USA! USA! USA!
I... I'm sorry. We're American and he's been like that since Universe's six million dollar echo slam. It'll take awhile to un-break him.
USA! USA! USA!
Annnnyways, with an absolutely insanely huge tournament on our heels, it's time to start looking towards the inevitable 6.85 patch. I'm anticipating some big, big changes, because while the grand finals were fun to watch, I think everyone has to admit they were a little... stale.
The game as it stands right now heavily favors heroes that can fight early on, but also have decent scaling into the late game. As such, teams were forced to limit themselves to a specific strategy and a smaller pool of heroes than usual in order to stay relevant.





So, since I'm still in the process of getting out of constant Dota watching and back into playing, I'd like to give my thoughts about potential re-balances we may see in 6.85. Starting, of course, with:
Gameplay
If we want to reel the game back to a more balanced state without hitting a butt-ton of heroes with a nerf stick, this is where we need to look. Now, there is the simple revert, for sure, and we might see just this:
Melee lane creep bounty increased from 40 to 43
Ranged lane creep bounty increased from 45 to 48
Hero kills are worth 10% less...
Etc, etc. Alternatively, we could leave the bounties the same but completely remove the infamous 'rubber band' mechanic entirely, though in my personal opinion it's not in too terrible a spot at the moment. I think if I had to change one thing specifically, it'd be this:
The amount of AoE Bonus Gold given is now increased/decreased by up to 20% based on the dying hero’s relative rank in net worth amongst all the enemies on that team.
I'd either remove the increased reward component of this mechanic entirely, or re-scale it so that the AoE Bonus Gold was only increased by up to 10%, but still decreased by 20% {For example, if killing a hero would normally grant total AOE gold of 600, if that hero was highest in net worth on the enemy team they'd be worth 660, while if they were the lowest net worth they'd only be worth 480.)
There were a lot of spamming spell-casters this patch: seeing




All heroes' innate magic resistance is increased by 10%
This is huge, and is probably a stupid idea. But it's out there, and it's not entirely silly to think that something like this might make it into the actual 6.85 balance log. It'd certainly make

Next, let's talk about mana. There's a LOT of available mana regen on the map right now. Bottle crowing, despite countless efforts by Volvo and Icefrog to dis-incentivize it, is still huge and lets people sustain in lane like crazy. Perhaps, then, it's time we did something like this:
Bottles can now only be refilled when held by a hero.
Note, that does say 'a hero', and not 'the bottle's owner'. You could still do the TP-from-base trick, and you could always give your bottle to a teammate to take back to fountain for you. This change would make runes more contested, and mana-regen items more necessary for heroes that spam spells.
One final gameplay change I'd love to see is an artifact from 6.82, when everyone was convinced that DEATHBALL NEEDED TO DIE, regardless of the fact that the Deathball strategy wasn't what won TI4. It's simple, but it really does make some strategies much more viable then they are right now:
Tier one towers no longer refresh glyph when destroyed.
There is no reason this should happen anymore. There's an argument to be made there's no reason it should have happened to begin with, because the game shouldn't punish people for picking a pushing strategy simply by design. If this change happened, all of us in the Safestack would be happy.
Update 1.1: (Partially suggested by Sando)
When stacking creep camps, the first additional stack of creeps will yield 15% less gold, the second additional stack will yield 30% less gold, etc.
Sando's suggestion was to limit the number of times you can stack a camp, but I feel that's far too big a change to the game's mechanics. The spirit of the idea is understood, though, and I feel like this is a good way of making jungle-farming less rewarding without punishing it too badly.
How you doing over there, scrub?
USA! USA! USA!
Got it. Time to move on to heroes then.
Heroes
I'm not insane enough to do a full list of expected nerfs/buffs to heroes, don't worry. I will, however, focus on the main ones that we saw get picked up EVERY SINGLE GAME this patch... competitively, at least.


Perhaps this buff would need to be paired with a damage nerf to



Spiderling's damage decreased to 12-13 against heroes (still 18-19 against creeps and buildings).
Just... yeah. The spiderlings do a bit too much damage in my opinion, but I don't think hurting her jungling and pushing is called for. So... this was my solution. Weeee.





When Bounty Hunter's intelligence gain was buffed last patch, Shuriken Toss was rebalanced to do WAY more damage, but cost way more mana. I personally think it was too much: a 375 bouncing nuke that mini-stuns is... awesome. Really, really awesome. Meanwhile, the rest of Bounty Hunter's spells weren't touched mana-wise, making them super easy to spam. This is one of the reasons we saw so much of him this patch.
By making the cooldown of



I'm an agent of Chaos. And you know the thing about Chaos? It's fair.


See, Icefrog-senpai? I can change the cooldown of Vacuum too! Noootiiiice meeeee.
But in all seriousness, the cooldown is a little low right now. A nerf here is called for, but I think that's about all that needs changing.



I got sick of seeing




Strength gain increased to +2/level


A small buff to

Update 1.2:



A little love for the Worldsmith couldn't go awry right now. Since the consistent buffs to



Base movement speed reduced to 300.
USA! US... wait. That's it?
Scrub! Welcome back to the land of the pleasant.
Ok, but seriously, that's... it? That's the ONLY thing you'd change about Gyro? Are you stupid?
Right now, Gyrocopter's spells are strong, but all require him to be in good positioning. There's nothing OP about the numbers themselves, just how reliably he can get in a spot to USE those spells. His move speed is currently one of the highest in the game, at 315, so bringing him down to the average of 300 would do a lot more than you think. Might even give people a reason to take an early level in


Base movement speed reduced to 305.



Seeing as he was picked or banned in literally every game of the international,









Update 1.2:


Nerfs all around for






Right now, getting hit with





Update 1.1: (Suggested by: Dimonychan)


Looking over my original notes for this, I actually had intended to write this and just kinda forgot. Good on Dimonychan for pointing out how messed up her cooldown is on her ultimate. I think this is a good balance, making it scale better without Agh's but also nerfing the Agh's cooldown.

Base armor reduced by 2 (starting armor is now 3.94).
I feel like Naga's sklls are mostly in a good spot, but she's a little too good at trading hits back and forth right now. An armor nerf is on point, I think, making her a little weaker early on. Another suggestion courtesy of my buddy Safebulb that I thought worth mentioning was this:


I think it's a cool concept.

Update 1.1:


As of right now,



I think Storm is in a pretty good place and just shines in the current meta, but a mana cost increase for Remnant might be called for anyways. Right now, he can get away with just a little too much lane harass for little mana cost, and his jungling is EZ MODE. Increasing the mana cost this way won't impact his late game too much, but just makes getting farmed earlier on more of a chore, which is where I think he needs to be targeted.

Land Mines and



I honestly think Techies is in a good place damage wise, and this is the only thing that really needs to be changed. Making the mines easier to de-ward frees up more time for the enemy team to make up the gold they spent on Sentry Wards, and having Remote Mines be worth gold doesn't break the hero in my opinion: it just means that


Reduced strength gain to 1.3/level.
The last few patches have been going the right direction for the ol' Soul Keeper, but he's still WAY too good, if the number of times he was picked in The International is any indication. Reducing his strength gain by .1 might not seem like a lot, but it'll help burst him down at all stages of the game.
Update 1.1: Kappa.
Update 1.2:


Alright, joke's over, time to really discuss the trash-tier hero that is



- If Tusk is alone in Snowball, it can remain stationary for up to 4 seconds.
- With one additional unit in Snowball, it can remain stationary for up to 3 seconds.
- With two additional units in Snowball, it can remain stationary for up to 2 seconds.
- With three additional units in Snowball, it can remain stationary for up to 1 second.
- With four additional units in Snowball, it can remain stationary for up to .1 seconds.

Some re-balance for










Just a few buffs to make everyone's favorite snake more persistent, annoying, and relevant. It increases his overall damage output (as right now, if



Heroes who are moved out of Winter's Curse AOE are no longer affected by the debuff.
Some minor nerfs for a hero who's in a mostly good spot. An additional 20 second cooldown at all levels gives the enemy team more time to play around her ultimate. The second nerf gives some counter-play to the spell: where previously if you were moved out of the AOE, you'd walk back to keep attacking your ally, now


Update 1.1: (suggested by: Dimonychan)


Items

Cooldown increased to 25 seconds.
Mana cost increased to 210.
Just some more Eul's nerfs because... it's still pretty damn strong. Maybe these aren't necessary, but I figured I'd throw them on here. Feel free to tell me how wrong I am to nerf Eul's in the comments below.
Update 1.1: (suggested by: Sando)
Eul's scepter now resets the cooldown of

^ This nerf is far superior to the one I suggested. Let's go with this one.





For as useful an item as



- Medallion armor reduced: now only provides +5
- Valor active now reduces enemy/self armor by 2.5, and increases ally armor by 2.5.

- Shine active now reduces enemy/self armor by 5 and increases ally armor by 5.
- Shine active now reduces self evasion by 15% and grants 15% evasion to allies.
- Shine active now gives enemies a 15% miss chance.
Medallion and

Update 1.2:

Barrier active now blocks 500 spell damage.
Barrier active now blocks magical and pure damage.
A buff for the oft-forgotten Pipe, now that





I might be going back and editing this article as I have more ideas, or maybe I'll add a section with your ideas too, so lemme know what you think! If I predict anything correctly, I give you full permission to automatically assume that I'm Icefrog. I won't mind.
Or Icefrog could improve the duration, 12 seconds on 60 seconds cooldown, srsly?
- Added
- Reworked
- Added
- Added
That being said, because of the way damage is these days, I wouldn't think that having magic damage pierce spell immunity is impossible. The way 6.82 spells it out: Magic Immunity has now been renamed to Spell Immunity. Spell Immunity only defines if Spells interact with it, not how damage itself is handled. This means that on its own Spell Immunity status does not reduce any damage.
Now, sources of Magic Immunity are coded to also grant 100% MR right now, which is why I think you're saying the change is 'impossible'. But seeing as previous to 6.82, Lina's Aghs ult was a magic damage nuke that pierced spell immunity, I feel like Valve could figure something out if that was the way they wanted to nerf her.
Woud you like a buff to midas active perchance?
I want it be rescaled from 100 seconds cd to 60. Pls, mr.Kyfrog, implement.
You have some good points
but you also have your bad points.
Naturally, i had my pen and paper handy. Thanks
We are going to see action packed games that are easily digestible in a course of 35 minutes.
This i can promise you.
So really Lina's Ag's just no longer exists with this change. Which is bad.
So it does go through Spell Immunity, however, the 100% resistance makes it 0.