- Bounty Runes now spawn every 5 minutes
- Bounty Runes now grants gold to each player (40 + 3/min)
- Bounty Runes now fully fills bottles
- Bottles heal rate increased from 80/40 HP/MP to 100/50
- Melee Creeps base gold bounty reduced by 2
- Range Creeps base gold bounty reduced by 1
- Range Creeps gold bounty increase per upgrade changed from 1 to 3 (With these changes, the total gold difference on the map at 40 minutes is 2052 less gold)
- Melee Barracks team bounty reduced from 225 to 175
- Ground Courier bounty reduced from 175 to 125 (Flying Courier is still 175)
- Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies)
- Agility heroes base strength increased by 1
- Intelligence heroes base intelligence reduced by 2, except for bane (base damage adjusted to remain the same)
- Neutral camp stack bounty increased from 20% to 25%
- Ancient HP regen increased from 8 to 12
- Observer Wards restock cooldown reduced from 150 to 135
- Observer Wards cost reduced from 80 to 75
- Enchanted Mango HP regen reduced from 0.7 to 0.6
- Roshan Slam damage growth increased from 8 per minute to 10
- Roshan base damage increased from 65 to 75
- Roshan base health increased from 5500 to 6000
- Removed a tree to the bottom right of the dire mid lane, near the map ledge
- Minor adjustments to the position of the powerup runes
- Reduced spawn box sizes for a few of Dire neutral spawns
- Removed a tree to the right of the bottom Radiant bounty rune
- Moved the bottom Dire T1 tower slightly down
- Moved the bottom Dire bounty rune slightly to the right
- Moved the bottom Dire shrine location slightly down
- Moved the top Dire T1 slightly to the right
- Slight adjustments to the line of sight and trees to the left of the mid Dire T1
- Ranged creeps now always spawn behind the melee creeps
- Captains Mode round time increased from 30 to 35
- Captains Mode second ban phase order changed from 2nd/1st/2nd/1st to 1st/2nd/1st/2nd
Dota Patch 7.15
| Forum Index > Dota 2 General |
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yamato77
11589 Posts
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Deleted User 173346
16169 Posts
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RuiBarbO
United States1340 Posts
Then again these are mostly small changes that probably won't affect people like me anyway. Also "intelligence heroes base damage reduced by 2, except for bane." Why Bane? | ||
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Wineandbread
United States2065 Posts
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Doneld G.
61 Posts
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Dekalinder
Italy169 Posts
On May 11 2018 00:17 RuiBarbO wrote: Then again these are mostly small changes that probably won't affect people like me anyway. Also "intelligence heroes base damage reduced by 2, except for bane." Why Bane? Base intelligence has changed, not base damage. Base damage has actually gone up to compensate. Bane is excluded to keep his unique perk of having all his 3 stats equal before items (same base and growth) | ||
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Yurie
12110 Posts
On May 11 2018 00:25 Doneld G. wrote: so will the supports prefer to stay in the lane instead of roaming around cos of the bounty rune changes Think on high level they want to promote stacking. 25% gold, no bounties to get. | ||
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267
64 Posts
So at minute 30 bounty runes used to give 60+(30*4) = 180 g Now they will give (40+(3*30))*5 = 650 g That is 3.61 times more gold. Another way of putting this, if you let all the runes go to the enemy team at min 30 it is a 2.6k gold swing, ~equivalent to losing 3 T1 towers. In other words every 5 min you have to defend the runes to stay in the game. Or am I missing something here? | ||
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Yurie
12110 Posts
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LennX
4570 Posts
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550
418 Posts
that Bounty rune change seems massive for ganking 4 positions their bottles become useless (not refill every 2 mins) .. (i duno) i think this smells a very big change in meta at this rate DOTA is just a patch-raffle with patch luck affecting too many factors i think this kills teams with mobile ganking orientation my own personal opinion i dislike i like SEA teams having chanceseems like a direction to even more static early games, plus early meta heroes like Chen / ench / wisp less upsets too.. i feel this seems very biased for teams that dont have that style of play just a feeling tho, probably wrong, we'll see i hope we dont get the typical Chen / Furion / Ench / Wisp / Veno (stacking + holding) holding areas / bounty runes because the nature of their hero, DOMINATING every games again JZ because of them being picked, we had that period for a very very many patch, this leads to snowballs and less flexible/viable hero pools, much heavier pressure once you are down / picked a disadvantageous early teamfight lineup seems like playing dota is extremely taxing for the pros with all these patches, jz my opinion at this rate the game will always be so alien after one month of not watching lol how can they just beta test a meta for 2 weeks and decide its not what they want? last year a patch / a meta can take 6 months to mature i hope they dont end up killing their own playerbase even more every other patch | ||
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550
418 Posts
could it be that they didnt think about SEA PUBS, lower level SEA PUBS where the biggest player base is at do they expect both teams at SEA pubs will contest stacking / go 5 man at bounty spawns? so we at SEA, on games when playing carry / mid, when our supports dont do the ORGANIZED plays, wont we jz lose now.., i mean, most games the set of supports in one team is inevitably more organized than the other,... sounds like a huge issue for unruly playerbase. (which honestly, unruly plebs, is a MAJORITY of the playerbase) | ||
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TRAP[yoo]
Hungary6026 Posts
On May 11 2018 00:58 267 wrote: Am I understanding this patch right? Bounty rune gives 40 gold to each player + 3 for each minute? Ehh ok. So at minute 30 bounty runes used to give 60+(30*4) = 180 g Now they will give (40+(3*30))*5 = 650 g That is 3.61 times more gold. Another way of putting this, if you let all the runes go to the enemy team at min 30 it is a 2.6k gold swing, ~equivalent to losing 3 T1 towers. In other words every 5 min you have to defend the runes to stay in the game. Or am I missing something here? playing around a part of the map that has zero value other than the actual runes spawning sounds so stupid. hopefully the next patch will tone down the amount of gold... | ||
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267
64 Posts
I am not sure what will happen. You have to split the team and try to secure the runes, or win a fight before they spawn. My guess is that strong team fight heroes that can force a fight might come stonger into the meta, or heroes that can sneak the runes. Like Slark, Ember, MK or Riki. Seriously Riki is going to be crazy, you are going to be forced to have sentries/dust holder on your runes at the 5 min intervals if he is in the game. But yeah it is difficult to know, but that it is big I feel pretty confident to say. | ||
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550
418 Posts
solo pubbers is alot of player seems bad if my game is so dependant on my supports, because not everybody can play that role, and in SEA pubs often you would get 5 players all mid n carry players. atleast in some old meta, the huge amount of scrappy ganking n bottle-abilty for regen makes for a fun mobile game the patch 3/4 months ago has been noob supports = cancer game of blame and 40 mins of toxic traumatic life experience.. on this previous last patch its improved abit, more scrappy/still-have-chance, dunno what about this one.. not sure bout this patch, but i feel this has been a big issue for quitting playerbase of plebs (3k-4k), in lots of meta if i can giv suggestion to a beta tester of dota, i hope they add a ranked mode where people get randomly forced/assigned into roles, so atleast its a chance thing. call it -APM/APR/APD or something | ||
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Artisreal
Germany9235 Posts
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Yurie
12110 Posts
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arghyad1
India243 Posts
On May 11 2018 00:10 yamato77 wrote: 7.15 [list][*]Bounty Runes now spawn every 5 minutes [*]Bounty Runes now grants gold to each player (40 + 3/min) [*]Melee Barracks team bounty reduced from 225 to 175 [*]Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies) These changes to tower deny gold and bounty runes makes the game more dependent on 1 off flashy plays. This should be more exciting to watch in pro games, but should make pubs more luck dependent (specially solo pubs). And alchemist... I feel so sorry for this hero. The way Valve has been nerfing him directly and indirectly for quite some time now, I think its time they start considering removing the hero from the game. | ||
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Archeon
3266 Posts
Also I really wasn't under the impression that Agi heroes were too weak and Int heroes too strong. | ||
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its_a_me
Austria612 Posts
So the team that gets the most beneficial TI patch will win ... nice "sport" | ||
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i like SEA teams having chance