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I remember the old version of treant mate, this is just valve bringing back treant's old flair. Quelling Blade is the easiest thing to get rid of them and nowhere does it say that it has a 55 sec cd. If i remember correctly the cooldown used to be 30 or something.
Plus we might never see it. Its one of those great to have but can't have #5 aghs upgrades.
Like omni or abaddon, etc
Eyes In The Forest:
====================
Treant Protector enchants a target tree. Enchanted trees grant 800 unobstructed vision. If Overgrowth is cast by Treant Protector, units near an enchanted tree will be ensnared and damaged.
If the enemy has true sight, they will be able to see visual effects on both the affected tree and the 800 area of effect around it.
Cast range: 160 Cooldown: 55
Overgrowth Bonus Damage: 135 damage per second (3/4/5 ticks)
Mana Cost: 100
Note: Overgrowth only does damage if it comes from an Enchanted Tree.
My biggest impression from the patch is how much mid gets changed with the double runes along with less bottlecrow. I would say that if you're winning mid and get the choice of what rune to go for, if the other one is an illusion rune or sometimes even a regen or invis, you take the bounty rune. OR you grab a bottle on a support and try to get him to grab all the bounty runes and... yeah it'll be different.
Deathball won't be nearly as popular, although they might have nerfed push strats too much.
ALSO I love the Necrophos change, if you are 15 min in and their carry suddenly has a minute long respawn timer, you can get some pushing done. Heck it's still good lategame too.
I'm kinda overwhelmed by the patch at the moment, I'll see how it works out though.
Necrophos ult is simply obnoxious now. 30 seconds additional respawn time is SO FRICKIN LONG. SO FRICKIN LONG. SO. FRICKIN. LOOOOOOOOONG.
And other than Culling Blade the HP threshold is percentage based which means it's super effective all game long even against heroes that build tank items.
well, its a 55 second cooldown so it takes a long time BUT ...the tree lasts for ever.
this can actually have a major impact in more ways then one.
you have placed a tree in the radiant jungle and you are top. your hard carry didnt check the map and it looks like hes running for his life from a 4 man gank.
he runs towards your enchanted tree you activate your ulti and he is saved as all 4 are caught out.
example two:
placing a enchanted tree in the most likely routes for retreat and catching a fleeing carry or 2 heroes who have 100 hp after just wreking your team buy back ulti and get a double kill as they run past the tree.
there a lot of reasons for this but it now means you can have a perma ward somewhere. say pushing tier 2 top you can enchant the transition tree to see where the heroes are leaving you two wards still to use .....
there a lot of reasons for this but it now means you can have a perma ward somewhere. say pushing tier 2 top you can enchant the transition tree to see where the heroes are leaving you two wards still to use .....
Obviously not a perma ward. True sight reveals the Eye in The Forest, so it's not even near a perma ward. If you have a true sight not even exactly close to the enchanted tree, you will see visual effects and I am pretty sure that you can manually destroy it like any other ward (even without destroying an enchanted tree itself).
This thinking is like thinking that Techies is compleletly OP, because he has invisible mines. We here all know, that this is not that simple.
Btw, another thing I like of this update: finally bkb ability is tied to the hero and not the item! It was so annoying seeing those hard carry abuse the bkb in early game because they would buy another one in late game and have a 10 seconds immunity again, so if you're a support only useful with your stun you're basically screwed. As a support player this makes me happy, I can be useful even in late game now, and those carries are gonna think hard before popping out their bkb!
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