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Jumping late onto the bandwagon, because I was expecting a patch today, I wrote up a 6.85 wishlog, with parts based on what I've seen and want to see.
General Changes:
Items can no longer be attacked. Items held that belong to enemies will drop on death.
AoE Bonus gold component based on Team Net Worth difference increased by 15% (return of comeback gold, but not to 6.83's levels)
Buyback Gold Penalty from 60% reduction to 50%
Barracks now have true sight
The location of the dire hard camp out in the safelane is switched with the dire medium camp by the rune (so it's easier to protect big stacks on dire sire)
Abaddon Curse of Avernus movespeed slow increased to 10/14/18/22% Aphotic Shield cast range from 500 to 650.
Makes him less of a niche pick with more presence early and mid.
Alchemist Acid Spray cooldown from 22 to 16.
Base armor increased by 2 Unstable Concoction backfires now only backfires to half stun and damage effectiveness.
Concoction Radius from 175 to 300 Chemical Rage now persists through Aegis of the Immortal
Increase in lane presence, increase in farm speed, and making concoction less horrendous. Aegis buff also can potentially make him tanky as hell.
Batrider
Day Vision increased to 1800. Firefly unobstructed vision still 1200. Flamebreak now deals its damage in half second intervals of 25. Firefly cooldown reduced from 40 to 30 Flaming Lasso cast range increased from 100 to 250
Because the hero got way too nerfed, a hero that is unplayable in both comp and pubs is worthless. Now he does more damage and can go for more pickoffs. Experimental, but worth a shot.
Bloodseeker Bloodrage now costs 40 mana.
Because having infinite sustain and easy last hits for no mana penalty is bollucks. At least now he is limited to the safelane gamble or force him to buy a bottle mid like everyone else. Everything else is fine, even his massive movespeed.
Bounty Hunter Track's shuriken bounce range from 950 to 700.
Base armor reduced by 1.
Doesn't need massive nerfs, only a meta shift. Also to weaken his early roaming a little bit with armor nerf.
Brewmaster
Earth’s Hurl Boulder now has no interaction with Linken’s Sphere
Storm’s Dispel Magic AOE from 200 to 350
Fire can no longer be slowed
Brew’s ult seems a little weak these days. Perhaps it’s a power creep.
Chaos Knight Chaos Strike now has a 25% proc chance against creeps.
This improvement allows CK to actually farm like a Hard carry whether behind or in a stalemate.
Clinkz
INT gain from 1.55 to 2 Skeleton Walk fade time from 0.6 to 0.3
Small little buffs to assist with his item options, and to slightly increase his survivability. Plus, the long fade time on Skeleton Walk is really noticeable.
Crystal Maiden Freezing Field mana cost reduced from 200/400/600 to 200/350/500
Just a little push for the late game Maiden’s mana pool.
Dark Seer Ion Shell damage reduced from 30/45/60/75 to 20/35/50/65 Wall of Replica Aghs now slows enemy heroes by 60% for 2 seconds when it generates their illusion.
To make for better possible DS initiations, while toning down his ability to bully melee laners so badly.
Dazzle Poison Touch’s cooldown reduced from 15/13/11/7 to 12/10/8/6
To give Dazzle more offensive power, especially in drawn out teamfights where he can spam this.
Death Prophet Crypt Swarm damage from 75/150/225/300 to 100/175/250/325
Cast point on all spells from 0.5 to 0.4 Exorcism now releases ghosts at a rate of 3 per 0.1 seconds instead of 1.
Another overnerfed hero, now can do more damage faster.
Doom Scorched Earth cooldown from 60/55/50/45 to 50/44/38/32
Base INT increased from 13 to 16
Improvement to the hero's early game.
Dragon Knight
BAT from 1.7 to 1.6 in both forms. Dragon Tail Dragon form range from 400 to 500.
Frost Breath radius from 250 to 300, to match the radius of the damage splash Elder Dragon Form now fully persists through Aegis of the Immortal
Improves fighting capabilities, making him more viable for non-deathball strats. Plus, the fact that Dragon Tail stops matching his attack range is rather distracting. Also, a buff to his deathballing and his late game carrying with the power of an Aegis for DK and his long transformation.
Earthshaker Fissure mana cost increased from 125/140/155/170 to 170.
Magic Immune units can now walk through the fissure.
A nerf to the hero’s pre-blink dagger timing, and a minor nerf to his late game.
Earth Spirit Geomagnetic Grip cooldown from 13 to 15. Boulder Smash’s stun reduced from 0.75/1.25/1.75/2.25 to 0.5/1/1.5/2 seconds
Added to Captain's Mode
Seems like enough small nerfs to fit him into captain's mode.
Elder Titan Echo Stomp now uses a 1.6 second cast time instead of a 1.6 second channel time (so canceling it does not waste cd)
Turn rate from 0.4 to 0.7
Gives the hero more options during fights, and just makes him a bit less sluggish.
Enchantress
Base strength from 16 to 20
Agility gain from 1.8 to 2.4 Impetus mana cost reduced from 55/60/65 to 40/50/60
Improve her weakness to nuking, give her some carry potential, and mend some early mana issues.
Faceless Void
Strength gain from 1.6 to 2
Agility gain from 2.65 to 2.9
To offset the overnerfing of the sphere, some stat bonus helps him be strong without his sphere.
Gyrocopter Flak Cannon search radius from 1000 to 875 Flak Cannon now has a 15% damage reduction on secondary targets.
The hero is a bit too well rounded, a slight nerf to his late game damage potential seems good. 330 damage rapiers with Gyro can be real scary in 6.84.
Huskar
AGI gain from 1.5 to 2.2 Burning Spear duration from 8 to 6. Berserker's Blood now adds 2/3/4/5 damage per stack.
Improve his semi-carry/snowball potential, while cutting down his "you're dead after I die" schtick that gets old really fast. Plus it helps him last hit better.
Io Relocate no longer has a global notification if the targets are not teleporting within 1000 units of enemy faction units, buildings, or heroes.
So many failed attempts at sneaky Roshan, but maybe it should be an option, or maybe Io should have the option to just stack a camp without being seen.
Jakiro Liquid Fire cooldown reduced from 20/15/10/4 to 13/10/7/3 Liquid Fire debuff now fully stacks with itself on heroes and units, but not buildings.
Give the hero some real lane control, show them fear in a mouthful of flame. Plus, later in the game, he can slow enemy IAS so very much.
Kunkka
Ghost Ship no longer has a minimum range.
Ghost Ship’s rum can now be purged.
Ghost Ship rum protection duration from 10 to 7.
Makes Kunkka better at responding to being initiated on. Also, Rum nerf is to make it more doable to actually teamfight against a Kunkka that does his initiation.
Legion Commander Overwhelming Odds cooldown reduced from 18 to 18/16/14/12
Give Legion more of a chance if enemies are doing a nice slow push, and a better chance to chase people down as well.
Leshrac the Malicious Lightning Storm cooldown from 4 to 6. Lightning Storm jump distance from 650 to 500
Base armor reduced by 1.
Modest nerfs, but enough to make him no longer so powerful in lane.
Lich
Sacrifice now no longer grants enemies any experience. Chain Frost slow increased from 30%/20 to 40%/40
Small buff to a slightly weak hero.
Lion Finger of Death cast range reduced from 900 to 700/800/900 Mana Drain link break distance from 1200 to 950.
Slight nerfs to the range of Lion’s spells, making his early and mid presence a little weaker.
Lone Druid
Movespeed penalty from 45 to 35 in True Form Summon Spirit Bear cooldown rescaled from 180/160/140/120 to 180/140/100/60
Rabid movespeed bonus from 5/10/15/20% to 20% Battle Cry can no longer be purged
No one deserves to be Techies speed except techies. Also, the bear cooldown rescale allows for a much better downtime on the second hero you invested a ton of money into, and also more opportunities to feed the enemies 300 gold. Everything else is just some cherries on top.
Luna
Moon Glaive bounces from 1/2/3/6 to 2/4/5/6
Just to make the scaling less awkward, and less levels of glaives means you can still jump into jungle early on if you fell into the dookie.
Lifestealer Assimilate damage increased from 300 to 450.
Just to make people actually want to buy the Aghs. After all, 850 damage AOE nuke, that’s like an epicenter.
Morphling
Movespeed from 285 to 295
Base armor increased by 1
Attack range increased from 350 to 450
To make a more present mid game for Morphos
Nature's Prophet
With Aghs Scepter, one Treant spawned by Nature's Call will be a super treant with 3x health and damage of a normal treant.
Improve his Aghs and late game presence with the power of super-treants
Necrophos Reaper's Scythe will now freeze the target's health like Ice Blast. Heartstopper Aura damage rescaled from 0.6/0.9/1.2/1.5% to 0.3/0.6/0.9/1.5%
To slightly offset the horror of glimmer cape, ends Necro’s weakness to healers. The Heartstopper change also dissuades people from going ancient jungling on Necro, and makes his lane domination less obvious and quick.
Nyx Assassin
Burrow cast time from 1 second to 0.4 seconds
To make this Aghs more usable outside of high ground defenses.
Ogre Magi Bloodlust now has 16% movespeed at all levels
Make the hero less level dependent and keep up with other supports.
Omniknight Degen Aura debuff linger from 2 seconds to 0.5 seconds.
Weaken his pubstomping prowess a little bit.
Oracle
Fortune’s End can now be directly targeted on a unit with Repel on. False Promise no longer doubles healing False Promise duration rescaled to 7 from 6/7/8.
Added to Captain’s Mode
Seems like enough changes that makes him balanced enough to inhabit Captain’s mode.
Outworld Devourer Sanity's Eclipse will now mana drain heroes with higher int than OD. Arcane Orb now deals 100/200/300/400 bonus damage to all non-hero units as well as Summoned Units and Illusions, but not hero units like Warlock’s Golem or Spirit Bear.
Essence Aura now uses Pseudo-Random distribution
Outworld Devourer illusions now carry bonus intelligence granted by Astral Imprisonment
Removed from Captain’s Mode.
Make the hero better at playing from behind, giving him a way to farm as well as long as he has attack speed. Also, the last thing can make Manta Style viable on the hero, as sometimes, all he needs is a dispel instead of a full BKB. As these changes are experimental, he can be removed from captain’s mode to see how it works out in pubs, not like people are picking him anyway.
Pit Lord: Added to Dota 2
Phantom Assassin
Crit amount from 2.3/3.4/4.5x to 2.7/3.6/4.5x
Higher crit to deal with the introduction of so many breaks.
Phoenix Fire Spirits cooldown from 45/40/35/30 to 30 Sun Ray cooldown from 20 to 14
Hero seems a bit underpowered at the moment. Less ult reliance seems nice for that.
Riki Smoke Screen cast range from 550 to 400.
Invis fade from 8/6/4/2 to 5/4/3/2
Smoke is too strong, but invis low levels is too weak, if it’s improved, he can be a much better offlaner.
Sand King
Base armor increased by 1 Caustic Finale is no longer an attack modifier
Makes for improved laning choices as mid or offlane, as well as leaving behind the "innate passive orb" club to die. I mean it has AM, but there’s no way you can remove the UAM from Mana Break without a riot of people leaving to League.
Shadow Fiend Requiem of Souls on death can be used to reclaim souls if it kills anything.
Just a little bit of a prize if your suicide bomb actually kills someone
Silencer Glaives of Wisdom mana cost increased from 15 to 30/40/50/60 Last Word slow increased from 14/16/18/20 to 20% Last Word cooldown from 30/24/18/12 to 21/18/15/12 Last Word initial debuff can be purged to prevent the followup debuffs.
Glaives is rather powerful for its negligible mana cost, especially compared to Arcane Orb or Impetus, while Last Word could use some buffs to secure Silencer as the lane/zone master, as well as have some possible response for it later in the game.
Skywrath Mage Mystic Flare cast range from 1200 to 1500. Arcane Bolt multiplier from 1.6 to 2 Arcane Bolt mana cost reduced from 70 to 55/60/65/70
Improve what he's good at; he's a bit risky right now as a pick. Make him into the true hell zoner.
Slardar
Sprint can now be toggled
To give players a little more control over a risky skill.
Slark
Day vision reduced from 1800 to 1200.
Arbitrary 1800 night vision, sure, just cut the day vision.
Sniper Shrapnels slows and damage now stack fully. Shrapnel recharge time from 55 seconds to 45.
Just a little buff to try to bring some Sniper back out of the trash heap.
Spectre Spectral Dagger mana cost reduced from 130/140/150/160 to 120.
To give her a little less midgame mana problems. Gotta be careful about buffing the best pub carry, so I’m not going farther than this.
Spirit Breaker Greater Bash now uses Pseudo-Random Distribution Charge of Darkness cooldown rescaled from 12 to 16/14/12/10.
Because 3 bashes in a row are a little too common. Also, early double charges come quite often, it’s annoying.
Storm Spirit Ball Lightning speed rescaled from 1250/1875/2500 to 1500/1800/2100 Overload slow from 80% to 50%
The hero’s late game is still rather powerful, especially given how fast 2500 speed really is, and his ability to lock down a non-mobile target is also irritating. His damage output is not too high and does not need nerfing in my mind.
Techies
All mines health reduced to 1.
INT gain from 2.9 to 3.5
Suicide Squad, Attack! cooldown increased from 160/140/120/100 to 160 Remote Mines damage increased from 300/450/600 damage to 400/525/650 damage. (Aghs to 500/650/800) Minefield Sign’s true sight immunity no longer works against tower true sight.
What a bunch of nerfs and buffs. Basically, he has less mana issues, his mine traps are now much easier to clear. He has suicide less often so its more likely to end his streaks, Remote mines are a bit stronger early to make up for his new weaknesses, and now you can’t be under siege by a sign.
Templar Assassin Meld now has a 1.5 second delay before reveal if you did not attack someone or use an item, like Sand Storm
A generous little minibuff in case Templar didn’t snowball.
Terrorblade Sunder can now be cast when stunned, but not when silenced (same rules as Morph Strength) Sunder cast range increased from 325 to 450. Metamorphosis now persists through Aegis of the Immortal
Make his ult much more useful, as his survival is almost guaranteed at later points in the game. As with Dragon Knight, a general Aegis buff too for his late game or if you are gonna deathball terrorblade for whatever reason.
Tinker
Cast point for spells improved from 0.53 to 0.4
Improves Tinker's presence with spells and stuff.
Treant Protector
Nature’s Guise tree search radius from 375 to 450. Eyes in the Forest can now be cast on the ground to temporarily create the effects there for 10 seconds.
More leeway and possible sneakiness now, as well as an ability to make painful overgrowths at will for teamfights.
Troll Warlord
Base damage increased by 7.
To restore his strong laning without bringing back 6.83c’s nightmarish unjukable rat and battle god.
Tusk Snowball stationary time from 4 seconds to 2.
Walrus Punch! critical damage increased from 3.5x to 3.5/4/4.5x Walrus Kick now deals 2x critical damage.
Adds some burst damage to Tusk to make him more snowball, but a nerf to his Snowball defense time, because team invulnerability is a pain in the ***.
Warlock Fatal Bonds cooldown from 25 to 18. Fatal Bonds duration from 25 to 30.
Golem armor from 6/9/12 to 6/12/18
Mainly to increase his farm speed if he ever goes CORELOCK, and the threat of a double bond without refresher. Also making the golem tankier late game against them right clicker foos.
Weaver Geminate Attack no longer goes into cooldown at level 4 if attacking creeps.
This will give him good farm rate, but is not accessed instantly for free last hits.
Winter Wyvern Cold Embrace can now be purged to end the spell.
The idea of the skill is too powerful. Gotta make it have some kind of weakness, especially if someone on her team grabs a glimmer cape.
Wraith King
Wraith King Aghs now restores the Wraiths to full mana at their respawn.
The makes this a better pick up when you have spellcasters on your team.
Items:
Boots of Travel 2:
Increases the movespeed granted from 100 to 120.
Teleport Cooldown from 45 to 36.
So there is a reason to buy it on non-tinkers before minute 70.
Glimmer Cape
Cast range reduced from 900 to 600
Now has a 500 gold recipe.
A small nerf to a fairly powerful item.
Moon Shard
Moon Shard consumption from 60 IAS to 80.
Moon Shard IAS from 120 to 130.
For the least popular of the new items, this is a minor buff for those heroes who like it.
Pipe of Insight
Now grants +5 to all stats.
Make the item a more popular pickup in the age of glimmer capes, also some stats disappear from the headdress and it always bugged me.
Sentry Ward
Now come in single increments for 90 gold each.
Techies and other invis heroes, please stop stomping.
Radiance
Can now be disassembled.
For when you need that Abyssal Blade or Divine.
First thoughts; Why have you buffed so many currently great heroes and barely nerfed any of the ones that really deserve it?
Like why would you buff Techies? One hit to clear mines really doesn't mean much when you have made his mana issues lessened, his R better (His R is like his best ability btw, and part of the reason why he's considerable in competitive play), his stun is now amazing, and the nerf to suicide doesn't mean that much in the scheme of things. Because the hero has been proven viable outside of Tusk=Techies and Tiny-Techies.
I don't think CK's ability to snowball and his ability to farm both needed buffs - The hero has to be sluggish because of how well he makes use of gold.
Why are you buffing Jakiro's best ability to the point where he can now give towers -100 AS? Do you really want the push strat to be back? Since that's the kind of change that makes the core Jakiro terrifying.
Also wow you must legitimately despise solo offlaners;
Jakiro buffs make it one of the best zoning supports or even zoning cores in the game. Silencer loses some degree of glavies spam which is nice, but you make Last Word more frequent and scarier at early levels, which is probably a good trade-off.
And there isn't a solo offlaner who can actually lane against a Skywrath Mage now. He now gets essentially 10 114 damage nukes at level 1. (He has the pool for 8, is like 9 mana off the 9th, and it's only another 40 for the 10th which will most likely happen over the 45s it takes to spam the other 9).
That's before any Clarities; With Clarities he can already zone out anything but like Tide and Cent or something with massive amounts of Tangoes. With the buffs he can defiantely zone through that.
I am pretty sure Sunder is now broken. Because of all the things the hero should become, Abaddon with a damage out=put is not one of them.
You nerfed Oracle and Earth Spirit into the ground. It's bad enough that almost none plays them anymore, but False Promise not doubling heal anymore? So what is the point of it? An 80 second cooldown Aphotic Shield? I'll just pick Abaddon for that thank you very much.
I agree that I like the vast majority of changes however I agree that I feel the terror blade buff is simply incredibly op. I'm all for the metamorphosis interaction with aegis like you suggested, but automatic sunder if you fall below 30%! Through silence and stuns. I could maybe, just maybe see it if it didn't go through stuns and silences. I feel a more reasonable buff would be to give it a slightly higher cast range so that enemies don't have to be right next to you for sunder to work.
Alright, I'll edit this list, as I got feedback and I'm not too stubborn to change it. I may have overbuffed Terrorblade, who I saw as the weakest hero of 6.84 along with Batrider (though no one complains about Batrider buffs).
Tweaked Things: Jakiro: Liquid Fire debuff now fully stacks with itself on heroes and units, but not buildings.
To buff up Jak's anti-carrying and laning harass while not significantly increasing his push power.
Skywrath Mage: Arcane Bolt mana cost reduced from 70 to 55/60/65/70
Improve his zoning, but not as much as first proposed.
Terrorblade: Sunder can now be cast when stunned, but not when silenced (same rules as Morph Strength)
Chaos Knight: Reality Rift cast point reduced from 0.4 to 0.1 Reality Rift now interrupts channeling with a ministun.
Ultimately, his snowballing doesn't need further buffing, he really only needs the comeback/stalemate farming mechanic.
Earth Spirit: Rolling Boulder slow from 80% to 55%
A slight nerf to stun and grip are enough to put Earth into CM. Rolling Boulder's slow is too important to him.
Oracle: Fate’s Edict cooldown from 12 seconds to 15.
He needs it to have a lower cooldown to zone people.
Techies: Stasis Trap cooldown reduced from 20/16/13/10 to 10.
To keep him level dependent.
Terrorblade: Sunder now grants a strong dispel on Terrorblade. Sunder cooldown reduced from 120/80/40 to 80/60/40.
Removing the other really strong parts of this ult.
I still don't think that you need to buffs Sky's zoning, just make glimmer worse so his window is bigger.
He's already good enough at zoning solo heroes, and he already brings more than enough damage. He can't bring much cc otherwise he's bordering on unfair. I guess you make make him a little more tanky, but I think he skill set is good enough as is.
Since if anything solo offlaners need some kind of buffs. Or at least the more traditional ones.
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