7.07
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Mkay gonna need someone to learn to play Wisp, cos the new talents are insane by the looks of it
Also lion is back, especially vs slark cos the cunt can't purge hex anymore
Dark willow root seems like a better version of underlords? I'm not sure tho
AM also looking good (time for me to kms), Bob AM must become a thing!
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Only a fraction into the notes and already a bit surprised. Very good that all pick order is now a bit more even, and the new randoming system is bound to be more interesting. Then a bunch of reversals, like removing the extra creep mid again (making the lane a bit less be-all-end-all for winning), creeps meet closer to safelane again (making offlaning a bit harder like it used to be), and removing shrines from base. All quite wise I think.
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SPECTRE:
Desolate now applies a debuff that reduces the unit's vision by 40/50/60/70% for 5 seconds.
what is this!Also offlane is apparently way easier now with removal of PMS and shit, just watched Draskyl talk about it for a while- stuff to do with if enemy pulls into a stacked hard camp now you get a ton of XP, idk
And yeah I'm super happy about taking away the extra mid creep, give me my proper mid lane back thanks
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Third rosh kill gives a single-use refresher
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Only for abilities
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Diffusal no longer dispelling is a big one, a lot of very key uses of the item there. Omni will be very happy.
Iron Talon removed again as well. I need to hear what Draskyl is saying, because it seems to me like offlane is very much getting shoved back into the 6.8x days at this point.
Spirit Breaker pretty significantly nerfed, Greater Bash damage at low levels reduced by a lot (max level it is actually slightly higher). I always maxed it anyway, but ending up very low level late in the early game was already a huge issue, and this will make that hole even harder to dig out of. Also the gold/min talent has been dropped, granted while getting some other good talents in there, but gold/min was a great safety harness to regain some relevance late-game.
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So it was no PMS means easier time for offlaner to harass; XP range is bigger now, even though you need to block better; and if safelane supports pull to a stacked hard camp which is what usually happens, despite the changes to denies, it's pretty hard to deny your lane creeps against like 6 neutrals attacking them, so you'll get full XP from the pulled wave. Also the changes to wave XP means you get level 2 off the first wave.
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Man, there is too much stuff here, and I need to work. I guess I'll listen to some interminable patch commentaries in the background instead of rifling through it myself :s
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Alot of it is random number changes that are too tedious to read. All the talents being changed- I mostly just read the ones I play
Storm spirit is SO back btw.
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Rubicks change is so neat though, @liam_j_h ought to be pleased: Null Field is now a toggle between magic resistance and reducing enemy magic resistance. Another button to mess about with on a hero that often already has too many
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Yeah it is
also bane mid/core in some way i imagine will start becoming a thing
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Hrm. I wonder, the Nightmare change with Enfeeble damage steal at level 10 indeed suggests a core Bane just murder people, but he is so single-target, gets easy to counter the moment you have an additional hero there. Offlane and build shadow blade though perhaps?
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Venge, Undying and WK for the ultimate reincarnation party!
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@tango said in 7.07:
Venge, Undying and WK for the ultimate reincarnation party!
The Venge change seems awesome actually, some nerfs to balance, but overall sounds very very good. WK seems silly (and may inspire people to jungle WK which will surely remain very bad, especially now that Talon is gone), but, eh, fun at least.
AA changes looking pretty good too btw:
Chilling Touch duration rescaled from 30 to 20/24/28/32 Chilling Touch no longer reduces allies attack speed. Chilling Touch magic damage reduced from 50/60/70/80 to 30/45/60/75 Chilling Touch now applies a stacking 30% slow for 0.3 seconds.
Sure a bit less damage, but the attack speed slow was a pretty nasty hit on dps, and with a slow built in it should be a really solid tool to e.g. deal with offlaners without needing a whole lot of setup.
Puck meanwhile is pretty badly nerfed, coil no longer does initial damage, but break gets that damage and more still added. Sort of makes it necessary to have some way of forcing the break though, and the initial magic burst which is the bread and butter of Puck will not be as good.
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https://www.reddit.com/r/DotA2/comments/79unaw/can_we_please_remove_status_resist_from_tornado/
This sounds pretty horrible
The new puck level 25 talent seems fun though, on the topic of puck. Maelstrom puck inc. or something- like QoP when she gets right click items late game
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Also Tango - beastmaster seems really fucking good now, so play it!
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@beach said in 7.07:
https://www.reddit.com/r/DotA2/comments/79unaw/can_we_please_remove_status_resist_from_tornado/
This sounds pretty horrible
I dislike the status resist mechanic in general. An invisible thing making all kinds of playing by feel hopelessly hard, and Invoker is certainly not the only hero where it is a huge combo-breaker. Makes the game a lot more difficult.
For the Puck talent: seems cool, buuuuut would you really take it over 420 gpm in the average game? It is very late for a gold talent, but 420 is a lot, and the guys coiled will fight back, so it relies on Puck being able to stand toe-to-toe in a fight with just about anyone in the late-game.
@beach said in 7.07:
Also Tango - beastmaster seems really fucking good now, so play it!
Agreed that it seems good, but man that is a clunky-seeming hero now. Just all the things on the one button and a stacking amp attached to the axes, it just makes very little sense.
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Btw, I haven't been following commentary, do you have what the point of the sunstrike skill for Invoker is? Wont everyone just sidestep it with a shrug if they are visible?
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Yeah 420 gpm is still alot so who knows.
Err the Invoker thing so you summon 10 sunstrikes, 2 for each hero, and in a hectic teamfight it will probably be really good, or with setup. Bear in mind that even if they are standing completely still there's a chance that both sunstrikes miss them, but I think the two scenarios I just described it will be quite good- a) hectic teamfights with a lot of other stuff going on b) setup e.g. blackhole, chrono, tide, etc.
I agree with the status resist thing it just seems kinda weird and yeah like you say invisible stuff that makes it seem way harder to kill people