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Hamster's had his fun, and the post is so long this seemed to merit a separate one...
General Changes:
i) Neutral camps (including Ancients) can now no longer be stacked more than once.
ii) All heroes now receive a 5% increase in base gold income.
iii) Sentry Wards are now sold in 1's, and cost 85 gold each.
Otherwise known as the lets go fight each other rather than sit in the jungle patch.
Hero changes:
Broodmother - starting strength and base damage both increased by 5. Spiderlings can no longer blocks hero movement while in web, and do not cause a movement slow on them when they attack.
Bit less ridiculous against heroes without AOE, start is a little less rough.
Dazzle - Poison Touch now inflicts a stun after 3 seconds at all levels. The stun scales 0.25/0.5/0.75/1. Shallow Grave range rescaled to 600/700/800/900. Length of protection scaled to 3.5/4/4.5/5.
Very popular pickup in TI5, yet nobody skilled his offensive power at all.
Witch Doctor - Voodoo Restoration now activates for a 5 second burst, and will only turn off before then if you run out of mana. It now has a cooldown of 1 second after use. Death Ward cooldown increased to 90 seconds at all levels. Aghanim's Scepter now gives 1/2/3 bounces.
Various small nerfs to wave clear, embrace more dangerous, and slight increase to ult CD.
Items:
Glimmer Cape - cooldown increased to 25 seconds, fade time increased to 1 second, cloaked allies revealed by true sight lose the bonus magic resistance.
While I like the teamwork element, kinda silly/OP how these items are being used.
Rather recite it wholesale, all the previous moans/grumbles/suggestions Hamster and I have had about an item that allows you to restrict enemy mobility abilities/items for a short period. It needs an approx ~3000-4500 gold price, depending on effect.
Summary:
I want a fighting meta that's actually a fighting meta. The amount of jungling/stacking in TI5 badly impacted the pace of the games and lead to a lot of uncontested/uninteresting play.
Few rough edges knocked off some of the most popular heroes to try and even out the pool and lead to more variety. Tried not to hit them too hard as the meta changes here probably effect quite a few of them...
Undying : Tombstone HP removed and replaced with 3/6/9/12 attacks to kill.
You didn't nerf him. You made him ridiculously broken. I think you're trolling us :)
It's even tankier than Phoenix ult now, it requires your entire team to coordinate attacking it.
It's like at only level 7 he gets something tankier than a level 16 Phoenix xD
The whole point of Tomb right now is that your carry 3-shots it if he gets farm...
About Storm Spirit, you're not really nerfing him, you're just giving an excuse for people to max remnant first. When he hits 7 it's all the same.
@ Jakirozerca : Stop defending your hot dragon girlfriend from the nerf hammer of justice. Cold Embrace + Glimmer Cape is literally the most OP thing in the entire game right now.
Don't agree with the Dazzle one, he has to have a rather trash skill to compensate for Shallow Grave being so strong. If you buff Poison Touch, buff it to be actually good and nerf grave (either duration or range).
I think there might be a better way to gradually dissuade the mass stack farming, rather than out-right limit the stack numbers (Which hurts waaaay too many heroes, a good number of whom don't need nerfing in the first place), is to make directly stacks harder to farm through a similar means to the Granite Golem change to nerf Tide. You change a creep to have an aura that directly makes these creeps harder to farm, be it magic resistance, or a minor HP buff.
It also has the side effect of buffing junglers like Chen and Enchantress, which they arguably need now. I don't know specifically which of the two to do, kinda favouring Magic Resist (Since it deals with all of them but TA. And I don't mind that, since TA is still a niche pick).
I don't know specifically which, maybe introduce a new type of creep? Likewise I don't know the exact numbers, I just think there can be a better way to go about it.
The Undying change is stupid - Like, the reason Undying falls off is become Tombstone stops being tanky, this way it always stays somewhat tanky. It's the kind of buff that made Visage a top tier pick.
Oh Hamster, you didn't read the small print, did you?
All numbers are subject to change, at any time for any reason, numbers may or may not have been made up on the spot, your distance may vary, all numbers are abstract, arcane and beyond the understanding of non-Xyrus, please refer to your terms and conditions at all times and suggest sensible alternatives or just shut up and agree, it's so much easier
:)
And yes, those numbers can be changed. I'm kinda undecided how hard to hit Storm. Without jungle stacks he's going to actually have to go back to trying to snowball, and he'll have a slightly harder time in lane too.
Cold Embrace, gave the Oracle treatment, again I'm open to a slight change in the numbers, but it again requires more skill/judgement in timing and usage than before.
As for Dazzle - that's what I was trying to do Wulfy!!
Edit: I'm not entirely against some kind of Jungle creep aura that means they're tougher/less valuable the more of them are standing close together. It needs to be equal for both physical and magical damage, or you end up just nerfing one set of heroes. The whole point of a lot of this patch is to push heroes out of the jungle, into the lanes and into fights. I also think it helps heroes with less natural flash-farming skills, so opens up the hero pool more.
Remember, everyone gets a small boost to their base gold income too.
The whole point of a lot of this patch is to push heroes out of the jungle, into the lanes and into fights. I also think it helps heroes with less natural flash-farming skills, so opens up the hero pool more.
But if you nerf any form of jungle/ancient stacking, where are the massive buffs to Alchemist, Luna, Sven, and a few other carries who are already almost unplayable right now and that you're forever putting in the garbage bin? :)
By the way just because there's a lot of people stacking jungle and ancients doesn't mean it's a good idea. Personally I die a little every time I see a Templar Assassin stack ancients. Just because the hero can do this doesn't mean that he should...the hero peaks at level 8-10 and should gank not farm, every TA I've ever seen stack ancients just misses his timing window and throws the game as surely as an AFK midas Enchantress does.
All this to say that farming mids who use the jungle are not necessarily overpowered...they take a LOT of space by doing that, create zero space, and often miss their timings. If you hate jungle stacking you could probably get away by simply nerfing early game gold on supports so that they get literally nothing from sitting mid stacking, and stay horribly underleveled with no boots, like what used to be the case in the TI3 times.
But if you nerf any form of jungle/ancient stacking, where are the massive buffs to Alchemist, Luna, Sven, and a few other carries who are already almost unplayable right now and that you're forever putting in the garbage bin? :)
By the way just because there's a lot of people stacking jungle and ancients doesn't mean it's a good idea. Personally I die a little every time I see a Templar Assassin stack ancients. Just because the hero can do this doesn't mean that he should...the hero peaks at level 8-10 and should gank not farm, every TA I've ever seen stack ancients just misses his timing window and throws the game as surely as an AFK midas Enchantress does.
All this to say that farming mids who use the jungle are not necessarily overpowered...they take a LOT of space by doing that and often miss their timings. If you hate jungle stacking you could probably get away by simply nerfing early game gold on supports so that they get literally nothing from sitting mid stacking, and stay horribly underleveled with no boots, like what used to be the case in the TI3 times.
i agree with your points on Sven Alchemist Luna but stacking with templar assasin is great. you can say that a hero SHOULD be ganking, because ganking is often reactionary or seeing an opportunity arrise. not saying i will now gank instead of farm. also you can start stacking extremely early as her. TIM ORANGE TIME
Hamster's had his fun, and the post is so long this seemed to merit a separate one...
General Changes:
i) Neutral camps (including Ancients) can now no longer be stacked more than once. Kind of a crazy change dont you think? im never a big fan of removing entire game mechanics.
ii) All heroes now receive a 5% increase in base gold income.
iii) Sentry Wards are now sold in 1's, and cost 85 gold each. yes plz, why do you still have to buy 2?
Otherwise known as the lets go fight each other rather than sit in the jungle patch. uhm, you are balancing 6.84 not 6.83
Hero changes:
Bloodseeker - Bloodrage now costs 10 mana per cast. Thirst scaling reduced from 10/20/30/40 to 8/16/24/32. the thing is he is fine, maybe even a bit weak in pro games, but strong in pubs. not sure i like a nerf like this.
Small nerf for balance.
Broodmother - starting strength and base damage both increased by 5. Spiderlings can no longer blocks hero movement while in web, and do not cause a movement slow on them when they attack.
Bit less ridiculous against heroes without AOE, start is a little less rough.
Dazzle - Poison Touch now inflicts a stun after 3 seconds at all levels. The stun scales 0.25/0.5/0.75/1. Shallow Grave range rescaled to 600/700/800/900. Length of protection scaled to 3.5/4/4.5/5. not looking at specific numbers i kinda like where it is going, he should atleast use all his skills.
Very popular pickup in TI5, yet nobody skilled his offensive power at all.
Earthshaker - Fissure duration now scales to 5/6/7/8. Fissure cooldown increased to 18 seconds. not sure what kind of nerf i would like best on ES
Seems about right, he's benefited a lot from general changes.
Gyrocopter - Missile Barrage total damage rescaled to 240/360/480/600. Cooldown rescaled to 12/10/8/6.
It's too strong at early levels, with his movespeed and a little setup, any positional mistakes are generally fatal.
So you can actually lane against him with half decent positioning.
Naga Siren - Mirror Image now produces 1/2/3/3 illusions. Base armour reduced to 4. Song of the Siren now has a 1 second channelling time before activation. Sure, completely destroy a hero, dont like the illusion change at all.
Chance to counter BS ult enabled, minimal skill required to use now. Less cheap stacking, little more vulnerable to harassment.
Gives you a chance to blinkthatttsssss not really the problem though....
Shadow Fiend - Necromastery max souls rescaled to 6/16/26/36. uhhhhhh not sure if i like this way too. he still farms a lot with razes.
No longer auto out last hits everyone quite as soon.
Slark - scaling on Leap changed to 2/2.5/3/3.5. As discussed too many times before.slark is underpowered right now.
Storm Spirit - Static Remnant damage rescaled to 100/150/200/250. personally i would rather have an overload nerf, ganking storm with no points in overload is so weird to look at, that shouldnt happen.
Don't want to overnerf him now he and his greedy mid buddies can't fill up on jungle creeps so easily.
Tusk - I like Hamster's attack the snowball idea. The whole jump in and save thing was getting pretty tiring.
Undying - Soul Rip rescaled to 9/16/23/30. Tombstone HP removed and replaced with 3/6/9/12 attacks to kill. spooky as **** numbers, removal of HP to hits to kill is what made him OP in the first place.
Some small nerfs to this powerful hero.
Witch Doctor - Voodoo Restoration now activates for a 5 second burst, and will only turn off before then if you run out of mana. It now has a cooldown of 1 second after use. Death Ward cooldown increased to 90 seconds at all levels. Aghanim's Scepter now gives 1/2/3 bounces.
Some small nerfs to this powerful hero.
Winter Wyvern - Splinter Blast range reduced to 900. nothing OP about her worst spell. Allies under Cold Embrace now take 50% increased magic damage. eeeeehhhhhhh, i would rather see a range nerf/minor heal nerf. maybe higher base heal and lower percentage? Winter's Curse cooldown increased to 120/110/100.
Various small nerfs to wave clear, embrace more dangerous, and slight increase to ult CD.
Items:
Glimmer Cape - cooldown increased to 25 seconds, fade time increased to 1 second, cloaked allies revealed by true sight lose the bonus magic resistance. seems like a bit too much although i do agree that it is too strong.
While I like the teamwork element, kinda silly/OP how these items are being used.
Rather recite it wholesale, all the previous moans/grumbles/suggestions Hamster and I have had about an item that allows you to restrict enemy mobility abilities/items for a short period. It needs an approx ~3000-4500 gold price, depending on effect.
Summary:
I want a fighting meta that's actually a fighting meta. The amount of jungling/stacking in TI5 badly impacted the pace of the games and lead to a lot of uncontested/uninteresting play.
Few rough edges knocked off some of the most popular heroes to try and even out the pool and lead to more variety. Tried not to hit them too hard as the meta changes here probably effect quite a few of them...
Thoughts?
overall i think most changes are kinda meh... and i heavily disagree with some.
also i know it isnt a complete guide, i think? but im missing some really obvious ones like bounty lina lancer, and a bit heavyer QOP nerfs.
But if you nerf any form of jungle/ancient stacking, where are the massive buffs to Alchemist, Luna, Sven, and a few other carries who are already almost unplayable right now and that you're forever putting in the garbage bin? :)
Hyperbole, and you know it :). Forever is only a minor-patch away.
Besides, I think those heroes who could do rather well this patch - they've all got strong midgame fighting power and can easily snowball off kills and push/farm lanes fast. They won't be behind their AOE nuke powered flash farming buddies anymore.
In the brave new world of 6.85 Sando-Dota, enemy heroes will actually kill each other routinely and fight over objectives, rather than moping around the jungle stealing pocket money off the locals and trying to avoid the action.
By the way just because there's a lot of people stacking jungle and ancients doesn't mean it's a good idea. Personally I die a little every time I see a Templar Assassin stack ancients. Just because the hero can do this doesn't mean that he should...the hero peaks at level 8-10 and should gank not farm, every TA I've ever seen stack ancients just misses his timing window and throws the game as surely as an AFK midas Enchantress does.
All this to say that farming mids who use the jungle are not necessarily overpowered...they take a LOT of space by doing that and often miss their timings.
Of course, but we've seen the "set" style of this meta evolve over TI5 and this was a big, big part of it. We saw old China-Dota like levels of low, low kills in many of those matches and hardly anyone committing to killing anything that was going to fight back at all.
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