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Dota Patch 7.15

Forum Index > Dota 2 General
Post a Reply
1 2 3 4 Next All
yamato77
Profile Blog Joined October 2010
11589 Posts
Last Edited: 2018-05-10 15:27:44
May 10 2018 15:10 GMT
#1
7.15

  • 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
Writer@WriterYamato
Deleted User 173346
Profile Blog Joined April 2011
16169 Posts
May 10 2018 15:15 GMT
#2
--- Nuked ---
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
May 10 2018 15:17 GMT
#3
It was hard enough keeping track of all the patch changes before. Now it feels like it's better to close your eyes and figure out the new stuff on the fly.

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?
Can someone please explain/how water falls with no rain?
Wineandbread
Profile Joined September 2009
United States2065 Posts
May 10 2018 15:25 GMT
#4
If I'm reading this correctly, bounty runes give gold to everybody now just like the initial bounty rune?
Doneld G.
Profile Joined July 2017
61 Posts
May 10 2018 15:25 GMT
#5
so will the supports prefer to stay in the lane instead of roaming around cos of the bounty rune changes
Dekalinder
Profile Joined December 2012
Italy169 Posts
May 10 2018 15:32 GMT
#6
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)
Yurie
Profile Blog Joined August 2010
12110 Posts
May 10 2018 15:56 GMT
#7
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.
267
Profile Joined December 2017
64 Posts
Last Edited: 2018-05-10 15:59:29
May 10 2018 15:58 GMT
#8
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?
Yurie
Profile Blog Joined August 2010
12110 Posts
May 10 2018 16:00 GMT
#9
Nope, a new objective to fight for.
LennX
Profile Joined October 2010
4570 Posts
May 10 2018 16:03 GMT
#10
If we get a techies VS naga game in TI......
Mute user function on TL; http://www.liquiddota.com/blogs/491245-mute-annoying-users-in-lr-threads
550
Profile Joined April 2018
418 Posts
Last Edited: 2018-05-10 16:15:09
May 10 2018 16:05 GMT
#11
huh..

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 chance

seems 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

550
Profile Joined April 2018
418 Posts
Last Edited: 2018-05-10 16:33:31
May 10 2018 16:15 GMT
#12
also : irrelevant for pro scene, but if i may add
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)
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
May 10 2018 16:18 GMT
#13
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...
FTD
267
Profile Joined December 2017
64 Posts
Last Edited: 2018-05-10 16:21:56
May 10 2018 16:19 GMT
#14
I dont think this will lead to a stagnate game. If anything they created a huge point of 'contention' every 5 min. If you win a team fight at say 34:30, that might just be game ending.

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.
550
Profile Joined April 2018
418 Posts
Last Edited: 2018-05-10 16:45:39
May 10 2018 16:25 GMT
#15
hope that SEA pubs issue isnt gonna be a thing, am just theorycrafting here
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
Artisreal
Profile Joined June 2009
Germany9235 Posts
May 10 2018 16:43 GMT
#16
It means if you're behind and can't fight the enemy team taking roshan, you can try and get all bounty runes instead
passive quaranstream fan
Yurie
Profile Blog Joined August 2010
12110 Posts
Last Edited: 2018-05-10 17:02:12
May 10 2018 17:02 GMT
#17
Smoke timings might matter a bit more. Smoking at 24:30 is better than smoking at 22:30 with this. Even if you get no kills due to them going back to base you get the bounties.
arghyad1
Profile Joined April 2018
India243 Posts
May 10 2018 17:55 GMT
#18
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.
The more you hurt me, The Stronger I become....
Archeon
Profile Joined May 2011
3266 Posts
May 10 2018 18:27 GMT
#19
I don't like this at all. It really kills the roaming 4, takes away from the laning stage and buffs mapcontrolling heroes like Slark who was way overbuffed anyways.

Also I really wasn't under the impression that Agi heroes were too weak and Int heroes too strong.
low gravity, yes-yes!
its_a_me
Profile Joined June 2016
Austria612 Posts
May 10 2018 18:40 GMT
#20
This is getting out of hand, hugh meta changes every 2 weeks, those are no minor changes! wtf?
So the team that gets the most beneficial TI patch will win ... nice "sport"
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