March 29, 2016

6.87 wishlist

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6.87  |  patch  |  wishlist  |  OSFrog  |  balance
Kyfrog this is for you. Dota needs fixing and only you can do it.

General

- Heroes in their fountain can no longer have their position changed by any spell or item controlled by enemies.
- Fountain now has true strike and can attack ethereal units as if they were not ethereal.
Death to fountain farming.

- Courier respawn time reduced from 3 to 2 minutes

- Ultimate Orb moved from secret shop to base
Why was ultimate orb removed from side shop again? Right now it's such a pain in the *** to buy skadi, linkens or whatever item based on it. Why?

- Sentry Wards no longer reveal enemy wards if placed normally. They still reveal invisible units.
- Placing Sentry Wards while holding the ALT key now places Ward Detectors, which are visually different from normal sentries. Ward detectors reveal enemy Observer Wards, Sentry Wards and other ward detectors. However, they do not reveal invisible units.
The idea of this change is to remove any interaction between dewarding and countering invisible heroes, they are completely different mechanics. This way you get 2 different items, one for each. Right now, sentries that were planted to deward will still reveal invisible units for 4 minutes after they were placed. This can lead to purely luck based events where an invisible hero gets caught out by a dewarding sentry that was not placed to bait him, but just happened to be there because of a failed deward. This ends in the sentry paying for itself twice, giving invis hero detection for free, which is unfair.
This change doesn't change anything about Sentry Wards still countering invisible heroes like before. It only prevents sentries that were used to deward from giving any vision afterwards.




Hero changes

- Venomancer

* Poison Nova mana cost reduced from 200/300/400 to 125/225/325
* Aghanim's Scepter Poison Nova cooldown reduced from 140/120/60 to 100/80/60
* Poison Nova expand speed increased from 500 to 750


He currently has punishing mana issues that prevent him from using ulti at level 6, neither core nor support Veno has a place for arcanes. Aghs coldown to finally remove midas from his build and have him go blink/aghs to snowball the game instead of ricing his level 16.


- Earthshaker

* Spell immune units can now walk through Fissure

Note that it helps his allies cross badly positionned fissures as well so it's not just a nerf, it also drastically reduces the ability of bad ES's to screw up their whole team.


- Centaur Warrunner

* Return base damage increased from 16/18/20/22 to 28 at all levels

Laning buff mainly. He's too easy to zone out these days.


- Tinker

* Base damage increased by 4
* Laser manacost reduced from 95/120/145/170 to 85/105/125/155

Maxing march and stacking camps is no longer that good with the magic resistant stack nerfs. Better lane dominance to compensate.

- Pugna

* Starting strength increased from 17 to 19
* Night vision increased from 800 to 1100

What's even the point of his ult range if he doesn't have the vision to use it and/or to prevent the link from breaking? Sniper has increased night vision, why not Pugna?


- Axe

* Reworked Battle Hunger

Enrages an enemy hero, causing him to feel an irresistible need to charge into combat, and feel ever-increasing pain should he not stand and fight to prove his manliness.

Debuff starts with one stack on cast, and gains one stack whenever the target performs one of the following actions :
- Casting a spell on self or on an ally
- Casting an item on self or on an ally
- Moving 800 units in the direction opposite to Axe, by any means (normal or magical)

Each of these actions increases the number of stacks on the target by one. Battle hunger deals damage per second, slows, and increases Axe's movement speed in proportion of the total number of stacks. Multiple actions stack indefinitely (for example using forcestaff on self causes the target to gain two stacks, one for the item usage and one for the movement). Attacking or casting a spell targeted on an enemy does not cause Battle hunger to gain stacks. Use of point target spells or items does not cause Battle hunger to gain stacks.

Battle hunger is no longer removed when killing a creep. Only removed when killing a hero or assisting in a hero kill with sufficient damage (20% of the hero's max health).

Does not pierce spell immunity. Can only be dispelled by spell immunity, not by other sources of dispel.

Damage per second per stack : 3/6/9/12 + 4%/6%/8%/10% of Axe's strength as pure damage.
Move speed slow per stack : 2%/3%/4%/5%
Self movement speed gain per stack : 4%
Duration : 6/7/8/9

Cast range : 650/700/750/800
Cooldown : 16/13/10/7
Mana cost : 80/85/90/95


The current Hunger is poorly designed skill that needs a rework, badly. The fact that the usual build is to put only one point in it for the movement speed clearly shows that. The change gives Axe a niche of punishing the use of defensive skills/items on allies. Being a real man, Axe punishes any kind of ***** play, which for him is anything that isn't just YOLOing in :)


- Luna

* Turn rate increased from 0.6 to 0.9
* Base movement speed increased from 330 to 335

More booty shaking ability.


- Leshrac

* Pulse Nova initial mana cost reduced from 70/90/110 to 30/40/50

Farming made easy, even on support Lesh. Since stacks are now magic resistant and his E no longer deals enough damage.


- Dragon Knight

* Breathe Fire manacost reduced from 100/110/120/130 to 100 at all levels
* (nerfs to meta heroes so they no longer kick DK's *** mid as hard)

Bottle nerfs suck for DK. Among other issues that may or may not be linked to the Invoker and OD matchup making the hero unplayable :)


- Pudge

* Meat Hook ministun and damage no longer pierce spell immunity. Only displacement does.

It used to be like this before the change to spell immunity. Now that aghs gives him hook on a 4 second cooldown, it's absolutely needed. Pudge having 2 ways to interrupt BKB+TP, one of them being on a 4 second cd...OSFrog. Pudge shouldn't make Enigma unplayable...along other unfair issues with the hero right now.


- Legion Commander

* Overwhelming Odds damage per hero increased from 20/35/50/65 to 25/45/65/85
* (Yay for Press the Attack instant Alt-W quickcast on self. Huge hidden buff if I ever saw any.)

Yes, that's a buff to her Q. This skill *needs* to be super good if she catches multiple heroes in it. LC is just too weak against teams that 5-man all the time in the early-mid game. If she can't punish 5-manning teams the hero is just bad.


- Razor

* Eye of the Storm cast point and backswing reduced to zero

This was done for Rocket Barrage and not Razor ulti? Why?


- Dazzle

* Base damage reduced by 5

Laning nerf. Less obnoxious zoning, Dazzle is supposed to be weak in lane to balance out grave, and so he was before his attack range was buffed for no reason at all, on top of his Q getting its mana cost halved.


- Bloodseeker

* When Bloodrage is level 4, casting the skill on self no longer puts it on cooldown.

Buffs mainly nuking builds on Bloodseeker, so he can bloodrage himself and his target in a fast succession. But also good on right-click builds.


- Zeus

* Static Field now deals damage to illusions based on a percentage of their effective HP (after dividing by their damage amplification), not of their actual HP
* Static Field no longer disables Blink Dagger
* Aghanim's Scepter reworked. Causes a second lightning strike to hit all enemy heroes after a 2.95 second delay. Damage of the first strike is no longer increased, damage of the second strike equals to the difference.

Fixes Zeus passive to no longer deal increased damage to illusions for no reason. Zeus shouldn't counter illusion heroes because of devs being bad at math, right now it works based on the actual HP of the illusions which is the same as the hero's HP...which is stupid, since the illusions's real HP is much lower than that. Aghs buff to make it globally disable Blink Daggers for 6 seconds and counter initiations, because let's be honest his current aghs is trash.


- Lifestealer

* Infest on creeps is now limited to a 100 second duration, after which Consume is forced
* Tranquil Boots on Lifestealer now break if the infested creep takes damage
* Base attack time upgraded to 1.6
* Open Wounds mana cost reduced from 110 to 110/100/90/80
* Open Wounds can no longer be purged except by becoming spell immune

Less AFK sitting in creeps, more using creeps as magic immune taxis for a short amount of time to help him gank/initiate. Right now, the Radiance memestealer is pretty stupid but naix is still a rather bad carry. If he gets changed like this, I'm actually playing him.


- Doom

* Doom cooldown reverted from 125 to 100

Why was this nerfed again? Yeah...no reason at all, since Doom was OP because of his W, not his ulti, and his W got nerfed back.


- Viper

* Poison Attack is no longer a unique attack modifier


- Drow Ranger

* Frost Arrows is no longer a unique attack modifier
* Marksmanship icon now disappears when the skill is disabled


- Lycan

* Shapeshift cooldown reduced from 120/90/60 to 100/75/50


Buff his necrobooks with crits all you want, Lycan is still weak because the uptime on his ulti is dumpster tier, especially at level 2.


- Riki

* Riki can now cast Smoke Screen without cancelling Tricks of the Trade
* Tricks of the Trade now causes each hit to apply a debuff on enemies that reduces their turn rate by 40/50/60% for 1 second


- Troll Warlord

* Berserker's Rage now increases base damage by 3/6/9/12 in melee mode
* ( Silver Edge is now purged by BKB)
* Added Aghanim's Scepter to Troll : Battle Trance duration increased to 9 seconds, cooldown reduced to 25 seconds. Whenever an allied hero dies within a 1200 range of Troll, Battle Trance cooldown gets reduced by 6 seconds if the skill is on cooldown.


- Clinkz

* Searing Arrows damage can now crit (like it used to before the orb change)
* INT gain increased from 1.55 to 2


- Huskar

* Being affected by Shallow Grave, Cold Embrace, False Promise, Decrepify or Snowball when below 40% HP now causes Huskar to instantly die.
* Berserker's Blood max magic resistance rescaled from 20%/30%/40%/50% to 40%/50%/60%/70%
* Berserker's Blood now grants attack damage. Max damage : 30/50/70/90

Kind of kappa on this one. But seriously, Huskar should be balanced on his own not around lame combos with defensive supports. Otherwise he gets overnerfed just to prevent these combos from being broken, making him trash on his own.


- Witch Doctor

* Base movement speed reduced from 305 to 300
* Paralyzing Cask cooldown increased from 20/18/16/14 to 20 at all levels

9 seconds of stun on a 14 second cooldown is perfectly fair and balanced. OSFrog pls.


- Batrider

* Flamebreak damage instances rescaled from once every second to once every 0.5 second. Duration from 3/4/5/6 to 1.5/2/2.5/3 seconds.

Makes burst more instant, without changing overall damage. I really want 4/4/1 burst-oriented Bat to be viable. And to buy an Ethereal Blade on him to follow it up with a big 1K damage molotov :)


- Enchantress

* Nature's Attendants cooldown increased from 45 to 60

Laning nerf, mainly. Infinite heals in lane is a bit too good. Personally I go null + 3 clarity on offlane ench and always get away with it. Now you can bait her heal and go on her when it's on cd.


- Terrorblade

* Sunder mana cost reduced from 200/100/0 to 150/75/0

Value point FTW...that's actually a fairly big buff. I want to skill one point in it and leave it there, going 4/4/4/1 + stats. 200 mana is a bit too much.


- Oracle

* False Promise now only doubles healing from Oracle himself, not from other sources

No, seriously, Oracle + Satanic on carry = OSFrog.


- Shadow Demon

* Level 4 Disruption now freezes spell cooldowns on enemies during the 2.5 second banish time
* Demonic Purge manacost reduced from 200 to 125

Ult costing 200 mana is way too much for what it does, fixing his mana issues is a must. Disruption change allows him to deal at least decently with low cooldown mobility skills like Blink or Shukuchi. But you need to max the skill for it to work, otherwise if a low level SD can do it it's too good.


- Necrophos

* Heartstopper Aura can now be toggled on and off

So that enemies can't see the aura when you are near, e.g during ganks. This is actually a pretty big deal.


- Invoker

* Tornado no longer gives vision
* Tornado no longer applies a dispel
* Tornado manacost increased from 150 to 225
* Exort attack damage per instance reduced from 3/6/9/12/15/18/21 to 1/4/7/10/13/16/19
* During Ghost Walk, Wex instances no longer give bonus movement speed
Dust Invoker and see him running away at 522 movement speed. Needs fix, pronto.
* Passive bonuses from Quas, Wex and Exort are now disabled by Break
* Deafening Blast pushback is now fully removed by becoming spell immune
* Deafening Blast disarm duration rescaled from 1.25/2/2.75/3.5/4.25/5/5.75/6.5 to 1/1.5/2/2.5/3/3.5/4/4.5
* Ice Wall linger duration reduced from 2 to 0.75 second
* Forge Spirit bounty doubled (both gold and XP)

Anyone who thinks that's overdone should meditate on the impact of giving 4 free levels of XP to the most level dependent hero in the game, on top of turning Deafening blast into Ravage, and massively increasing his mana pool allowing him to go refreser as his second item. And huge laning buffs on top. And massive Bottle nerfs that favor the only mid hero in the game that doesn't use bottle. Yeah, even with these changes it's still a huge net buff to Invo over the 3 last patches. This is just to balance it out, and even with that he's still tier 1 pick. Long shall he be remembered as one of the biggest imbalances in dota history.


- outworld devourer

* Starting strength reduced from 19 to 17
* Sanity's Eclipse now requires Aghanim's Scepter to have the 40% mana drain
* Arcane Orb no longer drains 65 mana from targets. INT reduction now reduces max mana, not current mana. Current mana stays the same unless it is brought below the new max mana.

Fixes the mana drain on OD, which is arguably what makes him unfair right now. Orb reduces max mana instead of actually draining current mana. This nerfs him while still keeping him as a good hero, you don't want him to get the Lesh treatment.


- Windranger

* Windrun no longer disjoints projectiles if the attacker has true strike, and no longer disjoints tower hits
* Windrun bonus movement speed reduced from 50% to 30/35/40/50%
* Windrun slow lingers for 0.75 seconds instead of 2 seconds

Anyone who thinks WR was nerfed in 6.86 should learn to read between the lines. 6.86 was actually an overall buff. So maybe balance out windrun's infinite tower diving nonsense, disjoint abuse and ability to kite MKB users? The skill is way too good with only one point in it.


- Phoenix

* Sun Ray range reduced from 1300 to 1200
* Sun Ray effect range is no longer increased by Aether Lens

Overbuffed skill, not much more to say here. Aether Lens Phoenix is ********, sit 1500 units back and spam laser. Don't forget that 1/4/4 is the best build by far on him so it's always maxed second.


- Sniper

* Full rework into a nuker/initiator/pusher hybrid SPELLCASTER. No longer a right-click carry. Anything else such as buffs or minor reworks won't cut it. The hero concept sucks, put it in the wastebasket where it belongs and make a new one.


- Phantom Assassin

* Coup de Grace now gives critical chance to the damage procs from Skull Basher and Abyssal Blade
* ( Silver Edge is now purged by BKB)
* Intelligence gain increased from 1.4 to 1.75
* Coup de Grace now has an active ability on top of the passive crit : for 4/6/8 seconds, whenever PA kills a hero or a hero dies within 250 range of her, Stifling Dagger and Phantom Strike cooldowns are reset. No mana cost. 40/30/20 second cooldown. Can be toggled to activate automatically whenever a hero dies inside the search range.

Even if you fix the crit on abyssal procs, her damage output is lower than it used to be before the basher and MKB nerfs. Ult buff allows her to kill several hereos in a rapid succession once farmed, which improves her teamfight presence and late game scaling. Encourages the "glass cannon damage items + BKB + Satanic" item route, which is the best anyways by far.
The INT buff is actually pretty important because it allows her to skip aquila and rush midas without major mana issues...midas being of course the best farming item on the hero by far.



- Death Prophet

* Spirit Siphon no longer pierces spell immunity

Yes, it fully pierces BKB right now, damage, slow and everything. Yes, OSFrog.


- Spectre

* Haunt duration reduced from 5/6/7 to 4/5/6 seconds
* Haunt illusions now start attacking immediately, instead of after a 1 second delay
* Reality now has a 0.5 second cast point
* Spectral Dagger unobstructed movement now stops instantly when Spectre leaves the shadow path, instead of lingering for 2 seconds

Since Silver Edge is nerfed, a small Spec nerf makes sense, and fixing several glitchy/badly designed stuff about the hero along the way.


Item changes

- Silver Edge

* Debuff can now be dispelled by spell immunity (still can't be dispelled by other sources of dispel)
* Debuff duration reduced from 5 to 4 seconds

Removing any possibility to dispel it in 6.86 was simply overdone, and giving a massive buff to an item that didn't even need a buff in the first place was plain nonsense. Allowing BKB to purge it is an absolute must, since every item should have a counter (e.g diffusal against ghost scepter, euls against orchid, lotus against sheepstick, etc). As long as there's no counter to this item, PA, Bristle, Troll etc are plain unplayable. Why so much hate against heroes with passives anyways? Did they need a nerf? Nope. Only Spectre potentially needed a nerf while all the other passive dependent heroes like Bristle or PA were already underpowered enough as they were. So fix this item.


- Clarity

* Casting a spell now cancels the effect

An item that's made for roaming supports probably shouldn't be that abusable to spam long-range lane harass. Especially since it got buffed wayyy too much in the first place. Do you want to see mass spell spam in the early game? I don't.


- Mjollnir

* Recipe cost reduced from 900 to 700
* Chain lightning proc chance increased from 25% to 30%

The jungle magic resistance kind of made this item garbage. Not that it was especially great in the first place.


- Mask of Madness

* Movement speed bonus increased to 25% on melee heroes, still 17% on ranged heroes
* Damage taken amplification reduced from 30% to 22% on melee heroes, still 30% on ranged heroes

Item is kind of trash right now. Movement speed was OP on ranged kiters, but it isn't and has never been so on melee heroes. Bring back MoM Sven and Juggernaut.


- Armlet of Mordiggian

* Now builds from Quarterstaff instead of Gloves of Haste + Blades of Attack. Total cost unchanged.
* HP regen increased from 7/second to 9/second

****py buildup? Check. Saps your sustain which reduces your ability to farm? Check. That's why I only build armlet on like 3-4 heroes. You can fix this easily just to make the item more convenient. It's not even a direct buff.


- Heart of Tarrasque

* Now builds from Reaver, Ogre Club and 1500 gold recipe. Total cost unchanged.
* Strength increased from 40 to 50
* Health reduced from 300 to 110

Total HP unchanged. Just more stats. Skadi is 50 raw stats (25 strength + 25 agi), heart needs to keep up, and be a true stat item : 10 more damage for strength carries.


- Medallion of Courage / Solar Crest

* Armor reduction now pierces spell immunity (miss chance still doesn't)
* Debuff can no longer be purged (buff still can)
* Can no longer be cast on spell immune allies. Becoming spell immune dispels the buff.

It was nerfed as an offensive item, and remains just as stupid as a defensive item to spam on your carry. That's kind of lame, much better if you reverse it, and leave it be the physical damage snowball item it's meant to be.

- Orchid Malevolence

* Recipe cost reduced from 775 to 575. Total cost reduced from 4075 to 3875.

Item was indirectly nerfed with the introduction of many additional ways to purge it : lotus, greaves, buffed diffusal, etc. Makes it come online sooner to compensate.


- Blink Dagger

* Blink is now disabled whenever the holder is under the effect of any disable controlled by enemies, for the duration of the associated debuff. Blink becomes instantly available again as soon as it ends.

Open Wounds, Orchid Malevolence, Diffusal Blade, Rod of Atos among many others now disable blink.


- Ghost Scepter

* Ghost form no longer blocks ranged projectiles that were fired before it was activated