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Windranger
- Windrun no longer slows enemies
- Windrun no longer disjoints True Strike hits, and no longer disjoints tower hits
- Focus Fire can no longer be cast on magic immune targets (however the effect persists if the target becomes magic immune after it has been cast)
Tiny
- Aghanim's Scepter bonus damage to buildings reduced from 75% to 35%
- Aghanim's Scepter now gives a 10%/20%/30% chance to slam the ground on each attack, slowing every enemy in the cleave radius by 20%.
It's not supposed to compensate. Tiny needs a nerf, he's sitting in the top of pick and winrates. It's just, ratting is all Tiny can do these days, because he's way too weak in teamfights. He's honestly more kiteable than naix, naix has a 70% slow and a free BKB, Tiny only has good movement speed and a 1 second stun with huge cooldown. A free 20% AOE skadi on an aghs is anything but weak.
Tiny also has like what 700-800 damage in AOE nuking power over Lifestealer? And thus can actually have impact in fights early outside of being kited.
The hero is meant to have kiting issues when solo; Increasing his ability to not get kited without an Io threatens to make him far too good with the additional Tether movespeed. Being kited for most of the fight is a fair trade-off for killing someone the instant a fight starts.
Tiny's nuke combo drops off super hard tho. He can solo kill almost anyone before 25 minutes, sure, but later in the game he can't even kill supports at the beginning of fights since they're too tanky and have glimmers (even the passive resistance from glimmer is enough).
I'm really talking about mid-late game teamfights after Tiny transitions from a nuker to a carry. At that point, he can no longer kill anyone when a fight starts, so his teamfight is really meh because he gets massively kited even with Wisp movement speed. So all he ever does is rat with wisp all game long because he can 4-shot T3 towers. Boooring.
I really don't see any incentive for Tiny/Wisp to ever join fights after 30 minutes instead of perma-ratting. Tiny deals almost twice as much damage to towers as he does to heroes, and towers can't kite him...
Tiny himself isn't meant to be a super hard carry though, he's a snowballing nuker whose meant to get so far ahead of the enemy his weakness to kiting doesn't matter because he can consitently 3 shot people, and they are too poor to buy kiting items. Io- Tiny is the combination that makes him into a hard carry. That combo suffers from kiting significantly less. Like despite his massive damage, he suffers from slot issues a lot.
And it's still 800ish AOE nuke damage. Even with Glimmer Cape and the like, that's a lot of team-fight contribution, on a pretty short cooldown, in addition to the cleave. It's not negligible, it's just no longer giving an instant numbers advantage. The right clicks with it probably are, but hey.
I also don't think you can entirely solve his kiting issus by just adding a potential slow to his attacks. Like, look at Lifestealer; Has a 70% slow, basically builds racecar items, and still gets kited to hell and back with items like force and the like. A slow doesn't really remedy that, and instead you kinda cripple the heroes existing niche. Because when you run around at above average movespeed (Like a Tiny) people running away from you isn't the kind of kiting that's problematic.
Admittedly I'd be fine to see Tiny's building damage drop to like 50% because lol 70% pro winrate. (Well, like 67.1% but it's still stupidly high)
What makes Tiny + wisp so good in the late game isn't the fact that Tiny is faster or less kiteable, it's really the fact that he can pop up in your base at any moment and take a side of rax in 5 seconds. I don't see what his niche is except being a dedicated ganker before 30 minutes and a dedicated rat carry after 30 minutes :)
This is something a wisp-less Tiny can do perfectly well with travels btw. He just can't make the trip back to clean up fights like he does with wisp. You actually see a ton of wisp-less Tinys in pubs ratting all game, and winning just by doing that. The hero can literally take a T3 tower and a complete set of rax with only one BKB charge, and there's nothing you can do about it.
He's pretty much the Lycan of 6.85. This has to stop...
What makes Tiny + wisp so good in the late game isn't the fact that Tiny is faster or less kiteable, it's really the fact that he can pop up in your base at any moment and take a side of rax in 5 seconds. I don't see what his niche is except being a dedicated ganker before 30 minutes and a dedicated rat carry after 30 minutes :)
This is something a wisp-less Tiny can do perfectly well with travels btw. He just can't make the trip back to clean up fights like he does with wisp. You actually see a ton of wisp-less Tinys in pubs ratting all game, and winning just by doing that. The hero can literally take a T3 tower and a complete set of rax with only one BKB charge, and there's nothing you can do about it.
He's pretty much the Lycan of 6.85. This has to stop...
Ok, nerf his bonus building damage to 50%. But making it less than that is too much. He already pushes slower than an equally farmed Terrorblade, and with the advent of Glimmer Cape it's become so much harder for Tiny to fight and kill people. Basically give him the Terrorblade treatment - nerf his rat, and buff his fighting, especially lategame when he gets ruined by Force Staff and Glimmer Cape.
There are two kinds of people in the world; those who can count, and those who can't.
We totally should remove random gold bonus. There should not be an incentive to screw up your team's draft, but still keep it for indecisive people. Randomers ruin games so hard because of their insane greed.
And a better counterpick penalty would be cool too. Instead of -1 gold per second, maybe like set their gold to 200 as soon as the clock reaches 0 and you didn't pick yet. No more last second picking. No more paying 10 gold to counterpick the huskars and broods, you want to counterpick? You get to lose your laning phase.
Another thing you can do is completely disable randoming in the last 2 picks in ranked. Like you allow randoming in the first 3 picks because you don't have a lineup yet, but the last picks absolutely need to fit a certain role so they're just not allowed to random. This way Singsing is still happy and his teammates are not screwed XD
And a better counterpick penalty would be cool too. Instead of -1 gold per second, maybe like set their gold to 200 as soon as the clock reaches 0 and you didn't pick yet. No more last second picking. No more paying 10 gold to counterpick the huskars and broods, you want to counterpick? You get to lose your laning phase.
There is already ranked AP and counterpicking is balanced there, just like it is balanced in CM. Having a higher penalty also penalizes people with internet issues. The problem used to be 5-stacks of abusers who all 5 wait until the last second and all counterpick, but you can no longer do that.
But now as long as dota is what it is, some heroes need to be counterpicked. Surprise last pick Huskar or Brood is a form of cheating, that's what MMR boosters do and it's unfair. If you want to get rid of counterpicking completely, the game itself needs to change. AFAIK dota is the moba that puts the biggest accent on lineups and counters (this and blink dagger will make me switch to LoL one day, hear me ^^). So you can't remove counterpicking, you have to balance it so that each team can do it as much as the other. Ranked AP is fine, just make the same system in unranked.
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