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Max Attack Speed Increase: Yay for Windranger, she deserves more play.
Alchemist: Yay, let him actually use his passive in games. Beastmaster Call of the wild finally makes sense. Chaos Knight: OH MY ****ING GOD...... Drow Ranger: Manta is buyable on her again. Elder Titan: More nerf to his skills to make up for the utter riggedness of Natural Order Enchantress: Been practicing her running. Faceless Void: End of Death Ward combos. Gyrocopter: Now we can use the Force to actually blow up the Death Star. Io : Now balling without a face. Kunkka: One point for X works now. Kunkka can now do stuff with less levels! Lifestealer: That's pretty cool. Maybe he'll have possible uses now other than just get kited to death. Lone Druid: Poor guy keeps getting nerf, wait no, he's even stronger now late. Acceptable then.
Night Stalker: Another huge change to his character. I dunno how well people will adapt. Ogre Magi: He deserves it. Pudge: Support Pudge, new meta? Rubick: Is now Invoker quick, but a lot kinder. Slardar: Can finally put Amp on a decent number of people. Techies: Joining the Meta, because of turtle-land. Undying: That's nice and all, but can we fix Decay having a ton of icons?
I'm happy with the changes in general. Support full-strength Morphling pls (4.25 second stun pls). Also, twitchy Rubick with his 2 second spell steal cooldown.
Juggernaut base agility increase could make him huge early - magic immunity with Blade Fury combined with the armour boost from the extra 6 agility could lead to an early game monster.
Juggernaut base agility increase could make him huge early - magic immunity with Blade Fury combined with the armour boost from the extra 6 agility could lead to an early game monster.
Agreed. Plus, it improves juggy's ****py base damage for moar last hits :D.
QoP changes I'm unsure of... Sonic Wave always should've been Pure and from what I can tell the damage reduction makes no difference due to hero immunity to magic damage - the mana cost is still far too high for such an underwhelming ultimate though but you don't want to make too many changes all at once I guess.
The Blink change seems wrong though, increased cooldown at early levels in exchange for increased range at all levels. I think it should be the other way, a lower distance with a lower cooldown so she can blink in, unleash her burst, then blink out. At 5 seconds she's dead to FF or burst before she can get away, 2 seconds at level 4 would allow more survivability for a hero that is reliant on positioning to survive but needs to get into the thick of it to unleash her spammable burst damage ( Scream of Pain).
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