yaay, more love for Axe)
[QUOTE]Ancient Apparition - Ice Vortex cooldown decreased from 6 to 5 - Ice Blast base AoE increased from 225 to 275 - Added Aghanim's Scepter Ice Blast duration increased from 8/9/10 to 17[/QUOTE]
AA is one of the frail supports, so frail that he's rarely seen. This makes everything frail like him. Everything. 17 seconds of no healing and fear of shatter. I'll feel sorry whenever I finish that Agha.
[QUOTE]Batrider - Vision decreased from 1800/800 to 1400/800 - Flamebreak manacost increased from 80/100/120/140 to 140[/QUOTE]
Vision just to make his flight less valiable without touching it directly. Flamebreak change however has simple purpose and that is to limit Batrider's harass. You see, even with 1 point in flamebreak you were in danger of not just being right-click with Napalm ,but taking a powerful nuke to the face that is hard to dodge with all that oil on your ass, just for 80 mana. Now it's either more Napalm and mana for escape/combo or mana issues due to excessive harass.
[QUOTE]Beastmaster - Greater Hawk invisibility fade time decreased from 5 to 4[/QUOTE]
More love for the birdy. It's an endangered species.
[QUOTE]Bloodseeker - Strygwyr's Thirst now gives you bonus 3/4/5/6 armor when active - Bloodrage dispels the target before applying its buff This would cause it to remove things like Ethereal[/QUOTE]
You know, part of reason why Night Stalker is such a monster, is cause of his armor. 6 base armor allows him to dive towers like a winged tank&racecar offspring he is. This gives Bloodseeker similar level, or even higher (3 base armor + this) at times.
Bloodrage dispell = more utility for this already awesome spell that communtiy loathes for some inexplicable reason.
[QUOTE]Rupture damage is now HP loss This causes it to go through Magic Immunity now[/QUOTE]
Yes, separate comment.
Big, big, big, big. Seriously, now you have to TP away even if you have BKB. Seeker got scary even in mid-game.
[QUOTE]Bounty Hunter - Track manacost from 70/60/50 to 50[/QUOTE]
As permamently mana-starved Bounty Hunter I approve.
[QUOTE]Bristleback - Quill Spray hit memory increased from 10 to 14 seconds[/QUOTE]
You can fit in 1 more manual cast of Quills before damage begins to fall off and it's easier to hit cap with procs from Bristleback.
Not crazy, but sure as hell motivates to actually hit that cap.
[QUOTE]Broodmother - Incapacitating Bite miss chance from 10/20/30/40% to 30/40/50/60% - Spawn Spiderlings unit count increased from 1/2/3/3 to 1/2/3/4[/QUOTE]
Did Brood suddenly became a very much MKB-forcing hero ? I mean, she kinda did it before, but now it's more serious.
Also, MOAR SPIDERS! GO FEAST MY CHILDREN!
[QUOTE]Centaur Warchief - Added to Captain's Mode[/QUOTE]
Team's captains either rejoice or look harder for ways to escape this 6.78 reality.
[QUOTE]Clinkz - Strafe cooldown decreased from 60/50/40/30 to 45/40/35/30[/QUOTE]
Basically, it's more forgiveable to level this once and max Skeleton Walk in defensive builds. And you have 15 seconds grace period in case you like to run up to people, pop Orchid and realies your Strafe is on cooldown.
[QUOTE]Clockwerk Goblin - Power Cogs no longer knock back magic immune units[/QUOTE]
Naix feels good, Clockwerk too actually. He can enjoy some palms and drinks instead of being picked and banned all the time. I just hope people don't drop him like a toy which got slightly worn down and never touch him unless IceFrog makes them.
[QUOTE]Crystal Maiden - Brilliance Aura mana regen increased from 0.5/1/1.5/2 to 1/1.5/2/2.5 - Freezing Field explosion AoE increased from 215 to 230 - Aghanim's Freezing Field's attack speed reduction aura increased from -20 to -50[/QUOTE]
Basically +1 Regen for maiden per level and her race with KotL for best mana-ally continues. She is serious about that race, 2.5 mana is often double MRegen for heroes without amplification.
Also, Aghanim on her got even scarier. I fully support BKB Maidens, now more people will join me there.
[QUOTE]Dark Seer - Vacuum cooldown increased from 22 to 24[/QUOTE]
[I]You see Seer, you are cool guy and all, we like you, you make life fun and purple. But people work so hard for that positioning sometimes, you have to ease off again. I know, we took your cliffs, we hit you hard a while ago, but hey, you are still old, mean bastard with beard and spikes you always were ,you just need to Sun Tzu-up a bit more, allright ? Now back to Ion Shell offlane bullshit you go.[/I]
[QUOTE]Dazzle - Shadow Wave target count increased from 3/3/4/5 to 3/4/5/6 - Shallow Grave can now be cast on magic immune allies[/QUOTE]
More DAZZLING consistency. And more DAZZLING synergy with carries, more specifically those who go for BKBs.
[QUOTE]Death Prophet - Movement speed decreased from 285 to 280 - Silence AoE increased from 200/275/350/350 to 350 - Witchcraft move speed bonus increased from 4/8/12/16% to 5/10/15/20%[/QUOTE]
MS wise, she is down to Maiden/Voker level. She still has 324/325 MS without boots and just her passive maxed, so it's a tweak.
Consitency with Silence and actual room to go for maxing passive.
Oh, wait, not 324/325, bitch got buffed. 336 MS without Boots with just passive. She likes her levels even more now.
[QUOTE]Disruptor - Thunder Strike from 3 strikes over 4 seconds to 4 strikes over 6 seconds - Thunder Strike damage per strike decreased from 50/75/100/125 to 40/60/80/100 - Thunder Strike AoE increased from 200 to 240[/QUOTE]
MORE THUNDER. This will help him harass more consistently in lanes and farm a tiny bit easier when carries are not around.
So basically, just MOAR THUNDER.
[QUOTE]Doom Bringer - Doom now disables Feast, Backtrack, Dispersion, Juxtapose, Bristleback and Blood Bath - Aghanim's Scepter upgrade duration reworked Aghanim's Doom duration doesn't count down while the target is within 550 range of Doombringer[/QUOTE]
Doom, doom doom dooom. DOOOM, doom doom. Doom, dooooooooooooom dooom doom. Doom. Nuff said.
(Doom is more consistent with what it disables, which is even closer to everything than before, but the Aghanim , oh god. Basically, Doom doesn't just go "Fuck this guy in particular". He goes "Fuck this guy in particular, everywhere, forever, this guy, no matter the circumstances I have to face, will be fucked, as my heart beats, he is fucked, as I draw breath, he is fucked, as I walk, he is fucked, for ever and ever, Hail Satan". Not only this makes Aghanim valiable on Doom, this changes the game for him. Previously, as long as the guy who's Doomed is taken out of equasion, Doom is happy. He sure'd prefer he died, but removing him from teamfight and having him watch it is fine too. Now, Doom will turn Doom players into tunnel-visioned monsters. Unless they are smart, then they'll be smart tunnel vision monsters who played their cards right and you can't run away from him no matter what.
Also, Rod of Atos.
[QUOTE]Dragon Knight - Corrosive Breath passive from Level 1 Elder Form now carries over to Level 2 (the DPS)[/QUOTE]
This was old lil' bullshit. Want to level ult to 2 so you can farm stacks ? Well, bye bye tower-pushing potential. No more, feel free to spend that 11th skillpoint for your ultimate. Unless you want to keep the colour.
[QUOTE]Drow Ranger - Trueshot Aura increased from 14/18/22/26% to 16/20/24/28%[/QUOTE]
Because Drow needs more damage. The day I'll have to face Drow + Lycan + Luna + Vengeful + AA team is going to be sad day. [I]Free rapiers for everyone, yaaay.[/I]
[QUOTE]Earthshaker - Turn rate improved from 0.4 to 0.6 - Fissure range increased from 1200 to 1300 - Echo Slam now considers illusions as heroes This affects Aghanim's Scepter upgrade as it does extra damage for each hero in the area.[/QUOTE]
More slammin. Range buff will certainly open up more blocks (that sounds weird) for Raigor and Echo Slam buff basically means more clips with tactical Nuke Shakers.
[QUOTE]Ember Spirit - Flame Guard DPS increased from 30/35/40/45 to 30/40/50/60 - Added to Captain's Mode[/QUOTE]
No experience, but from reading this guy's skills he's bullshit. He basically hast most ultimates scaled into just slightly weaker (sometimes even better). Any feedback from people still playing origami Dota ?
[QUOTE]Enchantress - Aghanim's Scepter bonus attack range increased from 165 to 190[/QUOTE]
I wish it only meant 6 more damage on Impetus. Why ? Cause I am weak Bambi, and I never play against weak Bambi's. Oh well, at least she's still papermache in terms of HP.
[QUOTE]Enigma - Malefice scaling reworked
Old Malefice:
Duration: 2/4/4/6 (1/2/2/3 ticks) Damage: 40/40/65/65 (total dmg: 40/80/130/195) Stun Duration: 1
New Malefice:
Duration: 6 (3 ticks) Damage: 25/40/55/70 (total dmg: 75/120/165/210) Stun Duration: 0.25/0.5/0.75/1[/QUOTE]
Always 6 seconds, always 3 ticks, more damage if leveled, but stuns are lesser unless leveled.
Interesting, it's more disruptive early on as a weird-slow, but less effective as an actual stun until leveled.
It's a tweak, as stun duration is very close on all levels, but damage goes up and it feels less trashy at level 1.
[QUOTE]
Goblin Shredder - Base Strength increased by 3 - Int growth increased from 1.8 to 2.4 - Chakram initial manacost rescaled from 125/150/175 to 75/125/175 - Chakram move speed increased from 800 to 900[/QUOTE]
Tankier, Smarter and more efficient with blades. This is one psychopath you better not let near rainforests. Or worse, you.
In general, minr tweaks to make Bloodstone a tiny bit less necessary early on.
[QUOTE]Gyrocopter - Flak Cannon cooldown increased from 20 to 30[/QUOTE]
It's supposed to be occasional, not permament like in recent tournaments.
[QUOTE]Huskar - Base Strength increased by 3 - Burning Spears DPS increased from 4/8/12/16 to 5/10/15/20 - Life Break HP cost increased from 35/30/25% to 40/35/30% - Berserker's Blood Reworked
Old Berserker's Blood:
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
Attack Speed: 3/6/9/12 IAS per stack Damage: 2/4/6/8 damage per stack
New Berserker's Blood:
Huskar feels each of his wounds and channels the pain, increasing magic resistance and attack speed for each 7% missing health. First bonus starts at full health.
Magic Resistance: 4/5/6/7% magic resistance Attack Speed: 8/12/16/20 per stack
Removed from Captain's Mode[/QUOTE]
Huskarr was one of those heroes, who's intended gameplay was fun to execute, but far from practical. His dangerous, living on the edge, berseker style is great, but no composition of well rounded team will worry about him. He's kinda like meepo in that regard, except Meepo has access to more conventional tools (nukes, disables) while Huskarr is right-click man. IceFrog wants to take him into a new direction and this massive MR stacking to replace damage is a sign of it, but that's huge. You basically switch most of the hero's damage for resistance, so that can behave unlike what you've expected and will require further testing and reworking. Thus CM removal. Thus new era for Huskarr begins.
[QUOTE]Invoker - Alacrity manacost decreased from 100 to 75 - Ghost Walk slow increased from 20/23/26/30/33/36/40 to 20/25/30/35/40/45/50 - Ghost Walk cooldown decreased from 60 to 35 - Tornado damage rescaled from 70+(Wex+Quas)20 to 70+(2Wex+Quas)*15[/QUOTE]
Tweaks, Ghost Walk's CD means QQWout (I spell it KiuKiuVout) is more constant now, more Slow makes it more practical to use for that and not just escape.
Tornado damage rescale basically means more damage if Wex oriented builds. And higher Max Damage, previously it was 70+14*20 max (350), while now it's 70+21*15 (385). Damage will always be higher during leveling ,as long as Wex is prioritised, if I didn't mistake my math with my meth.
[QUOTE]Io - Spirits no longer provide vision, except temporarily when they collide with an enemy hero - Overcharge hp/mp cost increased from 3.5% to 4.5%[/QUOTE]
Get down on the ground Io, you are great support, but don't stretch it.
[QUOTE]Juggernaut - Omnislash no longer jumps on Tombestone Zombies[/QUOTE]
Fucked if Zombie Apocalypse happens, but other than that = more omnislashing other stuff, like creeps.
[QUOTE]Keeper of the Light - Base Strength decreased by 2[/QUOTE]
Around 400 hp lvl 1, dangerously close to 3XX. Frail old lamp, frail old lamp indeed.
[QUOTE]Kunkka - Ghost Ship damage increased from 300/400/500 to 350/450/550 - X Marks The Spot manacost decreased from 80/90/100/110 to 80 - X Marks The Spot vision from 1000 flying to 400 ground vision[/QUOTE]
Boat-lovin, X-lovin, but = Vision is sacred Kunkka. This little change to X marks the spot does quite a bit. Now you don't have as much vision upfront as previously, so people can turn around and keep their distance from marked ally, arriving just as he does with X.
[QUOTE]Legion Commander - Duel bonus damage per victory increased from 10 to 10/14/18 - Added to Captain's Mode[/QUOTE]
18 damage. 36 damage. 54 damage. 72 damage. 90 damage. 108 damage. 108 and we didn't break 10 good ults. Oh boy, I mean, Commander.
[QUOTE]Lich - Chainfrost bounce count increased from 7 to 10[/QUOTE]
As a player who loves playing Lich and Lich being hero whom he played most in his original Dota days (which were limited to just a couple matches mind you) and his first days in Dota 2 all I can say is it sucks to be bounced upon.
60% increase in bounces, 10 bounces, 20 bounces if Refreshed. Lich's Ult can deal upwards of 5500 magical damage, or 11000 if Refreshed. Total, or should I say, totaled.
[QUOTE]Lifestealer - Open Wounds cast range decreased from 600 to 200/300/400/500[/QUOTE]
Naix, you are a melee carry, quit initiating on people like a pro-support. Also, you either level Rage or get range on Open Wounds ,your call tooth-fairy.
[QUOTE]Lina Inverse - Attack range increased from 625 to 635[/QUOTE]
I thought her attacks were already global when laning against her. Oh well, better harassment up in this lady.
[QUOTE]Lion - Mana Drain break and cast range improved by 100 (750/1100 -> 850/1200) - Aghanim's Finger of Death CD decreased from 160/100/40 to 100/60/[B][U]20[/U][/B][/QUOTE]
20 seconds. I mean, Mana Drain buff is great, helps his laning and makes it valiable, but man. 20 seconds.
I mean, Aghanim was already rushed on him by a lot of people, but 20 seconds. I know it takes lvl 16 and 4200 gold, but... but 20 seconds.
[QUOTE]Lone Druid - Spirit Bear now has its HP drained by Armlet when active - Spirit Bear bounty increased from 100 to 300[/QUOTE]
I've touched on it earlier, but overall : justice. Also 200 g more of justice.
Bear season is open guys. And they won't bear as many arms anymore. I smell Mjollnir or Radiance comeback. I just hope we won't see Drums on bears, ugh.
[QUOTE]Lord of Avernus - Movement speed increased from 300 to 310[/QUOTE]
Moving towards Dota 2 faster than ever! Also, I guess he needs it given he is support with melee orb that helps a whole lot while killing the target.
[QUOTE]Lycanthrope - Armor increased by 1 (Shapeshift total armor is still the same as before)[/QUOTE]
He exists and I think IceFrog just wanted to remind people of that. I mean, he was in some popular matches, but pub-wise he's a fairy tale.
[QUOTE]Magnataur - Reverse Polarity damaged decreased from 150/225/300 to 50/125/200[/QUOTE]
Good. Enigma can feel better about his damage even more now. It's still going to be treated like bullshit by many, but at least it has lesser insta-gimp potential if Magnus is not assissted.
[QUOTE]Medusa - Stone Gaze Reworked
Old Stone Gaze:
Any unit facing Medusa has its attack and movement speed slowed by 100%. Dispels enemy units and deals 500/1000/1500 damage to illusions and summoned units.
Lasts 5 seconds. Attack and Movement speed is slowly regained over the duration.
View Angle Spread: 75
AOE: 800 CD: 140/100/60 Manacost: 200/100/0
Note: Once a unit is affected, it retains the negative buff until the spell is over, regardless of facing direction.
Stone Gaze:
Any unit facing Medusa will have its attack, movement and turn rate reduced by 50% until the end of the spell. If you accumulate 2 seconds time (in total) facing Medusa, you will turn to stone.
Stoned units are disabled, have 100% magic resistance and take extra damage from physical attacks.
View Angle Spread: 85
Gaze Duration: 6 seconds. Stone Duration: 3 seconds Bonus Physical Damage: 30/40/50%
AOE: 1000 CD: 90 Manacost: 200
Note: Kills illusions instead of petrifying them
Removed from Captain's Mode[/QUOTE]
She needs some love. Likely the hardest carry, but hardly the likeliest sight. A slight rework might help her see more play and this looks interesting.
Basically, instead of just annoying slow/purge it's now less annoying slow but with a chance to stun and physical damage amplification ,however mixed with damage resistance. What it is, is her personal big-play setup that can hurt caster-allies if used lously. Stun however will make it more potent early on, making it perfect followup AoE Stun or surplus slow/stun for other AoE stuff. Still, out of CM during the surgery.
[QUOTE]Meepo - Innate magic resistance increased from 25% to 35%[/QUOTE]
Because fuck people instalocking nukers when they see Meepo. Doesn't help against farmed AoE right-clickers and as long as you are squishy it's still possible to burst you down, but this is Meepo-love and we need more of it, especially since it has to be spread 4 (5 with Aghs) ways.
[QUOTE]Mirana - Elune's Arrow now deals up to 100 extra damage based on distance the arrow traveled - Moonlight Shadow cooldown decreased from 160/140/120 to 140/120/100 - Starfall will choose a new target for the second star if the first died before impact[/QUOTE]
More damage on arrow, better Ult cooldown (and since 6.76 better manacost) and better Starfall.
PotM might soon be resurfacing. The Agility hero with a toolset of a ganker/support with high skillcap due to intricate mechanics of her spells and The Arrow. This is all around buff to her damage potential and Global Invis.
I especially like he Moonlight Shadow buff, people seem to not appreciate it whatsover, despite it being Uber-Smoke of Deceit with 75 manacost. Cast out of ward vision, initiate, kill. 15 second duration.
[QUOTE]Morphling - Base attack time improved from 1.7 to 1.6[/QUOTE]
Remember the carry of choice through shitton of tournaments a while ago ? This unkillable jerk who's famous for having access to shotgun ? He's still there, capable and ready, but teams seem to forsake him for other carries. So here's a little initiative to give Morph a chance. Lower base attack speed = better scaling with agility/attack speed. Just a treat.
[QUOTE]Naga Siren - Rip Tide cooldown rescaled from 19/16/13/10 to 10[/QUOTE]
Naga seems to have fallen out of grace too. This is actually big change, especially if you consider her being capable tri-laner where mana could be sustained via arcanes or general support. More so, Riptide is dangerous early due to -Armor and this will allow for more clutch Naga plays early on. But all in all, it's a lot like Morph change, a treat.
[QUOTE]Necrolyte - If a unit dies under Reaper's Scythe, it will be credited to Necrolyte - Aghanim's Reaper's Scythe causes buyback to be disabled on heroes it kills for that death[/QUOTE]
Da bomb. This change goes out of current borders of mechanics. It affects something that otherwise is only limited by cooldown and gold, something a lot of people work make sure is possible, they save gold, they stall the game, and now this.
Reaper's Scythe is strong nuke that scales with HP. Given there is no clutch heal/disruption/etc it will kill most targets below certain %HP. Now, it will kill them good. No buyback means you have to take death as it is and not rush back into teamfight to swing it. This skill is now capable of changing tides of any battle drastically. Fed carry, important initiator, Wisp/Prophet, so many possibilities to toy with people's expectations of escaping state of being dead. This has to make a splash, Necrolyte already is very much a strong hero and this sounds like "seal the deal" for me.
[QUOTE]Nerubian Assassin - Mana Burn drain and damage decreased from 5x Int to 3.5/4/4.5/5x - Mana Burn manacost rescaled from 130/120/110/100 to 100[/QUOTE]
Manaburn scales so well, it's scary. It works well against low-int heroes, removing basically 40% of their maximum mana (5x vs 13 mana per 1 int), and doing same to high-int heroes, except with much more damage on top. This scaling change will make life against Nyx easier at first, if he choses to level Spiked Carapce over Manaburn that is. Manacost rescale is to actually make it valiable if you go for lane-support manaburning type of build. Otherwise you'd be doing very little early on as 130 manacost for 3.5x manaburn is a bit of a joke.
[QUOTE]Nightstalker - Hunter in the Night attack speed rescaled from 30/45/60/75 to 45/55/65/75 (MS remains 20/25/30/35)[/QUOTE]
Level 4 provides same AS, but now he has more AS eraly on. Big for first kills of the first night, later on goes back to usual. Usual murdering that is.
[QUOTE]Obsidian Destroyer - Movement speed increased from 310 to 315[/QUOTE]
He has wings AND 4 legs, he deserves to be faster. Maybe it's to make chasing for Imprisonment a bit easier ?
[QUOTE]Ogre Magi - Ignite DPS increased from 26/32/38/44 to 26/34/42/50[/QUOTE]
Funfact : Ignite even prior to this dealt more damage per level than Fireblast and Level 1 Multicast had low chance for 2x Fireblast, while making it's manacost a bit high. Seriously, try 1 point in Fireblast for stun, maxing Ignite first, 1 point in Bloodlust for ms/buffing carry early. Then put points either into Multicast or skip Multicast until level 10 for quick Level 2 Multicast (with better chance for 2x Fireblast and at level 11 you'll have nicer manapool). Seriously, do it. You'll be surprised what slow&damage of Ignite can do, even against 1 guy every now and then.
[QUOTE]Omniknight - Added Aghanim's Scepter Guardian Angel AoE becomes global and affects buildings (including regen)[/QUOTE]
Don't wet your panties, it's still 150 CD.
However Global = you'll never wiff it on allies and you can assist, well, globally.
Affects buildings = another Fortification button + Treant heal
Big, important and most of all, different! Now he has a new utility and we'll likely see some batshit insane defences done by Chuck Norris.
[QUOTE]Pandaren Brewmaster - Aghanim's Primal Split units now gain your current level of Drunken Brawler - Fire Panda no longer upgrades damage with Aghanim's Scepter It has roughly same damage with Drunken Brawler now[/QUOTE]
That crit/dodge chance is high people. I swear to god, it's going to be like CK ultimate if he manages to isolate someone. Firepanda actually got a boost in survivability given how resistant skin (go to wiki, spells work a bit differently on them. Basically : only spells that hit everything work. It also takes duration/effects for heroes rather than creeps) and drunken brawler will give it chance to luck out and thrive.
[QUOTE]Phantom Assassin - Blur level 4 evasion increased from 35% to 40%[/QUOTE]
A tweak. OCD people thank for level 4 giving 40% too.
[QUOTE]Phantom Lancer - Spirit Lance, Dopplewalk, Juxtapose and Phantom Edge illusions damage dealt decreased from 25% to 20%[/QUOTE]
Math wise, 20% drop in damage for just illusions, 13% drop in damage including Lancer himself. It still doesn't stop his confusion power, his laning, his overwhelming, in general, his playstyle. Just a tweak to numbers to see wether that'll bring him a bit closer to being on par with other carries.
[QUOTE]Phoenix - Sun Ray HP cost per second increased from 3% to 4%[/QUOTE]
Never played the guy. 33% increase in cost seems big, but given those values, it's likely a tweak.
[QUOTE]Pudge - Flesh Heap strength bonus increased from 0.9/1.2/1.5/1.8 to 1/1.5/2/2.5[/QUOTE]
Wow. That's a lot if you are an active Pudge. I guess he wants to give him more presence than just Hooks and this should work. 10 kills/assissts = 25 STR. Dendi's smile is likely hurting him by now.
[QUOTE]Pugna - Nether Blast structure damage increased from 33% to 50% - Decrepify can now target Tombstone[/QUOTE]
Tiny bit more push for Pugna and he can be more of a friend to Undying. A new combo incoming ? My assumption is that it's just a tweak to oversight. Nether Ward and Tombstone are summoned buildings and somehow Pugna could decrep only one of them prior to this.
[QUOTE]Razor - Eye of the Storm duration increased from 20/25/30 to 30 - Eye of the Storm strike interval decreased from 0.75/0.65/0.55 to 0.7/0.6/0.5 (Aghanim's to 0.55/0.45/0.35) - Unstable Current movement speed bonus increased from 3/6/9/12% to 4/8/12/16%[/QUOTE]
Razor's faster and his Storm is too. I am not sure how many of you've seen his Agha Ult at work, especially agains Towers, but it's murder. 3 strikes per second, 3 armor per second. Add in his damage drain and you've got shockingly hilarious scenario.
[QUOTE]Rikimaru - Permanent Invisibility fade time decreased from 3/2.25/1.5 to 3/2/1[/QUOTE]
3.2.1. Go. Just a minor tweak, a little bit of help, that he'll need given new Dust buff. It will be noticeable at level 3 especially. It's literally *blink* and he's gone.
[QUOTE]Sand King - Invisibility fade delay when exiting Sand Storm improved from 0.3/0.6/0.9/1.5 to 1.5 - Sand Storm now has a smoother damage interval (1->0.5, total damage is the same)[/QUOTE]
Royal Consistency.
[QUOTE]Shadow Demon - Base Intelligence decreased by 3 - Shadow Poison no longer gives vision over the targets with the debuff This still reveals the projectile path, but no longer locks on vision to units with the debuff on them for 10 seconds[/QUOTE]
Wisp-like change. Just so he has to actually work for his vision, by spamming Poison. Base Int reduction doesn't stop the fact he has high Int-gain anyway. Just early game nuisance.
[QUOTE]Shadow Fiend - Requiem of Souls slow rescaled from 15/20/25% to 20% - Requiem of Souls damage reduction increased from 15/20/25% to [B]50%[/B][/QUOTE]
Half your damage, GONE. If you have any sort of right-click carries in team, for god's sake, don't let him Ult on them. 5 Seconds of almost no damage compared to usualy Shadow Fiend's damage is going to make this ultimate even bigger than before. And don't forget, if he dies your carries will cringe too.
[QUOTE]Shadow Shaman - Aghanim's Mass Serpent Wards damage increased from 53-59/74-79/94-100 to 85-90/105-110/125-130 Basic version damage numbers also normalized a bit from 39-43/54-58/69-73 to 40-45/55-60/70-75[/QUOTE]
Love for Agha Rhasta, mon. Maybe he'll be considered more in Mid-Rhasta-Quick-Agha-Where-are-your-towers-now strategies ? Given how it only affects Rhasta's with 4200 gold it's rather minor buff.
[QUOTE]Silencer - Global Silence now affects sleeping units - Added Aghanim's Scepter for Silencer Applies the current level of Curse of the Silent to all units and increases ultimate duration by one second.[/QUOTE]
Skipping Curse ? Not me, and now not anyone. It's awesome skill that synergises well with Silencer's Last Word and Ultimate, and now it does so hard-coded into the game. You can also treat it like Damage Over Time Zeus Ult. +Global Silence, then waiting out enemy casts and throwing another Curse will give you potential 780 magical damage and 384 manaburn. Oh, and 1 more second for his ult makes it lucky 7 at level 3.
[QUOTE]Skeleton King - Reincarnation slow now affects attack speed as well - Reincarnation slow happens immediately upon death rather than after reincarnating - Critical Strike Reworked
Mortal Strike:
Has a passive and active component. Passively gives you a chance to land a critical strike. Can be cast to temporarily steal HP from a target enemy hero. When the active is used, the critical strike is temporarily disabled for the drain duration.
Passive Crit Damage: 1.25/1.75/2.25/2.75 Passive Crit Chance: 15%
HP Drain: 20% of Max (Not Lethal) Drain duration: 7 Cast Range: 550 Manacost: 30 Cooldown: 25
Note: This doesn't affect max hp, just temporarily drains then returns it.[/QUOTE]
I need to see it first. Reincarnation will help SK get back to the thick of things, keeping people slowed while he gets back up, but this new Mortal Strike. I don't want to say anything until we get some analysis. What I am hoping is that it will make him even meatier meatshield of a Skeleton that he is.
[QUOTE]Slardar - Bash damage type from magical to physical - Sprint cooldown decreased from 40 to 28[/QUOTE]
Encouragement to make use of Sprint more and Bash's damage will scale with Amplify Damage. Previously it was Physical Stun / Magical Damage on Bash, and Crush was Magical Stun / Physical Damage. So now he is a bit more physical. Not sure if enough to make him much more popular, but I think he'll find his way into aggressive lineups.
[QUOTE]Sniper - Shrapnel AoE increased from 360 to 400[/QUOTE]
1800 range, 400 AoE. No escape. In the grim future, there's only Shrapnel. And you know what ? Good. It's awesome skill that gives Sniper Vision, early game damage outside of headshot and Slow for chasing. It's incredibly powerful and now it's more potent as any good Sniper will trap you in Shrapnel forever with his headshots and you'll regret ever leveling stats instead.
[QUOTE]Spirit Breaker - Charge of Darkness will now also Greater Bash its target Instead of only affecting those it runs through, it now also affects the target as well. The Greater Bash portion of Charge of Darkness will go through BKB, since Greater Bash goes through BKB.[/QUOTE]
Tweak. Or should I say, AUGMENTATION. Will help his ganks and will make his arsenal be a bit more certain when it's needed. Expect to see Barathrum gankers in tournaments soon.
[QUOTE]Storm Spirit - Electric Vortex cooldown decreased from 20 to 21/20/19/18[/QUOTE]
Puddin-tweak. Just a sprinkle of cooldown variation. Won't affect him a whole lot but will help in recognising wether he needs adjustment in these areas.
[QUOTE]Tauren Chieftain - Ancestral Spirit vision type from Flying to Ground - Natural Order aura increased from 20/40/60/80% to 25/50/75/100%[/QUOTE]
Vision is neat, limiting it because the unit already flies through stuff so if you want to see something specific, work for it. However Natural Order, daym. No base armor, no base magic resistance.
Basically = gone. Extremely good against anyone with high Agi/high base armor/lack of ability that increase magic resistance. This will amplify his significance by a whole lot and will buff his own abilities. Overall, Titan is making his way to competetive scene.
[QUOTE]Terrorblade - Conjure Image illusion duration increased from 25 to 32 - Sunder minimum HP exchange decreased from 33/28/23% to 25/20/15%[/QUOTE]
Looks like rather nice, juicy tweaks, but haven't played the guy I can't tell much. I'd assume he needs some help given his abilities are somewhata of a weird assembly.
[QUOTE]Tidehunter - Ravage AoE rescaled from 825/925/1025 to 1025[/QUOTE]
Level 6 Ravages just got 200 range scarier. Level 6 Tide just got a lot more important. Tidehunter seen a drop ,but this could cause a resurface. RP is neat, Black Hole is great, but Ravage is huge and adjustment like this might remind people of it.
[QUOTE]Tiny - Toss cooldown decreased from 10 to 9 - You can now Toss units to Runes[/QUOTE]
Ho ho ho. Cooldown is just a treat on top of new mechanic here. Given you have vision, I expect a lot of "Oh, dd, how lovely lemme-OH GOD WHAT IS THIS NIGHT STALKER DOING HERE".
[QUOTE]Treant Protector - Leech Seed slow increased from 24% to 28% - Leech Seed's healing effect no longer ends when the target dies[/QUOTE]
Tweak and FINALLY I won't have to tell my allies not to punch that creep because I want to heal us.
[QUOTE]Troll Warlord - Battle Trance cooldown increased from 20 to 30 - Battle Trance duration decreased from 10 to 7[/QUOTE]
Pretty big. It's still insanely powerful, it's still relatively high uptimate, but it's not as "permament" anymore and might allow Troll to enter CM pool quite soon. His towerpushing and amplifying carries is still there, it's just more manageable. It's easier to avoid/hold down someone for 7 seconds rather than 10.
[QUOTE]Tuskarr - Snowball cooldown decreased from 24 to 21[/QUOTE]
Tweak-punch. Not'a much, just some cold numberrrs to check where Tuskarr is and wether he needs some help'a.
[QUOTE]Undying - Soul Rip cast range increased from 650 to 750[/QUOTE]
No hells, no heavens, only tweaks. Lovely weaks. Remember it still has range around the target to find units to count however.
[QUOTE]Ursa Warrior - Fury Swipes duration increased from 6 to 15[/QUOTE]
It will now match duration of Overpower. While it won't affect Ursa bursting down people in moments, or his roshing, or anything "pure" really, it will affect fights where Ursa is separated from his target. 6 seconds of running away = fine. 15 seconds = old Doom level of running around. So Ursa just got a whole lot scarier as he has 11 more seconds to finish off that pot of honey you call your chest cavity.
[QUOTE]Vengeful Spirit - Strength increased from 16 + 2.3 to 18 + 2.6 - Nether Swap cast range rescaled from 600/900/1200 to 650/925/1200[/QUOTE]
I wish it was her Int that got buffed, but durability will do too. Also, 50 range for Nether Swap as a cherry on top. Enjoy VS, she's still great, hope you'll notice it when you try out these changes.
[QUOTE]Venomancer - Poison Sting duration increased from 6/7/8/9 to 6/8/10/12[/QUOTE]
3 More seconds = upwards of 60 more damage. Every way to make Veno has it's boons. Max Gale = a lot of upfront damage, giving you more room to get back to safety without having to finish someone off with right-clicks. Max Sting = as long as you can't directly go on Veno, he'll out-harass your ass so hard, it's not even funny. Max Wards = Well Warded! I like it when hero can be built many ways. I also like Veno. And I think we can agree, IceFrog likes it too.
[QUOTE]Viper - Corrosive Skin affects any damage source not just regular attacks - Viper Strike is no longer removed by Dark Pact or Kraken Shell[/QUOTE]
You wanted to avoid being counter-harassed by casting shit ? - Ha ha ha
You wanted to get rid of my aids-barrage ? - Ha ha ha
Feather are for the weak, and buffs are for the Viper. He's still unlike many other carries and it's hard to say wether we'll see him picked, but those changes are making him ever so harder to deal with, especially if resources are pooled into Viper to make him a nuisane to kill. Think Spectre, with aids.
[QUOTE]Winter Wyvern - Intelligence growth increased from 2.4 to 3.1 - Arctic Burn no longer provides flying vision[/QUOTE]
Haven't seen a guy, but I sure see another vision decrease (Haha, Night stalker didn't get hurt there, haha!) but I guess he's smarter with age now.
[QUOTE]Witch Doctor - Death Ward cast range rescaled from 300/350/400 to 400 - Maledict cast range increased from 400 to 525[/QUOTE]
Consistency and Malediction buff. It's so easy to wiff, now it's easier as you can wiff it even further than before! Or , you know, hit it and get a double or a triple kill, but .... OH, LOOK AT IT GO!
[QUOTE]New Strength Hero: Kaolin, the Earth Spirit
Alliance: Sentinel Type: Strength
Total Starting Damage: 46-56 Total Starting Armor: 4 Range: 128 (Melee) BAT: 1.7 Movespeed: 305
Agility: 17 + 1.5 Strength: 21 + 2.9 Intelligence: 18 + 2.4
When the blight of the Scourge threatened the isolated peak villages of the Crag Lands, their pleas for aid went unanswered. The strong villagers climbing ever higher up the mountains to seek refuge, leaving those too young or old to their fates. When the forces of evil fed upon the helpless, their innocent blood wet the stones of the foothills. Seeing this, the heart of the mountains wept, and forged it's own champion to face off against the teeming hordes. Hewed from the cliff face, Kaolin was born into our world. Wielding the strength of the mountain, he bends stone and metal to his fierce will.
Innate: Stone Caller
(Innate, Level 0, Target Point)
Kaolin raises a stone from the depths of the earth to aid him in battle. Creating a rock consumes a Stone Charge, and charges replenish at a rate of 1 per 25 seconds. The rocks last up to 2 minutes with a max 6 rocks active at a time. Rocks provide no vision.
Cast Range: 1400 Cooldown: 0
Note: This hero has an Innate ability that doesn't do anything on its own but is used by his other abilities.
Rolling Boulder:
(Short Channel, Target Direction)
Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance, speed, damage, and adding a slow to the hero you collide with.
Damage: 90/120/150/180 (+50% when utilizing a Rock, 135/180/225/270) Rock Slow: 80% AS/MS for 2 seconds (only with a Rock)
Roll Distance: 800 (+100% when utilizing a Rock, 1600) Speed: 800 (+100% when utilizing a Rock, 1600)
Impact AoE: 150 Manacost: 50 Cooldown: 16/12/8/4
Note: This skill will always go the full distance, you cannot choose a shorter distance. It stops on the opposite side of the first hero it impacts. The Rock is consumed when used as a boost for rolling.
Boulder Smash:
(Target ally, enemy or rock. Melee range)
Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also silence impacted enemies.
Damage: 100/150/200/250 Slam Distance: 800 (3x when utilizing a Rock, 2400) Slam Speed: 1200 Silence Duration: 5 seconds (only with a Rock)
Impact AoE: 225
Cast Range: 150
Manacost: 100 Cooldown: 22/18/14/10
Geomagnetic Grip:
(Target Ally or Rock)
Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be stunned, and will also be dealt damage if the pulled target is a Rock.
AOE: 180 Stun: 1/1.5/2/2.5 seconds Rock damage: 125
Pull Speed: 1000 Cast Range: 1400
Manacost: 75 Cooldown: 13
Magnetize:
(Active, No Target)
Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process.
Magnetized heroes feel the effect of the Silence and Slow from Rock enhanced Boulder Smash and Rolling Boulder if one Magnetized hero is affected by them.
Cast AOE: 300 Rock Search AOE: 300 Rock Explode AOE: 600
Debuff duration: 6 seconds DPS: 50/75/100
Cooldown: 80 Manacost: 100
Note: When a Rock is in an AoE of Magnetize, it doesn't immediately disappear, it becomes innert and then disappears after 5 seconds (can still be used by your other spells in the meantime)[/QUOTE]
This guy is something new. Not just because of his innate, it's the theme.
He's extremely mobile, has a lot of utility (nukes, long range nukes, silence ,stuns, mobility, pull, etc), his base stats are damn fine, manacosts not too high. He sounds a lot like Techies actually, having Rocks that last/have to be placed and his abilities working very much more efficiently off them. His Ult specially, well set with Rocks can cause chain reaction unlike anything but Techies minefields I believe.
I'll hold my breath on him, as I'd have to see his abilities and himself in action first. But here's my word of first impression : Chess Player, Rock-themed. If played well, will utilise his moves like a good chess player does figures and battlefield, to sieze control in an orderly manner. Susceptible to chaos though.
[QUOTE]New Intelligence Hero: Nerif, the Oracle
Alliance: Sentinel Type: Intelligence
Total Starting Damage: 45-51 Total Starting Armor: 2 Range: 620 BAT: 1.4 Movespeed: 305
Agility: 15 + 1.7 Strength: 18 + 1.9 Intelligence: 23 + 2.9
Few have the knack for plucking the strings of fate, let alone seeing them for what they are. Fate is as mysterious as it is fickle, but for Nerif it has always been a burden. Those chosen must answer the call, and since boyhood he has been raised into the hallowed role of Oracle, proclaiming destiny's path to those worthy to hear of it. Though many of his ilk have chosen more peaceful routes to serving fate, he never felt that the future must be passively proclaimed. With the view of fate before him, his powers were suited by nudging and pulling threads and, where needed, severing them to better the life of all. It was inevitable that his abilities would culminate in deadly battle - he knew would come to pass, and he is ready to cut lives short to lengthen others.
Fortune's End:
(Channeling, Enemy Target)
Channels Nerif's power into a bolt of scouring energy for up to 3 seconds. When released the bolt strikes the targeted enemy, dealing damage and purging in an AoE around them. The purge duration is equal to the time spent channeling.
Cast Range: 650 Damage: 75/150/225/300 AOE: 215 Purge duration: Up to 3 seconds
Cooldown: 12 Manacost: 130
Note: The purge happens before the damage and also removes Fate's Edict and Purifying Flames.
Fate's Edict:
(Target Ally/Enemy)
Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance, and increasing the damage they take from other damage types by 50%. Can be cast on both allies and enemies.
Duration: 3/4/5/6 Cast Range: 700 Cooldown: 14 Manacost: 50
Purifying Flames:
(Target Ally/Enemy)
Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second for 9 seconds. Can be cast on both allies and enemies.
Damage: 90/180/270/360 Regeneration per second: 11/22/33/44 Duration: 9
Cooldown: 3 Manacost: 30/45/60/75 Cast Range: 750
Note: Damage is nonlethal on allies.
False Promise:
(Target Ally)
Temporarily alters the target ally's destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Ally is granted invisibility while attacking and moving. Removes all negative status effects when applied.
The delayed healing is doubled when it is provided at the end of the duration.
Cast Range: 1500 Duration: 7/8/9
Manacost: 100 Cooldown: 20
Note: All damage and healing happen immediately once the buff ends. This damage is lethal and is credited to the original damage sources.[/QUOTE]
Allright, first of all, his cooldowns are bullshit. But then again, 3/4 of his skills are fail-prone. He could purge off his own stuff of enemy, as stuff your allies thrown on him, he could waste mana with his Flames, slightly healing enemies and he could make them Magic Immune when it's uncalled for. Though if played well, he'll still be weird, but in his own way of healing low-hp allies, saving carries and giving them Slark-cloak, being detriment to enemies and great ally to carries. Again, I have to see him first.
Word of first impression : Clutch-play guy that'll cause confusion if played well, but the backfire potential is through the roof there.
[B]Sorry for page stretch[/B]
lol nice one tokagero
Dota 2 is updating, is it the parity already?
[QUOTE=nmagain;40844997]lol nice one tokagero[/QUOTE]
I am afraid if people try to reply to that post and forget to "crop" it.
[editline]30th May 2013[/editline]
[QUOTE=Jrock455;40845020]Dota 2 is updating, is it the parity already?[/QUOTE]
Don't tease us so hard.
[QUOTE=Tokagero;40845033]I am afraid if people try to reply to that post and forget to "crop" it.
[editline]30th May 2013[/editline]
Don't tease us so hard.[/QUOTE]
I'm not, it just updated.
[QUOTE=Jrock455;40845057]I'm not, it just updated.[/QUOTE]
Go in game, lobby, cheats, Lich, 2 enemy heroes, count bounces. Now.
[QUOTE=Jrock455;40845057]I'm not, it just updated.[/QUOTE]
143.7 mb patch. I am also getting something.
[QUOTE=Tokagero;40845064]Go in game, lobby, cheats, Lich, 2 enemy heroes, count bounces. Now.[/QUOTE]
Yeah, it's not the parity, but it just did update, odd. I guess it was just last nights update
You all we're calling me crazy for saying valve was gonna update dota2 for parity with wc3, before the next patch landed.
Now who's crazy?
[editline]30th May 2013[/editline]
Apparently not.
Is it just for Pudge :\?
@Tokagero those are WC3 bugfixes btw.
[quote]Disruptor - Thunder Strike from 3 strikes over 4 seconds to 4 strikes over 6 seconds - Thunder Strike damage per strike decreased from 50/75/100/125 to 40/60/80/100 - Thunder Strike AoE increased from 200 to 240[/quote]
wait what the fuck
i rescind my earlier comment, making thunderstrike last 6 seconds and not strike at 1 second intervals completely changes its synergy with timing glimpse and i don't like it
it's a little bit of a damage boost and makes for longer harass, but i preferred the smart utility of what is otherwise a plain nuke
i do appreciate the aoe reduction to make for less incidental creep nuking though
edit: man im dumb this change is good
[QUOTE=Kendra;40845175]@Tokagero those are WC3 bugfixes btw.[/QUOTE]
Some of them applied to Dota 2 (wrong tooltip for Gyro amongst those) so I assume they are going to be likewise fixed.
[editline]30th May 2013[/editline]
[QUOTE=Anonymuzz;40845258]wait what the fuck
i rescind my earlier comment, making thunderstrike last 6 seconds and not strike at 1 second intervals completely changes its synergy with timing glimpse and i don't like it
it's a little bit of a damage boost and makes for longer harass, but i preferred the smart utility of what is otherwise a plain nuke
i do appreciate the aoe reduction to make for less incidental creep nuking though[/QUOTE]
Still provides vision, lasts more than 6 seconds so you can even cast while Glimpse is 2 more seconds on cooldown, if you Glimpse after 3rd Strike you'll hit around 3.75-4 seconds (depends on reaction time) which is exactly Glimpse''s sendback.
It's all good, you just need a tiny bit more focus. If anything, it opens up more possibilities.
i forgot it provided vision, okay i like this change
all these Agh upgrades, so game changing! brewmaster's is just icing on the cake, evasion and crits for each spirit, meaning that fire spirit wont die as fast on top of the original buff. Omni + zet + glyph = undying fortifications. And my personal favorite Necrolyte's with the big plays denial of buy back is going to be so critical plus the fact that if he uses his ulti its his kill. now i can see some negatives to that necros jacking a kill every cooldown but think of the pro scene opportunities hes got now
[QUOTE=Anonymuzz;40845349]i forgot it provided vision, okay i like this change[/QUOTE]
you can still use it for glimpse too
Cast -> strike one -> 2 seconds -> strike two -> 2 seconds -> strike three -> Glimpse now -> 2 seconds -> strike 4
Edit: nevermind im late
With TI3 coming up, let's see the huge change it's been since the very first International championship:
[media]http://www.youtube.com/watch?v=sspVvYwzytk[/media]
Just bought Shagbark and I fucking love him. Christ, his balls, man. [I][B]HIS BALLS.[/B][/I]
[QUOTE=Tiesieman;40845466]you can still use it for glimpse too
Cast -> strike one -> 2 seconds -> strike two -> 2 seconds -> strike three -> Glimpse now -> 2 seconds -> strike 4
Edit: nevermind im late[/QUOTE]
oh shit i wasn't even thinking, i thought the timing was much weirder and fractioned but that makes sense
I wish that there were a way of letting people know you denied yourself on purpose. I'm getting tired of seeing, "lul nj killing self on neutrals, noob."
[QUOTE=Zoran;40845539]I wish that there were a way of letting people know you denied yourself on purpose. I'm getting tired of seeing, "lul nj killing self on neutrals, noob."[/QUOTE]
just revel in your secret tactical prowness
[QUOTE] Broodmother
- Incapacitating Bite miss chance from 10/20/30/40% to 30/40/50/60%
- Spawn Spiderlings unit count increased from 1/2/3/3 to 1/2/3/4 [/QUOTE]
I can't stop thinking about how Ron Weasley shit his pants.
Why?
Man, that Broodmother buff's gonna be pretty scary, even though I'm not too hot on the whole chance thing to begin with, though at least this way it'd happen more often than not with maximum Bite.
Also I was actually kinda surprised when they changed the timing and damage on Thunder Strike; I really like Disruptor, and Thunder Strike is a decent Harassing AoE DoT in the early game for helping push the enemy out of lane, but upping the overall damage makes me wonder if it needed the extra instance and the improvement of the overall damage output of the spell. I'm not complaining, since it seems pretty cool, and I can appreciate heroes that have a good early-game harass, but I thought that Thunder Strike was alright as it currently is.
I think increasing the amount of spiderlings actually makes brood worse. Mostly because it means that bad brood players will end up giving the enemy team even more gold.
It doesn't make her worse but it doesn't fix her
really want to try out brood but im scared im just gonna feed spiders
[QUOTE=ironman17;40846026]Man, that Broodmother buff's gonna be pretty scary, even though I'm not too hot on the whole chance thing to begin with, though at least this way it'd happen more often than not with maximum Bite.
Also I was actually kinda surprised when they changed the timing and damage on Thunder Strike; I really like Disruptor, and Thunder Strike is a decent Harassing AoE DoT in the early game for helping push the enemy out of lane, but upping the overall damage makes me wonder if it needed the extra instance and the improvement of the overall damage output of the spell. I'm not complaining, since it seems pretty cool, and I can appreciate heroes that have a good early-game harass, but I thought that Thunder Strike was alright as it currently is.[/QUOTE]
I don't think Brood's buff is going to make a difference, there's just too many ways to deal with spiderlings.
[QUOTE=ironman17;40846026]Man, that Broodmother buff's gonna be pretty scary, even though I'm not too hot on the whole chance thing to begin with, though at least this way it'd happen more often than not with maximum Bite.
Also I was actually kinda surprised when they changed the timing and damage on Thunder Strike; I really like Disruptor, and Thunder Strike is a decent Harassing AoE DoT in the early game for helping push the enemy out of lane, but upping the overall damage makes me wonder if it needed the extra instance and the improvement of the overall damage output of the spell. I'm not complaining, since it seems pretty cool, and I can appreciate heroes that have a good early-game harass, but I thought that Thunder Strike was alright as it currently is.[/QUOTE]
That improvement is actually minor. Old max rank dealt 375 damage, new max rank deals 400 damage.
The actual significant changes are duration, amount of strikes and AoE. Damage buff of 25 magical damage is really not that much by itself.
Is there an alternative to [URL]https://code.google.com/p/d2ric/downloads/list[/URL]
I used to love this but I was wondering why it was never getting updated and I just noticed that the creator dropped it for some reason
It's probably just easier for me to learn the code and add the final heroes myself
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