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I was going to do this yesterday but was somewhat preoccupied. I turn up today, and notice everyone and their doge has done some patch notes! I think I missed my timing window kappa. Those of you that read the notes I'd suggested for the previous patch will see some overlap, but there are a lot of changes.
I shan't be providing any reasoning as to WHY I've made these suggestions until later when I'll add annotations. I want you to try and guess my thought process, so there can be a better debate about things. After all, we're all master debaters here ( ͡° ͜ʖ ͡°) No seriously I like that we all have opinions, except Smuggler who doesn't have human rights kappa ADDENDUM: Now with reasoning.
This patch shall forever be known as 'the patch of yolo plays'. Different strats have been buffed, and risky but awesome plays now have much greater reward (level 1 Rosh, Aegis snatching, yolo tower denies).
Miscellaneous
-Roshan now gives 250 (up from 200) gold to the team that defeats him. Snatching the Aegis now grants 200 gold to the team that does so. Roshan kills before the 1-minute mark award a bonus 100 gold and 200 split experience.
Reasoning
Yolo level 1 rosh strats.
-Getting the last hit on a tower is now worth 20% more gold. Denied tower bounty reduced from 100 to 75. I lied, this one I'm giving thought processes for. https://www.youtube.com/watch?v=jY469NbHTTo
-Heroes are now credited with assists if they helped with non-damaging abilities such as Overgrowth and Shackleshot.
-Heroes are now granted double their normal attribute gain from level 24 to 25. This is only to appease OCD.
(For example, an Invoker hitting level 25 would gain 3.4 Strength, 3.8 Agility and 6.4 Intelligence, rather than 1.7/1.9/3.2.)
-Illusions now take increased damage from towers, scaling with the game time. 0-10 mins: Normal damage. 10-20: +10%. 20-30: +25%. 30-45: +35%. 45 onwards: +50%.
Reasoning
Since there are so many buffs to rat dota and splitpushers, I foresee a resurgence of illusion carries... which was kinda intended. This is here to balance that out a bit.
-There are now two tiers of Spell Immunity; Greater and Lesser spell immunity. Greater Spell Immunity blocks more magical effects.
Lesser Spell Immunity functions like the current Spell Immunity. Ancients have this kind of spell immunity.
Greater Spell Immunity is much rarer, and is less vulnerable to many effects which ordinarily could be dispelled by activating Lesser Spell Immunity, for example Overgrowth and Global Silence. Greater Spell Immunity also prevents ALL magical and pure damage from affecting the Hero, for example Midnight Pulse and Doom. Many non-ultimate disabling effects such as Berserker's Call and Corrosive Skin do not pierce greater spell immunity.
Reasoning
This has been suggested by me before, but never fully explained.
You have Heroes who *like* to build BKB, but still suffer from issues even with that. This rectifies that somewhat, and only affects a small number of heroes such as PA.
-Hellbear Smasher damage reduced to 44-50.
-Hellbear damage reduced to 36-41.
-Swiftness Aura attack speed increased to 25.
-Dark Troll Summoner Skeleton Warrior movement speed increased to 315.
-Dark Troll Summoner Ensnare cooldown decreased to 13.
-Centaur Conqueror now has a new ability: Might Aura. Increases the magic resist of nearby allies by 10%.
Reasoning
This requires some clarification, I'm sure.
Mostly, it's indirect buffs to Doom, Enchantress, Chen, and zoo strats in general. Hellbear aura was buffed, and their damage slightly reduced to compensate for the utility. Dark Trolls were made more attractive in general, as they're somewhat overlooked... this is especially for Doom, who has a lot of tools to make zoo a legit thing :)
And the Centaur aura was mainly to indirectly nerf Lesh, SF, Storm, and magical damage stack farmers, reducing their income somewhat.
-NEW EFFIGY: THE GOLDEN EFFIGY!
Following recent trends in price, Golden Effigies are now on sale for $30US each.
The following abilities now disjoint projectiles: Time Walk, Haunt, Icarus Dive, Town Portal Scroll
-New mechanic: Brink of Death.
Heroes under the effect of Brink of Death gain 10% increased movement, damage and attack speed, and regenerate 3% of their maximum HP every second for 5 seconds.
Reasoning
Ah, yes. Brink of Death is intended to promote high-risk plays by making them higher-reward for a successful execution, or to punish failure in some cases. Saving an ally with a clutch Mek from a Reaper's Scythe? Boom, now that ally can wreck face. Mistiming your Culling Blade killsteal? Get rekt.
Heroes
Abaddon
-Cast point improved to 0.37.
-If cast on an enemy, Mist Coil now inflicts the target with Abaddon's current level of Curse of Avernus.
- Curse of Avernus slow rescaled to 8/12/16/20%.
- Mist Coil damage rescaled to 100/175/250/300. Self-damage rescaled to 50/90/125/150.
- Borrowed Time now places Brink of Death on Abaddon.
Axe
- Berserker's Call cooldown increased from 16/14/12/10 to 25/22/19/16.
-Casting Culling Blade on a courier now causes a custom announcer message to pop up-
'Radiant/Dire's courier has been brutally rekt.'
-Killing a courier this way awards Axe with a Leadership commendation.
-Failing a Culling Blade grants the target Brink of Death.
Alchemist
-Strength gain increased from 1.8 to 2.4.
-Agility gain increased from 1.2 to 1.8.
-Starting Agility increased from 11 to 14.
-Starting armour increased by 3.
- Acid Spray now slows enemies in it by 3/4/6/9%.
- Unstable Concoction only stuns Alchemist for half its duration and deals half damage.
- Unstable Concoction maximum charge time increased to 6 seconds.
- Chemical Rage now grants 3/5/7 bonus armour.
- Chemical Rage base attack time reduced to 1.4/1.25/1.1.
- Chemical Rage duration increased to 30.
Reasoning
I want to see Alch as more of a utility aura carrier than a subpar carry. The defensive and utility buffs of his spells, and the slight nerf to his BAT, go ways to this... and since he can still farm stacks with Acid Spray, the above Centaur aura doesn't affect him. See how I thought this out?
Batrider
- Firefly damage reduced even more.
-Batrider is slowed by 20% while under Firefly.
-The Hero is still too strong, so further nerfs can't hurt to balance him.
Bloodseeker
- Thirst vision now granted at 50% HP (True Sight still at 25%).
- Thirst movement speed increase reduced from 10/20/30/40% to 10/15/20/25%.
-New Aghanim's Effect: Reduces Rupture cooldown to 45, and causes Rupture to inflict a ministun. Allies standing near a Ruptured target now gain 50% of Bloodseeker's Thirst bonuses.
Chaos Knight
-Base HP regen increased to 1.
- Chaos Strike critical strike chance increased to 30% against creeps.
Reasoning
It's been discussed before, now CK has a more forgiving lane and a decent farming mechanism, especially if he can ball into an early Manta or grab an illusion rune.
Clinkz
-Base Intelligence increased by 4.
-Intelligence gain increased to 1.95.
Crystal Maiden
-Starting Intelligence increased by 6.
-Base damage reduced by 6.
Dark Seer
- Vacuum cooldown reduced from 28 to 28/24/20/16.
- Vacuum damage increased to 90/140/190/240.
-Cast point improved to 0.2. Cast backswing remains the same.
Death Prophet
- Crypt Swarm damage increased to 100/175/250/325.
- Silence now increases Death Prophet's attack speed and damage by 1/2/3/4 for every enemy it hits, lasting for the silence duration.
-Base Strength increased by 3.
-Added an Aghanim's Scepter upgrade for Death Prophet. Spirits now reduce the armour of targets they pass through by 1, with a maximum of 4/6/8 reduced armour.
Doom
-Base Agility increased to 14.
-Base Intelligence increased to 16.
- Scorched Earth now grants an extra 32 attack speed while active.
-LVL? Death mana cost reduced to 85.
Reasoning
General buffs to counteract his current weaknesses a little bit, and grant him some added offensive capability. Return of carry Doom?
Dragon Knight
- Dragon Tail damage increased from 25/50/75/100 to 75/100/125/150.
-If a tower is killed while affected by Corrosive Breath, Glyph of Fortification is not reset.
- Elder Dragon Form duration increased to 70 and the cooldown reduced to 100.
Reasoning
While he has seen some competitive play, what I've seen of DK has been underwhelming outside of Blink-Stun. This gives him more deathball potential, and with other hero buffs makes that strategy more viable. Glyph still is a bit of a problem, in that it cripples early aggression and gives us the farming stackfests we saw recently.
Drow Ranger
-Agility gain increased to 2.3.
- Marksmanship now only loses 50% of its Agility bonus from enemy Heroes within 400 units.
Earthshaker
-Cast point improved to 4.85.
- Fissure cooldown rescaled to 19/17/15/13.
- Echo Slam initial damage increased from 160/210/270 to 200/275/350.
- Echo Slam now has a 0.2 second cast point.
Faceless Void
- Chronosphere reworked. Chronosphere now slows all aspects of units caught in it by 400%, including animations. All damage inside a Chronosphere not sourced from Faceless Void or units under his control is reduced by 50%.
Duration: 4/4.5/5
Cooldown: 75/60/45
Mana Cost: 100/150/200
-Aghanim's Sceptre now increases the slow to 500% and the duration to 4/5/6, as well as increasing Time Lock bonus damage to 75%.
- Time Lock bonus damage is now 15/20/25/30 + 40% of Faceless Void's base damage. Deals a bonus 50% damage in Chronosphere.
-Movement speed increased to 310.
Reasoning
Whelp. I'm gonna cop a lot of flak for this. Void as a solo carry is somewhat underwhelming now, and for someone so ult-reliant suffers from an obscene cooldown unless you get Aghs... the worst carry item in the game. See below for more on that. He's less of a combo piece now, but is so much stronger individually.
He's insane, we all know this. A movespeed nerf reduces his kill potential at early game, and his lategame has been buffed to compensate, turning him from this all-purpose machine into a bit of a more niche pick that's still strong in a variety of strategies.
Huskar
-Base armour increased by 3.
-Burning Spears damage per second reduced from 5/10/15/20 to 5/8/11/14.
-Agility gain increased from 1.4 to 2.2.
- Berserker's Blood now grants 3/5/7/9 bonus damage per stack in addition to its other benefits.
- Berserker's Blood now has an additional effect: If Huskar is stunned while below 15% Health, purge the stun and grant him Brink of Death. This effect has a 12 second cooldown.
Reasoning
Huskar's problem is his vulnerability to disables while low HP, and his destruction by physical and pure damage. Here, the problem is somewhat rectified, and while he still has those weaknesses they are less ruining. I also improved his carry potential, making him scale better.
Invoker
- Invoke cooldown reduced from 22/17/12/5 to 17/13/9/5.
-Knockback from Deafening Blast now pierces lesser spell immunity.
-Forged Spirit base attack time improved to 1.4.
- Ice Wall damage increased from 6*Exort to 10 + 8*Exort. (Damage from 6/12/18/24/30/36/42 to 18/26/34/42/50/58/66)
- Ice Wall is now a point target spell with 230 range. Functionally, this means it is easier to hit, but requires one more click to place.
- Tornado damage reverted, back to 2*Wex + Quas + 70 base. (Still deals 115/160/205/250/295/340/385 damage)
- Alacrity now provides 3% + 1*Wex% bonus movement speed. (Increases by 4/5/6/7/8/9/10%)
Leshrac
-Picking Leshrac now causes the enemy's Glyph of Fortification to start on cooldown.
- Lightning Storm cooldown increased to 5 at all levels.
- Lightning Storm jump distance reduced to 450.
-The words 'meta *****' have now been branded onto Leshrac's ***.
Reasoning
I want to see Leshrac utilised as an early-game pusher as well - so now, we can hopefully see a max-edict deathball build, and the one we've seen in TI5.
Legion Commander
-If Legion Commander wins a duel, but is under 20% Health, she gains Brink of Death.
Lich
-Initial target damage of Frost Blast increased to 100/150/200/250.
Lifestealer
-Rage now provides Greater Spell Immunity.
- Open Wounds now stuns the target for 1/1.2/1.4/1.6 seconds if they move more than 500 units in 0.5 seconds.
Lina
-Base Intelligence reduced to 19.
-Intelligence gain reduced to 2.6.
- Light Strike Array radius decreased to 200.
- Light Strike Array cooldown increased to 8.
-Aghanim's Scepter Laguna Blade now only deals 50% of its damage to Lesser Spell Immune targets.
Lone Druid
-Renamed to Spirit Bear.
-Spirit Bear renamed to Lone Druid.
-Entangle now disables the following abilities: Ball Lightning, Activate Fire Remnant, Time Walk, Waveform, Timberchain, Rolling Boulder, Leap.
-Altered Aghanim's Scepter effect: Causes the bear to gain bonuses based on the Druid's stats. 10HP for every Strength, 1 damage for every 2 Agility, 1 armour for every 10 Agility. No longer allows the bear to attack at any distance from the Druid; instead increases the leash range to 2500.
- True Form movespeed loss reduced to 35.
- Battle Cry cooldown reduced to 40.
- Battle Cry duration increased to 8.
Luna
- Moon Glaives bounces rescaled from 1/2/3/6 to 3/4/5/6.
- Lunar Blessing damage increased from 14/22/30/38 to 16/25/34/43.
- Lunar Blessing now causes all spell immunity effects on Luna to be upgraded to greater spell immunity.
-Base Agility increased by 3.
-Attack range increased to 410.
Medusa
-Base Strength increased to 16.
-Attack animation improved to 0.4/0.6.
Mirana
-Base damage increased by 5.
-Movement speed increased to 315.
- Sacred Arrow mana cost reduced to 75/85/95/105.
- Leap animation redone to make effigies more hilarious.
Morphling
-Base damage increased by 2.
-Strength gain increased to 2.5.
-Agility gain increased to 3.5.
-Adaptive Strike base damage increased from 20/40/60/80 to 60/90/120/150.
-A Morphling with Aghanim's Scepter can now cast Hybrid on himself, which will create an illusion of Morphling that does 25%/50%/75% of the Hero's damage. The illusion takes 300% damage.
Less rat, more fight. The problem with Naga is that, even if she is strong, her games are just SO BORING. Even for me, 60-minute ratfests get tiring after a while.
Yes, you read 1.35 right. She still doesn't do a ******ed amount of damage.
Nature's Prophet
-Treant movespeed increased to 320.
-Agility gain increased to 2.3.
Necrolyte
- Heartstopper Aura health regeneration reduced to 0.4/0.8/1.2/1.5.
-Added respawn time from Reaper's Scythe reduced to 20/25/30.
- Reaper's Scythe now ignores bonus magic resist from items and abilities. **** you Glimmer Cape.
-If a target survives Reaper's Scythe but would have died at the start of the cast, they gain Brink of Death.
Omniknight
-Repel now provides lesser spell immunity, which cannot be improved by any way (for example Blur and Lunar Blessing).
- Guardian Angel activates Brink of Death on allies who drop below 5% Health while the spell is in effect.
Outworld Devourer
-Agility gain increased to 2.45.
- Astral Imprisonment now deals 50 damage at the end of its duration.
- Astral Imprisonment can now be cancelled prematurely by tapping the W button again.
Reasoning
Also addressed in this patch is the incredible nature of Blink Dagger. OD now has a tool to render that less useful, has better carry potential, and offensive Astrals are better now. All in all, fairly reasonable I feel for a hero who is often overlooked.
Phantom Assassin
- Blink Strike can now be cast on spell immune units, but will not grant the bonus attack speed.
- Blur now gives Phantom Assassin 2/5/8/11% bonus magic resistance and 2/3/4/5 bonus armour, as well as making all spell immunity effects on Phantom Assassin grant greater spell immunity.
- Coup de Grace critical strike chance increased to 19%.
- Coup de Grace critical modifier reduced to 210%/300%/390%.
Reasoning
Let's make her more reliable rather than RNG-dependent, and make it so the King Bars don't render her utterly useless. Since PA's armour tends to be on the low side for Agility heroes, this mitigates that, and her horrific weakness to magic damage, allowing her to be online earlier and do more, as well as have a better lategame.
Even with how good her ult is, the cooldown's just too long for what it does. Her early lane has been nerfed with Scream damage and base damage reduced, limiting her dominance.
Riki
-Now gains 35% of Backstab damage when attacking enemy units from the front.
Rubick
- Telekinesis cooldown reduced from 22 to 17.
- Fade Bolt mana cost reduced to 90/105/120/135.
-Null Field magic resistance rescaled to 11/14/17/20%.
Shadow Demon
- Shadow Poison now pierces lesser spell immunity.
- Shadow Poison cooldown reduced to 2 seconds.
-Shadow Poison: Release now stuns the victims for 0.05/0.1/0.15/0.2 seconds, doubling for each additional stack of poison, to a maximum of 5 stacks.
-Purge capabilities of Demonic Purge improved. Is now a strong purge.
Silencer
-Movement speed increased to 315.
-Attack animation improved to 0.35/0.56.
Slark
- Pounce leash duration rescaled to 1.5/2.25/3/3.75.
- Pounce damage increased to 50/110/170/230.
- Essence Shift duration reduced to 15/25/35/45.
- Dark Pact is now a soft purge.
Sniper
-Take Aim and Headshot are now condensed into a single ability. Headshot damage reduced to 15/30/45/60.
-New active on his E: Shatter Round. Sniper shoots at the target unit, dealing damage and reducing their armour.
Damage: 50/110/170/230
Armour Reduction: 3/4/5/6
Duration: 8
Range: 1000
Mana Cost: 75/100/125/150
Cooldown: 10
- Assassinate now renders Sniper invisible and phased until the shot connects. He remains invisible for 1.5 seconds after this.
-Added an Aghanim's upgrade for Sniper: Assassinate fires a volley of three bullets that hit the nearest 3 Heroes within the range. Damage reduced to 250/415/550.
-Surviving or dodging Assassinate applies Brink of Death to the Hero that did it.
-Hoho.
-Haha.
Reasoning
An additional active may add a bit of depth to this guy? Sniper has a bit more duality to his damage here, which gives him a better game overall.
Spectre
-Base attack time reduced to 1.6.
-Turn rate improved to 0.7.
-Movement speed increased to 300.
- Spectral Dagger now deals pure damage.
- Desolate search radius reduced to 275.
- Dispersion damage now disables Blink Dagger if it deals over 10 damage.
-Removed the 1 second delay on Haunt before illusions attack.
-Added an Aghanim's upgrade for Spectre. Haunt outgoing illusion damage increased to 50%. Illusions of Spectre now gain Dispersion.
Reasoning
It's a long list of buffs, but they're mostly minor. Now, Spectre becomes a hard anti-Blink hero even more than she already was and has a few buffs that just make her more effective at her job.
Storm Spirit
-Storm Spirit is no longer invulnerable whilst in Ball Lightning (but is still untargetable).
-Initial cost of Ball Lightning increased from 15+7% of mana to 15+10% of mana.
Sven
-Movement speed increased to 305.
-While God's Strength is active, all magic immunity on Sven is upgraded to Greater Spell Immunity.
Terrorblade. You get to see this again.
-Base HP regen reduced to 0.5.
-Strength gain increased to 1.6.
-Base Agility increased to 24.
- Sunder removed.
- Reflection reverted to its old form.
Terrorblade summons a dark reflection of all enemy Heroes in the area, which slow them and deal damage. Range: 300
Area: 500
Slow: 20%/25%/30%/35%
Duration: 5
Outgoing damage: 45%/55%/65%/75%
Cooldown: 22/18/14/10
- Metamorphosis is now his ultimate, granting 50/70/90 bonus damage and lasting for 50/55/60 seconds. No longer reduces Terrorblade's speed. While in Metamorphosis form, Terrorblade gains the Demonic Leap sub-ability. Demonic Leap: The Marauder pounces at his target, leaping towards them. Terrorblade's illusions within 250 range of him will also perform the leap. Range: 800 Leap Distance: 500/600/700 Cooldown: 15/11/7
-New passive: Zeal. Increases Terrorblade's attack speed by 20/30/40/50 and his HP regen by 2/3/4/5. This applies to illusions.
- Conjure Image damage dealt reduced to 25%/35%/45%/55%. Damage taken reduced to 350%.
-Added an Aghanim's Scepter upgrade for Terrorblade. While under Metamorphosis, illusions of Terrorblade take 150% less damage. Metamorphosis base attack time improved to 1.45, and reduces the duration of disables on Terrorblade by 25%.
ALTERNATIVE
-Added the Aghanim's upgrade in that thread over in that other forum.
-Strength gain increased to 1.75.
-Illusion damage taken reduced to 350%.
- Metamorphosis speed loss reduced to 15.
Tiny
- Avalanche cooldown reduced to 11.
- Craggy Exterior bonus armour increased to 4/5/6/7.
- Grow bonus speed increased to 45/55/65.
- Grow attack speed loss reduced to 15/25/35.
-Aghanim's Scepter now gives Tiny a 30% chance to slow for 20% for 3 seconds on attack in addition to its other effects.
Reasoning
This was designed to make him less Wisp-reliant, and a viable hero on his own. The new maim effect is to help ease his slot-starved nature, and a few indirect buffs to Tiny by way of items are nice perks to this guy.
Tusk
- Snowball stationary time reduced to 1.5.
-The snowball can now be attacked, taking 2/3/4/5 hits to destroy. Destroying the snowball Walrus Punches Tusk, just for the irony.
Undying
-Intelligence gain reduced to 2.3.
- Decay duration reduced to 20.
- Tombstone Zombie slow reduced to 4%.
-Casting Flesh Golem now requires the player to give some moral support to Undying by pulling off their lower jaw. If you won't do it, why should he?
-Picking Undying still makes you a ****.
Reasoning
I deliberately went too far here with the nerfs, as I consider this more a wishlist or suggestions board than definitive notes.
Vengeful Spirit
-The negative aura applied to her killer only functions at half effectiveness.
-Added a program that detects players attempting to play Venge as a carry and shoots them in the kidney.
Visage
- Gravekeeper's Cloak is now removed only by the attacks of Heroes and Roshan.
-Base magic resist increased to 15%.
Windrunner
- Shackleshot duration reduced to 1.5/2/2.5/3.
- Shackleshot can now be disjointed.
-Seriously can this ******** please just **** off.
- Focus Fire now gives 300 bonus attack speed rather than maxing the attack speed. Damage reduction reduced to 40%/25%/10% (30%/15%/0% with Aghanim's Scepter).
- Black King Bar can now be upgraded to level 2. Level 2 Black King Bar does not refresh the spell immunity timer, but the minimum duration is 6.5 seconds.
+10/14 Strength
+24/32 damage
- Butterfly Agility, damage and attack speed bonus increased to 35.
Reasoning
Outside of evasion, Butterfly is rather underwhelming, and in a nuking meta evasion isn't a huge deal. Let this be rectified and Butterfly improved a bit.
- Diffusal Blade can now be upgraded to level 3. Level 2 has been rescaled accordingly. Now only has 7 charges.
+20/30/40 Agility
+6/10/15 Intelligence
+25/29/33 Mana Burn
- Orchid Malevolence now grants +30 Intelligence (up from +25).
-Recipe cost reduced to 675.
-Dagon now grants +5/8/11/14/17 to Agility and Strength, rather than +3. Intelligence boost remains the same. Killing a Hero with Dagon's active now causes a lens flare to move across your screen.
- Ethereal Blade Ether Blast damage increased from 75 + 2*Primary to 150 + 2*Primary.
- Glimmer Cape range reduced to 600.
-Fade bonus magic resistance reduced to 30%.
Reasoning
The main thing is that this item's range is too crazy. A bit less magic resist will help too, so now supports who get it can't become basically immune to magic.
- Manta Style cooldown is now 35 for both modes. Both ranged and melee illusions now take 350% damage.
- Mekansm manacost reduced to 200. Mekansm Aura now grants +5HP regen (up from +4).
-NEW ITEM: Fel Warglaive (5200)
Ingredients: Ogre Club, Ogre Club, Ultimate Orb, Recipe (1100)
+30 Strength
+15 Intelligence
+15 Agility
+35 Movement Speed
+25 Damage
ACTIVE: Counterstrike
Instantly removes all movement impairing effects from the Hero.
Mana Cost: 50 Cooldown: 17
-NEW ITEM: Royal Scepter of Hells (4100)
Ingredients: Staff of Wizardry, Gloves of Haste, Perseverance, Recipe (850)
+15 Intelligence
+35 Attack Speed
+10 Damage
+5 Health regeneration
+150% Mana regeneration
Passive: Affinity. Grants a 25% chance upon casting a single-target spell on an enemy for the spell to jump to another enemy within 300 units. Has a 10% chance to jump a second time. Functions with autocast effects.
Active: Toggle. Toggles Affinity on or off.
Reasoning
Now, OD and Carry Silencer both have the same problem: farm dependent, but no way to farm quickly. The Affinity chain spell mechanic makes this an attractive farming item for them, with regeneration, and attack speed to boost them up a bit. I was cautious in this, as it makes a lucky Lina really strong, but aside from that I can't really think of anyone it breaks. Tell me if I'm wrong. The cost was to make it prohibitive to supports, but not too expensive as to be sucky as a farming item.
-NEW ITEM: Greaves of Omnipresence (5650)
Ingredients: Boots of Travel, Ultimate Orb, Recipe (1100)
+100 Movement Speed
+15 all stats
+15 attack speed
+15 damage
Active: Greater Teleport
Teleports you to an allied unit or structure.
Mana Cost: 50 Cooldown: 45
Independent of Boots of Travel II upgrade, but also works with the upgrade.
NEW ITEM: Scepter of the False God (7800)
Ingredients: Aghanim's Scepter, Eaglesong, Recipe (400)
+35 Agility
+15 Strength
+15 Intelligence
+200 Health
+150 Mana
+5% movement speed
+5% base damage
Passive: Ultimate upgrade. Upgrades the ultimates of certain Heroes.
Reasoning
Aghanim's has the unfortunate effect of having horrible, horrible stats if a carry wants one. With this item, and this has been suggested in different forms by a few people, it becomes a lot better, buffing Morphling and Tiny to name but two.
If there's anything else you want clarified, tell me.
There are two kinds of people in the world; those who can count, and those who can't.
Ok, I added reasoning. Also, no bites at all? :( I put a lot of effort into this. Could've written half a novel in this much time (and there's no argument as to which would've been a better use of time!). I'd like to hear SOME opinions, at least.
There are two kinds of people in the world; those who can count, and those who can't.
Uh. I am not that good at this. But here we go.
I like the centaur(the creep not the hero) change as it does not only buff "zoo"strats but it also nerfs stacking a bit.
Well now here we go with heroes
Wouldn't this brink of death stuff make Huskar somewhat strong? I understand why u added it. But
now he basically has a free Linken's Sphere. And I am pretty sure that the attack damage on Berserker's Blood already existed and got removed to make his scaling worse. In my opinion you
pick Huskar to win the early and mid-game to create space or just deathball and nuke one guy in
the lategame.
Abaddon: I like those changes. I mean hell yeah! His laning is still kinda meh but he is now a
pretty good pick.
Bloodseeker Does the ministun go through greater spell immunity?
PS: Is this a patch to make noobs suffer?
I mean the Culling Blade changes etc. suggest it
Kinda busy right now.
Will tell more later
Uh. I am not that good at this. But here we go.
I like the centaur(the creep not the hero) change as it does not only buff "zoo"strats but it also nerfs stacking a bit.
Well now here we go with heroes
Wouldn't this brink of death stuff make Huskar somewhat strong? I understand why u added it. But
now he basically has a free Linken's Sphere. And I am pretty sure that the attack damage on Berserker's Blood already existed and got removed to make his scaling worse. In my opinion you
pick Huskar to win the early and mid-game to create space or just deathball and nuke one guy in
the lategame.
Abaddon: I like those changes. I mean hell yeah! His laning is still kinda meh but he is now a
pretty good pick.
Bloodseeker Does the ministun go through greater spell immunity?
PS: Is this a patch to make noobs suffer?
I mean the Culling Blade changes etc. suggest it
Kinda busy right now.
Will tell more later
Long-overdue reply.
Yeah, I think Huskar might have gone crazy with these. Still, given how the hero is so stupidly situational now, I'm not sure what it would change. Bloodseeker ministun does pierce Greater Spell Immunity as it is an ultimate.
It's not meant to make noobs suffer, rather the opposite - it's meant to make playbigs more impactful through Brink of Death. I'm still considering stuff and will probably update in a few days...
There are two kinds of people in the world; those who can count, and those who can't.
Crystal Maiden
-Starting Intelligence increased by 6.
-Base damage reduced by 6.
Her Intelligence is not the best that there's out there, ok, but she isn't exactly in need of a buff, she's in a good place now. BUT to reduce EVEN MORE her base damage?! Have you been dying lately to too many right-clickers CMs?! :D
Crystal Maiden
-Starting Intelligence increased by 6.
-Base damage reduced by 6.
Her Intellinge is not the best there's out there, ok, but she isn't exactly in need of a buff, she's a good place now. BUT to reduce EVEN MORE her base damage?! Have you been dying lately to too many right-clickers CMs?! :D
its to balance out the damage she gets from the int.
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