For aeons beyond count, the stars above coalesced their energy, each in time bursting forth the cataclysmic fires of supernova to mark the sky with stellar progeny. By this ageless crucible the star called Phoenix collapsed into being. Over long cycles this conscious light inquired and studied, and through chance learned of an enduring conflict of cosmic consequence. Thus an infant son of suns has taken terrestrial form, eager to shine its warmth wherever events seem their darkest.
Icarus Dive - Swoop forward in a fierce arc, slowing and damaging all enemies in your path.
Fire Spirits - Spend health to summon spirits which can be launched at your foes to burn them over time.
Sun Ray - Sacrifice vitality to blast your enemies, and heal your allies, with a beam of searing light.
Supernova - Become a core of fusing energy that burns nearby enemies which, if allowed to detonate, will stun foes and renew your strength.
Replay Takeover
Grab your friends and rewrite history! Now you can take control in any replay created after the New Bloom update, then act out the rest of the match from that moment forward. During a replay, hit the Takeover button to create a lobby where everyone can choose which hero to portray. Resume the match, and become the one to turn the tide of a favorite pro play, discover a way to escape an impossible setup, or relive a cherished team fight again and again.
Takeovers are considered a new match and have separate replays, which are recorded from the moment you assume control.
Additional Features
Items that have been purchased while dead can now be sold, if that item was bought during the same death. Previously, no items could be sold while dead.
Highlighting an allied Ward will now display its effective range.
Holding ALT and clicking on an ability will now issue a context-sensitive ping for that ability. This can be used to indicate whether the pinged ability is ready for use, if you do not have enough mana to use this ability, or to indicate the number of seconds remaining on that ability’s cooldown.
Terrorblade is the demon marauder—an outlaw hellion whom even other demons fear. He stole from the Demon Lords and for his crimes was taught this lesson: even Hell has a hell. He was incarcerated in Foulfell, a dark mirror of reality where demons are sentenced to gaze into twisted reflections of their own souls. But instead of suffering, Terrorblade mastered his reflected worst self and turned his terror loose upon creation.
Reflection - Create a double of your foe, which then attacks its original as it slows their movement.
Conjure Image - Summon forth an illusion of yourself to aid you in battle.
Metamorphosis - Embrace the darkness within, trading your melee attack for a ranged strike while granting additional damage.
Sunder - Sever the soul of an ally or enemy, exchanging your health for theirs.
Patch 6.80
GENERAL
You now lose one gold per second if you haven't picked a hero after the selection timer runs out in All Pick All Pick selection time increased from 60 to 75 All Pick pre-creep time reduced from 90 to 75
Roshan no longer stops upgrading his hp/damage/armor at 45 minutes Roshan upgrade rate increased by 20% Roshan bounty rescaled from 105-600 to 150-400
Alchemist Night vision reduced from 1400 to 800 Unstable Concoction maximum shaking duration reduced from 7 to 5.5 [?] Unstable Concoction no longer continues to get stronger while it is in the air
Ancient Apparition Ice Vortex spell damage amplification increased from 10/15/20/25 to 15/20/25/30 Ice Vortex duration increased from 12 to 16 Ice Vortex aura stickiness increased from 0.1 to the standard 0.5 aura value
Anti-Mage Mana Void radius increased from 300 to 450 Added AoE targeting cursor for Mana Void
Axe Base HP regen increased from 2 to 3 Berserker's Call duration increased from 1.5/2/2.5/3 to 2.0/2.4/2.8/3.2 Berserker's Call cooldown rescaled from 10 to 16/14/12/10
Batrider Attack animation time improved from 0.5 to 0.3
Beastmaster Call of the Wild Hawk duration reduced from 60/70/80/80 to 60 Call of the Wild Boar duration reduced from 70/80/90 to 60 Call of the Wild no longer destroys previous summons on cast
Bloodseeker Thirst Bonus Speed and damage rescaled from 7/14/21/28 to 5/15/25/35 Bloodbath now gives the full hero kill benefit (instead of only half) if he is within the 325 AoE when a hero dies
Brewmaster Primal Split cooldown reduced from 180/160/140 to 140/120/100
Bristleback Base damage reduced by 4
Broodmother Can no longer leave the map boundaries [?] Spin Web no longer provides 200 vision Free pathing is now removed when enemies have vision over you [?]
Bunker Build time reduced by 5 seconds
Centaur Warrunner Stampede cooldown reduced from 120/90/60 to 90/75/60
Clockwerk Hits required to kill Power Cogs rescaled from 3 to 2/2/2/3
Crystal Maiden Base intelligence reduced by 3
Dark Seer Ion Shell cooldown reduced from 10 to 9
Dazzle Weave duration increased from 20 to 24
Death Prophet Exorcism cooldown increased from 100 to 115 Silence AoE increased from 350 to 425
Dragon Knight Dragon Tail cooldown rescaled from 9 to 12/11/10/9
Drow Ranger Reworked Silence [?]
Earth Spirit Stone Remnant recharge timer increased from 25 to 35 Geomagnetic Grip now does a 2/3/4/5 second silence instead of a 1/1.5/2/2.5 second stun Geomagnetic Grip damage rescaled from 125 to 100/150/200/250 Boulder Smash damage rescaled from 100/150/200/250 to 125 Boulder Smash now does a 0.75/1.25/1.75/2.25 second stun instead of a 3.5/4/4.5/5 second silence Boulder Smash radius from 225 to 200 Rolling Boulder now also gets interrupted if disabled during the initial 0.6 rolling charge, instead of only while its moving Geomagnetic Grip now kills trees along the path of a dragged allied hero Targeting someone directly with Boulder Smash will now be blocked by Linken's Sphere Fixed being able to cast Geomagnetic Grip on magic immune allies Fixed Boulder Smash being able to target Magic Immune units Fixed Rolling Boulder travel distance going further than intended if you use a Stone Remnant near the end of the roll
Earthshaker Base movement speed increased from 300 to 310 Strength gain increased from 2.5 to 2.9
Enchantress Base armor reduced by 1
Enigma Black Hole AoE increased from 375 to 400 Black Hole cast range increased from 250 to 275
Faceless Void Chronosphere cooldown reduced from 120/110/100 to 120/100/80 You now have 1000 movement speed and phase while you are in Chronosphere Timewalk manacost reduced from 120 to 90
Huskar Burning Spear duration increased from 7 to 8 Inner Vitality bonus heal below 40% increased from 15/30/45/60% of primary attribute to 30/45/60/75% Inner Vitality cast range increased from 450 to 550
Invoker Forge Spirits armor reduced from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6 Forge Spirits attack range reduced from 300->900 to 300->690 EMP burn increased from 100->400 to 100->550 EMP delay from 3.7->2 to 2.6 Alacrity manacost reduced from 75 to 45 Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30
Jakiro Ice Path damage rescaled from 25/50/75/100 to 50 Liquid Fire DPS increased from 10/15/20/25 to 15/20/25/30 Dual Breath burn and slow duration increased from 4 to 5 seconds Dual Breath DPS increased from 5/10/15/20 to 16/36/56/76 Dual Breath damage interval improved from every 1 second to every 0.5 seconds Dual Breath Attack Speed slow increased from -20 to -30 Removed initial impact damage from Dual Breath [?]
Juggernaut Blade Fury cooldown reduced from 30/28/26/24 to 30/27/24/21
Keeper of the Light Mana Leak stun duration increased from 1.3/1.6/1.9/2.2 to 1.5/2/2.5/3
Legion Commander Moment of Courage now only procs one extra lifesteal attack [?] Moment of Courage buff grace period increased from 0.5 to 1.0 seconds Moment of Courage cooldown reduced from 1.2 to 0.9
Leshrac Lightning Storm jumps from 4/6/7/8 to 4/5/6/7 Lightning Storm damage from 80/145/205/265 to 80/140/200/260 Lightning Storm cooldown reduced from 5.5 to 4 Lightning Storm manacost reduced from 100/115/130/145 to 90/100/110/120
Lina Dragon Slave Initial/Final AoE increased from 275/150 to 275/200 Fiery Soul duration increased from 7 to 9 Fiery Soul movement speed increased from 4/5/6/7% to 5/6/7/8%
Lion Aghanim's Scepter now causes Finger of Death to hit units within a 200 AoE of the primary target
Lone Druid Spirit Bear's Entangle is no longer an Orb Effect
Lycan Wolves Fade Time decreased from 3 to 1.7 Level 3 Lycan Wolves now have Invisibility Level 4 Lycan Wolves now have a passive ability that gives them 15 HP regen
Magnus Base intelligence increased by 2
Medusa Mana Shield damage absorption increased from 0.75/1.25/1.75/2.25 to 1/1.5/2/2.5
Meepo Divided We Stand level requirement reduced from 4/11/18 to 3/10/17 Divided We Stand now passively reduces your revive timer by 10%/20%/30%
Morphling You can now cast and attack while in Waveform
Nature's Prophet Wrath of Nature manacost increased from 150/200/250 to 175/225/275
Necrophos Death Pulse now hits units in Fog of War
Night Stalker Crippling Fear's night miss chance increased from 40 to 50%
Nyx Assassin Cast Range on Impale now matches the travel range [?]
Ogre Magi Unrefined Fireblast manacost changed from 400 to 60% of your current mana [?]
Omni Knight Degen Aura stickiness increased from 1.0 to 2.0 seconds [?]
Outworld Devourer Astral Imprisonment cast range reduced from 550 to 500
Phantom Assassin Invisible heroes now trigger Blur Blur delay reduced from 1.5 to 0.75
Phoenix Fire Spirits Attack Speed slow reduced from 150 to 80/100/120/140 Fire Spirits can now be cast during Icarus Dive Fire Spirits DPS reduced from 20/40/60/80 to 15/35/55/75 Icarus Dive is now interrupted if you are stunned during it
Queen of Pain Sonic Wave Scepter cooldown rescaled from 100/70/40 to 40
Riki Base HP regen increased from 0.75 to 1.5
Sand King Sand Storm radius rescaled from 275/325/375/525 to 525
Shadow Demon Shadow Poison max effective stacks increased from 4 to 5
Shadow Shaman Shackles duration increased from 2.5/3.25/4/4.75 to 2.75/3.5/4.25/5 Mass Serpent Wards can no longer trap Roshan
Silencer Global Silence cooldown reduced from 140 to 130
Skywrath Mage Mystic Flare damage increased from 600/900/1200 to 600/1000/1400
Slardar Bash damage increased from 40/50/60/70 to 40/60/80/100
Slark Pounce damage reduced from 70/140/210/280 to 60/120/180/240 Shadow Dance cooldown reduced from 65 to 60
Sniper Take Aim range bonus increased from 80/160/240/320 to 100/200/300/400
Spirit Breaker You now gain vision over your target while you are casting Netherstrike
Storm Spirit Base movement speed reduced from 295 to 290
Sven Base armor increased by 3 Warcry cooldown reduced from 36/30/24/18 to 32/26/20/14
Terrorblade Sunder cooldown reduced from 160/110/60 to 120/80/40 Sunder is no longer partially blocked by Magic Immunity Reflection cast range increased from 250 to 275
Tidehunter Kraken Shell debuff threshold reduced from 600 damage taken to 600/550/500/450 Kraken Shell damage block increased from 9/18/27/36 to 10/20/30/40
Timbersaw Base strength reduced from 25 to 22
Tinker Added Aghanim's Scepter: Doubles Laser cast range and Heat-Seeking missile count
Treant Protector Overgrowth AoE increased from 625 to 675 Nature's Guise cast range increased from 300 to 600
Troll Warlord Fervor max stacks rescaled from 2/3/4/5 to 4 Fervor attack speed per stack rescaled from 20 to 16/22/28/34
Tusk Secondary units hit by the Snowball now take the same impact as the primary unit [?] Removed 50% threshold mechanic from Walrus Punch Walrus Punch base crit increased from 3x to 3.5x
Undying Soul Rip cooldown reduced from 25/20/15/10 to 24/18/12/6
Vengeful Spirit Wave of Terror armor reduction increased from 2/3/4/5 to 3/4/5/6
Venomancer Base damage reduced by 5 Base HP regen reduced from 0.75 to the default 0.25
Visage Base movement speed reduced by 5 Grave Chill manacost rescaled from 70/80/90/100 to 100 Familiars are now properly magic immune [?]
Warlock Upheaval max duration increased from 12 to 16
Windranger Focus Fire manacost reduced from 200/300/400 to 150 Focus Fire no longer has a cast animation
Witch Doctor Maledict AoE increased from 150 to 165 Voodoo Restoration initial manacost reduced from 25/50/75/100 to 20/30/40/50 Paralyzing Casks can now bounce to units in Fog of War
Wraith King Reincarnation slow increased from 50 to 75% Reincarnation slow duration increased from 4 to 5
Zeus Arc Lightning cast range increased from 700 to 850
Animal Courier Ground Courier bounty per player reduced from 175 to 150 [?]
Arcane Boots Manacost increased by 10
Battle Fury Cleave AoE increased from 225 to 250
Blink Dagger Blink no longer has a manacost [?]
Bottle Can now be used on your allies by holding down the Control key [?]
Bunker Build time increased by 5 seconds
Diffusal Blade Agility bonus increased from 22/26 to 25/30
Drums of Endurance Number of charges increased from 4 to 5 Recipe cost increased from 800 to 875
Eul's Scepter of Divinity Cyclone cooldown reduced from 25 to 23
Force Staff Force travel speed is reduced [?]
Iron Branch Gold cost reduced from 53 to 50
Mask of Madness Lifesteal increased from 17% to 20%
Mjollnir Changed the area type that is used when Static Charge hit units [?]
Necronomicon Necronomicon units bounty increased from 100/125/150 to 100/150/200 Necronomicon units armor reduced from 6/8/10 to 4 Necronomicon cooldown increased from 80 to 95
Observer Ward Can be targeted on allies to transfer one charge
Radiance Attack damage bonus increased from 60 to 65
Refresher Orb Recipe cost reduced from 1875 to 1800
Ring of Aquila Agility bonus increased from 6 to 9
Rod of Atos HP bonus increased from 325 to 350
Sange and Yasha Sange and Yasha slow duration increased from 4 to 5 seconds Sange and Yasha slow increased from 30 to 32%
Sentry Ward Can be targeted on allies to transfer one charge
Shadow Amulet Fade delay improved from 1.8 to 1.5 Can now be used on allies [?]
Shiva's Guard Arctic Blast range increased from 719 to 900 Arctic Blast speed increased from 300 to 350
Smoke of Deceit Duration decreased from 40 to 35
Teleport Scrolls Stacking delay decreased from 3/5/6/7/8 to 3/5/5.5/6/6.5 Max targeting range increased from 525 to 575 [?]
Tranquil Boots Movement speed increased from 85 to 90 HP Regen increased from 10 to 12 [?]
Veil of Discord Strength/Agility/Damage bonus increased from 3 to 6
Random Ability Draft
Trade the organized chaos of Dota 2 for a taste of pure bedlam! Unlocked at level 11, in this mode each player is randomly assigned a hero, and each hero's abilities are placed into a pool. Players then take turns choosing which abilities their hero will bring into battle. Behold the majesty of a Pouncing Pudge, witness Axe fumbling with Psi Blades, and experience the terror of Illusory Orb Magnus.
Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's unnecessary considering its strength is setting up easy damage for your teammates. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's so unnecessary. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
Quite often there's no logic in Dota patching. You throw shit at the wall and see what sticks.
On January 28 2014 05:17 ahswtini wrote: it's OMG mode!!! ability draft!!!!!
Random heroes makes it really unfair because so much of OMG is decided by who got the heroes with the better base model. When everyone picks from the same pool of abilities, animation/base stats/etc. become extremely deciding.
On January 28 2014 05:14 See.Blue wrote: What are thoughts on the new ES? He doesn't look significantly weaker damagewise
There are a lot of implications though. If you want to be able to re-position enemies and knock them into allies or towers (a big source of Kaolin's ganking power) you need to skill up boulder smash which now doesn't scale on damage AND if you are knocking someone around you aren't stunning them. So now Kaolins have to choose between ganking by repositioning with boulder smash and ganking by maxing grip for damage. They can't have it all in the mid game anymore. By 14 they'll be in roughly the same place, but late game Koalin was never really the problem to begin with (and even then they have to choose between a stun and repositioning an enemy).
Kaolin also now needs to choose between repositioning an enemy and stunning them. Overall the changes seem focused around an understanding of how strong being able to control an enemy's position is.
To me overall it also seems like it's prodding Kaolins to have a bit of an item timing now. Having something to help with initiating reliably seems important.
On January 28 2014 05:17 ahswtini wrote: it's OMG mode!!! ability draft!!!!!
Random heroes makes it really unfair because so much of OMG is decided by who got the heroes with the better base model. When everyone picks from the same pool of abilities, animation/base stats/etc. become extremely deciding.
Seems like a great patch overall, overall gameplay shouldn't change much, only some balance and a lot of really neat things like Wards and bottle, really happy about them.
Morphling slowly and quietly returning, I miss that hero so much He is the embodiment of dota and everything that makes it better than any other game. Big buff!
Wonder if the good old farm and jungle till < 100HP, then go invis and sunder full hp opponents strategy still works like I used to do it lol
Finally much deserved nerfs on Broodmother and Earth Spirit. But seriously, buffing take aim on sniper?... just another encouragement for newbs to pick this low skill cap hero to feed on my team, or camp in base and own us in base late game...
Lion aghs upgrade is pretty useless still unless you have magnus on your team. not even close to "overboard".
Blink without manacost is very interesting and sounds a bit too good I agree, but I'm excited to see it in action. Can't really pass judgement yet.
Void Chrono buff is really small actually. His time-walk cost change is actually bigger and I think its amazing. Now he can do a reasonable facsimile of anti-mage in the jungle with a battlefury. I *love* it.
On January 28 2014 05:53 Sn0_Man wrote: Lion aghs upgrade is pretty useless still unless you have magnus on your team. not even close to "overboard".
Blink without manacost is very interesting and sounds a bit too good I agree, but I'm excited to see it in action. Can't really pass judgement yet.
Void Chrono buff is really small actually. His time-walk cost change is actually bigger and I think its amazing. Now he can do a reasonable facsimile of anti-mage in the jungle with a battlefury. I *love* it.
TBH, I think void is approaching legit now.
I think Void was always legit, pro players were just enraptured with the combination of BF + taking a long time to fulfill his hard carry role. That passive farming style didn't do too hot but he could play Maelstrom-based builds just fine. It's not like these changes are going to alter what made him ineffective in 6.79 anyway (besides the Time Walk buff, which has a lot of implications regarding his skill builds, item builds, and lane presence). The Mjollnir and MoM buffs might be impactful, hard to tell.
The all pick changes are stupid. To fix the problem they should auto random (with no repicking) someone who doesn't pick by the timer, and give them -100 less gold. Instead we give them longer and a laughable gold reduction?
On January 28 2014 06:04 Schickysc wrote: The all pick changes are stupid. To fix the problem they should auto random (with no repicking) someone who doesn't pick by the timer, and give them -100 less gold. Instead we give them longer and a laughable gold reduction?
You think the penalty of losing one gold per second of your starting gold is laughable? Funny
When does the patch go live? Loving some of the changes. Some of the item changes are very sweet, like passable wards, using bottle charges on team mates etc. Small but very nice changes. Some of the hero buffs are crazy! And cant wait for all random ability draft.
On January 28 2014 06:04 Schickysc wrote: The all pick changes are stupid. To fix the problem they should auto random (with no repicking) someone who doesn't pick by the timer, and give them -100 less gold. Instead we give them longer and a laughable gold reduction?
You think the penalty of losing one gold per second of your starting gold is laughable? Funny
Well he thinks that forcing to random is a good thing. So there is that..
On January 28 2014 06:09 speakerbox wrote: When does the patch go live? Loving some of the changes. Some of the item changes are very sweet, like passable wards, using bottle charges on team mates etc. Small but very nice changes. Some of the hero buffs are crazy! And cant wait for all random ability draft.
Update will likely be this week to coincide with Chinese New Year (eve or day of). Like Wraith Night, bet there will be testing done on the test client first for bugs.
On January 28 2014 06:09 Schickysc wrote: 15 gold lost for waiting 15 seconds after the timer.... yup laughable. That's like 9 seconds of game time gold, not even half a branch different.
They also gave people longer to pick.
I also think 1/sec is pretty little. I would have done something like 50 + 2/sec.
On January 28 2014 06:04 Schickysc wrote: The all pick changes are stupid. To fix the problem they should auto random (with no repicking) someone who doesn't pick by the timer, and give them -100 less gold. Instead we give them longer and a laughable gold reduction?
You think the penalty of losing one gold per second of your starting gold is laughable? Funny
Well he thinks that forcing to random is a good thing. So there is that..
Well what's the point of having a timer if it's gonna be laughably enforced? The counter picking till creeps spawn ruins all pick, and at worst you will lose like 15 gold.
The 1 gold lost per second is more for the psychological effect rather than actual punishment, people that pick late are probably some sort of minmaxers so they will pick in the last second now
Icefrog never disappoints. Good buffs. Deserved nerfs.
Honestly speaking I have to say everything looks sold. I do wish that taking away brood's pathing was just with dust, but I can understand why it happened. Also love that no heroes can go off the map now.
On January 28 2014 06:04 Schickysc wrote: The all pick changes are stupid. To fix the problem they should auto random (with no repicking) someone who doesn't pick by the timer, and give them -100 less gold. Instead we give them longer and a laughable gold reduction?
You think the penalty of losing one gold per second of your starting gold is laughable? Funny
Well he thinks that forcing to random is a good thing. So there is that..
Well what's the point of having a timer if it's gonna be laughably enforced? The counter picking till creeps spawn ruins all pick, and at worst you will lose like 15 gold.
If you wait until creeps spawn that's 75 gold. You're not punished if you pick at the last minute, but if you're looking to deliberately counterpick you're losing a lot more than that.
this patch looks really good. a few changes that make me a bit sad but they're not game breaking. 10 seconds on global silence and making chronosphere stronger should be fine.
and the lycan buffs... holy fuck I have a gigantic nerd boner...
AP changes doesn't really solve anything. People who want to "try hard" counter pick will still wait until the last second to pick. Losing 75 gold at the start (so basically 2 gg branches) is not so bad if you are guaranteeing yourself the counter pick. It's about being disadvantaged during the first 2 min of the game versus potentially being disadvantaged for the entire game (if said person just picked whatever).
On January 28 2014 06:18 Varth wrote: Since when did Terrorblade lose his hp drain spell? How on earth do you build him these days?
Terrorblade has probably been reworked more than any other hero. Icefrog just keep cycling the same 4/5 spells every few patches. Give it another couple patches and I'm sure we'll see life drain come back to replace Reflection or something.
On January 28 2014 06:20 wuhan_clan wrote: AP changes doesn't really solve anything. People who want to "try hard" counter pick will still wait until the last second to pick. Losing 75 gold at the start (so basically 2 gg branches) is not so bad if you are guaranteeing yourself the counter pick. It's about being disadvantaged during the first 2 min of the game versus potentially being disadvantaged for the entire game (if said person just picked whatever).
It's worded like it happens after the timer expires, so if you wait 15 seconds after the 75 seconds, you will lose 15 gold. No?
If it starts the gold reduction from the beginning like you say, that sounds more fair.
On January 28 2014 06:20 wuhan_clan wrote: AP changes doesn't really solve anything. People who want to "try hard" counter pick will still wait until the last second to pick. Losing 75 gold at the start (so basically 2 gg branches) is not so bad if you are guaranteeing yourself the counter pick. It's about being disadvantaged during the first 2 min of the game versus potentially being disadvantaged for the entire game (if said person just picked whatever).
It's worded like it happens after the timer expires, so if you wait 15 seconds after the 75 seconds, you will lose 15 gold. No?
If it starts the gold reduction from the beginning like you say, that sounds more fair.
Straight up 75 gold lost would actually be more legit. I meant 75 is the most gold you will lose to counterpick when you wait until the last possible second without missing creep waves. It's now a game of chicken, which team wants to wait longer/lose more gold just to get the counter pick. I don't really think this change does anything.
But the lose gold straight from the beginning of the pick phase does sound interesting. As in, you start with maybe like 750 gold when the game loads and everyone starts losing gold until they pick a hero, regardless of how time thresholds.
Seems like a relatively small patch as far as balance is concerned. Favorite part is sharing bottle/wards. Now we just need a way for me to give my ring of regen to my partner and force them to give it back.
sniper change is ridiculous bm change is kind of retarded and kind of logical at the same time. I'm not sure if it's that great of a middle ground. rhasta changes were needed
also excited for the cosmetics, the shit I saw in the workshop were pretty nice.
On January 28 2014 06:35 R3DT1D3 wrote: Only change I don't get is the forcestaff change. The special note says it makes the target move in 0.4 instead of 0.3
Why and what's the push ability speed of Earth Spirit in comparison?
They travel the same distance, but slower, and thus take 0.4 seconds to travel that distance instead of the old 0.3 seconds.
I think the force change came about because people are using force to initiate just like a blink. But force is more popular because it gives stats and can be used to escape too. So IceFrog is trying hard to differentiate blink (Initiation) from force (Defensive utility) by weakening force's initiation (the slower travel gives more reaction time to stun/bkb/whatever), as well as making blink a better item overall.
The recent cooldown change on blink was along a similar vein.
On January 28 2014 06:35 R3DT1D3 wrote: Only change I don't get is the forcestaff change. The special note says it makes the target move in 0.4 instead of 0.3
Why and what's the push ability speed of Earth Spirit in comparison?
They travel the same distance, but slower, and thus take 0.4 seconds to travel that distance instead of the old 0.3 seconds.
I get that part but why the decrease of speed. They still function the same distance-wise so what does it taking 0.4 instead of 0.3 really change? Seems like a change just to have a change.
[EDIT] read above and the differentiation between blink and force makes sense.
On January 28 2014 06:35 R3DT1D3 wrote: Only change I don't get is the forcestaff change. The special note says it makes the target move in 0.4 instead of 0.3
Why and what's the push ability speed of Earth Spirit in comparison?
They travel the same distance, but slower, and thus take 0.4 seconds to travel that distance instead of the old 0.3 seconds.
I get that part but why the decrease of speed. They still function the same distance-wise so what does it taking 0.4 instead of 0.3 really change? Seems like a change just to have a change.
Its a common joke in the Starcraft 2 community because in the early days Blizzard kept increasing or decreasing the bunker build time by 5 seconds every patch to make it more balanced. In the end they decided that salvaging bunkers for 100% of the inicial cost was the problem and made bunkers salvagable for 75% of their cost (similar to canceling a bunker that was still building). Once they've done this, they stopped dicking around with the build time but the joke got a 2nd life in many patch discussion threads on TL.net.
people who think lion aoe wont matter without a magnus are so wrong...
how many times have you stunned two heroes running in a line? and now you can ulti both of them, that shit is useful in every game. Axe/Lion combo, will be so fun. Axe to bunch them up for lion ulti then axe can ulti all the ones that live.
On January 28 2014 06:56 Wingblade wrote: XD somebody please tell me they saw the bunker build time reduced 5 seconds "change" listed under the heroes. Lol well played!
On January 28 2014 06:30 Plansix wrote: Wait, agh on lion gives him a 20 second cool down and an AOE on his ult? That's a special level of stupid that I can totally endorse.
On January 28 2014 06:30 Plansix wrote: Wait, agh on lion gives him a 20 second cool down and an AOE on his ult? That's a special level of stupid that I can totally endorse.
where is 20 cd wording? didn't see it here
Thats the existing aghs effect. Its safe to say the AoE is an addition not a change to what aghs does
I don't buy that the AP changes are to discourage counter-picking. People will still do that probably.
To me what it punishes are the annoying people in AP picking; that person who cycles through the whole hero pool during selection, don't pick anything, and then pick a 4th melee carry as the creeps are spawning. At least now people are encouraged, if only slightly so, to make their pick during the pick phase and not be lazy about it.
On January 28 2014 06:56 tpmraven wrote: people who think lion aoe wont matter without a magnus are so wrong...
how many times have you stunned two heroes running in a line? and now you can ulti both of them, that shit is useful in every game. Axe/Lion combo, will be so fun. Axe to bunch them up for lion ulti then axe can ulti all the ones that live.
Most games Lion doesn't end up with an Agha. Core Lion needs other items to perform his role, and support Lion never gets that kind of gold.
It's a cute addition to the Agha effect, but Lion needing an Agha to get the effect is what makes it not matter.
On January 28 2014 07:04 plasmidghost wrote: Jesus, these changes are nuts. It's like 6.79 all over again
Its not remotely close to 6.79. 6.79 passive gold changes, start gold changes, smoke changes, jungle camp spawn changes, ward duration and sentry vision changes, ALL of those are bigger than any change present in this patch.
Edit: oh yeah, regen cost changes, ranged deny XP changes, Jungle XP share changes, all of those are also bigger than anything in this patch. Also creep equilibrium changes. The list goes on.
On January 28 2014 07:03 Logo wrote: I don't buy that the AP changes are to discourage counter-picking. People will still do that probably.
To me what it punishes are the annoying people in AP picking; that person who cycles through the whole hero pool during selection, don't pick anything, and then pick a 4th melee carry as the creeps are spawning. At least now people are encouraged, if only slightly so, to make their pick during the pick phase and not be lazy about it.
Also if Skywrath can have a 0s cd ult and be balanced, Lion with 20s cd aoe ult will probably be ok.
People just pause for those people anyway when the timer runs out, "oh orange is afk it would be unfair not to wait for him".
6.80 does not change the game as drastically as 6.79 did. Pro players will most likely comment positively on this patch for the most part and approve of the changes. Hell, I think most people should be glad that so many tweaks have been made to improve the game. No change is no fun at all.
Ogre seems fucking amazing with aghanims now. You're always going to have mana for a stun. You only have 10 mana left? Unrefined fireblast costs 6 mana. This is going to be SO MUCH FUN! I want to play a farming Ogre: Midas, Phaseboots, Aghanims, AC. Come at me bro.
On January 28 2014 05:02 Firebolt145 wrote: Meepo Divided We Stand level requirement reduced from 4/11/18 to 3/10/17 Divided We Stand now passively reduces your revive timer by 10%/20%/30%
So sniper used to outrange a tower with 2 levels of take aim. Does the new patch mean he outranges the tower in 1 level now? or are 2 levels still needed?
On January 28 2014 07:25 NeThZOR wrote: So all items that use Ironwood Branches are cheaper I hope? Always hated adding that 3 gold to buy a Mek, just feels so out of place lol.
I mean, by buying it straight from shop without building it first from its constituents.
Well I'm pretty sure there's no difference between manually buying each component of an item and buying the item in one go.
There is no difference; except when buying each item individually, and said items are cheaper now but buying the completed item is more expensive (there is no mention of cost changes), then a difference does exist.
I'm just being nitpicky atm but I'd like to know anyway.
On January 28 2014 07:37 NeThZOR wrote: There is no difference; except when buying each item individually, and said items are cheaper now but buying the completed item is more expensive (there is no mention of cost changes), then a difference does exist.
I'm just being nitpicky atm but I'd like to know anyway.
the only part of an item where the price is specific to it is its recipe (if it has one) so it will have gone down in price
Happy with so many changes. The All Pickers who wait forever to pick a hero, the changes to Brew, Enigma, ES, Lion, LD, and the bottle change is super convenient. And that Tinker buff. Oh my God the beautiful beautiful Tinker buff. Also the Blink Dagger buff. Based Ice Frog too good. I'm not really sure the Meepo ult change helps him at all; are you even going to have t2 boots as Meepo by level 3? And I'm still a little sad that Pugna ward didn't get nerfed. And if noobs hated Riki and Sniper before, I can't imagine how many noobs are going to quit after playing against Sniper and Riki now. But all in all I think this patch is a good thing
I think IceFrog just wants you to use your level 1 meepo ult in the lane. If you have 2 dudes on level 3, that's really good for meepos laning. Sure, you can't jungle or gank on level 3, but you should be able to lasthit harass or runecontrol mid pretty well now.
On January 28 2014 07:56 cecek wrote: I think IceFrog just wants you to use your level 1 meepo ult in the lane. If you have 2 dudes on level 3, that's really good for meepos laning. Sure, you can't jungle or gank on level 3, but you should be able to lasthit harass or runecontrol mid pretty well now.
ive wondered if the two meepos could be used for laning beyond the marina trench
Want to know my least favourite part about this patch? The new hero is a hard carry who looks cool. What does this mean? In pubs, be prepared to have retards picking this guy every game, contribute nothing for an entire game, then come out with a couple of lousy items and go "noob support".
Seriously, at least Legion had great ganking power, earth spirit was OP and ember had an escape. Now my lowly life as a support player is just about to get worse with all the TB pickers. Other than that thx icefrog for lina and ds buff yay
On January 28 2014 07:53 Tuco wrote: Can someone explain to me how the morphling change is a significant buff?
I've got over 1400 games played and only 1 with Morphling (I know, it's sad) so I cannot give you the massive amount of possibilities that this opens up for the hero. A few reasons why this is a major buff popped in my head when I read the notes, and the most simple one is that now,with quick enough reflexes, you can jump to a replicate while you escape/chase with waveform.
On January 28 2014 07:53 Tuco wrote: Can someone explain to me how the morphling change is a significant buff?
before you used to be able to use multiple items/abilities/autoattack during waveform, which makes his shotgun an actual shotgun. now it's really delayed because you have to queue up abilities and gives the opposing team more time to react. also really useful for str morph during your invincibility frames while in waveform.
it was literally the biggest nerf to his abilities after ti2, even if you factor in the base animation nerfs
now he's almost back to ti2 status except for a nerf to his base damage and some other small things I'm forgetting
On January 28 2014 07:56 cecek wrote: I think IceFrog just wants you to use your level 1 meepo ult in the lane. If you have 2 dudes on level 3, that's really good for meepos laning. Sure, you can't jungle or gank on level 3, but you should be able to lasthit harass or runecontrol mid pretty well now.
ive wondered if the two meepos could be used for laning beyond the marina trench
I think it definitely could. I mean, on level 3 it doesn't really matter that the clone doesn't have items or stat sharing, no heroes have too many items, anyway.
On January 28 2014 07:53 Tuco wrote: Can someone explain to me how the morphling change is a significant buff?
before you used to be able to use multiple items/abilities/autoattack during waveform, which makes his shotgun an actual shotgun. now it's really delayed because you have to queue up abilities and gives the opposing team more time to react. also really useful for str morph during your invincibility frames while in waveform.
it was literally the biggest nerf to his abilities after ti2, even if you factor in the base animation nerfs
now he's almost back to ti2 status except for a nerf to his base damage and some other small things I'm forgetting
Increased manacost on Eblade Base dmg reduced by 5 Wave form aoe reduced Morph cost increased
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's unnecessary considering its strength is setting up easy damage for your teammates. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
You have zero clue what you're talking about. He's a melee carry with no laning presence before level 6, he has no burst or AOE damage, and he needs ungodly amounts of farm (top 3 in the game probably) but has no flash farming ability. The 80 second cooldown is at level 16, and you'll be lucky to reach that in most games.
The 1000 MS is so he doesn't walk around in Chrono with his dick in his hand for half the time.
On January 28 2014 07:53 Tuco wrote: Can someone explain to me how the morphling change is a significant buff?
before you used to be able to use multiple items/abilities/autoattack during waveform, which makes his shotgun an actual shotgun. now it's really delayed because you have to queue up abilities and gives the opposing team more time to react. also really useful for str morph during your invincibility frames while in waveform.
it was literally the biggest nerf to his abilities after ti2, even if you factor in the base animation nerfs
now he's almost back to ti2 status except for a nerf to his base damage and some other small things I'm forgetting
Increased manacost on Eblade Base dmg reduced by 5 Wave form aoe reduced Morph cost increased
think thats about it
WUTEVS SMALL CHANGES BRU BRU actually the mana costs suk
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's unnecessary considering its strength is setting up easy damage for your teammates. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
You have zero clue what you're talking about. He's a melee carry with no laning presence before level 6, he has no burst or AOE damage, and he needs ungodly amounts of farm (top 3 in the game probably) but has no flash farming ability. The 80 second cooldown is at level 16, and you'll be lucky to reach that in most games.
The 1000 MS is so he doesn't walk around in Chrono with his dick in his hand for half the time.
uh he's complaining about chronosphere, not his ability to carry
if placed correctly chronosphere is like a non channeling black hole now on an 80s cd lmao it's an extremely strong ability
Btw, the armor nerf to necrobooks is pretty big. 10 to 4 armor should mean you can't really force towers down with pretty much just the necroboks alone. They should get killed pretty quickly now and with the another bounty increase it rally adds up. I think we'll still see necrobook on prophet and other splitpushers, but less on pugna and other "in your face" pushers.
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's unnecessary considering its strength is setting up easy damage for your teammates. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
You have zero clue what you're talking about. He's a melee carry with no laning presence before level 6, he has no burst or AOE damage, and he needs ungodly amounts of farm (top 3 in the game probably) but has no flash farming ability. The 80 second cooldown is at level 16, and you'll be lucky to reach that in most games.
The 1000 MS is so he doesn't walk around in Chrono with his dick in his hand for half the time.
Thank you for describing the weakness of my favorite character. Also, Void is only a stranded fish against ranged heroes. People forget the days when he was crushing OP Magnus in the offlane with 1-2-2 build and PMS.
Having bad lane presence and flash farming ability is fine. The character is designed around using his ganking abilities to control the map and scale into the late game. Playing him as a passive ricer was only strong with BF against certain opponents like AM.
The only 6.80 buff he really needed was the decreased mana cost to Time Walk. Unless the ability was redesigned it was not worth 120 mana a pop. It will mean a lot as players start to figure out how it affects his lane partners and skill builds. The Chrono changes are nice, unnecessary changes (except Phase, that's gosh-darn nice of Icefrog) that further emphasize his reliance on his ultimate. I'm afraid too much emphasis has been placed on his ultimate and the character's viability will be determined by how easily we can find counters to it. Icefrog still has not addressed his mediocre offensive steroid or how gimped he is terms of needs.
Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
On January 28 2014 08:37 EnumaAvalon wrote: What's Bunker Build time increased by 5 seconds ??? I haven't played in a while
it's a joke added by TL -- there was a period of time where blizzard kept messing around with terran bunkers in starcraft 2 every single patch. gotta admit that i giggled.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
60% of your current mana. Meaning no matter what amount of mana you have (You have 100 it costs 60. You have 10 it costs 6). It's awesome now, and makes Ags legit on him.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
60% of your current mana. Meaning no matter what amount of mana you have (You have 100 it costs 60. You have 10 it costs 6). It's awesome now, and makes Ags legit on him.
What he's saying that if you walk into a fight with your Aghs and a 2k mana pool, Unrefined Fireblast is suddenly gonna cost a whopping 1200 mana.
Heh I'd like to see Pugna Ward + a dumb Ogre Magi happen.
So with Sunder is Terror ungankable 1v1? I mean all he has to do is not attack you while getting ganked then ult you when hes low and hit you once or twice
Seems kind of silly. He might even be able to get kills out of a double or triple gank if he isnt stunlocked.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
60% of your current mana. Meaning no matter what amount of mana you have (You have 100 it costs 60. You have 10 it costs 6). It's awesome now, and makes Ags legit on him.
What he's saying that if you walk into a fight with your Aghs and a 2k mana pool, Unrefined Fireblast is suddenly gonna cost a whopping 1200 mana.
Heh I'd like to see Pugna Ward + a dumb Ogre Magi happen.
It will happen, and a Youtube video will be made of it. Complete with Yakkety Sax, Dubstep, or some hellspawned union of the two.
On January 28 2014 09:08 Darpa wrote: So with Sunder is Terror ungankable 1v1? I mean all he has to do is not attack you while getting ganked then ult you when hes low and hit you once or twice
Seems kind of silly. He might even be able to get kills out of a double or triple gank if he isnt stunlocked.
This is how Terrorblade has always been. And what this means is that you need to save a stun for when he gets low, so he can't cast Sunder. On the bright side, his level 1 HP is 435. It is easier to gank him than it is to gank, say, Slark.
Are we going to see a return for Morphling? I hope so eventually. Not sure whether this patch alone will be enough to bring him back fully though, there's still that low damage.
Alchemist got a nerf but I guess his support is really strong right now. I'd like to see a nerf to his support potential and a buff to his carry. Broodmother got a nerf but it's maybe a bit too much again. Now she's going to be back to not that great I think.
I like the changes to some of those heroes though like Void, Lycan, Medusa, Morphling, Enigma and a few others.
I don't really like the obs change, can't explain why it just irks me. Love the blink change though, too many combos wasted on that extra bit of mana haha
+1 for the bunker buff Really hope to see more tinker in action, now it'll be even harder to push high ground vs tinkers rocket barrage . I hope I see that scenario in pro game. Gj Icefrog overall, very smart ES nerf imo, not killing the hero but removing the insta-stun ability, I hope that'll be enough.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
It's only "worse" at over 1000 mana, as long as you're smart and spamming your other spells first.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
It's only "worse" at over 1000 mana, as long as you're smart and spamming your other spells first.
The point is that you're going to have over 1000 mana when you cast it even after a rotation of your other spells, unless you somehow built just raw Agh's scepter.
And it's completely worse if you have a Eul's or Sheep in addition.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
It's only "worse" at over 1000 mana, as long as you're smart and spamming your other spells first.
The point is that you're going to have over 1000 mana when you cast it even after a rotation of your other spells, unless you somehow built just raw Agh's scepter.
And it's completely worse if you have a Eul's or Sheep in addition.
Just for the first cast. With the extremelly short CD you may cast it 3 or more times in a fight.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
It's only "worse" at over 1000 mana, as long as you're smart and spamming your other spells first.
The point is that you're going to have over 1000 mana when you cast it even after a rotation of your other spells, unless you somehow built just raw Agh's scepter.
And it's completely worse if you have a Eul's or Sheep in addition.
Except for the subsequent casts in a longer fight because the spell only has a 6 second cooldown. Before, you could only cast it once a fight pretty much without expending the rest of your mana pool.
Now you are always guaranteed to have a chance at multicasts every 6 seconds regardless of whatever else you're doing.
The Ogre aghanims is definitely a buff. Someone could do the math, but I'm pretty sure that unless you have 2 huge mana items like sheep, bloodstone or shiva, you will get to cast more fireblasts. And the thing is, he might not even have to go for mana items now. I think medallion or necrobook could be great on Ogre now, or even bigger items like AC. I would even consider phaseboots over manaboots on him, if you're going for aghanims. He probably needs to have a more farming role to pull it off, which is probably not optimal. I'm gonna definitely try to play him that way n pubs, that's for sure.
On January 28 2014 08:50 Seiuchi wrote: Man, Agh's upgrade on Ogre feels so bad. Unrefined is gonna cost 600 on the first rotation at least with a raw Ogre Magi build (Wand, Arcane's, Mek or Force, Agh's), and if you get any items past that it's gonna be the same price as like Mystic Flare. Sure, it's nice if you have no mana, but 60% seems harsh for what the ability actually does.
It's only "worse" at over 1000 mana, as long as you're smart and spamming your other spells first.
The point is that you're going to have over 1000 mana when you cast it even after a rotation of your other spells, unless you somehow built just raw Agh's scepter.
And it's completely worse if you have a Eul's or Sheep in addition.
Except for the subsequent casts in a longer fight because the spell only has a 6 second cooldown. Before, you could only cast it once a fight pretty much without expending the rest of your mana pool.
Now you are always guaranteed to have a chance at multicasts every 6 seconds regardless of whatever else you're doing.
You always had a chance at multicasts every 6 seconds with normal Fireblast at level 3 ult. Saying it's okay new Unrefined destroys your mana pool so you can cast a Fireblast every six seconds ignores the fact that without unrefined you can still do that and actually still get off Ignites and Bloodlust.
With Agh's and a decent Int/mana item before, you could actually get off a decent amount of double fireblasts, which now isn't possible. You've sacrificed that for the ability of... okay, if you just go straight Agh's with nothing else, you kinda get a buff when you run out of mana, that isn't really a buff because you could've just not built Agh's scepter and done the same thing?
On January 28 2014 08:37 EnumaAvalon wrote: What's Bunker Build time increased by 5 seconds ??? I haven't played in a while
it's a joke added by TL -- there was a period of time where blizzard kept messing around with terran bunkers in starcraft 2 every single patch. gotta admit that i giggled.
Oh thanks... I've been here for so long and I still didn't get it. :D
Jaw on the floor, looks brilliant (except -3 intelligence to Crystal Maiden, please don't nerf my support waifu).
Unrefined Fireblast now gives the Ogre a spammable stun that he can always use, yes? So a low-mana Ogre with Aghanim's can still chuck a disable, but an Ogre with a full mana pool will probably want to stick to his other skills if possible.
As a tinker player, I am so happy about the tinker aghanim's addition and shiva's buff. Shiva's and aghs might now be better purchases than dagon and eblade, and sheepstick is always a no-brainer, so this could finally be the death knell of rushing sheepstick dagon ethblade every single game.
Plus, we might actually see him in the proscene now!
On January 28 2014 09:08 Darpa wrote: So with Sunder is Terror ungankable 1v1? I mean all he has to do is not attack you while getting ganked then ult you when hes low and hit you once or twice
Seems kind of silly. He might even be able to get kills out of a double or triple gank if he isnt stunlocked.
Some heroes can kill TB 1vs1. Sunder has a pretty short cast range and it has a noticable cast time. So you can kite it, especially with a strong slow. Sunder is overrated in general, it's a relatively weak ultimate. You should be more worried about Metamorphosis.
Gotta love valve and icefrog, thank GOD this game slipped out of blizzards hands. Can you imagine getting a useless patch every 2 years from david kim? I THANK THE LORD FOR GABEN AND HIS POWERS
Gotta love valve and icefrog, thank GOD this game slipped out of blizzards hands. Can you imagine getting a useless patch every 2 years from david kim? I THANK THE LORD FOR GABEN AND HIS POWERS
On January 28 2014 09:08 Darpa wrote: So with Sunder is Terror ungankable 1v1? I mean all he has to do is not attack you while getting ganked then ult you when hes low and hit you once or twice
Seems kind of silly. He might even be able to get kills out of a double or triple gank if he isnt stunlocked.
Some heroes can kill TB 1vs1. Sunder has a pretty short cast range and it has a noticable cast time. So you can kite it, especially with a strong slow. Sunder is overrated in general, it's a relatively weak ultimate. You should be more worried about Metamorphosis.
As of his current iteration, Reflection is arguably his strongest skill. A 60% ms/60% AS slow that lasts 5 seconds and also comes with an unkillable illusion is really strong the entire game. Early game the fact that the slow has full duration/effectiveness on the first rank makes it insanely strong for ganking any hero without a natural escape. Lategame the illusion and attack speed slows just crush the effectiveness of a carry that can't stay out of range from TB.
On January 28 2014 11:53 Zenniv wrote: Most small buffs aren't that relevant (sniper/slarder etc). Be very scared of carry naga this patch with the diffual and radiance buff.
the brood mother changes are absolutely absurd. they pretty much made her worse then she was before the patch... apart from the bm nerf seems like a pretty solid patch
The ward change will actually be a lot better for safelane farmers because previously the offlaner had unspoken dibs on wards regardless of who buys. With this they can spot for ganks while the safelane can still cover the rune+entrance to their jungle.
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's so unnecessary. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
Quite often there's no logic in Dota patching. You throw shit at the wall and see what sticks.
Which makes DotA such a fun game and IceFrog such a good developer. he's not afraid to drastically change the whole game up. Like the passive gold, the buyback changes, the rosh timings. It's what keeps the game so fresh in my opinion.
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's so unnecessary. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
Quite often there's no logic in Dota patching. You throw shit at the wall and see what sticks.
Which makes DotA such a fun game and IceFrog such a good developer. he's not afraid to drastically change the whole game up. Like the passive gold, the buyback changes, the rosh timings. It's what keeps the game so fresh in my opinion.
Helps that he can prevent overpowered crap from negatively impacting the proscene by disabling them from Captains Mode., or just leaving it to players to ban it. Seriously, whoever came up with CM mode is a genius and deserves my internets.
Imagine if you could ban things, however overpowered, in sc2. Broodlord Infestor phase: "I ban you from building any infestors!"
lots of good changes, love especially blink dagger, wards and bottle, the OD nerf, emp is nice as well (was a pain in the ass to use before). Finally a bunker change again!
Aghs Lion blink Magnus new meta! If Lion ever got an aghs. On paper aghs ogre looks pretty awesome. Ever casted 1.5 second stuns with 6 secs cd from 10 mana? Tinker aghs as well, but i have only 6 item slots
Some are a little meh though, like buffs to fiery soul and ice vortex, they still wont do anything at all. Silencer also got a buff that does literally nothing. Treant and sniper could get some bigger buffs imo. Same for void, that's cool and all, but hardly the change that the hero needs to become viable.
Also brood and sniper are tied again for the place of the worst hero in the game again. Dont get me wrong, i disliked playing brood and playing against her, but at least she was unique before the patch. Now she is just bad. If we nerf pain in the ass-heroes and mechanics, where is my prophet and bash(er) nerf?
Veno might be hit a littlebit hard. I think he will fall out of the meta.
On January 28 2014 13:26 tpmraven wrote: i read this whole thing, and noone talked about how invoker gets a speed BONUS when in ghost walk... da fuc.
since it's a quas wex thing and nobody plays quas wex atm it's hardly a big change. Phase+3x wex is also about the same speed. But i agree that perma invis with slow without drawback (well 35 sec cd) is nifty. It's still a lategame thing, since wex needs a high lvl and 200 mana is no joke.
Sven +3 armor best manly hero inc. Tinker Aghanim's sounds pretty legit, although weird as it doesn't upgrade his ult like with other heroes. I like many of the small changes on items like Bottle and being able to split wards. <3
"invisible heroes now trigger blur". Is there a setting to make blur easier to notice? As a PA player I don't think I've ever used blur to detect incoming enemies.
On January 28 2014 15:47 ishida66 wrote: How the new lothar effect works? You cast it in someone else and gg invis?
Shadow Amulet only, not S.Blade. Has a 600 cast range, goes into cooldown for 10second when used on allies.
Pretty average really, they can't move once it's casted on them without becoming visible so it's not a huge change, just something cool that adds a little bit extra to the item
On January 28 2014 14:29 trinxified wrote: Possible that Day 3 would be Phoenix? What else could they show?
Hard to say given that at least for Wraith-Night, day 2 was essentially fluff (Day 1 - Frostivus announced, Day 2 - By decree, Frostivus cancelled, Day 3 - Wraith Knight).
Same with Greeviling (Day 1 - Frostivus announced, Day 2 - Signage pulled down, Day 3 - Greeviling).
On January 28 2014 05:02 Firebolt145 wrote: Dark Seer Ion Shell cooldown reduced from 10 to 9
I'm not completely trusting this yet.´On the other hand, this is probably the most irrelevant of all changes, so maybe Icefrog is just trolling DS fans like me. For the last patches, is was rather sceptical when I read the notes, but most turned out to be good changes. Now I agree with almost all changes and hope it's not the other way around this time.
On January 28 2014 14:03 Blackfeather wrote: lots of good changes, love especially blink dagger, wards and bottle, the OD nerf, emp is nice as well (was a pain in the ass to use before). Finally a bunker change again!
Aghs Lion blink Magnus new meta! If Lion ever got an aghs. On paper aghs ogre looks pretty awesome. Ever casted 1.5 second stuns with 6 secs cd from 10 mana? Tinker aghs as well, but i have only 6 item slots
Some are a little meh though, like buffs to fiery soul and ice vortex, they still wont do anything at all. Silencer also got a buff that does literally nothing. Treant and sniper could get some bigger buffs imo. Same for void, that's cool and all, but hardly the change that the hero needs to become viable.
Also brood and sniper are tied again for the place of the worst hero in the game again. Dont get me wrong, i disliked playing brood and playing against her, but at least she was unique before the patch. Now she is just bad. If we nerf pain in the ass-heroes and mechanics, where is my prophet and bash(er) nerf?
Veno might be hit a littlebit hard. I think he will fall out of the meta.
On January 28 2014 13:26 tpmraven wrote: i read this whole thing, and noone talked about how invoker gets a speed BONUS when in ghost walk... da fuc.
since it's a quas wex thing and nobody plays quas wex atm it's hardly a big change. Phase+3x wex is also about the same speed. But i agree that perma invis with slow without drawback (well 35 sec cd) is nifty. It's still a lategame thing, since wex needs a high lvl and 200 mana is no joke.
The nerf would only really change midlane veno... Support totally unchanged. Seems fine tbh. Im thinking the nerf to quas exort and buffs to quas wex was more of a thing to encourage more quas wex rather than a late game thing honestly.
Quite excited about this patch, all the balance changes feel right, can't believe that I'm actually saying this but the broodmother nerf seems a bit too much think it would've been sufficent to only make her unable to walk outside of the map. Very happy about the changes to bottle and especially wards and hopefully all pick wont be as awful now for ranked matchmaking with those changes.
On January 28 2014 05:02 Firebolt145 wrote: Dark Seer Ion Shell cooldown reduced from 10 to 9
I'm not completely trusting this yet.´On the other hand, this is probably the most irrelevant of all changes, so maybe Icefrog is just trolling DS fans like me. For the last patches, is was rather sceptical when I read the notes, but most turned out to be good changes. Now I agree with almost all changes and hope it's not the other way around this time.
Would like to disagree that it's irrelevant- you basically can have 1 more second of double shells present if you're doing it on lane creeps, which equates to more lane pressure/pushing. You also get to clear jungle camps faster if you're using it for that purpose. Basically I feel like the effect for this will be tangible, unlike those heroes that get -1 armor or nature's prophet ult +25manacost.
On January 28 2014 14:08 RockIronrod wrote: The idea that Aghs doesn't have to affect your ulti is pretty weird and opens up the possibility for some sick shit. i can't wait
Tiny's aghs doesn't affect his ult, neither does ogre. It's nothing completely new.
On January 28 2014 14:08 RockIronrod wrote: The idea that Aghs doesn't have to affect your ulti is pretty weird and opens up the possibility for some sick shit. i can't wait
Tiny's aghs doesn't affect his ult, neither does ogre. It's nothing completely new.
Aghs on ogre affects chance of multicast -> affects his ulti.
Favourite bits: Faceless Void has always been probably my favourite hard carry. And that's one HELL of a buff. I know everyone is looking at the Chronosphere but I think the even more valuable change is Time Walk. That is a massively significant change to his earlygame survivability and chasing options.
Earth Spirit and Broodmother nerfs. Justified, I think, given how annoying they can be to play against. Although I feel that Broodmother will just end up as kinda useless and easy pickings now.
That Lion aghs upgrade. O_O
Meepo buffs. Love it. I like playing Meepo when I can get away with it. Even earlier option to get the second Meepo up plus a really nice passive.
Windrunner Focus Fire is WAY more viable to get now.
Not to mention the Blink Dagger buff, Diffusal buff, Bottle buff, Mjollnir change and the ability to split ward stacks with allies now.
Oh and Iron Branches now confirmed as even more cost-effective overpowered.
On January 28 2014 14:08 RockIronrod wrote: The idea that Aghs doesn't have to affect your ulti is pretty weird and opens up the possibility for some sick shit. i can't wait
Tiny's aghs doesn't affect his ult, neither does ogre. It's nothing completely new.
Aghs on ogre affects chance of multicast -> affects his ulti.
On January 28 2014 19:07 Testuser wrote: Tusk change is pretty good too - a 3.5x crit for whenever you want? That's nice.
It's a nerf honestly. Before you could use it under 50% HP for more damage, or as a bkB interrupter in which case the damage wouldn't really matter.
Tusk overall was nerfed this patch, the snowball buff is irrilevant (+40 damage on secondary targets talk about unnoticeable), and ulti nerf. Meanwhile, Earthshaker has 4x crit on a normal ability with 5 sec cd and better str growth. IF plz.
On January 28 2014 20:49 -Celestial- wrote: Terrorblade! Happy days. :D
Favourite bits: Faceless Void has always been probably my favourite hard carry. And that's one HELL of a buff. I know everyone is looking at the Chronosphere but I think the even more valuable change is Time Walk. That is a massively significant change to his earlygame survivability and chasing options.
Earth Spirit and Broodmother nerfs. Justified, I think, given how annoying they can be to play against. Although I feel that Broodmother will just end up as kinda useless and easy pickings now.
That Lion aghs upgrade. O_O
Meepo buffs. Love it. I like playing Meepo when I can get away with it. Even earlier option to get the second Meepo up plus a really nice passive.
Windrunner Focus Fire is WAY more viable to get now.
Not to mention the Blink Dagger buff, Diffusal buff, Bottle buff, Mjollnir change and the ability to split ward stacks with allies now.
Oh and Iron Branches now confirmed as even more cost-effective overpowered.
On January 28 2014 14:08 RockIronrod wrote: The idea that Aghs doesn't have to affect your ulti is pretty weird and opens up the possibility for some sick shit. i can't wait
Tiny's aghs doesn't affect his ult, neither does ogre. It's nothing completely new.
Aghs on ogre affects chance of multicast -> affects his ulti.
On January 28 2014 05:23 CosmicSpiral wrote: Faceless Void's buffs are really linear and frustrating. I appreciate the decreased mana cost on Time Walk but everything else is sketchy as hell. 1000 MS + phase in Chrono? That's so unnecessary. A 80 sec CD on Chrono is ridiculous for how good the ultimate is.
Quite often there's no logic in Dota patching. You throw shit at the wall and see what sticks.
Which makes DotA such a fun game and IceFrog such a good developer. he's not afraid to drastically change the whole game up. Like the passive gold, the buyback changes, the rosh timings. It's what keeps the game so fresh in my opinion.
Helps that he can prevent overpowered crap from negatively impacting the proscene by disabling them from Captains Mode., or just leaving it to players to ban it. Seriously, whoever came up with CM mode is a genius and deserves my internets.
Imagine if you could ban things, however overpowered, in sc2. Broodlord Infestor phase: "I ban you from building any infestors!"
What I think is also very important is that IceFrog usually introduces a lot of big buffs at the same time in these patches. Because of that he can get away with some of the crazy stuff he does. It takes a very long time to figure these patches out and find out what's really strong and what isn't. It makes the game feel fresh for a couple weeks/months while people are figuring stuff out, and when they're done figuring it out a new patch come and it starts all over again.
Nightstalkers aghanim affects hunter in the night and not darkness, too.
On January 28 2014 20:49 -Celestial- wrote: Terrorblade! Happy days. :D
Favourite bits: Faceless Void has always been probably my favourite hard carry. And that's one HELL of a buff. I know everyone is looking at the Chronosphere but I think the even more valuable change is Time Walk. That is a massively significant change to his earlygame survivability and chasing options.
Earth Spirit and Broodmother nerfs. Justified, I think, given how annoying they can be to play against. Although I feel that Broodmother will just end up as kinda useless and easy pickings now.
That Lion aghs upgrade. O_O
Meepo buffs. Love it. I like playing Meepo when I can get away with it. Even earlier option to get the second Meepo up plus a really nice passive.
Windrunner Focus Fire is WAY more viable to get now.
Not to mention the Blink Dagger buff, Diffusal buff, Bottle buff, Mjollnir change and the ability to split ward stacks with allies now.
Oh and Iron Branches now confirmed as even more cost-effective overpowered.
On January 28 2014 20:45 1nobody wrote:
On January 28 2014 19:36 Unleashing wrote:
On January 28 2014 14:08 RockIronrod wrote: The idea that Aghs doesn't have to affect your ulti is pretty weird and opens up the possibility for some sick shit. i can't wait
Tiny's aghs doesn't affect his ult, neither does ogre. It's nothing completely new.
Aghs on ogre affects chance of multicast -> affects his ulti.
uhuh. Why do i remember being green numbers at ulti, then? :D
Not sure. I'm pretty sure its never effected the percentage chances, its always been just the fireball. Heres the patch that added aghs upgrade to Ogre, so the original version of the aghs upgrade: http://wiki.teamliquid.net/dota2/Version_6.74
When Aghs was first introduced to Ogre Magi it did indeed improve his ultimate, increasing the chance of multicast, and even giving the chance for a 5x multicast. I only played average level pubs at that time but I remember it as being ridiculously powerful/annoying. Icefrog removed it for a while and then reintroduced it later, giving him the Unrefined Fireblast spell instead.
There was a leak that the patch will contain a replay takeover feature that's pretty identical to Starcraft's, where you can play a game out from a replay with 9 other people.
I don't know if this was something the pros really wanted but seems cool.
I don't see why it wouldn't work. You're probably the best jungler imaginable in the game. Bear level 1, holy persuade level 2, divided we stand level 3, get second bear and second creep. You might be able to clear the hole jungle in a minute at level 5 with good micro.
Nice patch, the ap changes are good but i would like to force random when time is up,roshan changes are good too,the heroes who are picked all the time in pro gaming(timber cm veno visage etc) took some small nerfs thats completely understandable and fair. Terrorblade isnt as cool as Illidan was in dota 1 but i havent seen in game yet just from the photos, also the fixes in brood and earth spirit are good too.So now visage familiars cant be silenced right?
On January 28 2014 22:07 cecek wrote: I don't see why it wouldn't work. You're probably the best jungler imaginable in the game. Bear level 1, holy persuade level 2, divided we stand level 3, get second bear and second creep. You might be able to clear the hole jungle in a minute at level 5 with good micro.
What I mean is whether the game will actually let you have five unique bears.
On January 28 2014 21:38 cecek wrote: Guys I just had the best random ability draft idea ever. Divided We Stand + Spirit bear. 5 bears, motherfucker.
Divided We Stand. Spirit bear. Mirror Image. Holy Persuasion.
Buy a Manta. Buy a Necrobook. Bottle an Illusion rune.
3 buffed up Jungle Creeps, 5 Bears, 5 Heroes, 7 illusions, two necrocreeps. TRY AND STOP THAT PUSH.
I have literally no idea if that would work.
Buy a refresher and another necrobook too. And HotD. ZOOZOO
Actually now I think about it...could be way more than what I described. How do illusion abilities and creep spawning abilities interact with Divided We Stand?
Because if its how I think it COULD be...then you're looking at 19 Illusions and 15 Jungle creeps, plus the rest. o_o
Edit: 16 Jungle creeps including a HotD. So potentially grand total of 5 bears, 5 heroes, 19 illusions, 16 jungle creeps, 4 necros. O_O
Surely SOME part of this wouldn't work and totally break down. Or alternatively the server might crash.
Hopefully that means they are finally fixing the save/load system too. Odd timing runes and dissapearing creeps are a fun change but come on, it's been forever since it was implemented and still it barely works.
Hopefully that means they are finally fixing the save/load system too. Odd timing runes and dissapearing creeps are a fun change but come on, it's been forever since it was implemented and still it barely works.
If I understand correctly, this replaces the save/load system as you can just reload your previous game and "watch" it in-game and then "jump in" exactly when you want. At least that's how I hope it works It'll work for player DC's as you can just "end" the game and jump into the replay, but idk how it'll work for matches with server issues though.
On January 28 2014 21:38 cecek wrote: Guys I just had the best random ability draft idea ever. Divided We Stand + Spirit bear. 5 bears, motherfucker.
Divided We Stand. Spirit bear. Mirror Image. Holy Persuasion.
Buy a Manta. Buy a Necrobook. Bottle an Illusion rune.
3 buffed up Jungle Creeps, 5 Bears, 5 Heroes, 7 illusions, two necrocreeps. TRY AND STOP THAT PUSH.
I have literally no idea if that would work.
Buy a refresher and another necrobook too. And HotD. ZOOZOO
Actually now I think about it...could be way more than what I described. How do illusion abilities and creep spawning abilities interact with Divided We Stand?
Because if its how I think it COULD be...then you're looking at 19 Illusions and 15 Jungle creeps, plus the rest. o_o
Edit: 16 Jungle creeps including a HotD. So potentially grand total of 5 bears, 5 heroes, 19 illusions, 16 jungle creeps, 4 necros. O_O
Surely SOME part of this wouldn't work and totally break down. Or alternatively the server might crash.
why? you can already have like 30 spiderlings or PL illusions.
On January 28 2014 21:38 cecek wrote: Guys I just had the best random ability draft idea ever. Divided We Stand + Spirit bear. 5 bears, motherfucker.
Divided We Stand. Spirit bear. Mirror Image. Holy Persuasion.
Buy a Manta. Buy a Necrobook. Bottle an Illusion rune.
3 buffed up Jungle Creeps, 5 Bears, 5 Heroes, 7 illusions, two necrocreeps. TRY AND STOP THAT PUSH.
I have literally no idea if that would work.
Buy a refresher and another necrobook too. And HotD. ZOOZOO
Actually now I think about it...could be way more than what I described. How do illusion abilities and creep spawning abilities interact with Divided We Stand?
Because if its how I think it COULD be...then you're looking at 19 Illusions and 15 Jungle creeps, plus the rest. o_o
Edit: 16 Jungle creeps including a HotD. So potentially grand total of 5 bears, 5 heroes, 19 illusions, 16 jungle creeps, 4 necros. O_O
Surely SOME part of this wouldn't work and totally break down. Or alternatively the server might crash.
why? you can already have like 30 spiderlings or PL illusions.
1 Tombstone already breaks the game. If Divided We Stand is avaible, 5 tombstones would definatelly break the game.
On January 28 2014 21:38 cecek wrote: Guys I just had the best random ability draft idea ever. Divided We Stand + Spirit bear. 5 bears, motherfucker.
Divided We Stand. Spirit bear. Mirror Image. Holy Persuasion.
Buy a Manta. Buy a Necrobook. Bottle an Illusion rune.
3 buffed up Jungle Creeps, 5 Bears, 5 Heroes, 7 illusions, two necrocreeps. TRY AND STOP THAT PUSH.
I have literally no idea if that would work.
Buy a refresher and another necrobook too. And HotD. ZOOZOO
Actually now I think about it...could be way more than what I described. How do illusion abilities and creep spawning abilities interact with Divided We Stand?
Because if its how I think it COULD be...then you're looking at 19 Illusions and 15 Jungle creeps, plus the rest. o_o
Edit: 16 Jungle creeps including a HotD. So potentially grand total of 5 bears, 5 heroes, 19 illusions, 16 jungle creeps, 4 necros. O_O
Surely SOME part of this wouldn't work and totally break down. Or alternatively the server might crash.
why? you can already have like 30 spiderlings or PL illusions.
Because you've got stacking abilities. Certain combinations of Illusion abilities or summon abilities (like Tombstone mentioned above, treants, demonic conversion, etc) can result in insane amounts of stuff going on.
Also you're vastly overrating PL. It FEELS like a billion illusions but Juxtapose is capped at 8. So even with Spirit Lance, Doppelwalk, Manta and an Illusion rune his maximum number is 14.
On January 29 2014 00:47 SKC wrote: I also wonder how it will handle skills like Eclipse and Nether Strike, if they are avaible.
(Assuming you are talking about dvided we stand mechanics) I'm not completely sure about this, but I would imagine you can still only take one ultimate per hero. Still there is a lot of madness to be invented here. I think just going 3 generic nukes in itself would be ...funny.
On January 29 2014 00:47 SKC wrote: I also wonder how it will handle skills like Eclipse and Nether Strike, if they are avaible.
(Assuming you are talking about dvided we stand mechanics) I'm not completely sure about this, but I would imagine you can still only take one ultimate per hero. Still there is a lot of madness to be invented here. I think just going 3 generic nukes in itself would be ...funny.
No, I mean in general. Those skills depend on the hero also having levels on another skill. If they are enabled Valve will probally just pretend the skill was maxed, which makes it better than the original, but more likely than giving a useless spell.
On January 29 2014 00:47 SKC wrote: I also wonder how it will handle skills like Eclipse and Nether Strike, if they are avaible.
(Assuming you are talking about dvided we stand mechanics) I'm not completely sure about this, but I would imagine you can still only take one ultimate per hero. Still there is a lot of madness to be invented here. I think just going 3 generic nukes in itself would be ...funny.
Oh...oh my...speaking of Luna (well, Eclipse)...
Divided We Stand on Luna with her keeping the Glaives ability.
On January 29 2014 00:47 SKC wrote: I also wonder how it will handle skills like Eclipse and Nether Strike, if they are avaible.
(Assuming you are talking about dvided we stand mechanics) I'm not completely sure about this, but I would imagine you can still only take one ultimate per hero. Still there is a lot of madness to be invented here. I think just going 3 generic nukes in itself would be ...funny.
Oh...oh my...speaking of Luna (well, Eclipse)...
Divided We Stand on Luna with her keeping the Glaives ability.
On January 28 2014 21:18 Firebolt145 wrote: When Aghs was first introduced to Ogre Magi it did indeed improve his ultimate, increasing the chance of multicast, and even giving the chance for a 5x multicast. I only played average level pubs at that time but I remember it as being ridiculously powerful/annoying. Icefrog removed it for a while and then reintroduced it later, giving him the Unrefined Fireblast spell instead.
It was even worse. There was a bug with the initial aghanims sceptre upgrade where the game would check for multicast twice, once with the aghanims chance and then again with the normal one. So taken together you had something like a 60% multicast chance.
Much much better. Since you will rape your mana pool with the first cast but then you will never actually "run out" of mana because however little mana you have the stun only needs 60%.
I'm not entirely sure about that. It says that you can always cast it but it ALSO says that it costs 60 mana when you're below 100 mana. So I'm not sure how it works exactly (check the ? on the page).
Either way its a buff I feel. You can just keep casting it over and over.
On January 29 2014 01:40 -Celestial- wrote: I'm not entirely sure about that. It says that you can always cast it but it ALSO says that it costs 60 mana when you're below 100 mana. So I'm not sure how it works exactly (check the ? on the page).
Either way its a buff I feel. You can just keep casting it over and over.
No. It says "You can always cast this spell." Then it gives an example, if you have 100 mana, it will cost 60.
On January 29 2014 01:40 -Celestial- wrote: I'm not entirely sure about that. It says that you can always cast it but it ALSO says that it costs 60 mana when you're below 100 mana. So I'm not sure how it works exactly (check the ? on the page).
Either way its a buff I feel. You can just keep casting it over and over.
It says "if you have 100 then it costs 60" aka still 60% lol. Re-read it. "You can always cast this skill" soooooo yeah safe to say it can cost as little as 1 mana. Maybe 0?
On January 29 2014 01:43 Scones wrote: United we stand with Zeus' ultimate would be marvelous
I'm guessing you can only have one ultimate.
Otherwise you could get something like Divided plus Chaotic Offering plus Thundergod's Wrath plus Global Silence and just basically instantly win every teamfight and take an entire lane.
On January 29 2014 01:40 -Celestial- wrote: I'm not entirely sure about that. It says that you can always cast it but it ALSO says that it costs 60 mana when you're below 100 mana. So I'm not sure how it works exactly (check the ? on the page).
Either way its a buff I feel. You can just keep casting it over and over.
It says "if you have 100 then it costs 60" aka still 60% lol. Re-read it. "You can always cast this skill" soooooo yeah safe to say it can cost as little as 1 mana. Maybe 0?
I read that as more of a "it costs 60% mana unless you're below 100 mana" thing than an example. May very well be wrong but I was sort of assuming most people know what 60% means; so they would hardly need to clarify by pointing out what seems to be the bleeding obvious.
Although maybe I'm overestimating people's maths ability. *shrug*
Lots of drastic change, some political correct nerfs (as always) and lol at some pity buff like on DS. Good thing is that IF is trying to push more heroes to be viable at comp level. And that sensible change at AP picking hero phase haha.
Should have hammered on brood and kaolin before they annoyed everyone so much. Thank god for that.
Love Sniper and WD buff. Poor Veno and CM.
Most significant change is Jakiro and then invoker, Tinker, QoP and Riki. ES (earth shaker ok he is forever the ES) buff is interesting but doubt that teams will pick him more. Will see how Void, AM and Morph turned out in comp games, that void 1000ms boost ahahaha. Maybe they improved NA's stun now.
Item wise TP timing is the biggest adjustment and then Dagger (come back of Slardar?), Bottle and ward.
On January 28 2014 21:18 Firebolt145 wrote: When Aghs was first introduced to Ogre Magi it did indeed improve his ultimate, increasing the chance of multicast, and even giving the chance for a 5x multicast. I only played average level pubs at that time but I remember it as being ridiculously powerful/annoying. Icefrog removed it for a while and then reintroduced it later, giving him the Unrefined Fireblast spell instead.
It was even worse. There was a bug with the initial aghanims sceptre upgrade where the game would check for multicast twice, once with the aghanims chance and then again with the normal one. So taken together you had something like a 60% multicast chance.
I remember how bad it was in 6.57 felt like every fucking spell was a multicast, and that was right after they nerfed bkb into what it is today
they were smaller changes I think? pre-6.57 bkb actually had no diminishing durations lol
and if they reverted larger changes in between 6.60 and 6.75ish I wouldn't know, I stopped playing dota for 3 years or so. when I got back bkb seemed largely similar to what I remembered it being.
A bit sad about the patch, a lot of nerfs, a few are well deserved, but overall I just dislike nerfs. And no really sgnifiant buff beside maybe lycan, wex Invoker, and huskar. Will see how it impacts the pro-scene, but I would be really surprised that it's gonna change the trend of picks.
Phoenix Fire Spirits Attack Speed slow reduced from 150 to 80/100/120/140 Fire Spirits can now be cast during Icarus Dive Fire Spirits DPS reduced from 20/40/60/80 to 15/35/55/75 Icarus Dive is now interrupted if you are stunned during it
Phoenix patchnotes ninja'd into day 2 patchlog, as well.
Pretty sneaky of Valve to deliberately hide him from the patch notes until today. I'm happy about this patch, Valve released this pretty timely and I can't argue with the balance changes either.
This patch will reduce the number of unreleased heroes to five, with three having some work on them already done that we know of right now. Techies really may be last.
On January 28 2014 14:03 Blackfeather wrote: lots of good changes, love especially blink dagger, wards and bottle, the OD nerf, emp is nice as well (was a pain in the ass to use before). Finally a bunker change again!
Aghs Lion blink Magnus new meta! If Lion ever got an aghs. On paper aghs ogre looks pretty awesome. Ever casted 1.5 second stuns with 6 secs cd from 10 mana? Tinker aghs as well, but i have only 6 item slots
Some are a little meh though, like buffs to fiery soul and ice vortex, they still wont do anything at all. Silencer also got a buff that does literally nothing. Treant and sniper could get some bigger buffs imo. Same for void, that's cool and all, but hardly the change that the hero needs to become viable.
Also brood and sniper are tied again for the place of the worst hero in the game again. Dont get me wrong, i disliked playing brood and playing against her, but at least she was unique before the patch. Now she is just bad. If we nerf pain in the ass-heroes and mechanics, where is my prophet and bash(er) nerf?
Veno might be hit a littlebit hard. I think he will fall out of the meta.
On January 28 2014 13:26 tpmraven wrote: i read this whole thing, and noone talked about how invoker gets a speed BONUS when in ghost walk... da fuc.
since it's a quas wex thing and nobody plays quas wex atm it's hardly a big change. Phase+3x wex is also about the same speed. But i agree that perma invis with slow without drawback (well 35 sec cd) is nifty. It's still a lategame thing, since wex needs a high lvl and 200 mana is no joke.
The nerf would only really change midlane veno... Support totally unchanged. Seems fine tbh. Im thinking the nerf to quas exort and buffs to quas wex was more of a thing to encourage more quas wex rather than a late game thing honestly.
support veno takes a huge hit in dual-lanes. Yes, it's mostly a pub thing, but still. You often trade harass, and 5 damage less is quite the deal, as well as the reduced healing rate.
On January 29 2014 04:47 Ayaz2810 wrote: Man I'm really excited for all this. Can't wait till it deploys
EDIT: It looks like the Phoenix ult basically turns it into a living bomb that re-spawns after detonation?
Yes, though a couple things of note:
Only hero attacks actually affect the egg in any way, which means attack speed slows and disarms help a lot in setting it up.
All of her other spell CDs are refreshed on successful revival. This is important to using the skill, because her spell CDs otherwise are quite long. It also makes Refresher in super lategame hilarious on her because you can use spells->egg->use spells->refresher->use spells->egg again->use spells.
On January 29 2014 04:35 Saryph wrote: This patch will reduce the number of unreleased heroes to five, with three having some work on them already done that we know of right now. Techies really may be last.
I'm not sure if it's a good or a bad thing. It's gonna be spammy though when they are announced
On January 29 2014 05:08 SkelA wrote: Have played the old Terrorblade in dota 1. As far I remember his first skill was different, just cant remember what was it.
Never played phoenix and cant wait to test it out in unranked
Anyone having info about theese heroes if they are in CM in dota 1 ?
holy shit. i forgot how nice terrorblades attack animation was. can anyone recommend a good item build? i know sny and skadi are recommend core. how bout for starting?
Items that have been purchased while dead can now be sold, if that item was bought during the same death.
Highlighting an allied Ward will now display its effective range.
Holding ALT and clicking on an ability will now issue a context-sensitive ping for that ability. This can be used to indicate whether the pinged ability is ready for use, if you do not have enough mana to use this ability, or to indicate the number of seconds remaining on that ability’s cooldown.
On January 29 2014 05:05 phrenetiC wrote: Sick patch! Do Ethereal Blade and Decripify work on the egg?
No, the egg is immune to all abilities. It's also technically a separate unit from Phoenix, so using those abilities before the ultimate doesn't work either.
The Good: - 50 gold branches - +3 armor Sven! - Ult buff + Veil buff = a happy Skywrath player (me) - Skill Magi - Void buffs
The Bad: - Listening to dummies theorycraft about OMG mode. (Deep, painful sigh) - CM - Having to see TB in every game for the next 3 weeks (expected) - I'm afraid of Naga cancer
This is so great... oh my gosh Phoenix, Terrorblade, new mode, such good wow much impress~ so excite
BUT ACTUALLY!!!
anyone know if any heroes have been added/removed from CM?
EDIT: I kinda have to agree that I don't like Terrorblade's human form... doesn't look as strong as the WC3 model did also, the burning footprints so good, but won't that give away locations during chasing? :o
I don't know if it was worth it to do the replay thing.
I have used it exactly once in SC2. It's cute, but overall, not good. I don't want to take the replay of a pro, he has a different hotkey system, and I don't want both of us to spend 10 seconds remapping all the command groups. Plus, you don't really get a feel for the game if you didn't play it. You don't really know how precisely your sim city is. You don't really know exactly where your army was going, what timing you were trying to nail, etc...
Replay thing was a very very useful thing in SC2 because when you DC, you lose. Valve's very intelligent implementation of disconnecting/reconnecting makes the resume from replay only useful if you really want to replay some pros. Which in fact, never happens.
On January 29 2014 06:33 fezvez wrote: I don't know if it was worth it to do the replay thing.
I have used it exactly once in SC2. It's cute, but overall, not good. I don't want to take the replay of a pro, he has a different hotkey system, and I don't want both of us to spend 10 seconds remapping all the command groups. Plus, you don't really get a feel for the game if you didn't play it. You don't really know how precisely your sim city is. You don't really know exactly where your army was going, what timing you were trying to nail, etc...
Replay thing was a very very useful thing in SC2 because when you DC, you lose. Valve's very intelligent implementation of disconnecting/reconnecting makes the resume from replay only useful if you really want to replay some pros. Which in fact, never happens.
Nothing that you mentioned exists in Dota 2, and you don't know how much work it took them to do it. It's still useful even in pro games, when you have issues like server crashes or people unable to reconnect. A save game feature already existed and it was used ocasionally, but it was a bit buggy. This shows both that the feature isn't useless and that it either already partially existed or that the current system needed a rework.
On January 29 2014 06:33 fezvez wrote: I don't know if it was worth it to do the replay thing.
I have used it exactly once in SC2. It's cute, but overall, not good. I don't want to take the replay of a pro, he has a different hotkey system, and I don't want both of us to spend 10 seconds remapping all the command groups. Plus, you don't really get a feel for the game if you didn't play it. You don't really know how precisely your sim city is. You don't really know exactly where your army was going, what timing you were trying to nail, etc...
Replay thing was a very very useful thing in SC2 because when you DC, you lose. Valve's very intelligent implementation of disconnecting/reconnecting makes the resume from replay only useful if you really want to replay some pros. Which in fact, never happens.
Nothing that you mentioned exists in Dota 2, and you don't know how much work it took them to do it. It's still useful even in pro games, when you have issues like server crashes or people unable to reconnect. A save game feature already existed and it was used ocasionally, but it was a bit buggy. This shows both that the feature isn't useless and that it either already partially existed or that the current system needed a rework.
Erm? The only thing I mentionned about Dota 2 is that you could reconnect (as opposed to SC2). If you say that in Dota 2, you don't have to rebind, I agree, but you still don't know whether you were supposed to farm a bit more, or go gank immediately.
But I agree, server crashes (these happen?) and players unable to reconnect make the feature potentially useful.
It's not because I don't know how much work it takes that I automatically have to agree with everything that is added. I could have bitched and moaned about anything in the Dota 2 bug list
I know how bats r. Just didn't realize terrorblade was one of the few with nonstandard bat. I originally read the metamorph and thought it was like pretty insane cuz it improved his bat lol.
The term "Increased Attack Speed" (IAS) is intuitive, but also relative. How fast does one attack before it is increased?
The answer is the "Base Attack Time", commonly called BAT, which for most heroes is 1.7 (seconds). So most heroes take 1.7 seconds to attack with no modifiers to their attack speed. Now, no hero has "no modifiers to their attack speed" because the inherent agility that you get at level 1 counts as IAS, for example. Note that IAS is always a "%" since it always refers to a percentage of the BAT.
A hero with exactly 100% IAS will attack twice every BAT, so usually every .85 seconds. Alchemist in level 3 chemical rage however would attack every .5 seconds because his BAT in his level 3 ulti is 1.0.
On January 29 2014 07:24 Ramong wrote: Bunker Build time reduced by 5 seconds + Sniper Take Aim range bonus increased from 80/160/240/320 to 100/200/300/400
Is imba! Put down a bunker close to mid tower and sniper in it and see if you can get last hits
Bunker build time was increased in the Item changes so its actually the same.
Depends on the game. Usually I'd go for one level of Refelction and max Conjure Image and Metamorphosis. If you have a 1vs1 in lane maxing Reflection is better since it reduces the cooldown. Many heroes won't even be able to lane against you.
Yup, lost half your army, just got level 5 dh at half health and a couple of bears/dryads. Suddenly level 6, metamorph at 25% with a rejuv on you and before you know it entire army of ghouls and gargs are dead and you have a level 7 full hp DH going to town on their base. GG.
On January 29 2014 08:20 Hagen0 wrote: Depends on the game. Usually I'd go for one level of Refelction and max Conjure Image and Metamorphosis. If you have a 1vs1 in lane maxing Reflection is better since it reduces the cooldown. Many heroes won't even be able to lane against you.
Conjure Image isn't strong until you have maxed Metamorphosis + 1-2 major items. I wouldn't max it 2nd unless you're really ahead.
On January 29 2014 08:23 synapse wrote: valve really outdoing themselves with this patch
The real question is does it still have the global sound effect.
I want to hear faint echos of that explosion when it happens off map so I can say "Oh shit, what the fuck that happened over there?" Fuck, I want it to scorch my minimap with tiny black mark for 15 seconds after it happens.
dudes if that screen shake is a thing and if it ever makes me misclick anything i am chaining myself to gabe's armchair while hunger striking and calling the cops and fucking reported
On January 29 2014 08:20 Hagen0 wrote: Depends on the game. Usually I'd go for one level of Refelction and max Conjure Image and Metamorphosis. If you have a 1vs1 in lane maxing Reflection is better since it reduces the cooldown. Many heroes won't even be able to lane against you.
Conjure Image isn't strong until you have maxed Metamorphosis + 1-2 major items. I wouldn't max it 2nd unless you're really ahead.
You usually know what you are talking about so maybe I'm wrong.
Having said that I disagree completely. You should have maxed Conjure Image by Lvl 9/10 at the latest. A max level Image with say a Yasha can solo any jungle camp which is amazing for flash farming. Even without the Yasha they can solo the easier camps or speed up your farming in general by a lot. You can easily do Ancients with your hero + 1 image, letting the image tank.
You also absolutely melt towers with two meta'd Images and your hero.
Maxing Meta before Conjure Image is fine but Reflection>Meta>Image is just too slow I feel. It also hurts your farming.
Conjure Image is unquestionably the better farming skill, but I don't think the pace of DotA as it stands lets you take advantage of that. Carries in the current version of DotA need to have fighting skills and need to level their fighting skills. As a fighting skill, Conjure Image does nothing before you have both a damage item and an HP source so that the images don't die to random AoE.
On January 29 2014 09:48 TheYango wrote: Conjure Image is unquestionably the better farming skill, but I don't think the pace of DotA as it stands lets you take advantage of that. Carries in the current version of DotA need to have fighting skills and need to level their fighting skills. As a fighting skill, Conjure Image does nothing before you have both a damage item and an HP source so that the images don't die to random AoE.
Well I guess the question then is what do you prioritize? I feel like his metamorphosis is the best skill for him if you want to fight early, since he still has a pretty low hp pool.
Conjure Image is also a better fighting skill than Reflection past the first rank. Obviously early on you can only really fight with meta up. Since meta'd images are ranged they are a bit less prone to catching incidental aoe than melee images. They still die rather easily to heavy aoe but I wouldn't pick TB against good aoe anyway. Damage however isn't a problem at all. A meta'd image hits harder than most heroes.
Not entirely sure why TB gets so much hype, a hero who relies heavily on farming and one of those worst heroes to play in an disadvantaged game. Model is well made though, love that they keep the fire trails, other than that he used to be a fun pub hero if you know how to use his soul steal ability but now with his skillset he will probably go safelane and be completely useless when team didnt win at 4v5 already. SnY/Manta+Skadi should still be his cores.
Phoenix on the other hand will be the new kaolin, jesus christ that hero.
Takeover mode could be pretty fun for TI4 compendium matches. A ton of potential there and if they make it duration based it's pretty much a mini game.
On January 29 2014 10:29 BurningSera wrote: Not entirely sure why TB gets so much hype, a hero who relies heavily on farming and one of those worst heroes to play in an disadvantaged game. Model is well made though, love that they keep the fire trails, other than that he used to be a fun pub hero if you know how to use his soul steal ability but now with his skillset he will probably go safelane and be completely useless when team didnt win at 4v5 already. SnY/Manta+Skadi should still be his cores.
Phoenix on the other hand will be the new kaolin, jesus christ that hero.
You are underselling TB a bit. He pushes very hard with just an S&Y or Manta, you'd could potentially play him in a pushing linep. He is also a decent split pusher lategame. Similar to Naga though not quite as good. If you are behind there is a chance that you can rat it out.
TB seems like a pretty nuts pusher, if you max metamorphos and image. He seems to be based a lot around his metamorphos ability and cd, while it's up you can push/gank while it's down you just sit back and farm.
On January 29 2014 10:29 BurningSera wrote: Not entirely sure why TB gets so much hype, a hero who relies heavily on farming and one of those worst heroes to play in an disadvantaged game. Model is well made though, love that they keep the fire trails, other than that he used to be a fun pub hero if you know how to use his soul steal ability but now with his skillset he will probably go safelane and be completely useless when team didnt win at 4v5 already. SnY/Manta+Skadi should still be his cores.
Phoenix on the other hand will be the new kaolin, jesus christ that hero.
I disagree to be honest. Long are gone the days of passive farming TB with Life Drain and/or Zeal or whatever he had in those versions.
Your damage is sick with Metamorphosis, and with just one level in reflection you can literally kill any hero without escape mechanic in 1v1 situation on level 2-4. You are also pretty good pusher if you want to level up Images or even without them, just new Metamorphosis gives you 80(!) bonus damage on level 4, so I don't think that people will playing him like they did long time ago and that is 4-protect-1 kind of strategy where he just keeps farming in the safe lane.
On January 29 2014 11:05 SKC wrote: TB isn't the hero he was a few years ago. With the new Metamorphosis and Reflection he isn't as useless early on.
how was he useless before? he had passive regen with zeal and metamorph had a shorter cooldown
He had Souls Steal, a far weaker Metamorphosis and illusions. He wasn't exactly strong early on.
Soul steal wasn't that useful in a fight, not until it got buffed a lot and changed so it wasn't channeling anymore at least, and his other abilities did little with no items.
On January 29 2014 10:29 BurningSera wrote: Not entirely sure why TB gets so much hype, a hero who relies heavily on farming and one of those worst heroes to play in an disadvantaged game. Model is well made though, love that they keep the fire trails, other than that he used to be a fun pub hero if you know how to use his soul steal ability but now with his skillset he will probably go safelane and be completely useless when team didnt win at 4v5 already. SnY/Manta+Skadi should still be his cores.
Phoenix on the other hand will be the new kaolin, jesus christ that hero.
I disagree to be honest. Long are gone the days of passive farming TB with Life Drain and/or Zeal or whatever he had in those versions.
Your damage is sick with Metamorphosis, and with just one level in reflection you can literally kill any hero without escape mechanic in 1v1 situation on level 2-4. You are also pretty good pusher if you want to level up Images or even without them, just new Metamorphosis gives you 80(!) bonus damage on level 4, so I don't think that people will playing him like they did long time ago and that is 4-protect-1 kind of strategy where he just keeps farming in the safe lane.
Sound like alot of theorycrafting. and how many people played the latest version of him in dota1, or at all? People are excited about TB because of the nostalgic model and after the major change on him i rarely seen him in dota1 pub.
And stop saying that new metamorph gives huge damage, Sven at lvl7 gets more damage. And I am pretty sure about that you will be a good pusher when you are not playing against real players, in real game you are not going to use metamoprh to push without your team.
People will run him on safelane in dota2 current meta. I was saying back then you can actually run him in whatever lane and he was a 'fun pub' hero.
You used to run it in any lane because pubs were terrible. If that same hero was ported into Dota 2, it would still be a late game safelane carry. Or jungler, Naix/LD style.
On January 29 2014 11:27 SKC wrote: You used to run it in any lane because pubs were terrible. It doesn't mean offlane or mid TB weren't bad at the time. If that same hero was ported into Dota 2, it would still be a late game safelane carry. Or jungler, Naix/LD style.
Back then Mid/dual offlane might be bad but they were viable as in the sense that the previous TB with zeal/lifesteal+sunken can go ruin oppo whatever lane if the player knew how to use lifesteal well and then ulti for ganking/teamfight, you don't necessary need any farm on him. However whats the point if you run the TB with current skillset on a non-farming lane, he still needs items to be a good carry.
On January 29 2014 11:27 SKC wrote: You used to run it in any lane because pubs were terrible. It doesn't mean offlane or mid TB weren't bad at the time. If that same hero was ported into Dota 2, it would still be a late game safelane carry. Or jungler, Naix/LD style.
Back then Mid/dual offlane might be bad but they were viable as in the sense that the previous TB with zeal/lifesteal+sunken can go ruin oppo whatever lane if the player knew how to use lifesteal well and then ulti for ganking/teamfight, you don't necessary need any farm on him. However whats the point if you run the TB with current skillset on a non-farming lane, he still needs items to be a good carry.
Right now there's no way old TB wouldn't be terrible in other lanes, and current Reflection is probally a better "support" spell than the life drain. You can at least gank people with it. Old TB was terrible early game, worse than current TB.
On January 29 2014 10:29 BurningSera wrote: Not entirely sure why TB gets so much hype, a hero who relies heavily on farming and one of those worst heroes to play in an disadvantaged game. Model is well made though, love that they keep the fire trails, other than that he used to be a fun pub hero if you know how to use his soul steal ability but now with his skillset he will probably go safelane and be completely useless when team didnt win at 4v5 already. SnY/Manta+Skadi should still be his cores.
Phoenix on the other hand will be the new kaolin, jesus christ that hero.
I disagree to be honest. Long are gone the days of passive farming TB with Life Drain and/or Zeal or whatever he had in those versions.
Your damage is sick with Metamorphosis, and with just one level in reflection you can literally kill any hero without escape mechanic in 1v1 situation on level 2-4. You are also pretty good pusher if you want to level up Images or even without them, just new Metamorphosis gives you 80(!) bonus damage on level 4, so I don't think that people will playing him like they did long time ago and that is 4-protect-1 kind of strategy where he just keeps farming in the safe lane.
Sound like alot of theorycrafting. and how many people played the latest version of him in dota1, or at all? People are excited about TB because of the nostalgic model and after the major change on him i rarely seen him in dota1 pub.
And stop saying that new metamorph gives huge damage, Sven at lvl7 gets more damage. And I am pretty sure about that you will be a good pusher when you are not playing against real players, in real game you are not going to use metamoprh to push without your team.
People will run him on safelane in dota2 current meta. I was saying back then you can actually run him in whatever lane and he was a 'fun pub' hero.
The fact alone that you compare sven to tb kind of invalidates your opinion given the fact that tb is range, has a ton more armor, no mana issues, a fuckton more as and a lower bat.
Although time will tell how he is treated in competitive this hero will be a complete joke in pub, probably not ES level of stupidity but pretty fucking strong regardless.
Although many people are theorycrafting about him there are probably not enough who really played that hero in its current iteration. A small hint; this hero has 100 dmg 7 armor and a 5 second 60% MS slow which deals damage on level 3. Yes Meta has insanely high cd, yes reflection is near melee range, nevertheless this hero is insane in mid and has a kill opportunity on level 2 or 3 like no other carry. Although tb will not crush your typical mid hero he will still be able to farm due to his insane armor/animation/damage while crushing weaker mid heroes with ease.
Putting him on a safe farm lane is probably not bad either but probably a waste of his lane strength in most games.
I've played TB mid in Dota 1 a lot. It's not as good as you think. He is viable and you can bully people pretty hard early on. But you get into trouble against spell spam + bottle crow which a lot of heroes can do. You have good rune control though.
Everyone knows the legit way to play TB is to buy Dagon.
Also,Phoenix isn't OP anymore.
He used to be so damn broken when he was first released. He is the only hero that could solo kill any hero at lvl 1 with just the Sunray.
His Icarus Dive is basically a 1k range nuke that allow him to escape or chase. Those Spirits? OP Heal? Plus OP dmg back then it could nuke down 1 guy to half hp when those spirits were fully charged.
After that she got nerfed to oblivion and base stats got nerfed. All her spells essentially got reworked.
On January 29 2014 14:01 Vertical wrote: is it just me or does terrorblade's metamorphosis didnt change his model enough ? i mean in WC3 he change a lot
anyway glad they choose more serious models and quit with looney models like puck and np
Well if you compare it to the WC3, then yeah it doesn't change a lot. If you look at it, metamorphosis makes him "bigger", like when you used BKB in WC3, and his wings are bigger too.
On January 29 2014 05:44 Kznn wrote: I find TB to be one of the worst models :/ I don't really like his model at all. (human form)
oh well, on the other side phoenix is beyond amazing.
I totally agree. The red TB version looks okay though, will be interesting how hard it will be to get. I dont like his metamorph much in either forms. Also the attack-animation is really dull. Not at all like in wc3, where he shot comets.
I think i will play phoenix simply because of the model. Icarus is truely beautiful and so are sunray and supernova.
@original TB model: hard to trump a guy who has wings, horns, tons of muscles, golden tattoos, dual blades and glowing, blind eyes. Evil Illidan-model has enough awesomeness that it clearly classifies for being over the top.
On January 28 2014 05:17 ahswtini wrote: it's OMG mode!!! ability draft!!!!!
speaking of mods .. this mod existed in wc3 like last year ago .. i think it was "LOD dota"... its a good thing they decided to put this unto dota 2 as well
Alchemist Night vision reduced from 1400 to 800 Unstable Concoction maximum shaking duration reduced from 7 to 5.5 [?] Unstable Concoction no longer continues to get stronger while it is in the air If you look at the vision thing would not be a big deal but its actually a very effective of reducing alchemists effectiveness without nerfing alchemists power. And i didnt even know that unstable concoction lasts 7 sec lol.
Beastmaster Call of the Wild Hawk duration reduced from 60/70/80/80 to 60 Call of the Wild Boar duration reduced from 70/80/90 to 60 Call of the Wild no longer destroys previous summons on cast
possible rat hero ?
Bloodseeker Thirst Bonus Speed and damage rescaled from 7/14/21/28 to 5/15/25/35 Bloodbath now gives the full hero kill benefit (instead of only half) if he is within the 325 AoE when a hero dies
this just makes bloodseeker more deadly and annoying. Brewmaster Primal Split cooldown reduced from 180/160/140 to 140/120/100
awesome ! what happens when you have aghs on him ?
Broodmother Can no longer leave the map boundaries [?] Spin Web no longer provides 200 vision Free pathing is now removed when enemies have vision over you [?]
she will be like spectre although still counterable
Centaur Warrunner Stampede cooldown reduced from 120/90/60 to 90/75/60
this will be much better than rampage now.
Clockwerk Hits required to kill Power Cogs rescaled from 3 to 2/2/2/3
yes. nerfs
Dazzle Weave duration increased from 20 to 24 well i consider this a nerf to rox.kis team
Death Prophet Exorcism cooldown increased from 100 to 115 Silence AoE increased from 350 to 425 pretty good. more manageable DP
Drow Ranger Reworked Silence
now works like KOTL blind ?
Earth Spirit Stone Remnant recharge timer increased from 25 to 35 Geomagnetic Grip now does a 2/3/4/5 second silence instead of a 1/1.5/2/2.5 second stun Geomagnetic Grip damage rescaled from 125 to 100/150/200/250 Boulder Smash damage rescaled from 100/150/200/250 to 125 Boulder Smash now does a 0.75/1.25/1.75/2.25 second stun instead of a 3.5/4/4.5/5 second silence Boulder Smash radius from 225 to 200 Rolling Boulder now also gets interrupted if disabled during the initial 0.6 rolling charge, instead of only while its moving Geomagnetic Grip now kills trees along the path of a dragged allied hero Targeting someone directly with Boulder Smash will now be blocked by Linken's Sphere Fixed being able to cast Geomagnetic Grip on magic immune allies Fixed Boulder Smash being able to target Magic Immune units Fixed Rolling Boulder travel distance going further than intended if you use a Stone Remnant near the end of the roll YESSSSS ! on the biggest yes i will say my life .. that this fucker is nerfed
Faceless Void Chronosphere cooldown reduced from 120/110/100 to 120/100/80 You now have 1000 movement speed and phase while you are in Chronosphere Timewalk manacost reduced from 120 to 90 Now only stun works on void under the ult.
Invoker Forge Spirits armor reduced from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6 Forge Spirits attack range reduced from 300->900 to 300->690 EMP burn increased from 100->400 to 100->550 EMP delay from 3.7->2 to 2.6 Alacrity manacost reduced from 75 to 45 Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30
What a faster ghost walk and more effective emp ? your kidding me right ? although its a good less effective rat dota for invoker
Keeper of the Light Mana Leak stun duration increased from 1.3/1.6/1.9/2.2 to 1.5/2/2.5/3 i like this buff .. he gets more useful in lategame/midgame Leshrac Lightning Storm jumps from 4/6/7/8 to 4/5/6/7 Lightning Storm damage from 80/145/205/265 to 80/140/200/260 Lightning Storm cooldown reduced from 5.5 to 4 Lightning Storm manacost reduced from 100/115/130/145 to 90/100/110/120
a more spammable spell for 5 less damage .. not a good idea
Lion Aghanim's Scepter now causes Finger of Death to hit units within a 200 AoE of the primary target
finally something that distinguishes lion's ult from lina's Lone Druid Spirit Bear's Entangle is no longer an Orb Effect YES , deso bear or lifesteal bear
Lycan Wolves Fade Time decreased from 3 to 1.7 Level 3 Lycan Wolves now have Invisibility Level 4 Lycan Wolves now have a passive ability that gives them 15 HP regen with good micro this will be pretty OP and can possibly allow lycan to lane without sucking now.
Meepo Divided We Stand level requirement reduced from 4/11/18 to 3/10/17 Divided We Stand now passively reduces your revive timer by 10%/20%/30%
YES ! but this meepo must never be added on CM .. from my experience he is more broken than invoker .. especially from players who background over RTS
Morphling You can now cast and attack while in Waveform more dps
Ogre Magi Unrefined Fireblast manacost changed from 400 to 60% of your current mana
wtf ? i think this is a bit too much
Outworld Devourer Astral Imprisonment cast range reduced from 550 to 500
less effective midlane OD
Queen of Pain Sonic Wave Scepter cooldown rescaled from 100/70/40 to 40
what ?
Shadow Shaman Mass Serpent Wards can no longer trap Roshan lol alliance nerf
Slark Pounce damage reduced from 70/140/210/280 to 60/120/180/240 Shadow Dance cooldown reduced from 65 to 60 nerf on pounce damage won't do much .. but the shadow dance less cool down is better if that was the trade
Sniper Take Aim range bonus increased from 80/160/240/320 to 100/200/300/400
we might see a sniper carry from the pros !(lol no)
Sven Base armor increased by 3
nice we get more tanky sven
Tinker Added Aghanim's Scepter: Doubles Laser cast range and Heat-Seeking missile count
This is pretty powerful . We are gonna see tinker mids that rush midas(possible) then BOT + aghs that obtain a mass advantage in the midgame. Tinker will have more impact in the midgame with this.
Undying Soul Rip cooldown reduced from 25/20/15/10 to 24/18/12/6
What's this krobs 1st skill ?
Visage Base movement speed reduced by 5 Grave Chill manacost rescaled from 70/80/90/100 to 100 Familiars are now properly magic immune [?]
more annoying familiars
Wraith King Reincarnation slow increased from 50 to 75% Reincarnation slow duration increased from 4 to 5 We won't still see pros use this hero even with this change.
On January 29 2014 09:07 beef42 wrote: is that a... screen shake in those last few frames? shaking screens!? in my competitive video game!??
There has been screen shake in Dota 2 since... well, since the beta started I suppose. You disable it in the menu. If you haven't noticed it until now, you're probably fine regardless.
TB is another form of agi carries which can be bullied in lane, 435 starting HP, 250 range on sunder. I think he can hit earlier than other illusion agi carries, naga and PL, but has a much weaker laning phase.
Phoenix, I can see the harass potential from spirits but the projectile has the same movespeed of flamebreak but with a way smaller radius, the cooldown is not great either.
All in all after reading carefully hero descriptions, I don't think we'll see ES level of power heroes.
Concerning LD, maelstrom now increases root chance whereas before the IAS was offset by the proc, it was still my go to poor man build on him, I think it's a very legit item now, balanced for fighting and farming during early midgame.
On January 29 2014 17:04 nojok wrote: TB is another form of agi carries which can be bullied in lane, 435 starting HP, 250 range on sunder. I think he can hit earlier than other illusion agi carries, naga and PL, but has a much weaker laning phase.
Phoenix, I can see the harass potential from spirits but the projectile has the same movespeed of flamebreak but with a way smaller radius, the cooldown is not great either.
All in all after reading carefully hero descriptions, I don't think we'll see ES level of power heroes.
Concerning LD, maelstrom now increases root chance whereas before the IAS was offset by the proc, it was still my go to poor man build on him, I think it's a very legit item now, balanced for fighting and farming during early midgame.
He has 0 abilities to flashfarm, unlike pl or naga. Combined with being item dependant he was never a big thing. I dont really see him making a splash when people figure out to counter him
On January 29 2014 17:22 ragnorr wrote: He has 0 abilities to flashfarm, unlike pl or naga. Combined with being item dependant he was never a big thing. I dont really see him making a splash when people figure out to counter him
On January 29 2014 18:01 Velr wrote: Old-(old)-TB was iirc mainly jungling and only needed 1 big Item to become a real pain to deal with (ranged, mirror images, sunder…).
Way back around 2005/2006, one of my friends rushed Divine Rapier on TB, all he did was to sit back and send images, and back then, conjure image made 2 copies right away. Then he managed to get Manta by pushing with his illusions.
On January 29 2014 18:28 Zorgaz wrote: Icarus!? Awesome :D
On January 29 2014 18:01 Velr wrote: Old-(old)-TB was iirc mainly jungling and only needed 1 big Item to become a real pain to deal with (ranged, mirror images, sunder…).
Way back around 2005/2006, one of my friends rushed Divine Rapier on TB, all he did was to sit back and send images, and back then, conjure image made 2 copies right away. Then he managed to get Manta by pushing with his illusions.
On January 29 2014 18:28 Zorgaz wrote: Icarus!? Awesome :D
On January 29 2014 14:01 SilverSkyLark wrote: Needs more techies for the lols.
Agree, but have a feeling he isn't prioritized xD
It's so funny when your techies ally buys a shit ton of clarities and tps to the side lane and places mines in the side shop.
I guess i am one of those allies ? i play techies alot lol
anyways speaking of techies when i learned that don't place mines on obvious places but rather on places where you need actually go to that place to remove the fog of war(trust me even with gem they won't see it unless they have flying vision) or they need to go another in order to not go through that path
does everyone get every hero? or is it like LoD (mega draft/single draft?) or Captains draft i guess?
do you think they'll ban/ patch OP things like ranged essence shift/ranged furry swipes (for example, wr ulti and essence/fury) (in LOD these were patched to not work)
Things like berserkers blood, /essence shift/ rage/ tiny ulti/ wr ulti,
Perma stun builds too like goo, shikuchi or sticky napalm, aftershock are pretty funny
watching naix with pheonix sun ray is hilarious btw
sorry getting good memories of how fun it actually is
On January 29 2014 22:46 run.at.me wrote: has anyone played ability draft in test client?
does everyone get every hero? or is it like LoD (mega draft/single draft?) or Captains draft i guess?
do you think they'll ban/ patch OP things like ranged essence shift/ranged furry swipes (for example, wr ulti and essence/fury) (in LOD these were patched to not work)
Things like berserkers blood, /essence shift/ rage/ tiny ulti/ wr ulti,
Perma stun builds too like goo, shikuchi or sticky napalm, aftershock are pretty funny
watching naix with pheonix sun ray is hilarious btw
sorry getting good memories of how fun it actually is
There is a pool of 10 heroes selected for each person at random. Each player then takes turns selecting abilities from the pool. Its a lot of fun but you have to be quick to see what is available.
Oh and orbs stay as ranged even if you have a melee character.
On January 29 2014 22:46 run.at.me wrote: has anyone played ability draft in test client?
does everyone get every hero? or is it like LoD (mega draft/single draft?) or Captains draft i guess?
do you think they'll ban/ patch OP things like ranged essence shift/ranged furry swipes (for example, wr ulti and essence/fury) (in LOD these were patched to not work)
Things like berserkers blood, /essence shift/ rage/ tiny ulti/ wr ulti,
Perma stun builds too like goo, shikuchi or sticky napalm, aftershock are pretty funny
watching naix with pheonix sun ray is hilarious btw
sorry getting good memories of how fun it actually is
i remember that in every game i played with LOD almost all my enemies were taking the permanent invis of riki as ult. There was even this one build where they take a really ranged hero then add lanaya+ sniper range into skill pool + overpower by ursa then have the impetus as ultimate .. it was doing crazy damage it was not even funny ..
Fire bird has the best auto attack sound in all of dota. And is also sort of dumb in so many amazing ways. It's like the hero is a dive bomber and laser turret all in one.
On January 29 2014 22:46 run.at.me wrote: has anyone played ability draft in test client?
does everyone get every hero? or is it like LoD (mega draft/single draft?) or Captains draft i guess?
do you think they'll ban/ patch OP things like ranged essence shift/ranged furry swipes (for example, wr ulti and essence/fury) (in LOD these were patched to not work)
Things like berserkers blood, /essence shift/ rage/ tiny ulti/ wr ulti,
Perma stun builds too like goo, shikuchi or sticky napalm, aftershock are pretty funny
watching naix with pheonix sun ray is hilarious btw
sorry getting good memories of how fun it actually is
i remember that in every game i played with LOD almost all my enemies were taking the permanent invis of riki as ult. There was even this one build where they take a really ranged hero then add lanaya+ sniper range into skill pool + overpower by ursa then have the impetus as ultimate .. it was doing crazy damage it was not even funny ..
hahaha yeah riki invis is popular but it's a bad pick generally speaking, the other combo is killer tho, one hit build is awesome too - enchant totem, kunka splash, jinada, and tiny ult
edit: time will tell, the broken combos will come to light soon
- There was some work done with *nevermore* that was not in the patch notes. (maybe skin change) - we did not get any explanation on the new *game mode* (we only got the model for the boss that is incomplete) - there are some easter eggs on the phoenix artwork - valve normaly does 4 days.
so, maybe, just maybe we will get a day 4 patch. Probably not tho.
On January 30 2014 00:04 Kznn wrote: I think we will have day 4 today.
- There was some work done with *nevermore* that was not in the patch notes. (maybe skin change) - we did not get any explanation on the new *game mode* (we only got the model for the boss that is incomplete) - there are some easter eggs on the phoenix artwork - valve normaly does 4 days.
so, maybe, just maybe we will get a day 4 patch. Probably not tho.
On January 30 2014 00:04 Kznn wrote: I think we will have day 4 today.
- There was some work done with *nevermore* that was not in the patch notes. (maybe skin change) - we did not get any explanation on the new *game mode* (we only got the model for the boss that is incomplete) - there are some easter eggs on the phoenix artwork - valve normaly does 4 days.
so, maybe, just maybe we will get a day 4 patch. Probably not tho.
The Monkey King is a Chinese film that will be released on 31 January in China, plus the Phoenix artwork contains the visage of something resembling a monkey man. It's Sun Wukong!
Lol I wish, but it would be great if Valve added another new hero to Dota such as the Monkey King.
On January 30 2014 00:04 Kznn wrote: I think we will have day 4 today.
- There was some work done with *nevermore* that was not in the patch notes. (maybe skin change) - we did not get any explanation on the new *game mode* (we only got the model for the boss that is incomplete) - there are some easter eggs on the phoenix artwork - valve normaly does 4 days.
so, maybe, just maybe we will get a day 4 patch. Probably not tho.
I don't think Valve have ever done a 4 day event dude. I went through all the old events yesterday/2 days ago. That being said I hope you're right, but at the same time there have already been confirmations of the patch going live today so it's doubtful. Oh and if you go through the reddit thread on the Nevermore stuff half of the OP's claim was unsubstantiated.
On January 29 2014 22:46 run.at.me wrote: has anyone played ability draft in test client?
does everyone get every hero? or is it like LoD (mega draft/single draft?) or Captains draft i guess?
do you think they'll ban/ patch OP things like ranged essence shift/ranged furry swipes (for example, wr ulti and essence/fury) (in LOD these were patched to not work)
Things like berserkers blood, /essence shift/ rage/ tiny ulti/ wr ulti,
Perma stun builds too like goo, shikuchi or sticky napalm, aftershock are pretty funny
watching naix with pheonix sun ray is hilarious btw
sorry getting good memories of how fun it actually is
i remember that in every game i played with LOD almost all my enemies were taking the permanent invis of riki as ult. There was even this one build where they take a really ranged hero then add lanaya+ sniper range into skill pool + overpower by ursa then have the impetus as ultimate .. it was doing crazy damage it was not even funny ..
So, lina with take aim, psi blades, agh impetus and strafe? Okay. Actually, it is like 1400 ranged attack. Impetus should be doing ridiculous dmg.
Does anyone know what happens if you buy an Aghanim in random skills mode? Do you get the upgrade of the ultimate you have or from your hero? What if you have Rearm as your ultimate?
On January 30 2014 02:11 Fatalize wrote: Does anyone know what happens if you buy an Aghanim in random skills mode? Do you get the upgrade of the ultimate you have or from your hero? What if you have Rearm as your ultimate?
Apparently Aghanim works fine in the LOD Dota map, it boosts the ulti you have. In the case of rearm, I have no idea what would happen, I would assume nothing.
On January 30 2014 02:11 Fatalize wrote: Does anyone know what happens if you buy an Aghanim in random skills mode? Do you get the upgrade of the ultimate you have or from your hero? What if you have Rearm as your ultimate?
Apparently Aghanim works fine in the LOD Dota map, it boosts the ulti you have. In the case of rearm, I have no idea what would happen, I would assume nothing.
In OMG at least Aghs only works if you have matching body and ult for a certain hero.
On January 29 2014 14:45 goody153 wrote: Roshan no longer stops upgrading his hp/damage/armor at 45 minutes Roshan upgrade rate increased by 20%
does this mean in really long games (50 minutes up) teams who don't contain a permabash hero or hard hitters can't kill RS later.
no lol
Well actually given long enough a game roshan will become unkillable as he won't have a progression cap where as heroes do. Though it'd prolly take a few hours but still :D
On January 29 2014 14:45 goody153 wrote: Roshan no longer stops upgrading his hp/damage/armor at 45 minutes Roshan upgrade rate increased by 20%
does this mean in really long games (50 minutes up) teams who don't contain a permabash hero or hard hitters can't kill RS later.
no lol
Well actually given long enough a game roshan will become unkillable as he won't have a progression cap where as heroes do. Though it'd prolly take a few hours but still :D
Properly timed, 5 E-blades and 5 Heaven's halberds guarantee that rosh can never attack, and since his regen and magic resist don't scale, damaging him with E-Blades and Dagons should be enough for literally any 5 heroes to kill rosh at any point, although it could take a VERY long time to kill him.
On January 29 2014 14:45 goody153 wrote: Roshan no longer stops upgrading his hp/damage/armor at 45 minutes Roshan upgrade rate increased by 20%
does this mean in really long games (50 minutes up) teams who don't contain a permabash hero or hard hitters can't kill RS later.
no lol
Well actually given long enough a game roshan will become unkillable as he won't have a progression cap where as heroes do. Though it'd prolly take a few hours but still :D
Properly timed, 5 E-blades and 5 Heaven's halberds guarantee that rosh can never attack, and since his regen and magic resist don't scale, damaging him with E-Blades and Dagons should be enough for literally any 5 heroes to kill rosh at any point, although it could take a VERY long time to kill him.
Edit: oh yeah hexes too.
Could work, especially with hexes come to think of it. And refreshers. With E-Blades and H-Hs alone you'd have to be careful with the spell block not coming off cd at a wrong time and missing one of the casts :D. Wonder if someone's going to leave their comp up running a custom game in the background to get rosh leveled up ridiculous amounts and try to get the raidboss down and see who can kill the biggest one.
On January 29 2014 14:45 goody153 wrote: Roshan no longer stops upgrading his hp/damage/armor at 45 minutes Roshan upgrade rate increased by 20%
does this mean in really long games (50 minutes up) teams who don't contain a permabash hero or hard hitters can't kill RS later.
no lol
Well actually given long enough a game roshan will become unkillable as he won't have a progression cap where as heroes do. Though it'd prolly take a few hours but still :D
Properly timed, 5 E-blades and 5 Heaven's halberds guarantee that rosh can never attack, and since his regen and magic resist don't scale, damaging him with E-Blades and Dagons should be enough for literally any 5 heroes to kill rosh at any point, although it could take a VERY long time to kill him.
Edit: oh yeah hexes too.
Could work, especially with hexes come to think of it. And refreshers. With E-Blades and H-Hs alone you'd have to be careful with the spell block not coming off cd at a wrong time and missing one of the casts :D. Wonder if someone's going to leave their comp up running a custom game in the background to get rosh leveled up ridiculous amounts and try to get the raidboss down and see who can kill the biggest one.
With the replay takeover you can afk fro extended amounts of time and save the replay and distribute it as a challenge. Wonder how that feature works with cheat lobbies, do those even save replays?
On January 30 2014 02:22 SkelA wrote: What will happen if you have Sniper with impetus? Impetus at 1000 range all the time?
smart players who played LOD added lanaya range and sniper range to their range hero with huge vision .. your enemies won't even know what hit them i can guarantee since they can't see who is shooting them ... i can guarantee that i experienced it myself. It was the most fucked up thing i ever experienced in that mod so far. Your enemies can't do anything about you and they just die so easy.
On January 30 2014 06:34 Geo.Rion wrote: anyone has any clue if this Offering thing (armory-my offering) thing is worth it? sacrificing itesm that is
dunno I just deposited 5 pages of useless chests into it. I sure as hell won't miss them even for 1+ common(s).
true that
Fair warning though, bought a favour, played a 40 minute game (min 1 other had favor) and got 88 points. The boxes u can redeem cost 1500 so like 7-800 minutes worth of play with favour. Very very bad
On January 30 2014 02:11 Fatalize wrote: Does anyone know what happens if you buy an Aghanim in random skills mode? Do you get the upgrade of the ultimate you have or from your hero? What if you have Rearm as your ultimate?
Apparently Aghanim works fine in the LOD Dota map, it boosts the ulti you have. In the case of rearm, I have no idea what would happen, I would assume nothing.
In OMG at least Aghs only works if you have matching body and ult for a certain hero.
So question, hwo would Luna's Glaives + Impetus interact? lol
Thinking of drafting a overpower + sniper's aim + Luna's Glaives + Impetus hero lol, can't decide if i want a slow projectile hero or a a fast one like sniper (insta-gib vs inevitable death lol)
Impetus + Take Aim + Psy Blades + 1 free spell is legit. :D You can get like 1200 attack range with the impetus and spil the range over behind the target from psy blades.
but will luna's glaive deal the impetus dmg too? lol imagine at night time with your 1200 range you insta-gib two heroes standing next to each other from the bounce lol, and they dont can't even see it coming lol.
Should have the same interaction any orb has for glaives, no? As in - it'll proc on the first hit but not subsequent bounces. Same as Dusa's split shot.
In Random Abilities, does everyone have the same stat gain? Or are they tied to whatever hero you were assigned to? If it's the latter, I feel there's an inherit unfairness if one team gets squishies galore.
Had a Balanar in game who selected 3 NS skills lol. Why bother playing RA?
On January 30 2014 09:35 Elurie wrote: In Random Abilities, does everyone have the same stat gain? Or are they tied to whatever hero you were assigned to? If it's the latter, I feel there's an inherit unfairness if one team gets squishies galore.
Had a Balanar in game who selected 3 NS skills lol. Why bother playing RA?
I don't think so, Jango made a similar statement about the balance being unfair depending on what random hero you get because every hero can have access to the same abilities.
Oh god, any real hard carry with hunter in the night would be scary.
I just saw Terrorblade in game, man that model looks disproportionally flat T___T the design and texture have some terror in it indeed, but shoulders are too narrow and the body and arms look like some malnutrition weaklings valve needs to have better gym schedule for terrorblade imo
On January 30 2014 17:16 bluegarfield wrote: I just saw Terrorblade in game, man that model looks disproportionally flat T___T the design and texture have some terror in it indeed, but shoulders are too narrow and the body and arms look like some malnutrition weaklings valve needs to have better gym schedule for terrorblade imo
design wise, valve still owe us to make storm spirit quit his mexican dialect
Played 4 games on new patch and noticed a trend, won 3 with enemy team having both TB and Phoenix and lost 1 with TB on my team, he ragequit 12min into the game after feeding weaver 4 times.
On January 30 2014 20:04 zcki wrote: Played 4 games on new patch and noticed a trend, won 3 with enemy team having both TB and Phoenix and lost 1 with TB on my team, he ragequit 12min into the game after feeding weaver 4 times.
iron branch change is surprisingly nice
Havent lost a game yet with a terrorblade on mine. His stats and starting armour is ridiculous.
Just played TB in a bot game. Dude seems ridiculous from a ganking/tanking standpoint. I was just messing around and ended up 9-0 with 3 easy kills during the laning phase with the slowing illusion ability. I know bot games are hardly indicative of a hero's viability in multiplayer games, but I don't think I've ever felt like I could just barrel through everyone and brute force gank people so early like with this guy. Might have to play him this evening in MP and see if he's as fun as I think, or if I'm just talking out of my ass.
On January 30 2014 17:16 bluegarfield wrote: I just saw Terrorblade in game, man that model looks disproportionally flat T___T the design and texture have some terror in it indeed, but shoulders are too narrow and the body and arms look like some malnutrition weaklings valve needs to have better gym schedule for terrorblade imo
Young males have delicate psyches and we don't want them to have issues about their image.
On January 30 2014 20:04 zcki wrote: Played 4 games on new patch and noticed a trend, won 3 with enemy team having both TB and Phoenix and lost 1 with TB on my team, he ragequit 12min into the game after feeding weaver 4 times.
iron branch change is surprisingly nice
Havent lost a game yet with a terrorblade on mine. His stats and starting armour is ridiculous.
On January 30 2014 20:04 zcki wrote: Played 4 games on new patch and noticed a trend, won 3 with enemy team having both TB and Phoenix and lost 1 with TB on my team, he ragequit 12min into the game after feeding weaver 4 times.
iron branch change is surprisingly nice
Havent lost a game yet with a terrorblade on mine. His stats and starting armour is ridiculous.
His starting hp is terrible.
Honestly, with the armor he has, it's not really a big deal, it just means tangos do more for you. A dual lane with strong nukes is still scary though.
What is icefraud thinking about those es nerfs. He is unplayable now not because of the switch in sil and stun, but because they nerf the stone cd when you can no longer chain his spells with just 1 or 2 stones
Edit: Yea, i cant even go past recharging more than 3 stones the entire game
On February 01 2014 00:24 babysimba wrote: What is icefraud thinking about those es nerfs. He is unplayable now not because of the switch in sil and stun, but because they nerf the stone cd when you can no longer chain his spells with just 1 or 2 stones
Edit: Yea, i cant even go past recharging more than 3 stones the entire game
They nerfed an OP as fuck character and people are complaining. I'm shocked.
On February 01 2014 02:17 babysimba wrote: I'm just sad he's really not that worth it to play in the offlane role anymore. He will probably still be top tier in a good support's hand.
There was never any point to playing him in the offlane role. He literally needed nothing at all to kill anyone on the map. Not even 6 like a lot of offlaners.
He was way too strong and he got the nerfs that he deserved. Now he at least has a reason to spend his gold.
So is ES still any good post nerf? I kinda agree with babysimba that stone recharge time seems unnecessary considering you can't wombo combo with 1 rock anymore.
I agree his level 3 combo was ridiculous, hopefully he still has a lot of utility cause he was really fun to play.
On February 01 2014 22:08 Ryder. wrote: So is ES still any good post nerf? I kinda agree with babysimba that stone recharge time seems unnecessary considering you can't wombo combo with 1 rock anymore.
I agree his level 3 combo was ridiculous, hopefully he still has a lot of utility cause he was really fun to play.
He has very poor laning presence now, he's still very good in squirmishes and awesome in teamfights. It's just not "see=>kill" like it was before. I don't see him mid anymore, he will sux on the offlane if the ennemies have proper lane control and he has weak lane presence with carries who can't do shit before having 8k gold. Overall still a very good hero imo, you can still save your mates countless times, aoe stun (that stun has so much range now!), godlike escape, good initiation. Wardbitch with bottle and brown boots and you can contribute a fuck ton in teamfights.
On February 02 2014 05:20 erin[go]bragh wrote: I liked just about everything in this patch until I discovered the stealth nerf to Lone Druid's Spirit Bear. Now I'm sad.
It isn't a nerf. if anything it is a buff, but chances are that there is no real difference.
Spirit Bear's Entangle is no longer an Orb Effect
This mean that it is no Orb Effect and thus it stacks with other orbs. It was a proc however so it never really got in the way for other orbs
On February 02 2014 05:20 erin[go]bragh wrote: I liked just about everything in this patch until I discovered the stealth nerf to Lone Druid's Spirit Bear. Now I'm sad.
It isn't a nerf. if anything it is a buff, but chances are that there is no real difference.
Watching some first page games this morning, it seems like Earth Spirit is doing pretty well. I wonder how long it takes for people to start complaining again. ._.
Earth Spirit is 100% fine to me right now. Good ES players can actually still play the hero and retarded ones can't just rape games instantly if they know how to pull off his combo.
On February 02 2014 05:20 erin[go]bragh wrote: I liked just about everything in this patch until I discovered the stealth nerf to Lone Druid's Spirit Bear. Now I'm sad.
It isn't a nerf. if anything it is a buff, but chances are that there is no real difference.
Spirit Bear's Entangle is no longer an Orb Effect
This mean that it is no Orb Effect and thus it stacks with other orbs. It was a proc however so it never really got in the way for other orbs
i think he means the cast point parity change on return
This =p Return used to be instant (used to as in, previously in dota 2). It wasn't the case in dota 1 though. Now there's a slight cast delay for the bear to return.
On February 04 2014 19:28 Kuroeeah wrote: Earth Spirit is 100% fine to me right now. Good ES players can actually still play the hero and retarded ones can't just rape games instantly if they know how to pull off his combo.
To be fair ES had less than 50% winrate on pub, so only good ES players actually had high winrates.