- 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 |
|
yamato77
11589 Posts
| ||
|
Deleted User 173346
16169 Posts
| ||
|
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? | ||
|
Wineandbread
United States2065 Posts
| ||
|
Doneld G.
61 Posts
| ||
|
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) | ||
|
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. | ||
|
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? | ||
|
Yurie
12110 Posts
| ||
|
LennX
4570 Posts
| ||
|
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 | ||
|
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) | ||
|
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... | ||
|
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. | ||
|
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 | ||
|
Artisreal
Germany9235 Posts
![]() | ||
|
Yurie
12110 Posts
| ||
|
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. | ||
|
Archeon
3266 Posts
Also I really wasn't under the impression that Agi heroes were too weak and Int heroes too strong. | ||
|
its_a_me
Austria612 Posts
So the team that gets the most beneficial TI patch will win ... nice "sport" | ||
|
Pandemona
Charlie Sheens House51493 Posts
| ||
|
mutantmagnet
United States3804 Posts
This is one of the few things that could get me angry in pubs. I'm going to tilt in games I wouldn't before. On May 11 2018 03:40 its_a_me wrote: 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" What team are you insinuating benefits from this? | ||
|
its_a_me
Austria612 Posts
Edit: Altough mid game roaming and roaming in general will also get a hit. It will force more team fight timings? I dont know where icefrog is heading | ||
|
arghyad1
India243 Posts
On May 11 2018 03:40 its_a_me wrote: 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" This is truly a major concern. I feel Dota got ahead of other MOBA-s as a sport because of the standardization of the game. Patches used to stay for pretty long time and Dota seemed to be the same game for a period of months or even years. Now with the 2 weekly system, for people who have a somewhat decent understanding of how the game works, it seems like a different game every month or so (sometimes even every 2 weeks). How can someone practice and prepare for a 'sport' whose rules are not even set rigidly, and keep changing every 2 weeks? | ||
|
Archeon
3266 Posts
But I agree that there's a lot going on and it just feels like because you get 2 of those each month instead of one big one every 3-4 months there is no stability or figuring out phase, once you start adapting there's another patch that forces your pos 4 player to change his complete playstyle. | ||
|
babysimba
10466 Posts
NP getting first pick tier for sure. Also good commies patch for supports. Frequent patching is exciting for viewers at the expense of pros. Feels like Valve is just making use of the esport scene to sustain interest in this game to earn money. Player base has halved over the years yet the compendiums are breaking past records. Yeap esports is definitely Valve's cashcow when it comes to dota. They don't even spend resources to improve matchmaking or implement social features that were in games a decade ago. They forget their own roots as gamers, which is to give the common man a good gaming experience. | ||
|
NInoff
Bulgaria1105 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? Your math is wrong. Why are you multiplying everything by 5? 30 min bounty will give 40 + 3*30 = 130 BUT to the entire team, its like a tower, so its a point of contention for sure. | ||
|
mutantmagnet
United States3804 Posts
On May 11 2018 05:44 arghyad1 wrote: This is truly a major concern. I feel Dota got ahead of other MOBA-s as a sport because of the standardization of the game. Patches used to stay for pretty long time and Dota seemed to be the same game for a period of months or even years. Now with the 2 weekly system, for people who have a somewhat decent understanding of how the game works, it seems like a different game every month or so (sometimes even every 2 weeks). How can someone practice and prepare for a 'sport' whose rules are not even set rigidly, and keep changing every 2 weeks? While the complaint is valid to my understanding basketball baseball and American football went through multiple rules changes early in their lives before settling down with slower changes. A sport can survive turmoil as long as the for mechanics are sound. | ||
|
babysimba
10466 Posts
On May 11 2018 06:58 NInoff wrote: Your math is wrong. Why are you multiplying everything by 5? 30 min bounty will give 40 + 3*30 = 130 BUT to the entire team, its like a tower, so its a point of contention for sure. Bounty Runes now grants gold to each player (40 + 3/min) | ||
|
Aerisky
United States12129 Posts
On May 11 2018 04:40 mutantmagnet wrote: What team are you insinuating benefits from this? I interpreted that as just a complaint that this feels unfair "generally"; I don't think he's insinuating he knows a specific team will benefit. I think just the precedent set by this pattern of meta-changing patches could mean that even up to TI, there could be crazy meta changes via supposedly minor patches. This seems less than optimal since it wouldn't give teams a chance to adapt and learn as much. Hopefully Valve doesn't do anything too drastic closer to TI, though. | ||
|
VvvV1251
Algeria142 Posts
when Valve/IF announced the change, i tough it will be mini-patch or some fixes, not patches that will change how Dota is played. I mean the last patch (or the patch before) changed how the lane-ing phase will play out, and now they add a new thing worth fighting over (i like the change), it's just too fast. Such change shouldn't done by a fortnight/month difference. | ||
|
sunrazgriz
Vatican City State1573 Posts
wonder the frog will update patch at the middle of TI | ||
|
arghyad1
India243 Posts
| ||
|
Nyan
Germany1931 Posts
(share treants with the team and stack up to 6 camps) | ||
|
7wig
Australia27 Posts
Last 2 majors had patches released mid-way Iirc this won't happen anymore. I saw something a week back where if there is a major tournament the patch will hit after the event.Who cares about diminishing player base? Dota will still have it's place. People were saying the same shit about Starcraft and the tournaments are still going sure it's smaller than back in the day but it has it's place as the premier pro RTS game. I don't think Dota is going anywhere. | ||
|
arghyad1
India243 Posts
On May 11 2018 10:57 7wig wrote: Iirc this won't happen anymore. I saw something a week back where if there is a major tournament the patch will hit after the event. Who cares about diminishing player base? Dota will still have it's place. People were saying the same shit about Starcraft and the tournaments are still going sure it's smaller than back in the day but it has it's place as the premier pro RTS game. I don't think Dota is going anywhere. I know about the announcement. That is a good step for me. I mentioned that just to highlight why this new patch system is frustrating me as a Dota fan. Edit : Well, as for Dota going away, I was more concerned for me when I typed that. I would rather spend 6-12 hours a day with people who are serious and know what they are doing than a bunch of kids who are just looking to have fun on the internet. It won't be any good to me if all the 7 billion people in the world start playing Dota if I cannot get myself to like it (i.e., Valve's business is none of my lookout). Also, to me Valve's approach regarding Dota has honestly seemed like what I posted in that comment (This new patch approach is very similar to what League of Legends has been doing, and they do have the largest playerbase for a MOBA, but comparatively I still liked Dota better as a sport before the new patch system). Valve seems so desperate for money with Dota+ happening not too long ago. Edit 2 : Also, I was trying to focus more on the patch timings in that post. Why couldn't they add heroes to CM mode in the quiet period (when no pro tourneys were happening) and keep the minor patches for the mid / pre-day major releases? Edit 3 : If steam charts are anything to go by, the average number of concurrent players for Dota has come down to 433 K from 567 K Last year May and 623 K in May 2016. | ||
|
Taf the Ghost
United States11751 Posts
On May 11 2018 10:15 sunrazgriz wrote: i think 2 weeks is yoo short wonder the frog will update patch at the middle of TI First Tuesday of every Month would be better. 2 weeks means there's always a new meta, but it always means "there's always a new meta". | ||
|
Fleetfeet
Canada2751 Posts
On May 11 2018 10:50 Nyan wrote: i've been waiting for support furion + stack clearing cores ever since the stacking change now might be a good time. (share treants with the team and stack up to 6 camps) I don't think this will happen simply because contesting stacks becomes important proportionally to stacks themselves happening. For the games I've put a heavy emphasis on stacking I've noticed the enemy team usually responds by trying to keep us off of clearing the stacks, or just taking them as objectives after winning a teamfight. Especially for the safelane-adjacent camps, too many offlaners and supports have stack-clearing potential so just mass-stacking willy nilly can backfire pretty easily. We're not even back at the point where wardblocking camps is meta so we've got a ways to go yet before I'll be concerned. | ||
|
arghyad1
India243 Posts
I think in general this present patch should favour Chinese teams as they are known for their 5 man Dota. Easier securing runes when you are 5 man, and the payout keeps increasing the later the game goes. Edit : Watching EG vs Keen. I think I was wrong. Neither team valuing the runes too much. | ||
|
550
418 Posts
subtle changes afterall that KG is the kind of yolo team that could upset LGD just feeling i think this patch is Liquid's and VP's special, they are mobile as hell with proper smokes and wards the whole game, generally a very brave and very coordinated warding team | ||
|
Archeon
3266 Posts
On May 11 2018 11:16 Taf the Ghost wrote: First Tuesday of every Month would be better. 2 weeks means there's always a new meta, but it always means "there's always a new meta". Totally agreed, I'd much prefer once per month over patches every 2 weeks. @teams: Since this nerf basically replaces the old bounties with free towers ever 5 mins for the team with mapcontrol I'm pretty sure we are going to see even more early fighting and pushing. Mapcontrol was always good, but not this level of good. On the flipside early roamers like Earthspirit, Slardar, SB, NS and Tusk are probably dead in the water. They still can win the laning stage, but if they don't they are really bad. Ench can still offlane or offlane sup, so she's less affected, but it limits her options by a lot. My prediction is that push drafts with a mapcontrol hero like Nyx are going to be the hot shit. | ||
|
6911750021
1 Post
Instead it feels like Valve is using world as a test server and just trying completely random shit every two weeks. I hope that whatever Icefrog is learning from this chaos makes future versions better, because TBH the recent patches have been absolute shitshows. | ||
|
arghyad1
India243 Posts
On May 12 2018 09:37 6911750021 wrote: I was expecting biweekly balance changes to be small and corrective if it looked like the meta was starting to stagnate around certain heros/items. In the past we've had cancerous heros take over the meta for months and that was a problem. Instead it feels like Valve is using world as a test server and just trying completely random shit every two weeks. I hope that whatever Icefrog is learning from this chaos makes future versions better, because TBH the recent patches have been absolute shitshows. I don't think the changes themselves have been too bad, only thing spoiling the game is the pace with which the patches are coming out. I think we have had hero spell tweaks twice and environment tweaks twice in the last 2 months. That is way too fast if you actually expect people to explore all the possibilities the changes brought. Also Valve's intention of using this new patching system to spice up tourneys (as per my POV) instead of trying to give its players a better game to play was pathetic and disgusting considering the amount of money and fame this game has already given them. Reasons for my POV : Last 2 majors had patches released mid-way (or I guess previous day for DAC) that added new heroes to CM mode (I mean, seriously..???), and the other changes were pretty huge also. If you remember, the patches with comparatively insignificant changes (like the one playing with the buyback formula) came out when there were no pro tourneys happening. Also Valve hasn't made any real effort to improve pub play since this new system came out (actually made it more toxic with the riki change). They buffed zeus and spectre who were owning pubs anyway. Alchemist was already dumpster tier; they are still nerfing him. Edit : I am aware of Valve's announcement regarding no patch release mid major. Still mentioning this because I did not expect this sad attempt from Valve to get money in return of cheap thrills using Dota. | ||
|
550
418 Posts
Wisp / Furion / Chen / KotL / Veno patch (LIQUIDS N VP PATCH) i think this will prove true, so far KG upsets are just because they arent facing these global heroes just yet i think this is a deathball patch which i very much dislike, games over just by choking the map, kinda not about back and forth dota, i think this is true, we just havent seen this meta evolve properly yet we get to watch teams getting strangled slowly but surely which is kinda painful to watch (not back and forth) standing by my opinion that Wisp / Morph are two very ridiculous heroes Wisp for a team that knows how to play it, i think is at the VERY TOP of winrate when they get it | ||
|
Archeon
3266 Posts
To boot the bounty rune change is a double-edged sword since Io was one of the few sups that actually went bottle. | ||
|
Yurie
12110 Posts
| ||
|
550
418 Posts
organized teams with tempo routines for the bounties and the lane shoving which maybe is liquid/vp? but i dont know.. not sure, the routines though, just a very quick read from the obvious things of this patch (dominating the ancient stacks, the runes too) only me alone as a insignificant doto spectato, i dont like routines, but me as mid in pubs is quite enjoying it though.. additional routines in dota competitive also feels abit.. well.. its abit nicer (in previous patch) to see guys like DJ roam around taking bounties every 2 minutes and making his solo plays and his team relying on him. | ||
|
Archeon
3266 Posts
On May 12 2018 19:36 Yurie wrote: https://www.dotabuff.com/heroes/meta Wisp is near the top in win rates now in Divine. It used to be far below so might climb a bit more before fully stable. I do my part for keeping treant there. :p Thanks, was more wondering about the pro scene since we don't see him a lot there. But it's true that top MMR brackets are good for predicting where the meta is going. | ||
|
Yurie
12110 Posts
On May 12 2018 21:18 Archeon wrote: Thanks, was more wondering about the pro scene since we don't see him a lot there. But it's true that top MMR brackets are good for predicting where the meta is going. https://www.datdota.com/drafts?faction=both&first-pick=either&tier=1&tier=2&valve-event=does-not-matter&patch=7.14&winner=either&after=01/01/2011&before=12/05/2018&duration=0;200&duration-value-from=0&duration-value-to=200 They havn't updated for 7.15 yet but think it is included in this. 80% ban rate on wisp. | ||
|
550
418 Posts
games ive watched.. im pretty sure they have 60%/70%+ win rate when picked.. whenever they are picked maybe just because them pickers have been good teams (liquid , vp , secret won their 1 game vs KG in this tourney with visage , lgd with morph too ) even 70%+ winrate sounds not too farfetched honestly also fnatic picked these when they run hot earlier optic played it to mastery vgjs did it aswel hmm. games that they lost, they didnt get these heroes, pretty sure thats what ive been seeing secret won with their visage game,.. then they didnt pick these, and then lose.. maybe jz coincidence (maybe that one game where Miracle's morph got shut down early by Doom vs LGD, but then morph still had 80%+ winrate easy atleast when played by both Liquid n LGD) | ||
|
deadmau
960 Posts
| ||
|
TRAP[yoo]
Hungary6026 Posts
On May 13 2018 23:41 deadmau wrote: enough of the dumb bounty runes and shrines shit. the tactical benefits of shrines before tier 3 goes down is cool, but not worth what it's done to the game. it's been nerfed to hell since inception anyway, it was a bad idea since inception, just remove the last of it while they are at it they could also get rid of mangoes. i cant take seeing everybody running around with 3 of them | ||
|
Bobinthepub
4 Posts
when i play public games when i lose... its very hard to comeback, defending gives them more gold... (they get more gold killing me, the losing team, then i do, killing them) and they have buybacks... and is like 20 minutes of pointless fights with comeback gold giving so little (maybe 1x400 gold more than the enemy get in a 4-2 death scenario), while they 4 bounty rune equals some 4x100x5(?) team gold.. when i win, the exact opposite.. seems the game is very much in my control, i can half ass a win i do not enjoy this patch | ||
|
deadmau
960 Posts
Everything sacrificed in the name of watchability, spectators awed by the spectacular dmg and teamfights. Instead of balancing the games for the pro-scene, Icefrog chooses to cater to the lower tiers. Don't think that is ever a smart decision. Many said introducing comebacks and the penchant for handing out freebies for the baddies would create unintended consequences for the pro-scene and it did... Mids and Offlaners can barely stand out anymore. Why don't players like RTZ and Sumail or any mechanically dominant players shine off mechanics alone anymore? They can't because all the freebie gimmicks. I can hop into a game, play blindfold, smash my face at the keyboard, and you know what? There's a good chance I'm going to do something right, because everything is a spammy engagement now anyway, just hit your damn spells on cooldown and you'll probably hit something. Every game is the same anyway, you're gonna land shit whether you're good or not. You can't dictate the game anymore. There's no danger of a Pushing team getting outdrafted by a surprise Gank style lineup. There's no Teamfight draft getting countered by a Push draft. Everything is spammy teamfight. Just no room to choose what you want to do on the map anymore. The game has been forcing you to play a certain way bit by bit, patch by patch till we have what we have now. I don't see it stopping because whoever is behind patching shows no interest in taking the game in the right direction. Zero danger 1 player on the enemy team can carry the game by himself anymore, at least there used to be a danger, and no you couldn't do this every game. Hell the fucking last bit of skill left in the game was your drafting ability, now we have coaches....can this game any more nerf ball? Is there any skill left once could possibly have in order to set themselves apart other than fractions of a second landing spells? What decision making left is there in the game? | ||
|
bigbadchen
53 Posts
| ||
|
550
418 Posts
some weird vibes from this patch not sure wat games seems to slow down at 20 mins mark, and whichever team is winning by then will strangle the other team by bounty runes.. and keep hoard bountry runes base kills dont give much farm and runes gives most gold kills give you very meager gold advantage especially low in terms of comeback.. teamfights seem to give half or even less gold than contesting the runes / waves this is a mindset heavy new routine, taxes the freedom of a single player very much.. not just about kills and the big teamfights anymore.. cant lock my mind to the killing to farm mentality its no longer about the important fight warmupp -- me personally i want the 2mins bounty runes much more, or atleast the patch long time before this 2mins bounty rune seems so proper n nice... diluting the important points from 5 mins to 2 mins seems to be the usual play for less significance (a good thing) in the already too many important things in dota match, why this case its the other way around T-T pub opinion only here tho yes about losing winning... waiting 4x5mins (enemy team gathering runes while winning) for so many games feelsbadman maybe i just need time to adapt.. positive thinking, maybe ill grow to love it again after 2 months ![]() | ||
|
550
418 Posts
in IG vs Secret game 2 he snapped atleast 10 bounty runes by those teles, i think alot more, thats 10++ x5x50/80/120/150+ gold seems a very huge indirect BUFF to NP, an already very strong hero, even though they lost the game, i think alot of teams is gonna replicate this, those bounties worth ALOT more than winning teamfights, even when secret kept losing 5v5s, their gold keeps leading, an extra death in teamfight is 400x1 worth of gold, while puppey kept snap grabbing the bounties for alot more gold than that. nnot sure if this is intended, but this is some huge impact buff, i dont think teams realize yet how broken this thing is, its like EZ bonus teamwipe wins, picking an already super strong hero gets a guaranteed huge teamgold boost, those global mobility/presence heroes are already strong before this. honestly im very much against this 5 mins team bounty thing.. 2mins used to be for good 4position players (a single player) to get the spotlight one of the ways me as competitive dota spectator to enjoy games, is enjoy the 4 positions playmaking and snapping his own personal bounty runes, now its kindof a team thing, i kinda get forced to view the game in a different angle, , now its for winning/losing games mysteriously(?) it seems, its an extra routine that happens to be very important (teamwipe gold), burdened onto individuals, in a boring way of snapping runes, in an already very busy game, theres already too much to do, this just becomes a very mysterious reason for gold leads. but ive talked too much already hahaha :D | ||
|
nayumi
Australia6499 Posts
| ||
|
crocshark
139 Posts
| ||
|
Byyk
457 Posts
| ||
|
550
418 Posts
so when you draft correctly to contest runes (not push) and farm at the same time, you get this "comeback-ability" i just feel its very strange for bounty routines to give more Gold teamwise than a 3 dead-engagement i agree with what kyle mentioned the game became more "draft-oriented", its always been this way since forever, but i remember the dota 1 6.6x days where without talents, you can beat so many things with raw skill.. but talents a great addition to dota too, so idk, times change i guess | ||
|
Nagvalk
South Africa220 Posts
Played on EU ranked - whole team buys sentries, share them with Spec. As soon as game starts he sells all the wards and buys midas recipe. 2 minute Hand of Midas | ||
|
Solomon245
3 Posts
| ||
|
NInoff
Bulgaria1105 Posts
| ||
|
ahswtini
Northern Ireland22212 Posts
On May 22 2018 21:17 NInoff wrote: Next patch around the corner, i wonder what will they do for the Birmingam major. i don't think patch is coming this week. group stages begin tomorrow. they said they won't drop patches in the middle of major tournaments. | ||
| ||
i like SEA teams having chance
