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On September 30 2012 16:21 Erasme wrote: it's like a way worse meld that has a duration of 2.75sec
I just learned from the other thread that its not an invis duration of 2.75 its a perma invis that takes 2.75 seconds to fade into. still makes it good, but doesnt make it as amazing as i thought it was.
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On September 30 2012 16:24 TheYango wrote:Show nested quote +On September 30 2012 16:21 Erasme wrote: it's like a way worse meld that has a duration of 2.75sec That's not the duration, that's the fade time. The duration is presumably infinite unless you cancel it, but having to stand still for 2.75 seconds in order to fade out completely is going to be too big a liability in most cases. It does make Lothar's smoother to buy though. Oh, my bad, misread :p Wonder which carry will be the must get ~~ Am probably but morph still got hit ~~
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United States47024 Posts
On September 30 2012 16:26 Erasme wrote:Show nested quote +On September 30 2012 16:24 TheYango wrote:On September 30 2012 16:21 Erasme wrote: it's like a way worse meld that has a duration of 2.75sec That's not the duration, that's the fade time. The duration is presumably infinite unless you cancel it, but having to stand still for 2.75 seconds in order to fade out completely is going to be too big a liability in most cases. It does make Lothar's smoother to buy though. Oh, my bad, misread :p Wonder which carry will be the must get ~~ Am probably but morph still got hit ~~ DK is strong and really underplayed. He was 1st phase ban/pick status in DotA 1 until people realized that Tauren Chieftain screws him up badly (and TC also got a buff this patch). But since TC is not in DotA 2 yet, and every other relevant carry got nerfed while DK got buffed, DK should be VERY powerful until TC gets added to DotA 2.
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Fixed Power Cogs not triggering and burning mana/hp when someone Force Staffs over it :O :O :O
Clockwerk viable in competitive play!? Aren't this the chance that syndereN wanted ?
- Marksmanship level 3 agility bonus increased from 45 to 60 - Trueshot Aura damage bonus increased from 7/14/21/28% to 8/16/24/32% wow, that is a lot of extra dmg for Drow 
- Time Lock deals twice as much damage when it procs on a target in Chronosphere - Faceless Void can no longer be frozen by any Chronosphere!! This seems quite good :D
Meepo buff!
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On September 30 2012 16:30 Ramong wrote: Fixed Power Cogs not triggering and burning mana/hp when someone Force Staffs over it :O :O :O
Clockwerk viable in competitive play!? Aren't this the chance that syndereN wanted ? Nah they wanted to work like how Kinetic fields now works. Which is how I would want it to work too =/.
Also love the DK buff looking forward to seeing more carries in pro games :D
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On September 30 2012 16:30 Ramong wrote: Fixed Power Cogs not triggering and burning mana/hp when someone Force Staffs over it :O :O :O
Clockwerk viable in competitive play!? Aren't this the chance that syndereN wanted ?
still a shitty hero i am afraid there is also something wrong with the rocket vision after talking to some clock's fans.
So many changes in this patch, we will probably see 6.75a/b comes out very quickly and then they will be implemented to dota2 (unless valve employees have too much free time).
Also, OMG: Observer Wards - Observer Wards gold cost decreased from 200 to 150 Pro support with midas incoming?!
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Omniknight - Degen Aura AoE increased from 300 to 315
Such a small insignificant change :p
Phantom Lancer - Agility growth increased from 2.8 to 4.2 wow, he actually got the buff. Highest agi growth ingame now I believe
Sniper - Headshot damage increased from 30/40/50/60 to 30/45/60/75 - Take Aim range bonus increased from 65/130/195/260 to 75/150/225/300 haha, properly not enough and he will still need 4 to protect him, but still... I want sniper to appear in TI3
Ohhh, Spirit Breaker seems.. viable
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high stat gain of any hero i believe
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I think we might see a lot more treant protector off lane solos now! Just keep casting living armor on the solo mid... imba
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I don't really understand the Doom changes.. He got a buff but he still start with -0 armour, and as a melee he can't stay in lane for long with that :/
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United States47024 Posts
On September 30 2012 16:51 Ramong wrote: I don't really understand the Doom changes.. He got a buff but he still start with -0 armour, and as a melee he can't stay in lane for long with that :/ Being able to eat hard camp creeps level 1 means you can jungle.
Also, being able to eat Satyr Hellcallers or Wildkins at level 1 means you actually can stay on lane (Wildkin = +3 armor, Satyr = +4 HP regen).
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On September 30 2012 16:35 BurningSera wrote:
So many changes in this patch, we will probably see 6.75a/b comes out very quickly and then they will be implemented to dota2 (unless valve employees have too much free time).
Quite sure we will see these changes in dota 2 this week. Last weeks dota2 patch notes did state that this weeks patch would be special
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Puck vs TA is hard, very hard with 500pings and spikes. Think it's because I installed ShootMania
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On September 30 2012 16:38 Ramong wrote:
Sniper - Headshot damage increased from 30/40/50/60 to 30/45/60/75 - Take Aim range bonus increased from 65/130/195/260 to 75/150/225/300 haha, properly not enough and he will still need 4 to protect him, but still... I want sniper to appear in TI3
???? why not list the shrapnel buffs it's his best regular ability for a reason. and the buff is pretty big, an extra second is more damage to towers and a bigger aoe means you can aim it a lot better.
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Lalalaland34505 Posts
Wow huge nerf for Lycanthrope, no more jungling for youuuuuuuu
edit: oh god they increased PA's crit %'s.
edit: YES
Abyssal Blade - Can now be disassembled
Abyssal Blade -> Rapier now standard progression!
edit: Wards are cheaper, yayayayay!
edit: Smoke of Deceit - Now dispelled when Primal Split units are nearby Ahahaha
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On September 30 2012 16:53 TheYango wrote:Show nested quote +On September 30 2012 16:51 Ramong wrote: I don't really understand the Doom changes.. He got a buff but he still start with -0 armour, and as a melee he can't stay in lane for long with that :/ Being able to eat hard camp creeps level 1 means you can jungle. Also, being able to eat Satyr Hellcallers or Wildkins at level 1 means you actually can stay on lane (Wildkin = +3 armor, Satyr = +4 HP regen). eating an ogre magi gives you enough armor to lane as well provided you upkeep it.
Actually, unless you bad lucked into:
Kobold assassins 2 camps of mud golems 2 ursa/centaur camps you pretty much have the ability to lane with doom if given a creep, the bonus XP and gold can pay for a ring of protection anyway. and even if you get ursa/centaur you can end up getting FB off it.
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On September 30 2012 17:08 Ramong wrote:Show nested quote +On September 30 2012 16:35 BurningSera wrote:
So many changes in this patch, we will probably see 6.75a/b comes out very quickly and then they will be implemented to dota2 (unless valve employees have too much free time).
Quite sure we will see these changes in dota 2 this week. Last weeks dota2 patch notes did state that this weeks patch would be special
wait - this is going to be implented in dota2 this week already?
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Lalalaland34505 Posts
On September 30 2012 18:23 hooahah wrote:Show nested quote +On September 30 2012 17:08 Ramong wrote:On September 30 2012 16:35 BurningSera wrote:
So many changes in this patch, we will probably see 6.75a/b comes out very quickly and then they will be implemented to dota2 (unless valve employees have too much free time).
Quite sure we will see these changes in dota 2 this week. Last weeks dota2 patch notes did state that this weeks patch would be special wait - this is going to be implented in dota2 this week already? Well, I would have said no, but last week's patch notes had a statement that 'this week's patch has little because next week's is big'. So who knows? Maybe.
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On September 30 2012 16:41 FinestHour wrote: high stat gain of any hero i believe Without looking at abilities, yes. Drow with her new Marksmanship has 4.4 agi gain.
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I like how valve just fixed KoTL's bug of going 400 farther than intended then icefrog buffs illuminate to go 400 farther, so they're gonna have to revert the fix and extend the animation
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