- Sven
* Storm Hammer cooldown rescaled from 13 to 22/19/16/13 seconds
* Storm Hammer damage rescaled from 100/175/250/325 to 25/125/225/325
* Warcry coooldown rescaled from 32/26/20/14 to 17 at all levels
**** the 1/4/4 value abuse build. Seriously. That build is the reason why he gives a 20 armor bonus to his entire team at the 10 minute mark, which is broken as hell.
- Kunkka
* X Marks the Spot cooldown rescaled from 26/20/14/8 to 25/20/15/10
* Ghost ship rum duration reduced from 10 to 7 seconds
Yes, that's a Kunkka nerf. Because the point is to balance heroes around their actual strength, not their pick rates...Right?
- Dragon Knight
* Breathe Fire mana cost reduced from 100/110/120/130 to 105 at all levels
Makes up for the fact that bottlecrowing and even bottle is dead, so you can't even afford to use your Q in the mid lane right now.
- Omniknight
* Repel mana cost increased from 50 to 75
Too spammable. Repel shouldn't be up permanently at no cost.
- Timbersaw
* Reactive Armor HP regen per stack reduced from 1/1.2/1.4/1.6 to 1 at all levels
* Reactive Armor is now fully disabled by Break (Break causes it to lose all its existing stacks instead of just preventing it from gaining new stacks)
- Bristleback
* Bristleback passive Quill Spray procs are no longer disabled by Break (only damage reduction is)
* Warpath now reduces the mana cost of Bristleback's spells by 2/3/4 per stack
- Phoenix
* Sun Ray range reduced from 1300 to 1170
* Sun Ray range is no longer increased by Aether Lens
Broken skill. Got massive buffs for no reason in the previous patches, this wasn't predictable in any way XD
- Io
* Relocate exploit with Town Portal Scroll fixed
You can use TP scrolls to revent yourself from relocating back. This has been abused again and again in competitive...
- Pudge
* Meat Hook ministun and damage no longer pierce spell immunity, only displacement does.
Yes, Pudge is overpowered, somebody needs to say it so I will. Icefrog should stop buffing him every single patch just because he's not picked in competitive. The ability to stun throgh BKB at a 1500 range is plain unfair when it's used to cancel stuff like BKB+TP or Black Hole. Besides his aghs is too good so at least it shouldn't go through BKB.
- Drow Ranger
* Frost Arrows is no longer an UAM
* Marksmanship AGI bonus rescaled from 40/60/80 to 40/60/90
* Aghanim's Scepter now causes Marksmanship bonus to only be halved instead of disabled when an enemy hero is nearby.
She's honestly close to being a pretty good hero. I'm serious, Hurricane Pike Drow is really that good. Just needs a little kick. Aghs buff is here to make the Thor build better at manfighting.
- Mirana
* Aghanim's Scepter fully reworked.
Gives Mirana a new ability : Meteor storm
After a delay, Mirana summons a brutal meteor fall in the target area, creating a blast that stuns on impact and deals damage over time. 1 second delay. Stuns enemies for 1.5 second, and pushes them away from the center of the impact towards the edge of the AOE. Enemies then take 100/125/150 pure damage per second as long as they remain in the AOE. 700 AOE. Lasts 7 seconds. Mana cost : 175, Cooldown : 70. Fully blocked by spell immunity.
Please make aghs a scaling teamfight item for support Mirana like it should be. Aghs is for utility builds, that's the whole point of the item. If you want to play carry Mirana there's already damage items for that.
...Not a stupîd design that turns core Mirana into an AFK farming Tinker which is so out of place on that hero it makes me cringe. (and has no place on support Mirana because it doesn't scale and needs to be rushed as a farming item)
Phantom Lancer
* Diffusal Blade : added level 3
Mana burn increased to 50 on heroes, 30 on illusions
Doesn't refresh charges when upgraded to level 3
Refreshes charges automatically at the rate of 1 charge every 60 seconds
Riki
* Blink Strike cast range reduced from 800 to 500/600/700/800
Death to value points and midlane camping.
Sniper
* Primary attribute changed to INT. Full rework into a nuker, not a carry/ranged creep.
Luna
* Turn rate increased to 0.9
Regular training at the strip pole is paying off : shakes the booty faster every patch.
Gyrocopter
* Aghanim's Scepter reworked. No longer gives a side gunner. Now causes Call Down to root enemies for 1.5 second on both missiles, reduces Homing Missile activation time from 3 to 1.5 seconds, and causes missile to always deal maximum damage.
Support Gyro.
Ember Spirit
* Activate Fire Remnant now has a 0.4 second cast point
* Base strength increased from 19 to 22
Broken ulti. Can dodge Chronospheres and Black Holes cast on his remnant instantly because 0 cast point. He's not even physically present at the location of his remnant at any moment. Fix that ******** pls.
Bloodseeker
* When Bloodrage is level 4, the skill no longer goes on cooldown when cast on Bloodseeker himself
* Base attack time upgraded to 1.6
Razor
* Eye of the Storm cast point reduced to 0
* Eye of the Storm cooldown reduced from 80/70/60 to 55 at all levels
* Eye of the Storm mana cost reduced from 100/150/200 to 80 at all levels
Deceptively big buff because chasing with ult can be a pretty big deal. Also makes Mekansm Razor less terrible.
Venomancer
* Poison Nova cooldown reduced from 140/120/100 to 120/100/80 without aghs, and from 140/120/60 to 100/80/60 with aghs
* Poison Nova mana cost reduced from 200/300/400 to 150/225/300
* Successive casts of Poison Nova now add the duration of the new one to the old one instead of refreshing it.
He's too dependent on level 16, an there's no reason for that. Also, ult sucks at level 6. Seriously screw midas Veno, make fighting Veno a thing. Also make refresher Veno a thing.
Phantom Assassin
* Blur no longer gives evasion. Instead gives a 10/15/20/25% backtrack like Void's old backtrack (works on magic damage as well and not countered by MKB). Fully disabled by Break.
PA isn't even that good in the mid game so why make her drop off in the late game in the first place because MKB/Silver/Bloodthorn? Blur is hard countered by 3 items in the game so every hero can counter that almost useless evasion easily. Change makes Battle Fury PA viable because her late game is finally good, and makes Butterfly PA viable as well.
Meepo
* geostrike now gives Meepo a passive 40% accuracy
It's kind of unfair that he can't deal with evasion.
Slark
* Essence Shift now gives 3 damage and 3 attack speed per stack instead of 3 agility.
General pub quality of life buff, you no longer have to deal with unkillable 50 armor Slarks with mass AGI stacks.
Terrorblade
* Should be a small nerf that isn't unfair, like a base AGI nerf or a mana cost scaling on his W, but seriously don't touch him, he's cool and I like free MMR.
Arc Warden
* Primary attribute changed to INT
* Base attack time upgraded to 1.55
* Magnetic Field no longer gives evasion. Instead gives 4/8/12/16 armor to all allied heroes in the AOE. Also affects towers.
Straight up buff, since his best items are INT items : Necronomicon, Scythe of Vyse, Bloodthorn. Being an AGI hero with garbage AGI gain is terrible in every way. This makes him kind of a zoo hero like Furion. IMO that's far better than making him an illusion AGI carry because we already have Terrorblade for that.
Crystal Maiden
* NO CHANGE. Seriously stop buffing her. Nice permaslow OSFrog :)
Puck
* Base attack time upgraded to 1.55
But I want to play offlane Puck and trade hits with supports. And I want to play Bloodthorn/sheep right-click Puck :)
Windranger
* Windrun no longer disjoints tower hits, and no longer disjoints true strike hits
* Windrun duration reduced from 3/4/5/6 to 2.5/3.5/4.5/6
Death to value points, and death to disjointing double Weaver attacks when he has MKB because that's fckin broken.
Lina
* INT gain increased from 3.2 to 4
* Fiery Soul attack speed increased from 40/55/70/85 to 35/55/75/95
Nukers aren't that good because indirect nerfs. She's a mediocre support as well for the same reason. So make her a blink/Bloodthorn/sheep semicarry. Right click Lina ftw.
Shadow Shaman
* Hex duration increased from 1.25/2/2.75/3.5 to 2/2.5/3/3.5.
* Hex manacost rescaled from 110/140/170/200 to 120/140/160/180
This skill is so **** at level 1 it's not even funny. I know there's Shackles, but seriously, 1.25 second hex is the reason why I never play SS as a support. Compare to Lion's 2.5 second hex at level 1...
Silencer
* Arcane Curse damage/second rescaled from 14/21/28/35 to 15/20/25/30 + 0%/5%/10%/15% of Silencer's intelligence
* Arcane Curse manacost rescaled from 75/95/115/135 to 80/90/100/110
* Arcane Curse damage is no longer paused when the target is silenced. Instead the debuff still applies its full effect and doesn't count down when the target is silenced (like Aghs Doom)
* Arcane Curse now pierces spell immunity when cast with Aghanim's Scepter Global Silence
(still doesn't when cast manually)
* Last Word now applies a disarm (again)
Useless Q, useless E, useless aghs. I hope this fixes all these issues he has right now.
Rubick
* INT gain increased from 2.4 to 3
Too dumb to be a proper grand magus. His mana pool is terrible, which limits the fun.
Skywrath Mage
* Mystic Flare now has a 4th level, available on level 25. Same effect, but reduces cooldown to 0.
(regardless of having aghs or not)
His aghs rework completely killed Sky as a core, because all his late game ( Scythe of Vyse into mass Mystic Flare spam = oneshot) doesn't work anymore. Now core Sky doesn't even need aghs, aghs is for support Sky in combo lineups.
Oracle
* False Promise now only doubles healing from Oracle himself
* Fortune's End cast range reduced from 850 to 750
* Fortune's End max channel time/stop duration reduced from 2.5 to 2
* Fortune's End damage increased from 90/120/150/180 to 100/160/220/270
Synergy with Satanic on his carry is straight up broken, so is the synergy with healing carries like Huskar. Rebalancing his Q is needed because the "sit back and cast longe range skills" on a support is just lame. Heal form Purifying Flames is still doubled, so is heal from mek or urn.
Techies
Remove Remote Mines because that skill is stupid design. Make his W something like a reverse Meat Hook that pushes enemies forwards, and make Stasis Trap his ulti with a big AOE/duration buff and reduce its trigger time to 0.
This way he's a real initiator like he should be and not just an AFK miner.
Lion
* Earth Spike no longer has unit targetting
Witch Doctor
* Paralyzing Cask cooldown increased from 20/18/16/14 to 20 at all levels
Enigma
* Malefice is no longer purgeable
Warlock
* Upheaval slow increased from 7%/14%/21%/28% to 13%/18%/23%/28%
Seriously, the only way to achieve anything with this hero in solo queue is playing him in dual lanes, Slahser's way. Lane for 6-7 minutes with heal and then start roaming with Upheaval. But the skill needs to be good with only 2 points in it for that.
Pugna
* Life Drain is no longer disabled by losing vision of the target.
(still doesn't give vision)
Pugna ult is simply too easily countered...just fog it. Screw that.
Leshrac
* Pulse Nova activation cost reduced from 70/90/110 to 40 at all levels
* Aghanim's Scepter now reduces all of Leshrac's cast points to 0
(on top of the ultimate damage increase)
( Split Earth and Lightning Storm still have an effect delay of 0.35 and 0.25 respectively)
Seriously, just balance this guy instead of making him OP in one patch and terrible in all other patches...he's fun as hell.
Invoker
* Tornado no longer applies a dispel
* Passive bonuses from Quas, Wex and Exort are now disabled by Break
* Ghost Walk now applies Break on Invoker as long as it is active
No longer moves at 522 movement speed under dust, which is one of the most broken things in the game right now.
outworld devourer
* Astral Imprisonment mana cost reduced from 120/140/160/180 to 120 at all levels
If OSFrog wants us to max it first, this has to be done.
Shadow Demon
* Demonic Purge mana cost reduced from 200 to 200/150/100
* Aghanim's Scepter now causes Disruption to freeze cooldowns for the duration when cast on enemies
Make his aghs better at countering heroes with short cooldown Blinks, Shukuchis and similar. Not just more slow. This way he's more versatile.
Also, ult scaling sucks, right now there's hardly a point in even skilling it past level 1 until you have aghs.
Mask of Madness
* Movement speed bonus increased from 17% to 25% on melee heroes
(still 17% on ranged heroes)
This was nerfed because it was OP on ranged kiters, but high MS is balanced on melee heroes. I want to play MoM Jugger, Sven and even Chaos knight.
Shiva's Guard
* Arctic blast expand speed increased from 350 to 500
It's way too slow right now. Makes it finally viable for setting up skills like Echo Stomp.
It is not fun like previus Aghs but its ok on a Competitive view
Of course the best is when it's both fun and effective, but then so was Skywrath's old aghs and for some reason it was changed...
Did you notice you just reduced 470 cast range from Sun Ray ? at least buff her W to compensate
Magnus Aghs + Drow Ranger Aghs are broken and teamfight winning, coupled with some damage from Desolator and Critic she can just melt all the enemies caught in Reverse Polarity
Geostrike is the Weakest ability in the game, a orb of venom worth of ability, sure a buff comes in hand
Didnt like Gyro Rework on Aghs, i was thinking maybe a Huge buff to his Horning missile and stay with side gun, also remember that Hornning missile has interactions with Force Staff, something that would made Hurricane pike definitly viable on him
Venomancer just need a new item that has better synergy with his Skill set than Veil of Discord
SS needs buffs to his Ult cd, and Shackles Cast range, everything is balanced, also i need to test him semi carry for the win XD
Main problem of Lesh is that he is very squishy to stay in range for ult, even now that Blade Mail was nerfed on him, I would Rework his aghs to Give High Ground Vision and a blind efect that gives him 15/25/35 % of Magic and Atack Evasion, Much Like PA
Also Fix Shadow Demon Damage Amplifier, its just too random, maybe this can make the hero viable again
Also <3 Sven Utility, <3 Buff MoMadness, <3 Carry Sky
For example there's no difference in practice between a 100% slow and a 80% slow. Both put the target at 100 MS, so level 1 ult is still 2 seconds of max slow...which is actually longer than level 2 ult :)
I think the Meepo buff is a bit uncalled for, I mean, his "counter to evasion" is the absurdly high damage Poof, no?
If you want to make Call Down a support skill with aghs, why don't we just remove the side gunner? Probably revert it back to global range, on top of 2 seconds root?
And finally... change Sniper to this, please :p
Agree. I can try to tweak around with that.
I think the Meepo buff is a bit uncalled for, I mean, his "counter to evasion" is the absurdly high damage Poof, no?
Magic nukes have other counters. For example a WR with BKB can ignore Meepo completely and massacre him. Any right-clicker should have a way to deal with evasion...
If you want to make Call Down a support skill with aghs, why don't we just remove the side gunner?
Why would I? Even now it's not that good. Side gunner is still some additional damage, support Gyro has no real damage output.
Another thing I could do is make aghs reduce Homing Missile activation time from 3 to 2 seconds. It takes way too long to take off.
Probably revert it back to global range, on top of 2 seconds root?
Global range Ravage is OP
dota2.gamepedia.com/Heroes
It's by primary attribute and arbitrary classification and if you don't like it you can go back to your safe space XD
Besides Shallow Grave encourages the hero to run away before it ends because he's guaranteed to survive, while Promise encourages him to manfight with lifesteal so that he can heal up what he lost (which is lethal).
Essentially 4x lifesteal from Satanic is broken as hell because you can lifesteal 10K+ HP with that, guaranteeing that you can't die. The way it should be balanced is Oracle taking risks to heal the target with Aghanim's Scepter. And the heal is still doubled in that case.
That's what I did actually.
"Only doubles healing from Oracle himself". So Purifying Flames, Mekansm and Urn of Shadows is still doubled.
I would make Sven stun scale in stun durationn rather than damage and cooldown
I would make a restriction, that one hero can only be stunned by one cask 3 times maximum.
sniper headshot change from attack steroid to skill with 80/70/60/50 mana cost and slows enemy in his attack range for 3/4/5/6 sec and applying a mini-stun. cooldown something like 18/16/14/12. (make support sniper viable).
Add Aghs for Sniper, lowering mana cost of assasinate, making ulti cast to instantly apply headshot to target.
I would make drow ulti only lose half value when enemy is near.
Now that Hurricane Pike exists there isn't much point in making Drow a manfighter anymore. She's best played with positioning items.
You can use Silver Edge to initiate and pike to kite/escape. I think that's how she should be played right now.
I would make Sven stun scale in stun durationn rather than damage and cooldown
The problem if you do that is that you kill Sven as a support. Support Sven is all about going for kills in the very early game so if you nerf his stun that way he can't do this anymore.
I would make a restriction, that one hero can only be stunned by one cask 3 times maximum.
Completely agree. I thought about it, it was either that or what I did.
sniper headshot change from attack steroid to skill with 80/70/60/50 mana cost and slows enemy in his attack range for 3/4/5/6 sec and applying a mini-stun. cooldown something like 18/16/14/12. (make support sniper viable).
It's not a bad idea but having 2 slows and a bit of burst damage makes him a walking sack of gold, not a viable support.
Add Aghs for Sniper, lowering mana cost of assasinate, making ulti cast to instantly apply headshot to target.
That's underpowered as hell. I like the idea of making Sniper a viable support but I don't think it's realistically possible without removing Take Aim because that skill is terrible design if I ever saw any.
Personally I'd like Sniper to be reworked to be playable either a Lina-like mid hero with long range nukes, or a position 4 support.
www.dotafire.com/dota-2/forum/hero-and-item-ideas/sniper-rework-int-caster-19498
I hate utility Sven, so that would not be a big deal for me and I find it "not fair" when majority of disables scale (in time disabled) while storm hammer doesn't.
I'm honestly pretty confussed about sniper cuz he's now not a good carry nor support. His skillset is just weird...
Maybe get rid of take aim and make his attack range 850+-, make him new skill "camouflage" that would compensate his weakness or whatsoever
I hate utility Sven, so that would not be a big deal for me and I find it "not fair" when majority of disables scale (in time disabled) while storm hammer doesn't.
I don't think utility Sven is that good either, so it needs to be buffed, not nerfed :)
I'm honestly pretty confussed about sniper cuz he's now not a good carry nor support. His skillset is just weird...
Personal theory is that the hero was designed by Icefrog's 5 year old niece or something. It really looks like it was made up by a child...
IMO he should be an initiator-like hero with scaling skills, that can be played either as a mid or a support. Kind of like Kunkka. But not a right-clicker. And Take Aim or any attack range bonus just needs to go, that's horrible design.
Are you talking about making Sentry Wards buyable one by one? I already said on Sando's thread that I don't like it, it's unfair to offlaners in the early game because dewarding for no cost (you even get all your money back by killing the ward).
Also, I know that people who main support always like to ask for support buffs, but I think you don't realize the impact buffing supports has on the game at high level...
I do not wish any support buffs nor anything. You guys definitelly take some stuff too seriously ahah
But btw and now seriously, congrats on your most balanced Hamster patch ever. Even if some stuff seems beside the point to me, that's just a matter of opinion, and you don't have anything that sounds only partial or not thought of, besides balancing better than any other patch suggestion pubs and competitive (including Sando's patch). So nice one.
Really, support rights activists start to remind me of feminists.
Stop objectifying Crystal Maiden!
We constantly face dismissive and inappropriate comments and orders from core players!
Cores are weak, self-insufficient, cocky and greedy, we don't need them to win, 5 support team FTW!
We'll make every core buy an observer to let them feel our burden and stop inequality!
We'll build righclick items and make cores pay for them!(oh wait, that's the wrong one).
By the way I don't see any Oracle nerfs, I think that guy deserves some first-hand jabs.
Really, support rights activists start to remind me of feminists.
Shame on you. I really think the objectifying of supports is the main reason for the gender inequality and the latent rape culture in our society right now.
Supports represent either women or underprivileged minorities like Shadow Demon. Bullying them is being a sexist and a racist.
Also there's the real issue of the salary difference between supports and cores. That's bad values we all get from video games.
Now let me crawl back to my safe space XD
By the way I don't see any Oracle nerfs, I think that guy deserves some first-hand jabs.
I did! I removed the double heal abuse on his ult.
You can't really nerf him more because he's not picked that much in pubs anyways, and besides he's supposed to be one of the fun supports, he should still be encouraged.
And didn't you write in this very blog that heroes should be balanced by their actual strength and not pick rates? Besides this guy is actually pretty popular, he is one of the most popular supports in 6k+ and and he is a top tier support pick overall, he's just good at everything.
I think a small E manacost/damage nerf would do just fine.
Oracle is a combo support like wisp. He's completely unfair when paired with the right core but he's balanced on his own. So the only thing that should be nerfed IMO is his interactions with other heroes, not his skills on their own which are essentially fine.
This way people will still play him in solo queue cause he's fun, but there won't be any Oracle + huskar or other cheese cancer.
Okay maybe Fortune's End cast range/effect/uptime is a bit too good. So I can nerf his Q if you want. But his E is fine.
Shame on you. I really think the objectifying of supports is the main reason for the gender inequality and the latent rape culture in our society right now.
Supports represent either women or underprivileged minorities like Shadow Demon. Bullying them is being a sexist and a racist.
Also there's the real issue of the salary difference between supports and cores. That's bad values we all get from video games.
lol. In our country we have srong lobby of people who think this is the truth... we call them the "sunnies" I'm sure you have some of those in your countries as well xD
I've no issue with the single sentry not being purchasable in the first 5 minutes - it was never meant to be an aid to easy dewarding or cheap ways of screwing offlaners. It's simply a way of letting you do your job a little easier. Sometimes 200 gold can be tough to find, and not having any can be letting your team down in a clutch situation.
Oracle's skillset is fine, like Hamster said, he's just OP when combined with particular heroes and items ( Alchemist and Huskar mostly). I'd nerf these edge cases and go from there.
Oracle is mostly fine, just Fortune's End is still a bit too good, 850 cast range for a 2.5 second pseudo-stun + purge needs a slight nerf. Especially when it's on a 6 second cooldown.
Considering most supports are usually dirt poor, this was likely a small item anyway - Magic Stick or an Urn of Shadows or something. Later on, if you do happen to have money, you have another slot to play with (as you're only taking up at least a 1/3 of your inventory with team **** instead of 1/2).
The only possible nerf to invisible heroes there is that supports may be a little less likely to die to you.
It's been a year already and Hamster's still salty
It's been a year already and Hamster's still salty
Because there clearly was no other occurrence since then when I thought that an escape skill with a literal 0 cast point was broken as hell, with Ember being a common meta pick in the last 3 patches :)
Back then Ember wasn't even the Bots rush lame-*** rat that he is these days.
I mean even Sando said exactly the same thing.
And yeah, the whole point of Sleight of Fist's marked return point is surely so you can lay a little payback for when he returns, on the slight chance you've actually got an ability (erm... Ice Path, Black Hole, Chronosphere...is there anything else?). Being able to R away from this is so cheesy, even Phase Shift and queued Blink Dagger doesn't work here.
(Like, Shift is 3.25 secs, Blink cd is 3 secs, you do it in the .25 secs window, it should work)
Apparently dotka checks current unit status in discrete intervals and if you blink in the direction you were facing your delay after leaving shift is ~0, which minimizes the chance it overlaps with status check, while if you blink under, say, 90 degrees anlge, you will have a huge delay due to trun rate, and unit state check will occur during this delay, trapping you in Chrono/Icepath/whatever.
http://webmshare.com/NEYe1 - 0 deg blink
http://webmshare.com/zM9nb - 90 deg blink
This obviously works with Blink+Astral/ Disruption too.
Here is a really old video explaining this. Honestly, I still can't pull it off 100% of the time, but it works (afaik).
BTW speaking of poor trolling attemps, WTF was up with that "remove Janitsu" thread? You seemed to understand more than me XD
I mean, it obviously was someone from Dotafire who created a fresh alt-account for this thread and of all the active Dotafire members I think Janitsu himself is most likely the one who did that.
Unless that was you and now you're trying to cover yourself up by pretending to be completely clueless(Kappa(not)).
I mean, it obviously was someone from Dotafire who created a fresh alt-account for this thread and of all the active Dotafire members I think Janitsu himself is most likely the one who did that.
So this is why accusations of account creating can't just be taken as truth withouth proof you see... XD
he was a notorious mobafirean
The pa change is really well done but there should come a gigantic warning that mkb does nothing against backtrack. Than you can freely build butterflies on her and nobody will ever build a mkb again against a pa.
For ember, do you mean base strenght gain to 3 or base strenght to 30? The remnat change should be done however!
And can you please make sure these changes get into the game, like I feel they are going to do some ****ed up things.
The pa change is really well done but there should come a gigantic warning that mkb does nothing against backtrack. Than you can freely build butterflies on her and nobody will ever build a mkb again against a pa.
Well yea, that's kind of the point. Exactly like the old backtrack. Which enables two new items on PA, a hero which really lacks a good damage item. Making butterfly viable on her finally gives her good damage output.
For ember, do you mean base strenght gain to 3 or base strenght to 30? The remnat change should be done however!
Base strength increased by 3, so from 19 to 22. So that he's tankier in the early game, he's supposed to be a snowball carry who uses his E to fight early, not a lame Morphling wannabe rat that rushes BoTs and spends the entire game pushing out lanes.
And can you please make sure these changes get into the game, like I feel they are going to do some ****ed up things.
Agree. OSFrog lottery is always screwed up I don't trust it :)
By the way I'll add some item changes as well. Drum of Endurance and Shiva's Guard are really weak right now and need some buffs.