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28091 Posts
http://www.dota2.com/news/updates/34339/
7.07b: ==
- Backdoor Protection damage reduction increased from 25% to 40%
- Aeon Disk: Recipe cost reduced from 1750 to 1675
- Mask of Madness: Armor reduction increased from 6 to 7
- Battle Fury damage reduced from 50 to 45
- Meteor Hammer: DPS reduced from 60/115 to 50/90 (building/units)
- Meteor Hammer: Now deals 75/150 impact damage (buildings/units)
- Anti-Mage: Strength gain reduced from 1.5 to 1.3
- Anti-Mage: Base Intelligence reduced from 15 to 12
- Anti-Mage: Spell Shield reduced from 26/34/42/50% to 20/30/40/50%
- Anti-Mage: Level 15 changed from Blink Uncontrollable Illusion to +15 Agility
- Anti-Mage: Level 20 changed from +10 All Stats to Blink Uncontrollable Illusion
- Anti-Mage: Level 25 reduced from +30% Spell Shield to +25%
- Anti-Mage: Illusion talent incoming damage increased from 250% to 300%
- Anti-Mage: Fixed the illusion talent being able to be placed inside of your hero
- Bane: Level 10 Talent changed from Enfeeble Steals Damage to +100 Cast Range
- Bane: Level 15 Talent changed from +150 Cast Range to Enfeeble Steals Damage
- Beastmaster: Wild Axes manacost increased from 60/65/70/75 to 80
- Beastmaster: Level 20 Talent reduced from +120 Wild Axes Damage to +100
- Beastmaster: Boar damage reduced from 20/30/40/50 to 16/24/32/40
- Dark Willow: Bramble maze now does its damage over time (on 0.5 second intervals)
- Dark Willow: Bedlam cooldown rescaled from 20 to 40/30/20
- Dark Willow: Bedlam damage reduced from 75/150/225 to 60/140/220
- Dark Willow: Cursed Crown cast range reduced from 800 to 600
- Dragon Knight: Level 15 Talent changed from +40% XP Gain to +35 Damage
- Drow: Level 20 Talent increased from +1.5s Gust Duration to +2s
- Drow: Precision Aura reduced from 20/26/32/38% to 16/22/28/34%
- Lone Druid: Spirit Bear HP regen increased from 2/3/4/5 to 4/5/6/7
- Medusa: Strength gain reduced from 1.95 to 1.5
- Medusa: Level 10 Talent increased from 10% Evasion to +12%
- Medusa: Level 15 Talent increased from 10% Mystic Snake Mana Steal to +15%
- Medusa: Level 20 Talent increased from +2s Stone Gaze Duration to +2.5s
- Medusa: Split Shot damage from 35/50/65/80% to 30/45/60/75%
- Mirana: Agility from 20 + 3.6 to 18 + 3.2
- Morphling: Restored in Captain's Mode
- Morphling: Adaptive Strike (Agility) min damage multiplier increased from 0.25 to 0.5
- Morphling: Adaptive Strike (Agility) max damage multiplier increased from 0.5/1.0/1.5/2.0 to 1.0/1.5/2.0/2.5
- Morphling: Adaptive Strike (Strength) min stun increased from 0.25 to 0.5
- Morphling: Attribute Shift Bonus Agility and Strength increased from 3/4/5/6 to 4/5/6/7
- Morphling: Level 10 Talent changed from +20 Movement Speed to +300 Waveform Range
- Morphling: Level 25 Talent changed from +800 Waveform Range to 2 Waveform Charges
- Kunkka: Level 25 Talent reduced from 4 Ghost Ships to 3
- Pangolier: Swashbuckle now changes your attack damage to 24/42/60/78 rather than just dealing physical damage as an independent nuke (this means the listed amount can now proc for lifesteal, crit, etc)
- Pangolier: Shield Crash damage reduction increased from 8/10/12/14 to 9/12/15/18%
- Pangolier: Shield Crash now causes you to move forward 225 units (can traverse terrain with it)
- Pangolier: Rolling Thunder now has a 1.2s cast time rather than a 1.2s channel period
- Pangolier: Rolling Thunder turn rate increased from 105/110/115 to 120
- Pangolier: Rolling Thunder speed increased from 550/575/600 to 600
- Pangolier: Rolling Thunder speed is now fixed
- Pangolier: Rolling Thunder damage increased from 200/250/300 to 200/275/350
- Pangolier: Fixed Swashbuckle attacks not affecting Spell Immune units
- Pangolier: Level 25 Talent increased from -12s Rolling Thunder to -16s
- Riki: Level 15 Talent increased from -4s Smokescreen Cooldown to -5s
- Riki: Base agility reduced from 34 to 30
- Spirit Breaker: Netherstrike cooldown rescaled from 80/70/60 to 100/80/60
- Sven: God's Strength reduced from 12/24/36 to 10/20/30
- Sven: Level 25 Talent increased from -8s Stormhammer Cooldown to -9s
- Templar Assassin: Level 10 Talent increased from +200 Health to +250
- Templar Assassin: Psionic Traps bonus damage increased from 100/125/150 to 175/250/325
- Tiny: Base strength increased by 4
- Tiny: Tree Grab cooldown from 40/32/24/16 to 15
- Tiny: Tree Grab splash damage from 70% to 100%
- Tiny: Tree Grab unit bonus damage increased from 25% to 30%
- Tiny: Tree Grab attack count increased from 2/3/4/5 to 2/3/4/6
- Tiny: Grow attack speed reduction rescaled from -30 to -20/25/30
- Tiny: Tossed unit bonus damage increased from 20% to 30%
- Tiny: Level 10 Talent increased from +25 Damage to +30
- Tiny: Level 10 Talent increased from +15% Magic Resistance to +20%
- Vengeful Spirit: Allied Death Illusion duration reduced from 7 to 6
- Vengeful Spirit: Base damage reduced by 3
- Visage: Familiar attack damage increased from 25/40/55 to 30/45/60
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28091 Posts
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Nooo they're killing my memes
Bane: Level 10 Talent changed from Enfeeble Steals Damage to +100 Cast Range Bane: Level 15 Talent changed from +150 Cast Range to Enfeeble Steals Damage
Also :
Morphling: Restored in Captain's Mode
I wasn't under the impression the hero was playable
Templar Assassin: Level 10 Talent increased from +200 Health to +250 Templar Assassin: Psionic Traps bonus damage increased from 100/125/150 to 175/250/325
This hero is utter garbage in pubs with a 42% winrate, but still sorta playable in pro games. Not sure this is the approach to take.
Pangolier also looks to be somewhat decent now, or at least incredibly annoying to play against (jumping cliffs with shield smash without ult now means he can jump cliffs with 2 abilities)
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On November 06 2017 15:48 Nevuk wrote:Nooo they're killing my memes Show nested quote +Bane: Level 10 Talent changed from Enfeeble Steals Damage to +100 Cast Range Bane: Level 15 Talent changed from +150 Cast Range to Enfeeble Steals Damage
Also : I wasn't under the impression the hero was playable Show nested quote + Templar Assassin: Level 10 Talent increased from +200 Health to +250 Templar Assassin: Psionic Traps bonus damage increased from 100/125/150 to 175/250/325
This hero is utter garbage in pubs with a 42% winrate, but still sorta playable in pro games. Not sure this is the approach to take. Pangolier also looks to be somewhat decent now, or at least incredibly annoying to play against (jumping cliffs with shield smash without ult now means he can jump cliffs with 2 abilities) I haven't looked but I wonder if thats just due to relative skill level. At my mmr I can't do jack with TA, but when playing wither lower MMR friends it's a hero of choice if I want to win.
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On November 06 2017 15:53 Froadac wrote:Show nested quote +On November 06 2017 15:48 Nevuk wrote:Nooo they're killing my memes Bane: Level 10 Talent changed from Enfeeble Steals Damage to +100 Cast Range Bane: Level 15 Talent changed from +150 Cast Range to Enfeeble Steals Damage
Also : Morphling: Restored in Captain's Mode
I wasn't under the impression the hero was playable Templar Assassin: Level 10 Talent increased from +200 Health to +250 Templar Assassin: Psionic Traps bonus damage increased from 100/125/150 to 175/250/325
This hero is utter garbage in pubs with a 42% winrate, but still sorta playable in pro games. Not sure this is the approach to take. Pangolier also looks to be somewhat decent now, or at least incredibly annoying to play against (jumping cliffs with shield smash without ult now means he can jump cliffs with 2 abilities) I haven't looked but I wonder if thats just due to relative skill level. At my mmr I can't do jack with TA, but when playing wither lower MMR friends it's a hero of choice if I want to win. Maybe, her winrate is about 6-7% higher at 5k than it is at <2k. Her winrate wasn't amazing last patch (44%) and it dropped to 41% after the patch, though I don't remember any direct nerfs.
Got some stats for VH for 7.07 directly, only 44% wr at VH : http://dotamax.com/hero/rate/?ladder=y&skill=n&time=v707
Can't check 5k bracket on that but dotabuff is still mostly last patch on their data.
And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too.
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TA is one of the strongest heroes if you can take advantage of her strengths, but she is completely garbage for 99% of the playerbase.
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Lone Druid: Spirit Bear HP regen increased from 2/3/4/5 to 4/5/6/7 Matu, why didn't you play better LD during Dotapit? Now you even got a buff...
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nerfs nerfs nerfs
-mirana *tap*
nerfs nerfs
add pango and tony to the game
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Thank goodness for being a 2.5k scrub- pangolier wrecks shit down here! Dunno if its the same higher up, but people were bitching about him being bad because they tried to play him as a right-clicker, which I feel he only becomes late game. Early game is all about swashbuckle and shield crash, you destroy people with that.
That tiny buff was so needed, he was total garbage
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And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too.
I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %.
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On November 06 2017 19:15 Murlox wrote:Show nested quote +And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too. I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %. I don't see that changing with this patch though, the illusion spam is broken af.
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ta is pretty good once u know how to farm and stack
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On November 06 2017 16:13 Geisterkarle wrote:Matu, why didn't you play better LD during Dotapit? Now you even got a buff... I am pretty sure that's the exact reason he didn't play better. xD
Also, Medusa and AM nerfs, well done, both felt way too good after the update, especially Medusa.
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What is TA garbage now? What changed I had 63%wr on her -ish in solo q ranked
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Czech Republic18921 Posts
All of the AM talents seem pretty close. What do you go for?
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On November 07 2017 00:58 LemOn wrote: What is TA garbage now? What changed I had 63%wr on her -ish in solo q ranked TA has mostly had a really low winrate for quite some time, but she is one of the best pub stomp heroes regardless of that. She takes advantage of games where you are the best player and she has certain mechanics which can be abused quite well at lower levels (being able to farm so fast clearing stacks with Psi blades, being able to two shot supports with only Blink/Deso, etc), which is why you see a lot of pros spamming Storm/TA/etc when they smurf. She's also a great laner unless you're against like Viper/Veno/Jakiro mid 
For the most part people can't take advantage of her skillset so she tends to err on the low winrate side. Even 8k+ players won't pick her on their main accounts unless there are close to no counters.
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I don't really know if the changes are nearly enough for tiny but I can't wait to try playing him more lol I love the 0 agility meme even if it's awful
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I think tiny should have been given a higher str gain in return for 0 agi, to make it more that he's weaker against phys and stronger against magic, but instead he's just weaker against physical (by a lot with the craggy removal)
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On November 07 2017 02:09 Crazy.Medic wrote:Show nested quote +On November 07 2017 00:58 LemOn wrote: What is TA garbage now? What changed I had 63%wr on her -ish in solo q ranked TA has mostly had a really low winrate for quite some time, but she is one of the best pub stomp heroes regardless of that. She takes advantage of games where you are the best player and she has certain mechanics which can be abused quite well at lower levels (being able to farm so fast clearing stacks with Psi blades, being able to two shot supports with only Blink/Deso, etc), which is why you see a lot of pros spamming Storm/TA/etc when they smurf. She's also a great laner unless you're against like Viper/Veno/Jakiro mid  For the most part people can't take advantage of her skillset so she tends to err on the low winrate side. Even 8k+ players won't pick her on their main accounts unless there are close to no counters. Oh so nothing's changed really? I pick her vs invoker/zeus/Dk and other stuff It's true I abandoned and randomed myself so low that everyone sucks in lane all almost all my farmers have 60% WR xD
And when I pick support I get calibrated crappy cores
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Wait crap I forgot The missing creep! Guess farming 1/2pos mid only heroes all got nerfed
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On November 06 2017 19:15 Murlox wrote:Show nested quote +And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too. I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %. I thrashed an AM on safelane with an offlane QoP but my team wouldn't push. At the end we lost and everyone was blaming me, cause "QoP isn't an offlane hero". Yeah, well AM was like 0-6 in the first 15 mins and got a 28-30 mins BF on him with no boots. Sure I'm the one to blame, not mid Sniper NOT GETTING TOWER in 20mins...
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I really don't like the bane change, mid bane's dead before it even started when support bane is the problem. Which arguably likes 100 cast range better than 120 damage.
On November 07 2017 05:11 LemOn wrote: Wait crap I forgot The missing creep! Guess farming 1/2pos mid only heroes all got nerfed Shouldn't that indirectly be a buff to TA? TA is one of the better laners, so she profits from less dual-lane-action, a lot of her farm actually comes from ancients (and kills) and she isn't affected by the removal of Bottle crowing, Iron talon and PMS.
I mean she's a snowball hero, so the less XP definitely make a difference, but dual-mids made a difference as well and that's bound to be less effective now.
I assume that it's the loss of +6stats at 15, her new 2 talents are quite abysmal.
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Anyone tried playing tiny? Even with buffs to his skill 3,I feel like it's still not enough.
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On November 07 2017 06:59 maximrobi wrote:Show nested quote +On November 06 2017 19:15 Murlox wrote:And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too. I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %. I thrashed an AM on safelane with an offlane QoP but my team wouldn't push. At the end we lost and everyone was blaming me, cause "QoP isn't an offlane hero". Yeah, well AM was like 0-6 in the first 15 mins and got a 28-30 mins BF on him with no boots. Sure I'm the one to blame, not mid Sniper NOT GETTING TOWER in 20mins...
I believe this is partially why AM is so strong. He (literally) feeds on lack of coordination. It's annoying but not unexpected to have 5 people unknown to each other unwilling to act as a team AND play the objectives. Meanwhile AM just grows. And he has insane split-push power, alongside very high solo-kill potential and teamfight presence when farmed enough.
I don't believe this patch will change much of that, tbh. In fact I believe the uncontrollable illusion change will actually buff him, because having the illusion level 15 was, seemingly, more annoying than anything (blocking camps, messing jungle patterns). You're more willing to fight circa level 20.
As for people blaming you because QOP isn't an offlane hero, I'd have 2 things to say :
- it's sad when people flame, especially on dumb things like "look at their mid, it's a XXX and he is farmed, ez mid", which most of the time make no sense. Like yeah, they picked a Tinker, and nobody drafted accordingly, nobody ganked before BoT, he killed the whole safelane 3 times already, look at him now. He aslo has a dagger and a dagon. Wow, time to report my mid.
- as for your hero, it's a long subject imo. Yes we dont see QOP in competitive offlane. But can you really compare a game played by 5 people who know each other, have trained with each other, all have microphone, are willing to act as a team, are willing to have positions, speak the same language, play for money, with... what we have in solo queue pubs.
I mean, sure you can compare them to some extent, but you should also accept that it will never / can't be the same. I believe QOP offlane can work 100% well in a pub.
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the problem with offlane qop is that offlane is usually your initiator. If you don't have a puck mid or 2 initiating supports, you will always lack the tools to shut a mobile hero down and take good fights. So unless you win midgame super hard lategame's gonna be tough.
But yeah, pubs suck at objective based gaming and ofc heroes like AM thrive on that.
On November 07 2017 16:56 brinepumps wrote: Anyone tried playing tiny? Even with buffs to his skill 3,I feel like it's still not enough. I really don't like the concept behind his new skill. Even with the level 20 talent I don't want to grab a new tree every 6 attacks. Even less grab one before every fight I assume will break out and then have to choose between spending charges or not killing the creepwave.
Also 50 mana isn't little for a hero with basically no manapool to speak of and problems like 0 armor and no attack-speed at lvl 25.
So yeah, if IF doubles the attacks and puts mana cost to static 20 we can talk. Atm tiny isn't a hero.
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QOP Offlane is a niche competitive pick, players including Bone7, FATA, iceiceice, Universe have all played offlane QOP.
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On November 07 2017 17:18 Archeon wrote: the problem with offlane qop is that offlane is usually your initiator.
I agree but I believe this is a competitive inspiration as well. Initiators in offlane. I mean it does make sense, they are often the most robust heroes, less farm dependents -> nice offlaners.
You can do without tho, an ES (both) support or roam can serve this purpose, a puck mid, well... etc, really. Also because, in pubs, people do not necessarily follow the other rules (hello 2 mid, hello solo safelaner, hello LC jungle, no cour gg?), so I'm not sure trying to follow that particular rule (initiator in offlane) make sense in all games.
It really is drafting dependent (that's why I always pick last my offlane... sorry), but I like to pick a lane dominator / ganker those days, more than initiator, myself. That way I can fuck their core, get farm, gank them midgame and make space for my pos1/2. Or straight up carry, if my cores are busy making cool things like maelstrom PL or stuff.
Also because sometimes, you can win by the sheer fact that you managed to piss they core so much, that he raged in chat, that he flamed his support, which in turn stopped buying wards and started last hitting, and... you know, all that good stuff.
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On November 07 2017 18:20 Damned627 wrote: QOP Offlane is a niche competitive pick, players including Bone7, FATA, iceiceice, Universe have all played offlane QOP. Mind_Control played her in Dota Pit, now that all lanes get same number of creeps she doesn't necessarily need to be mid.
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Much needed changes. AM was ridiculous and Medusa too. Glad to see the fixed up Pango a bit. help him scale a tad better and be more realistic in game.
Thx Volvo
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If they wanted to emphasize Pangolier as a carry, the least they could do is make Swashbuckle’s damage based off his actual attack damage with a bonus attached instead of making it a fixed value.
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I'm really not sure why they gave him with the carry tag. I feel this is one of the main reason why he had/has such a low winrate : people running him mid//pos1.
He does wonder offlane. Not bad roamer either.
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One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire.
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On November 08 2017 05:55 MCWhiteHaze wrote: Much needed changes. AM was ridiculous and Medusa too. Glad to see the fixed up Pango a bit. help him scale a tad better and be more realistic in game.
Thx Volvo
AM is still rid.
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On November 10 2017 03:16 Buckyman wrote: One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire. Do the teams usually invade the enemy safelane or offlane rune (by safelane rune i mean radiant botlane and dire top)? I want to take advantage of this, but I haven't had much time to watch pro teams.
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On November 16 2017 00:25 Howie_Dewitt wrote:Show nested quote +On November 10 2017 03:16 Buckyman wrote: One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire. Do the teams usually invade the enemy safelane or offlane rune (by safelane rune i mean radiant botlane and dire top)? I want to take advantage of this, but I haven't had much time to watch pro teams.
Invading the offlane rune is far easiert for both sides, so i guess thats ur best bet. Atleast thats what i try to convince my team to do
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They usually try to invade the enemy's safe-lane rune. But I've also seen Dire invade the Radiant's top rune via their ancient camp.
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kunkka need more shipp hahaha
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