7.23
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Literally a different game now.
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This some weird shit
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Hero changes really modest, but neutrals carry and drop items on death, everyone has a free courier which is what gives you what was previously passive gold, level cap to 30, side shop gone and replaced with a koth style objective, etc, etc.
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The neutral items don't have to take up as much time as I first imagined. They change every 10-15minutes, and there are none in the first 5, so no point in having afk jungler in the laning stage. However which items your team find (realistically 2-3 items per tier) can be impactful, and it is entierly random.
I don't like level 30. Making hard choices regarding the talent tree used to be huge, now you just get all the talents anyway eventually.
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Yeah, it might not be as random as it seems, for simple law of large numbers reasons. For sure they'll have to be balanced in like 30 small patches coming now, but the early ones don't seem all that gamebreaking.
All the 70+ minute ones seem incredibly game-breaking, but tbqh I want the game to break rather than continue past 70 minutes. There is also the simple matter that there is almost no such thing as a 70 minute game where there isn't one team entirely controlling the map at the end (but struggle with high ground defenses and splitpush), meaning they control the jungles, meaning they get the winning items. Which might be underwhelming when it happens, but it means that good teams will not let the game go that direction, you need to control some neutrals if the game starts going late.
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No big changes to my favorite heroes, but I think support NP was quite buffed by this patch since the removal of Stout Shield means treant harass also wrecks melee heroes (as it already did ranged), the new Vlads has a really nice buildup for NP, and it is probably the best support for being able to go clear a jungle camp with minimal opportunity cost (since you can tp back in the moment anything looks fishy). Otoh everyone having a courier means one of the stealthy advantages, some free extra base-runs, is gone, but I don't think that's too big a deal (and probably means some more casual snipes can happen).
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Oh yeah, one hero I do love but have not had proper occasion to play for years and years might be back in play: Puck 4 has been played a little bit but always seemed underwhelming, since it needs the Blink so badly. Now that Waning Rift has a, granted very short (350 units), blink built in I think it has a lot more potential in such roles.
While short it is enough to get over a treeline and still have (or having already used) Orb left. And as long as it can move around fights without having a perfect laning phase the overall kit is not at all bad for a support.
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Sven aghs is the most Bob item ever.
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Aghanims Tome needs to be put a tier higher for sure.
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Well, or, in 7.23a (http://www.dota2.com/patches/7.23a
Was fun to have been part of that ridiculousness at least. For those that missed it, gives the Aghs effect for 3 minutes, could drop randomly from 15 minutes. We got it and had a Visage, which was thoroughly ridiculous.
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I think I dare call it now: the patch looks pretty good for us so far.
A bit of jungling not as bad anymore (which is good for Bob, as going to jungle at 7:00 was his preference all along), it being bordering on mandatory on the item tier timings. Playing a bit more spread out will tend to control outposts, punishing bringing all five to every skirmish. A lot of (types of) heroes we like have been improved quite a bit.
I also feel like it is very very hard for some super-hard carry, like an AM, to take over the game as things stand. Even if they are doing well and rushing towards 6 slots, the desired 6 slots have almost not changed; you'll want to buy largely the same items as in 7.22. This means you'll be facing flexible heroes on the other team who will also be 6-slotted, with much worse, but scrappier and free items. E.g. a Wraith King who gets a nice fighting item can use that to leap into a few more fights early, but an AM with a Helm of Undying is not going to want to fight any more than he did without it.
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Also people are really bad at controlling outposts. I guess that might in fact be our only real advantage, almost always someone keeping an eye on the clock. Will see when opendota/dotabuff gets around to showing outpost stats, I suspect we usually come out way ahead on that.
e: In before Reddit cries until outposts are removed again.
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If anything should be removed it is XP talents. You are basically an idiot if you don't pick them.
I like this patch now. The jungle items are neat, and I don't feel like I have lost or won a game because of lucky jungle items. -
Yeah, feels like Bob made a pretty good case for Warlock being broken last night, getting both lvl 25 Golem buffs at once made them pretty ridiculously hard to deal with.
Bob attempted to offset that with his approach to micro (just walking his hero all the way from fountain to fountain without noticing), but it still worked out
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Yep xp talents are no brainer in this patch, 50% on warlock is huge makes getting the last five levels pretty quick
Then magic immune highly armored golems to the rescue
Yeah but just don't forget you're still alive when playing with your army haha
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think i saw something somewhere when patch hit about xp talents
they're definitely strong on the level of respawn timer talents now, and they got removed eventually so we'll see
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XP talents are removed!
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And both bot shrines. Which I weirdly called just the other day, the outposts make a much more dynamic replacement, and doing a rainbow tp to save a carry when you have already lost your towers always seemed a bit... undeserved. Now you need the outpost.
I could sort of imagine stuff actually ending up with there being a single outpost bot and shrines top. Just embrace the map being asymmetric.
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wonder how shrine removal affects mid ? Being able to go shrine helped quite a bit if you were spamming in lane