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Is counterpicking abuse finally over in ranked all pick?
Spoiler: Click to view
Picking starts after a 35 second strategy period.
Teams alternate picking. Whenever it is a team's turn to pick, anyone on that team can pick for themselves.
Teams have up to 30 seconds to pick a hero. If the timer expires, each player that hasn't selected a hero will lose 2 gold per second. The selection will stay on this team until a hero is picked.
Once a selection is made, it immediately switches to the other team to pick.
If that's the case it's the best thing that ever happened to doto. All pick becomes a viable competitive mode guys!
I have a feeling Sven will become a top tier support with the new Aghanim's Scepter upgrade.
What else?
I have no idea how Bloodseeker will change with the new rework, but he finally has a secondary nuke at least.
Same for Earth Spirit: I think the Agh's upgrade will change the way he's played, but I don't know its potential at the moment.
Icefrog is still messing around with Broodmother, apparently.
Big nerfs to top tier Heroes like Void, Razor, Skywrath, Doom and Lycan.
FINALLY I CAN USE TRAVEL BOOTS ON MEEPO WITHOUT CHANGING MY HOTKEYS.
Nothing to say about the new PL and Riki: I think that they got nerfed but I may be proven wrong.
A pretty good buff to Undying which could bring him into competitive play occasionally.
Now there are only three types of damage: magical, physical and pure. It'll take some time to re-learn the damge type of certain skills.
A new rune: finally taking the wrong way to the rune won't make you lose money and experience!
Various map changes including a new Roshan's pit.
And lastly, a good substitution to the Mekansm on Heroes like Razor, Viper and Doom: the Crimson Guard. I actually think it will become a standard pickup on Bristleback and Axe, but even the ones above will benefit from it.
I'm 100% sure I've missed something, but these are the most important changes for me at the moment.
Wait, i domt get the new rune. I thiught its like a midas.
Some genius come here i need some explanations.
It gives +50 Gold and XP on use, and another +2 Gold/min and +5 XP/min. This could mean either a permanent Gold/XP trickle (unlikely) or the rune buff has a longer duration than we're used to from the old ones.
The bigger thing to me is the fact that you will now have a much bigger chance of refilling your Bottle every 2 minutes as a mid hero. Being a Puck aficionado, I can only approve of this change. :p
Since I'm bored at work, some math on the new AoE-XP/Gold mechanics.
Quoted:
This change only affects the extra XP given if within an area after a kill.
It does not affect the natural XP you get for killing a hero of a certain Level.
Old:
==============
VictimLevel = Level of the Victim
1 Hero: XP = 120 + 20 * VictimLevel
2 Heroes: XP = 90 + 15 * VictimLevel
3 Heroes: XP = 30 + 7 * VictimLevel
4 Heroes: XP = 20 + 5 * VictimLevel
5 Heroes: XP = 15 + 4 * VictimLevel
New:
==============
VictimLevel = Level of the Victim
VictimXP = Total XP of the Victim
EnemyTeamXP = Enemy team's total XP
AlliedTeamXP = Your team's total XP
XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP ) (minimum 0)
XPFactor = XPDifference * VictimXP
1. Everyone in the game has just hit level 15
2a. Everyone on Radiant is level 15, everyone on Dire is level 10 and Radiant makes a kill
2b. Same situation, but Dire makes a kill
Situation 1 - Everyone in the game has just hit level 15
The new math is easy as well. Since everyone has the same XP, the value of XPDifference is 0, and thus the value of XPFactor is 0 as well. This leaves us with the following equations:
Conclusion: XP for kills between evenly matched teams has changed in some ways - a huge nerf for kills made with 1-2 heroes getting XP, a nerf for kills made with 3 heroes getting XP and a slight buff for kills made with 4 heroes getting XP.
Situation 2a - Everyone on Radiant is level 15, everyone on Dire is level 10 and Radiant makes a kill
For the old math, only the Victim's level was relevant, so we get these numbers:
The new math is also, again, very easy, because XPDifference would here be a negative value (since AlliedTeamXP is > EnemyTeamXP) and is therefore set to 0:
VictimLevel = Level of the Victim = 15
VictimXP = Total XP of the Victim = 11,900
EnemyTeamXP = Enemy team's total XP = 59,500
AlliedTeamXP = Your team's total XP = 27,000
XPDifference = ( EnemyTeamXP - AlliedTeamXP ) / ( EnemyTeamXP + AlliedTeamXP ) = 0.376 (rounded, I've calculated precisely with Excel)
XPFactor = XPDifference * VictimXP = 4,471.1 (rounded)
This leaves us with the following results (everything rounded):
1 Hero: XP = 2,536 (total AoE-XP: 2,536)
2 Heroes: XP = 1,790 (total AoE-XP: 3,580)
3 Heroes: XP = 1,268 (total AoE-XP: 3,803)
4 Heroes: XP = 999 (total AoE-XP: 3,997)
5 Heroes: XP = 746 (total AoE-XP: 3,728)
Conclusion: Holy ****! Radiant should really have stayed together and pushed some towers!
Obviously, this is an extreme example - a gap of 5 levels team-wide is rare even in the hardest of pubstomps. But imo it shows two things: First, farming will become a bit more important since the XP from kills will be reduced. Second, comebacks will be much, much easier.
I might format this to increase readability and I will do the same with Gold later. All mistakes are obviously my own and I'm happy for corrections.
This change only affects the extra Gold given if within an area after a kill.
It does not affect the natural Gold received for killing a hero of a certain Level/Streak.
Old:
==============
VictimLevel = Level of the Victim
New:
============== The player that got the last hit now also gets the area of effect bounty.
VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) (minimum 0)
NWFactor = NWDifference * VictimNW
Conclusion: Overall nerf to assist Gold in this situation.
Situation 2b - Victim is level 15, Radiant is way ahead and Dire makes a kill
The Gold calculation in this scenario is mainly dependent on the net worth of the teams and the victim. To make this only as complicated as it has to be, I'm assuming the following:
Radiant team has a net worth of 125,000
Dire team has a net worth of 110,000
The victim has a net worth of 25,000
Values (again, everything rounded):
VictimLevel = Level of the Victim = 15
VictimNW = The victim's Net Worth = 25,000
EnemyTeamNW = Enemy team's total Net Worth = 125,000
AlliedTeamNW = Your team's total Net Worth = 110,000
NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) = 0.064
NWFactor = NWDifference * VictimNW = 1,595.7
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