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Author Topic: DotA 2 - the ultimate thread  (Read 148352 times)

umiman

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Re: DotA 2 - always in mmr hell
« Reply #1500 on: April 25, 2016, 01:45:10 pm »

http://www.dota2.com/687

Quote
Each team now has a Scan ability, available on the minimap UI.

Intelligence now increases your spell damage by 1% per 16 Intelligence points.

Tome of Knowledge
Costs: 150 gold
Use: Grants you 425 experience.

Blade Mail
Now returns damage before any kind of reduction, and returns it in the same type as it was received
No longer ignores Spell Immune enemies

Arc Warden
Tempest Double ability/item cooldowns now persist on the unit
Tempest Double no longer replicates items that drop on death

Earth Shaker
Enchant Totem becomes a 900 range ground target ability. Causes you to jump in the air and land at the target spot, casting enchant totem there.
Wake me up when this nightmare ends.

EnigmaticHat

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Re: DotA 2 - always in mmr hell
« Reply #1501 on: April 25, 2016, 02:31:42 pm »

My thoughts on your highlights, in order:
Why?  Why not just buff wards?  Make the stock larger, decrease their price, increase cast range, ect.  Way to make supports feel even more meaningless, assholes.  And you just know that the sort of people who walk into mid lane without calling role are going to get mad at anyone else who uses the scan ability, especially supports :(  The only good thing is now you can go to ward jungle or Rosh and its not a coin flip whether you get killed or not.  But like, that was an element of skill/game sense that's been removed so I *still* don't like this change.

Again, why?  I loved the "nukes always deal X damage" rule.  It was a simple and understandable fixed point that the balance of the game could revolve around.  Nukers reach a peak where they can gank, right clickers constantly grow.  Simple, why mess with it?  Especially with what's ultimately going to be a tiny buff except on heroes like OD and Zues that don't NEED that buff even slightly.

Edit: missed this one.  I... think that could be actually kinda cool?  It lets you consciously rush certain peaks of power that your character has.  Probably aimed at higher level players who have memorized how long it takes to level up each hero.

Withholding judgement.  On one hand, heroes who buy blademail have a habit of getting a little painful to play later in the game and this will reduce that.  On the other hand... BKB is an item that nerfs itself every time you use it, I don't know that the developers need to be nerfing it too.  Also the poor noobs, how will they be able to keep straight what spell immunity actually does?

Totally fucking necessary.  I've watched rapier Arc Warden at higher level play and its boring cancer.

This is likely to reduce ES's constant need to farm blink dagger.  They probably thought it was boring that a hero always has to rush one item.  I play ES so this is great, but... why?  ES is one of those heroes that everyone is perpetually fine with, I don't think anyone wanted this buff.  And it kinda ruins the feel of the hero as the deadliest melee creep in DoTA (well, second deadliest after Ursa).

Double edit: Force staff can now be upgraded with a dragon lance to push enemies away.  WW now has a scepter upgrade that turns artic burn into a toggle.  This isn't the upgrade she *needed*, and its not exactly worth buying, but... dragon lance + always on artic burn = WW being even more of an artillery platform than she was before.  Winter's Curse had its cooldown reduced and flattened.  This is great, curse used to be a better Black Hole but now its more of a utility ability and the cooldown reflects that.
« Last Edit: April 25, 2016, 02:44:06 pm by EnigmaticHat »
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Putnam

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Re: DotA 2 - always in mmr hell
« Reply #1502 on: April 25, 2016, 02:48:09 pm »

Quote
Mystic Flare Scepter duration increased from 2.4 to 12 seconds
Mystic Flare Scepter cooldown increased from 20/10/0 to 20/10/5

hi what the fuck

umiman

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Re: DotA 2 - always in mmr hell
« Reply #1503 on: April 25, 2016, 04:09:05 pm »

Enigmatichat:

I think you misread Blademail. It got buffed. Before this patch Blademail returned damage after resistances and blocks and it returned it as magic damage only. So if you bought Blademail on Axe it was kinda silly as Axe would get insane amounts of armor during his call and if you blademail-ed during it you'd return almost nothing. Now he returns everything.

Also Axe's spins are now pure damage, in case he wasn't painful enough. Though I think this means he can't spin you through BKB any more (he can call you though).

Chevaleresse

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Re: DotA 2 - always in mmr hell
« Reply #1504 on: April 25, 2016, 04:16:12 pm »

Quote
Mystic Flare Scepter duration increased from 2.4 to 12 seconds
Mystic Flare Scepter cooldown increased from 20/10/0 to 20/10/5

hi what the fuck
this ids my thought toward like 90% of this patch
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Putnam

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Re: DotA 2 - always in mmr hell
« Reply #1505 on: April 25, 2016, 04:16:43 pm »

Wysthric

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Re: DotA 2 - always in mmr hell
« Reply #1506 on: April 25, 2016, 04:27:15 pm »

bananas

If that's legitimate I'll eat all my clothing.
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Putnam

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Re: DotA 2 - always in mmr hell
« Reply #1507 on: April 25, 2016, 04:29:38 pm »

It appears to be. A bunch of people are coming up nigh-simultaneously and independently a bunch of weird-ass effects, like mini-stunning roshan or increasing intelligence by 4 when ate.

are we getting monkey king... again?

EnigmaticHat

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Re: DotA 2 - always in mmr hell
« Reply #1508 on: April 25, 2016, 04:30:52 pm »

I think you misread Blademail. It got buffed. Before this patch Blademail returned damage after resistances and blocks and it returned it as magic damage only. So if you bought Blademail on Axe it was kinda silly as Axe would get insane amounts of armor during his call and if you blademail-ed during it you'd return almost nothing. Now he returns everything.
Kinda?  Unless I'm seriously forgetting something blademail returned pure damage in the previous patch.  Which meant if you were solo fighting a hero with lower str, they almost literally couldn't kill you barring lifesteal or such, or blademail going down.  It was a 1:1 hp kind of thing.  Now blademail is more of a comparison of who has better armor or MR.

If anything, this is a massive buff to medallion and Dazzle/similar heroes (although Dazzle most of all, since he can create a ~50 armor net swing).  Plus a smaller buff to Rubick, hood of defiance, glimmer cape, and that one component of glimmer cape that gives MR.
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Re: DotA 2 - always in mmr hell
« Reply #1509 on: April 25, 2016, 06:34:39 pm »

Melee hero attack range increased from 128 to 150

Was this needed? I kinda thought Melee attack range was generous enough as it was.

Anyway, my overall impression is negative on these changes. really making a lot of items more core rather than situational imo, except for maybe diffusal.
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EnigmaticHat

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Re: DotA 2 - always in mmr hell
« Reply #1510 on: April 25, 2016, 07:13:39 pm »

It seems to me like they might be trying to make the magic stick a less ubiquitous early purchase?  There are now 3 new items that fill the same general price point; they're a little more expensive but the flying courier has become a little less expensive to compensate.  Although looking at the blight stone its most obvious analogue is the orb of venom, not the magic stick.

The melee buff should make it easier to hit things over other creatures.  Say, if you were hitting the lane creeps from behind your own lane creeps.  Or if a bunch of people get stuck on the stairs going up into the radiant jungle.
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Re: DotA 2 - Patch 6.87 is live! ...let this nightmare never end!
« Reply #1511 on: April 25, 2016, 09:29:59 pm »

Overall thoughts on the patch?

I've been out of the meta for a few months but a lot of these changes seem... strange, to say the least.
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Re: DotA 2 - always in mmr hell
« Reply #1512 on: April 25, 2016, 09:37:04 pm »

The melee buff should make it easier to hit things over other creatures.  Say, if you were hitting the lane creeps from behind your own lane creeps.  Or if a bunch of people get stuck on the stairs going up into the radiant jungle.

Okay, but its also now that much harder to run from a chasing Ursa too now
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RexMundi

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Re: DotA 2 - Patch 6.87 is live! ...let this nightmare never end!
« Reply #1513 on: April 25, 2016, 09:43:14 pm »

I myself like the timber buff just cuz I play him, and as Axe is my main besides pudge, I cant' wait to see how the pure change will go. I love the new blade mail though so far in thery
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EnigmaticHat

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Re: DotA 2 - always in mmr hell
« Reply #1514 on: April 25, 2016, 11:18:43 pm »

The melee buff should make it easier to hit things over other creatures.  Say, if you were hitting the lane creeps from behind your own lane creeps.  Or if a bunch of people get stuck on the stairs going up into the radiant jungle.

Okay, but its also now that much harder to run from a chasing Ursa too now
If 22 units of distance is all that's between you and being mauled by a bear, something has already gone terribly wrong.

Edit: General thoughts on patch: most of it looks good, WW will be in a slightly better place, int based nuke boost is bad idea, scan might be ok if the community isn't horrible about it.  The amazing flying Earthshaker is a stupid change to a hero that was totally fine.  New early game items are exciting.  A lot of the community's unsavory elements are probably going to be arguing over who gets to use the stupid book every 10 minutes; not sure which role needs the exp boost more.  Might help offlaners that got zoned out stay relevant?  OD is still going to be obnoxiously good at everything, the astral imprisonment range nerf isn't going to matter since Slahser's way is to use a blink dagger on the hero.  If anything his high int values are going to make him even more of a pain to deal with this patch.
« Last Edit: April 25, 2016, 11:28:06 pm by EnigmaticHat »
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule
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