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Mr. Pedantic

Diamond Member
Feb 14, 2010
5,039
0
76
It wouldn't. Most games I play have some kind of AoE, and lots of people at my level (I wouldn't say most, I've personally played with many supports who know jack squat about supporting) know how to stack and pull. As soon as you can stack and pull, or double pull, you start pulling ahead. Then when you release the creeps, you're still Level 1 when your opponents are level 2 or 3 (or even more, depending on when you release), the creeps change aggro to the hero or creeps attacking them, get destroyed by the tower and by any AoE, and when you go up and try to right click down the tower, you'll get wiped probably. Not sure why TongFu tried that to be honest. I don't think they really thought that one through very well.
 

Destiny

Platinum Member
Jul 6, 2010
2,309
1
0
Tongfu Earthshaker Pro Strat Creep Block FAIL!!

http://www.youtube.com/watch?v=G-kct9v2HIA#t=402

Might have worked if it were not for DS' iron shell! D:

I wonder how that would work in pub games.

A Pro Korean DOTA 2 team tried a similar strategy yesterday but with Lone Druid's bear blocking the creeps in the Nexon League Tournament - the Tournament Admin forced a game restart because that strat was not allowed.... the Casters and TwitchTV chat went bonkers after that!
 

Juddog

Diamond Member
Dec 11, 2006
7,852
6
81
A Pro Korean DOTA 2 team tried a similar strategy yesterday but with Lone Druid's bear blocking the creeps in the Nexon League Tournament - the Tournament Admin forced a game restart because that strat was not allowed.... the Casters and TwitchTV chat went bonkers after that!

LOL are you serious about forcing a game restart?
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Tongfu Earthshaker Pro Strat Creep Block FAIL!!

http://www.youtube.com/watch?v=G-kct9v2HIA#t=402

Might have worked if it were not for DS' iron shell! D:

I can't see that, but I've done some Earthshaker creep blocking in the bottom long lane pretty effectively. If you have someone helping, I am pretty sure you can get the creeps to aggro on the ancients. At the very least, it gives you a bit of lane control. And if you're not half retarded, you block their pull game anyway, so you're good for a while.


As far as LD being banned from luring the creeps out of the lane: well that is just retarded. That is one of his best features for long laning solo. He can easily get lane control with the bear.
 

Peter Nixeus

Senior member
Aug 27, 2012
365
1
81
www.nixeus.com
I can't see that, but I've done some Earthshaker creep blocking in the bottom long lane pretty effectively. If you have someone helping, I am pretty sure you can get the creeps to aggro on the ancients. At the very least, it gives you a bit of lane control. And if you're not half retarded, you block their pull game anyway, so you're good for a while.


As far as LD being banned from luring the creeps out of the lane: well that is just retarded. That is one of his best features for long laning solo. He can easily get lane control with the bear.

I saw the beginning of that game... It was a restart and no one was banned. Everyone had to pick the same heroes selected from captains mode - and were told they were forbiddon to try those kinds of tactics.

Its funny because I think the Koreans saw or read about the Tongfu game on Reddit and decided to do a better version themselves.
 

Turbonium

Platinum Member
Mar 15, 2003
2,109
48
91
Match ID 347886937

I was OD.

I said at start "don't underestimate them" and orange and yellow constantly said "lol they're so bad, don't worry" and were cocky all game in chat and audio.

Fast forward 30+ minutes and we lose, and they blame me. Apparently, going sheepstick would have made all the difference (and I love how they don't see I was trying to get it before they even suggested it). I love how their logic works. All OD's fault. Typical pubbers.

This is why I hate Dota. Idiots with huge egos who do nothing but blame others.
 
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Mr. Pedantic

Diamond Member
Feb 14, 2010
5,039
0
76
Match ID 347886937

I was OD.

I said at start "don't underestimate them" and orange and yellow constantly said "lol they're so bad, don't worry" and were cocky all game in chat and audio.

Fast forward 30+ minutes and we lose, and they blame me. Apparently, going sheepstick would have made all the difference (and I love how they don't see I was trying to get it before they even suggested it). I love how their logic works. All OD's fault. Typical pubbers.

This is why I hate Dota. Idiots with huge egos who do nothing but blame others.

Seriously, man. Don't play US servers. AUS is much better. Sure, you'll get 150-200ms ping, but it's not that bad. Before there was an AUS server, so did we.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Match ID 347886937

I was OD.

I said at start "don't underestimate them" and orange and yellow constantly said "lol they're so bad, don't worry" and were cocky all game in chat and audio.

Fast forward 30+ minutes and we lose, and they blame me. Apparently, going sheepstick would have made all the difference (and I love how they don't see I was trying to get it before they even suggested it). I love how their logic works. All OD's fault. Typical pubbers.

This is why I hate Dota. Idiots with huge egos who do nothing but blame others.

If they didn't blame OD, they'd have to cope with knowing they weren't super pros who could have carried if that OD wasn't so bad.
 

Turbonium

Platinum Member
Mar 15, 2003
2,109
48
91
If they didn't blame OD, they'd have to cope with knowing they weren't super pros who could have carried if that OD wasn't so bad.
It's funny, because I did quite well versus what was an obvious 5-man with some skill. I made some clutch plays that probably extended the game a good 10 minutes, if not more. Also, if I hadn't done as well as I did mid, the game would have ended much sooner.

It was a strange game by the way. I was mid, vs. a Tiny and Nyx. It was annoying to say the least (Tiny toss Nyx + Nyx stun, and constant attempts to mana burn me by Nyx with its ridiculous range). It also didn't help that I wasn't proccing Essence Aura very often early on to counter the Nyx burn.

Anyway, 2 mid sounds strange on the surface, but it was rather effective, probably largely because I wasn't expecting it. Still, I think I did fine (I didn't die early on at all from what I remember, and still had plenty of denies and decent farm).

At one point, yellow came mid to help me, despite me not asking for help, proceeds to die trying to "save" me (as Abaddon no less), and then bitches me out. It was just pathetic.

Oh, Abaddon also wouldn't tank properly later in the game, and I'd have to ask him in chat to shield me preemptively. For some reason, he thought he had to wait for me to be in trouble to shield me. Sigh.

Seriously, if someone could check out the game and tell me how I did, it would be appreciated. I'm not claiming to be a pro, but I'm fairly certain I'm a competent player - constructive criticism from a better player is welcome though.
 
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Clinkster

Senior member
Aug 5, 2009
937
0
76
One of my friends says he mutes everyone in a pub match before it even starts.

Not sure I'll pick that up straight away, but I think the moment someone starts bashing, I'll just mute them instantly.
 

Zeze

Lifer
Mar 4, 2011
11,210
1,080
126
6.79 PATCH IS OUT!

http://dev.dota2.com/showthread.php?t=109826

I'll bold important meta changes (my opinion) and add some commentary.

6.79 Gameplay Update

GENERAL

* Buyback prevents gaining unreliable gold (creeps, neutrals, etc) until your normal respawn time finishes
* When buying back, 25% of the remaining respawn time will be added to your next death (Big penalty in pro games & late pub games!


* Creeps now meet a bit closer to the tower in your offlane
* Ranged Heroes now get the same denied experience as melee heroes (instead of less)
* XP AoE increased from 1200 to 1300

* Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them (VERY welcome buff to poor offlaners - they can now leech off free EXP from enemy pulled camps!)

* Swapped the medium pullable Neutral Camp with the small camp (wtf, amazing buff for offlaner)
* A neutral creeps camp will no longer spawn the same set of neutral creeps twice in a row
* Small reduction to the pull timing duration of the mid Radiant and mid-top Dire camp
* Satyr Mindstealer XP bounty reduced from 88 to 62
* Satyr Tormentor XP bounty reduced from 155 to 119
* Mud Golems XP bounty reduced from 119 to 88
* Mud Golems armor reduced from 4 to 2
* Dark Troll Summoner bounty XP reduced from 155 to 119
* Hellbear Smasher HP reduced from 1100 to 950
* Hellbear armor reduced from 5 to 3
* Satyr Trickster's Purge cast point improved from 0.5 to 0.2 (Jungling is now faster at early levels, overall less resource mid/late game)
* Dragon Ancient Neutral Camp now have flying movement capability
* Fixed Neutral Envenomed Weapons debuff dispelling regen items

* Day/Night length decreased from 6 to 4 minutes (This confuses Nightstalker- it'll be night at level 4.5 to 5, and a huge change for everyone)
* The following heroes now have the standard 800 night vision: Drow Ranger, Mirana, Puck, Leshrac, Enchantress, Ancient Apparition, Meepo and Treant Protector

* Roshan will respawn at a random time between 8 and 11 minutes after death (HUGE change for pro games where game-ending fights are forced at Roshan)

* When Aegis expires unused, it heals the hero fully over 5 seconds (regen dispels on damage from players or buildings)

* Starting gold increased from 603 to 625
* Random Gold bonus reduced by 50
* Gold for ending a spree changed from 75->600 (3x->10x) to 125->1000
* Your gold income is now 1 per 0.6 seconds, up from 1 per 0.8 seconds (I REALLY don't like this change- it's a shift towards Dota 1's Easy Mode. Lots of money means early impact supports/nukers/gankers become irrelevant faster by carries. REALLY don't like this.

* Tower last hit bonus gold increased from 100-200 to 150-250
* Melee Barracks HP regen increased from 2.5 to 5
* Ranged Barracks HP regen decreased from 2.5 to 0
* Ranged Barracks HP reduced from 1500 to 1200 and armor increased from 5 to 10 (same EHP vs physical damage)

* Evasion now stacks diminishingly (PA can now buy Butterfly, MKB is even better)
* Can no longer orb-attack while attack restricted (such as Ethereal or Frostbite) (I never thought orb-attacking Huskar was a big deal in high level pubs)
* The following abilities no longer automatically ignore backswing time by default: Rupture, Malefice, Venomous Gale, Stifling Dagger, Flamebreak, Wave of Terror, Shadow Word and Power Cogs




HEROES

Abaddon
- Base armor reduced by 1
- Myst Coil self damage increased from 50/75/100/125 to 75/100/125/150
- Aphotic Shield is now dispellable
- Borrowed Time no longer activates while Doomed

Alchemist
- Chemical Rage no longer provides 250/500/750 bonus HP
- Chemical Rage HP regen increased from 15/30/60 to 50/75/100

Ancient Apparition
- Ice Vortex cooldown reduced from 5 to 4
- Ice Blast cooldown reduced from 45 to 40
- The Chilling Touch buff is now always applied to Ancient Apparition even if he is not within the target area
- Chilling Touch cooldown reduced from 50/46/42/38 to 50/42/34/26

Axe
- Berserker's Call AoE increased from 275 to 300
- Battle Hunger duration reduced from 10/13/16/19 to 10/12/14/16
- Battle Hunger damage reduced from 15/21/27/33 to 15/20/25/30
- Battle Hunger movement speed slow/bonus increased from 8% to 10%
- Battle Hunger is now dispellable
- Counter Helix cooldown reduced from 0.55/0.5/0.45/0.4 to 0.45/0.4/0.35/0.3
- Counter Helix now hits siege units
- Culling Blade no longer goes on cooldown if it successfully kills a hero (Slam dunk party!)
- Culling Blade threshold reduced from 300/450/625 to 250/350/450 (Aghanim upgraded version is still 300/450/625)
- Culling Blade speed bonus increased from 25% to 40% and AoE from 600 to 900 (Now it's haste for everyone instead of 400-450ms)
- Culling Blade 40% speed bonus now applies to attack speed as well
- Culling Blade Aghanim allied buff duration increased from 6 to 10
- Culling Blade manacost reduced from 150/200/250 to 60/120/180

Batrider
- Base damage reduced from 48-52 to 38-42
- Vision reduced from 1400 to 1200
- Flaming Lasso cast range reduced from 175 to 100 (Finally nerfing the hero who had it all- damage, beefiness, AOE, and disable)

Beastmaster
- Inner Beast AoE reduced from 1000 to 900 (standard aura AoE)
- Inner Beast attack speed rescaled from 18/26/32/40 to 15/25/35/45
- Call of the Wild now has two abilities for summoning each unit independently
- Call of the Wild manacost reduced from 25 to 15 and cast point improved from 0.5 to 0.3

Bloodseeker (fun changes for pubs!)
- Base movement speed reduced from 305 to 300
- Thirst is now global instead of 6000 range
- Thirst bonus now stacks for each unit that is low HP
- Thirst HP threshold increased from 20/30/40/50% to 50%
- Thirst movement speed bonus reduced from 15/25/35/45% to 7/14/21/28%
- When Thirst is active, movement speed cap is removed on your hero
- Thirst no longer provides armor bonus
- Thirst provides bonus 7/14/21/28 damage
- Thirst no longer grants full hero vision around low HP targets, it only shows their model
- Thirst no longer lasts for an extra 3 seconds when the target is dead

Brewmaster
- Base agility increased from 16 to 22
- Drunken Haze affects a 200 AoE around the target
- Thunder Clap is now dispellable
- Primal Split selection order is now Earth/Storm/Fire
- Reworked Primal Split Aghanim upgrade.
Spoiler:

No longer upgrades any stats, cd, duration, etc on Aghanim.
Instead, it now grants Thunderclap to Earth, Drunken Haze to Storm, and Drunken Brawler to Fire.
The skills granted are at the same level as Brewmaster's skills.
Cooldowns are independent of the original Brewmaster.


Bristleback (This hero already wrecks pubs, now even scarier!)
- Attack point improved from 0.4 to 0.3
- Viscous Nasal Goo is now dispellable
- Viscous Nasal Goo cast point improved from 0.4 to 0.3
- Warpath max stacks increased from 5 to 5/6/7
- Warpath stack duration increased from 10 to 14

Broodmother
- Spin Web AoE increased from 650 to 900
- Spin Web cast range increased from 600 to 1000
- Spin Web cast point nerfed from 0.2 to 0.4
- Spin Web no longer destroys trees
- Broodmother now has completely unobstructed movement when under the web (can walk over cliffs, trees, etc) (This hero needed buffs BADLY, now he can just hide in the impassable trees and come in and out!!!)
- Removed buffer time when leaving Spin Web (you now immediately lose your regen/movement/pathing/invis bonuses)

Centaur Warrunner
- Stampede slow duration increased from 1.25 seconds to 1.5

Chaos Knight
- Chaos Bolt damage and stun values are now inversely related

Chen
- Test of Faith teleport is now dispellable (Diffusal Blade or Brewmaster's ult!)
- Hand of God cooldown increased from 140/130/120 to 160/140/120

Clinkz
- Searing Arrows damage increased from 20/30/40/50 to 30/40/50/60 (His level 1 attack really stings now, I remember it was 10 damage back in the days)
- Searing Arrows manacost increased from 8 to 10
- Searing Arrows is no longer blocked by magic immunity

Clockwerk
- Units knocked back by Power Cogs destroy trees in 100 AoE around where they land

Crystal Maiden
- Freezing Field AS/MS AoE slow increased from -20/-30 to -30/-30
- Freezing Field Scepter AS/MS AoE slow increased from -50/-30 to -50/-50

Dark Seer
- Vacuum cooldown increased from 24 to 28

Dazzle
- Weave duration rescaled from 12/18/24 to 20
- Weave armor per second rescaled from 1 to 0.75/1/1.25 (scepter is 1/1.25/1.5)
- Poison Touch damage increased from 8/16/24/32 to 14/20/26/32 (7 seconds worth)
- Poison Touch is now dodgeable
- Poison Touch slow timings reworked
Spoiler:

Previous Poison Touch:
=========================
Lvl 1
Slow target by 33% for 1 second

Lvl 2
Slow target by 33% for 1 second, then slow target by 66% for 1 second

Lvl 3
Slow target by 33% for 1 second, then slow target by 66% for 1 second, then stun target for 1 second

Lvl 4
Slow target by 33% for 1 second, then slow target by 66% for 1 second, then stun target for 1 second

Ministuns for 0.01 seconds at the start.

New Poison Touch:
==================
Lvl 1
Slow target by 33% for 3 seconds

Lvl 2
Slow target by 33% for 2 seconds, then slow target by 66% for 1 second

Lvl 3
Slow target by 33% for 1 second, then slow target by 66% for 1 second, then slow target by 100% for 1 second

Lvl 4
Slow target by 33% for 1 second, then slow target by 66% for 1 second, then stun target for 1 second


Ministuns for 0.01 seconds at the start.


Death Prophet
- Exorcism Spirit damage increased from 43-48 to 53-58

Disruptor
- Kinetic Field AoE increased from 300 to 325
- Glimpse cooldown reduced from 60/50/40/30 to 65/50/35/20
- Static Storm AoE increased from 375 to 450
- Static Storm max damage increased from 170/220/270 to 200/250/300
- Added Aghanim's upgrade: Static Storm silences items, and lasts an extra 2 seconds (This is pretty much AOE Doom, but no one spends 4200g on the support for this marginal benefit)

Doom
- Doom cooldown reduced from 110 to 100
- Doom now removes positive buffs on the target before applying the debuff
- Doom Aghanim AoE requirement increased from 550 to 900
Spoiler:
This is the AoE that is considered when freezing the duration of Aghanim upgraded Doom.


Drow Ranger
- Precision Aura damage ratio increased from 16/20/24/28% to 18/24/30/36%
- Precision Aura no longer affects creeps
- Precision Aura can now be manually casted to affect creeps globally for 30 seconds (120 cd)
- Marksmanship attribute negation AoE increased from 375 to 400 (Why, she's already garbage tier)

Earthshaker
- Enchant Totem damage increased from 75/150/225/300% to 100/200/300/400%
- Fissure range increased by 100

Elder Titan
- Ancestral Spirit damage reduced from 120/160/200/240 to 80/120/160/200

Enigma
- Midnight Pulse dps increased from 3/4/5/6% to 4/5/6/7%
- Added Aghanim's upgrade: Adds Midnight Pulse damage to your Black Hole. This damage stacks with Midnight Pulse. (Utterly useless, he's busy buying Dagger + BKB + other support items + Refresher if super rich)

Enchantress
- Untouchable attack speed slow increased from 20/50/80/110 to 30/60/90/120

Faceless Void
- Timewalk slow rescaled from 25/30/35/40% to 20/30/40/50%
- Chronosphere AoE increased from 400 to 450

Huskar
- Agility reduced from 20 + 2.4 to 15 + 1.4
- Berserker's Blood is now disabled by Doom

Invoker
- EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions)
- Invoke Max Spells rescaled from 1/2/2/2 to 2

Io
- Tether now does a -100% MS/AS slow instead of a stun (HUGE nerf to the popular Io. You couldn't even blink in, just get stunned- the latest Navi vs Alliance Starladder final)

Jakiro
- Liquid Fire is now a castable Attack Orb (same cooldown, no mana cost)

Juggernaut
- Healing Ward movement speed increased from 300 to 450
- Omnislash Scepter cooldown reduced from 110/100/90 to 70
- Omnislash no longer stops if the target is Ethereal (it still doesn't do damage)
- Fixed not being able to use items during Omnislash

Keeper of the Light
- Blinding Light now destroys trees in a 150 AoE around where the target is pushed

Kunkka
- X Marks The Spot cooldown reduced from 16 to 13
- Ghost Ship damage increased from 350/450/550 to 400/500/600

Leshrac
- Diabolic Edict cast point improved from 0.7 to 0.5
- Pulse Nova scepter damage increased from 88/133/177 to 100/150/200

Lich
- Frost Armor has half effect against ranged heroes
- Frost Armor slow now stacks with the slow from Frost Nova
- Sacrifice cooldown increased from 35/30/25/20 to 44/36/28/20
- Sacrifice mana gain increased from 15/30/45/60% to 25/40/55/70%
- Sacrifice no longer denies enemy XP
- Sacrifice now converts your own creep for XP (shared in AoE as normal creep xp bounty)

Lifestealer
- Rage cooldown increased from 17 to 19
- Open Wounds and Infest cast points increased from 0.01 to 0.2

Lina
- Attack range increased from 635 to 650 (Why? No difference)

Lion
- Mana Drain duration increased from 4 to 5
- Hex cooldown increased from 15 to 30/25/20/15
- Hex duration increased from 1.75/2.5/3.25/4 to 2.5/3/3.5/4

Lone Druid
- Base movement speed increased from 315 to 325 (still 280 in True Form)
- Spirit Bear XP bounty increased from 196 to 300

Luna
- Moon Glaive can now bounce back on the same units if it already hit all other units nearby
- Moon Glaive bounce damage reduced from -30% to -35%
- Eclipse Scepter beam count limit per target removed

Lycanthrope
- Armor increased by 1 (Shapeshift total armor is still the same as before)
- Base damage increased by 5
- Howl bonus damage for non-hero units increased from 4/8/12/16 to 5/10/15/20
- Wolves magic resistance increased from 50% to 80%

Magnus
- Turn rate improved from 0.5 to 0.8

Medusa
- Mystic Snake now does Pure damage to units in Stone Form

Meepo
- Base armor reduced by 1
- Turn rate improved from 0.5 to 0.65
- Earthbind cast point improved from 0.5 to 0.3
- Divided We Stand leveling rebalanced from 6/11/16 to 4/11/18 (wtf, this is very nontraditional- first hero in the game to ignore the level 6 ult requirement (aside from Invoker)
- Removed 30% stat sharing on non-aghanim Divided We Stand

Mirana
- Leap AoE AS/MS speed bonus is granted at the cast location rather than the destination
- Leap AoE AS bonus increased from 4/8/12/16 to 8/16/24/32

Morphling
- Morph level 4 shift rate improved from 0.25 to 0.2

Naga Siren
- Rip Tide AoE reduced from 450 to 350
- Ensnare manacost increased from 75/85/95/105 to 90/100/110/120

Nature's Prophet
- Treants' XP Bounty increased from 20 to 30
- Treants' Gold Bounty increased from 12-16 to 14-20

Necrolyte
- Base armor increased by 1

Night Stalker
- Darkness causes enemy vision to be reduced by 25% (affects heroes, creeps and wards) (This is cute, I like this.)

Nyx Assassin
- Spiked Carapace no longer stuns your hero when your summoned units proc it (the summoned units get stunned instead)
- Impale no longer has unit targeting, it is now only a point targeted spell

Ogre Magi
- Ignite duration increased from 4/5/6/7 to 5/6/7/8
- Ignite is now dodgeable
- Ignite can now multicast to cast at a random enemy unit in 1400 AoE (prioritizes ones that do not already have the debuff)
- Unrefined Fireblast cooldown reduced from 10 to 6

Omniknight
- Degen Aura AoE increased from 315 to 350
- Degen Aura stickiness increased from 0.5 seconds to 1.0

Outworld Devourer
- Base damage reduced by 3
- Items no longer trigger Essence Aura (Aw, no more abusing trigger with Buckler part of the Mek or Magic Stick/Wand)

Phantom Assassin
- Stifling Dagger shares the same crit chance/factor as Coup de Grace
- Stifling Dagger is now dodgeable
- Stifling Dagger damage rescaled from 50/100/150/200 to 60/100/140/180

Phantom Lancer
- Spirit Lance is now dodgeable

Pudge
- Can now use Blink Dagger (Ohhhh yea)
- If you hook a unit onto an unpathable ledge, the unit gains free pathing for 5 seconds
- Flesh Heap magic resistance reduced from 4/8/12/16% to 6/8/10/12%
- Dismember Scepter strength multiplier increased from 0.75 to 1.0

Pugna
- Decrepify damage amp on allies reduced from 40% to 25%
- Decrepify damage amp on enemies increased from 40% to 50%
- Nether Ward now requires 3 hits to kill instead of 75/150/225/300 HP (heroes hurt it for 1, others for 0.25)
- Life Drain restores mana if it tries to heal you while you are full hp when targeting heroes

Queen of Pain
- Shadow Strike manacost rescaled from 80/100/120/140 to 110

Riki
- Smoke Screen cast range increased from 425 to 550
- Riki is no longer revealed out of Permanent Invisibility when he casts spells or uses items
Spoiler:
When he starts his attack from Blink Strike, he will be revealed


Rubick
- Telekinesis cooldown increased from 18 to 22
- Rubick can no longer steal the Aghanim upgrade of the enemy if they have Aghanim and he doesn't
- Added Aghanim's upgrade: reduces cooldown from 20/18/16 to 5, increases cast range from 1000 to 1400 and makes all stolen spells be considered to have their Aghanim's upgrade

Sand King
- Sand Storm dps increased from 20/40/60/80 to 25/50/75/100
- Epicenter attack speed slow is now same as movement speed slow (10%->30%)

Shadow Demon
- Shadow Poison AoE increased from 180 to 190

Shadow Shaman
- Mass Serpent Ward count increased from 8 to 10
- Changed Mass Serpent Ward placement structure

Silencer
- Intelligence Steal is an innate part of the hero rather than an element of Glaives of Wisdom

Skeleton King
- Base Intelligence increased by 5
- Removed Mortal Strike active
- Vampiric Aura now provides full effectiveness on ranged units (This is potentially HUGE for ranged allies that only could steal with Helm of the Dominator)
- Reincarnation slow increased from 30% to 50%
- Reincarnation slow AoE increased from 700 to 900

Skywrath Mage
- Int growth increased from 3.2 to 3.6
- Added Aghanim's upgrade: reduces Mystic Flare's cooldown from 60/40/20 to 20/10/0 (Not a big deal as it seems. He can barely use it twice even with Bloodstone in pubs)

Slardar
- Amplify Damage armor reduction increased from 8/14/20 to 10/15/20
- Sprint speed increased from 20/27/33/40% to 20/28/36/44%
- Sprint manacost removed (was 50)

Slark
- Shadow Dance duration reduced from 5.5 to 4
- Shadow Dance cooldown increased from 25 to 65
- Shadow Dance can no longer be revealed by Truesight (uhh wut, now the ult means business with higher CD)


Sniper
- Take Aim attack range bonus increased from 75/150/225/300 to 80/160/240/320 (Still a total shit garbage noob magnet hero that does nothing. I even said give him 1000 range and it won't make a difference)

Spectre
- You can now continuously use Reality on your illusions
- Reality cast point improved from 0.3 to 0

Spirit Breaker
- Base attack time nerfed from 1.7 to 1.9
- Greater Bash no longer works while doomed
- Nether Strike now uses 1.2 Cast Time instead of a 1 sec magic immune delay (can be interrupted as a result)

Sven
- Stormbolt cooldown reduced from 15 to 13
- Stormbolt is now dodgeable

Tidehunter
- Kraken Shell damage block increased from 7/14/21/28 to 9/18/27/36

Timbersaw
- Chakram manacost increased from 75/125/175 to 100/150/200

Tiny
- Craggy Exterior chance increased from 6/12/18/24% to 10/15/20/25%
- Craggy Exterior stun duration increased from 1.2 to 1.2/1.3/1.4/1.5


Treant Protector
- Leech Seed damage per pulse reduced from 30/45/60/75 to 24/36/48/60
- Leech Seed number of pulses increased from 4 to 6 (duration from 3 to 4.5)
- Living Armor cooldown rebalanced from 15 to 32/26/20/14
- Living Armor manacost increased from 25 to 50
- Nature's Guise cast point improved from 0.5 to 0.3

Troll Warlord
- Berserker's Rage movespeed bonus rebalanced from 20/20/20/30 to 10/20/30/40
- Whirling Axes (Melee) damage reduced from 125/175/225/275 to 75/125/175/225

Tusk
- Frozen Sigil now requires a constant number of hits (3/3/4/4) instead of 200/220/240/260 HP (heroes hurt it for 1, others for 0.25)

Undying
- Decay steal duration increased from 25/30/35/40 to 40

Vengeful Spirit
- Can now use Blink Dagger
- If you Netherswap a unit onto an unpathable ledge, the unit gains free pathing for 5 seconds

Venomancer
- Poison Nova no longer ignores invis/fogged units
- Venomous Gale no longer ignores invis units
- Venomous Gale damage over time rebalanced from 15/30/45/60 to 0/30/60/90
- Poison Sting duration increased from 6/8/10/12 to 6/9/12/15
- Poison Sting dps no longer dispels healing or disables dagger
- Plague Wards now have Poison Sting for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied)
- Plague Wards XP bounty increased from 12/12/25/25 to 20/25/30/35

Viper
- Poison Attack cooldown reduced from 4/3/0/0 to 0 (Finally a buff on this outdated insignificant mid hero)
- Corrosive Skin no longer works while doomed

Visage
- Base armor reduced by 1
- Base magic resistance reduced from 25% to 10%

Warlock
- Fatal Bonds now links the closest units to the initial target, instead of randomly choosing targets in its AoE
- Upheaval cast range increased from 700 to 1200
- Upheaval duration increased from 10 to 12
- Removed Chaotic Offering 100 impact damage
- Chaotic Offering Golem armor increased from 5/7/10 to 6/9/12
- Chaotic Offering manacost increased from 200/250/300 to 200/300/400

Weaver
- Base attack time nerfed from 1.7 to 1.8

Windrunner
- Focus Fire remains sticky on the target you cast it on
Spoiler:

This means that you can change targets and when you return to the original target, your attack speed bonus will resume.


Witch Doctor
- Death Ward cast range increased from 400 to 600
- Voodoo Restoration AoE increased from 350 to 500
- Voodoo Restoration manacost over time reduced from 8/14/20/26 to 8/12/16/20 (50% of the heal amount)
- Paralyzing Casks now lasts 5 seconds on illusions (same as creep duration)




ITEMS

Animal Courier
- Movement speed increased from 300 to 350
- HP increased from 45 to 75 (no longer auto 1-shot!)


Arcane Boots
- Movement speed bonus reduced from 60 to 55

Armlet of Mordiggian
- Unholy Strength STR gain is provided over 0.7 seconds
- Unholy Strength has no toggle on or off cooldown

Black King Bar
- Recipe cost increased from 1300 to 1375

Blink Dagger
- Damage disable no longer ignores self damage
Spoiler:
This means stuff like Rot will trigger it, but HP loss like Soul Ring will not


Bloodstone
- Now gives the +10 damage from its components

Boots of Travel
- Now prioritizes nearby structures first within 325 AoE from targeting position (when ground targeted)

Bottle
- Gold cost increased from 600 to 650


Clarity Potion
- Is no longer shareable (but can still be used on a target ally)

Dust of Appearance
- Slow increased from 10 to 15% (I like this slow since its introduction- adds another dimension than sentry)

Eul's Scepter of Divinity
- Cyclone cooldown reduced from 30 to 25
- Movement speed bonus increased from 35 to 40

Eye of Skadi
- Eye of Skadi MS/AS slow increased from 30/20 to 35/35

Flying Courier
- Cannot be purchased until 3 minutes after creeps spawn

Gem of True Sight
- Gold cost increased from 850 to 900

Hand of Midas
- Transmute no longer works against Necronomicon units

Healing Salve
- Gold cost increased from 100 to 115
- Is no longer shareable (but can still be used on a target ally)

Helm of the Dominator
- Dominate can no longer control Necronomicon units (thank god, really destroyed the Necro)


Hyperstone
- Gold cost reduced from 2100 to 2000

Linken's Sphere
- Linken's Sphere can now be cast on an allied hero to transfer the buff (Prepare for some rage-inducing big plays!)
Spoiler:

When on cooldown it does not work on you. Goes into cooldown when cast and once the buff is used up.
If the cooldown ends and the buff has not been used up, the buff ends and does not trigger another cooldown.
700 cast range


Maelstrom
- Chain Lightning AoE increased from 500 to 900

Mjollnir
- Static Charge radius around attacker increased from 300 to 450
- Static Charge hit count increased from 3 to 5
- Chain Lightning AoE increased from 500 to 900

Necronomicon
- Summoned units duration increased from 35 to 40

Observer Ward
- Duration increased from 6 to 7 minutes
- Killing Observer Wards now grants a 50 gold bounty

Phase Boots
- Movement speed bonus reduced from 55 to 50

Pipe of Insight
- Barrier AoE increased from 500 to 900

Power Treads
- Movement speed bonus reduced from 55 to 50

Radiance
- Burn Damage AoE increased from 650 to 700

Refresher Orb
- Now gives the +10 attack speed from its components

Rod of Atos
- Cripple cooldown reduced from 16 to 12

Sange and Yasha
- Movement speed bonus increased from 12 to 16%

Sentry Ward
- Duration increased from 3 to 4 minutes
- No longer gives permanent vision around it
- Gives ground vision in a 150 area around it for 12 seconds when placed (Wait what, am I reading this correctly? The ward is useless!)


Shadow Amulet
- Fade delay reduced from 2.4 to 1.8

Shadow Blade
- Shadow Walk cooldown increased from 18 to 28

Smoke Of Deceit
- Smoked units are now always hidden until the buff is removed (rather than being hidden only from minimap and partially from world)

Tango
- Charges increased from 3 to 4
- Gold cost increased from 90 to 125
- Is no longer shareable
- Tango can be targeted on an allied hero to create a 1 charge non-stacking tango item in their inventory. If the inventory is full, the item will be placed on the ground. This item has a 60s cooldown.

Tranquil Boots
- Reworked Tranquil Boots
Spoiler:

Previous Tranquil Boots
=========================
Active Boots:
+ 75 Movement speed
+ 3 Armor
+ 3 HP Regeneration
Ability: Heal - Restores 250 HP over 20 seconds while out of combat. 60s cooldown. 25 mana cost.

Broken Boots:
+ 25 Movement speed
Restores when the last 10 seconds don't have 3 instances of damage.

Can be disassembled


New Tranquil Boots
=========================
Active Boots:
+ 85 Movement speed
+ 4 Armor
+ 10 HP Regeneration

Broken Boots:
+ 60 Movement speed
+ 4 Armor
Restores when you haven't attacked or been attacked in the last 13 seconds.

Cannot be disassembled


Urn of Shadows
- Soul Release cooldown reduced from 10 to 7

Vanguard
- Damage Block chance increased from 70 to 80%

Veil of Discord
- Now uses Null Talisman instead of Robe of the Magi (from +12 int to +6 int, +3 str, +3 agi, +3 dmg)
- Magic weakness duration increased from 20 to 25 seconds



* Broodmother and Slark are temporarily disabled from CM, they will be added back shortly.
 
Last edited:

smackababy

Lifer
Oct 30, 2008
27,024
79
86
A lot of those changes sound awful. Random Rosh spawn? Jungle nerfs. Offlane being easier. =( Hopefully, this ushers in a new age of meta though. I'd much rather see a semi carry, mid game action packed than a rice for 45 minutes and win style though. The additional gold chances should help that.

And the Lich sacrifice nerf is stupid. =( No longer denies but has a longer cooldown. What?
 

Turbonium

Platinum Member
Mar 15, 2003
2,109
48
91
And no Legion Commander.

Thanks Valve. I can see you're really working hard at milking the game per hero released.
 

Zeze

Lifer
Mar 4, 2011
11,210
1,080
126
LC is basically ready. Why can't they just add LC along with the meta changes?

Seriously.

Patience... they're understandably very busy:

1. Korea launch of Dota 2 is Oct 25th (a week from today). This is a HUGE prep in servers, programming, all that headache that comes with any launch.

2. Very busy procuring and maintaining AUS servers- I hear it's a clusterfuck at the moment.

3. This ridiculous 6.79 patch- Incredible work is put into this for QA testing & parity update.

LC can wait. He's just another pub hero on a 102 hero roster. With Aba, Troll, and Elder Titan in Captain's Mode, no one from the unreleased hero pool is important now (MAYBE Pitlord / Abyssal Underlord)
 

Turbonium

Platinum Member
Mar 15, 2003
2,109
48
91
Patience... they're understandably very busy:

1. Korea launch of Dota 2 is Oct 25th (a week from today). This is a HUGE prep in servers, programming, all that headache that comes with any launch.

2. Very busy procuring and maintaining AUS servers- I hear it's a clusterfuck at the moment.

3. This ridiculous 6.79 patch- Incredible work is put into this for QA testing & parity update.

LC can wait. He's just another pub hero on a 102 hero roster. With Aba, Troll, and Elder Titan in Captain's Mode, no one from the unreleased hero pool is important now (MAYBE Pitlord / Abyssal Underlord)
You must work for Valve. As if pub hero means he's not to be added.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
You must work for Valve. As if pub hero means he's not to be added.

It means he isn't in the competitive pool. What drives this game is the competitive scene. That drives balance changes, meta, and the community.

The patch notes list a huge amount of changes that are going to effect the game. Adding a hero only used in pub matches isn't going to do much, and will only complicate further balance testing (the competitive community trying out all the new stuff). A new hero in the mix, that was most likely not tested with these changes, is just added complexity to this patch release than they need for no reason other than to release another pub hero.
 

{bad}

Senior member
Feb 1, 2012
375
0
76
i almost got a heart attack after reading those updates.

now i can't jungle/pull. and i was the guy whole always picked support wtf..

5 regen on melee rax is too much, it would be hard 2 finish game early.
 

Turbonium

Platinum Member
Mar 15, 2003
2,109
48
91
It means he isn't in the competitive pool. What drives this game is the competitive scene. That drives balance changes, meta, and the community.

The patch notes list a huge amount of changes that are going to effect the game. Adding a hero only used in pub matches isn't going to do much, and will only complicate further balance testing (the competitive community trying out all the new stuff). A new hero in the mix, that was most likely not tested with these changes, is just added complexity to this patch release than they need for no reason other than to release another pub hero.
I know, but given LC is basically ready from what I've understood, there's no real reason not to add him imo.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
i almost got a heart attack after reading those updates.

now i can't jungle/pull. and i was the guy whole always picked support wtf..

5 regen on melee rax is too much, it would be hard 2 finish game early.

With the increase in tower gold, you should have bigger items, so it might even out.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I know, but given LC is basically ready from what I've understood, there's no real reason not to add him imo.

LC probably wasn't play tested against this final patch build, so they have to re-play test him to make sure he is balanced going forward. That could be a big reason he wasn't released along side this huge patch.
 
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