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Dota 2 Beta Thread 2: Real Talk Discouraged [Magnus, Teams, 6.75b, 150+ Shop Items]

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So I guess this patch is the first patch where Valve rocks the boat? Some of those are pretty sweeping. especially that Shackleshot one.
 
Yeah the leaker did say that's update 17 of 34. So, if real, there's a lot changed from that point.

34 updates already for 6.75, and its not planned for release till post-TI makes me really happy. Im hoping this patch is one of the biggest in DotA history in terms of balance, but at the same time I hope some current staples arent just nerfed to oblivion.


So I guess this patch is the first patch where Valve rocks the boat? Some of those are pretty sweeping. especially that Shackleshot one.

Shackleshot is probably the most obscenely overpowered stun in the game, and you think that Valve is 'rocking the boat' by nerfing it slightly? Sheesh.
 
seems like icefrog nerfs are always slight (am BAT nerf last time), but some buffs can have a huge impact and send some heroes up to comp. (i.e. morph buffs last time).

Some one said that Slardar is a bad carry and can be out-carried by Mirana, your fucking crazy. Slardar is a pimp with a stun and bash, any hero with a bash is overpowered!

sure if both stand in melee and go at it slar will win. but mirana will kite his ass and crush that obese tuna
 
*Lycan base armor reduced by 1
Lycan totally worthless now, pack it up, its all over.

* Poison Nova now affects building [Need feedback :wacko:]
wat

Also, looks like Shackle is still planned to ministun even if it misses.

Goblin's Greed bonus scaling adjusted from 2/4/6/8 + 2 to 4/6/8/10 + 1/2/3/4
Maybe this will bring Alchemist back.

* Life Break Aghanim's cooldown from 24/16/8 to 4
Oh god, Huskar gonna jump on all the units.
 
Shackleshot is probably the most obscenely overpowered stun in the game, and you think that Valve is 'rocking the boat' by nerfing it slightly? Sheesh.

Yeah you're right, it is a pretty slight nerf now that I think about it. Landing it right is still gonna hurt like crazy just like before.
 
Did they end up buffing/changing every single one of Nyx's abilities?


Also, while only one ability from the new hero Frost Wyrm has been leaked, it sounds really impressive. Really great for setting up ganks.

Scourge
Range
Intelligence

Movespeed: 290
Starting Armor: 3

Attack Damage: 38-46
Attack Range: 600

Intelligence: 25 + 2.4
Strength: 24 + 2.1
Agility: 16 + 1.9
Ability 1: [Trap] A2L9 - R
-----------
Your attacks passively place a marker on enemies (lasts 20 seconds). Upon activation, all enemies with the marker are frozen and the marker is removed. You gain bonus damage for each unit that got frozen. Casting the spell removes the marker from all units, dead units do not count towards the marker bonus.

Hero Marker Bonus: +30 damage
Non-Hero Marker Bonus: +10 damage
Bonus Damage Duration: 8 seconds

Freeze duration: 1/1.5/2/2.5

Cooldown: 20
Manacost: 130

Singsing is gonna love getting MoM on this guy.

* Max level heroes no longer drain XP
This is going to be really helpful for getting the supports caught up in long games.
 
Alchemist buff if true.

• Acid Spray manacost from 160 to 115/130/145/160
• Unstable Concoction max damage from 130/200/270/340 to 150/220/290/360
• You can now target yourself with Unstable Concoction
• Goblin's Greed bonus scaling adjusted from 2/4/6/8 + 2 to 4/6/8/10 + 1/2/3/4

• Enemies can no longer see the countdown numbers for Chemical Rage (wait, aren't numbers for the stun?)

Is this Dragonus?
• Concussive Shot cooldown from 20/19/18/17 to 20/18/16/14
• Concussive Shot aoe from 200 to 225
 
Alchemist will be pretty powerful if all true, can farm even faster and spam more early on.

Also navi vs infused. Clockwerk picked by infused :o!
 
I love Slardar. Fuck the haters. Are there really Slardar haters?

I don't hate him but I get the dumbest teams when I play him in pubs. Always laned solo or with another carry for some reason.

Those nyx changes are already scrapped, look at the pictures in the text dump. Still its interesting to see what heroes icefrog is paying attention to.
 
That rubik dendi lol. Picks him up then power shot and fade bolt.

Also i need to learn what spells attack invis units. They said jug spin attacks mend on TA?
 
That rubik dendi lol. Picks him up then power shot and fade bolt.

Also i need to learn what spells attack invis units. They said jug spin attacks mend on TA?

Any invisible hero is still going to be affected by any non-targeted AOE attack or spell, with a few exceptions.

I played with a Bounty Hunter yesterday who was running around in a 3x March of the Machines wave from the enemy Tinker and then started getting mad at him in allchat. D:
 
That rubik dendi lol. Picks him up then power shot and fade bolt.

Also i need to learn what spells attack invis units. They said jug spin attacks mend on TA?

Yep, most untargeted AOE spells will hurt invis units, in fact the only ones that don't hurt invis units are:
Death Pulse (Necrolyte)
Starfall (Mirana)
Rocket Barrage (Gyro)

Cant recall anymore.
 
btw I don't know if anyone noticed this but if you click on your hero 5 times they'll say something new. Random I know but I was bored while waiting for the creeps to spawn.
 
So M5 is leading by 10 kills but refusing to end the game early?
 
So I guess this patch is the first patch where Valve rocks the boat? Some of those are pretty sweeping. especially that Shackleshot one.

Valve has no input on balance changes, these are being done by icefrog and the dota1 devs apart from valve, and will simply be ported like everything else.
 
Some of those changes were actually reverted in versions further down. I wouldnt except any of these changes to be sure things.
 
The Shackle Shot nerf means it doesn't stun if it doesn't shackle to a tree correct?

I use Windrunner a lot but I always thought that's how it was supposed to work instead of how it does currently.
 
The Shackle Shot nerf means it doesn't stun if it doesn't shackle to a tree correct?

I use Windrunner a lot but I always thought that's how it was supposed to work instead of how it does currently.

Actually I think that was reverted and changed to micro stun of .1 seconds and we didnt hear from it again int he balance notes.
 
I'd just like to reiterate that all those changes are very work-in-progress and I wouldn't be surprised if only a few of those actually make it to the game.
 
It has a mini-stun at the moment if it doesn't shackle.

I try to time it when an enemy is near trees anyways so if it does get changed it isn't a huge deal to me.

Though I have used it on occassion to save teammates who are running for dear life (or enemies :) ).
 
The Shackle Shot nerf means it doesn't stun if it doesn't shackle to a tree correct?

I use Windrunner a lot but I always thought that's how it was supposed to work instead of how it does currently.

It currently has a .75s stun if you don't shackle the target to anything else. This is so you can at least interrupt a channeling ability or TP without having to worry about lining up the targets.

The original change per this potential leak indicates that the shackleshot has NO effect if the target isn't shackled to anything - so no .75s stun or channeling interrupt. Looks like that was changed to at least have a .1s microstun so you can at least interrupt channeling still.

If legit I'm totally okay with the original change of NO effect if the shackle isn't successful. It is a very strong ability and nerfing its effect only if you miss it is not a huge change for those who play the skill correctly.
 
Valve has no input on balance changes, these are being done by icefrog and the dota1 devs apart from valve, and will simply be ported like everything else.

Oh okay, didn't know it worked like that, but I thought icefrog was actually a part of Valve now? And I thought icefrog worked alone (on dota 1), haven't heard of other devs with him.
 
11.6 MB update today. Any idea on what it is? Don't see patch notes anywhere.

Also, I want this so bad:

F8E6C0B610839DB999F449A13F6CEA2F5078C28C

http://steamcommunity.com/sharedfiles/filedetails/?id=88657080
 
Oh okay, didn't know it worked like that, but I thought icefrog was actually a part of Valve now? And I thought icefrog worked alone (on dota 1), haven't heard of other devs with him.

He has people do testing and other stuff for him. He cant do that shit by himself.
 
So the patch leaks are pretty much confirmed... Just got a hold of the 6.75 beta5 Warcraft map from reddit. Of course, don't expect all those changes to get in, but it's changed. Piecing together the new rosh pit for you guys now.
 
So it swaps places with the Dire ancients basically? It's a pretty drastic change if true. No more secret shot access from the pit, among other considerations.

Pretty much. Looks super fair for both sides. There's a ramp on both sides of the rosh pit heading into the river. Though, the dire ancients placement looks really out of place.
 
Here's what the new rosh pit looks like, if any hon players want to comment if it's similar to the hon one or not:

They never changed the map in HoN as far as I can remember. They changed some rules, but never the map.

It looks weird at the moment but yeah it would eliminate the small advantages Dire have for Roshan, as well as removing the kind-of-idiotic Shop access from Roshan.
 
Hrm.... so, if you teleport to Dire bottom tier 1 tower, are you basically right outside the pit? I mean, I guess its the same as the current Dire middle tier 1 tower.

You said that there are 2 entrances to the Rosh pit now, so is 1 right by the bot-rune, and the other right by the Dire tier 1 tower?

The ancient placement seems to make it so that they are as close to the middle lane as it is on the Radiant.
 
In case anyone interested in it.

Possible bomba highlights if true
Ooh, (hypothetical) patch notes.

* Boots of Speed are now a sharable item
Naked boots or the upgraded versions as well? The implications of sharing Tranquil Boots among support heroes could be quite large indeed, so I'm doubtful this goes in without a massive amount of testing and reflection.

* Primal Split units are no longer invulnerable to Black Hole
Another potentially massive change, would throw the Enigma-Brewmaster counterbalance on its ear.

* Shackleshot no longer has any effect if it fails to shackle the target
Whether this is no stun or a microstun, it's a change that can't be said to be unwarranted, Shackleshot in its present form is unarguably the strongest disable in the game. It can be misused, but this would go a long way to really accentuate and reward maximal use, and offer less reward for just throwing it as a matter of course.

* Helm of the Dominator cooldown reduced from 300 to 60, no longer has a limited (20 min) duraiton and is just replaced whenever a new one is converted

* Level 3 Marksmanship agility increased from 45 to 60
Grouping these together given they both constitute midgame buffs to Drow Ranger (and a lesser extent to heroes of her make), stack farming could be extremely lucrative given you hold onto the creep indefinitely, and the enemy team killing it doesn't throw a wrench into the works for minutes at a time. Now a lot less punishing to use the Helm in a more active combat role, either by giving yourself a personal disable to finish kills (ie a Centaur stomp, a Troll net), or by augmenting the team's push or damage (ie Alpha Wolf).

This sort of change would have deep implications both for Drow and other heroes, could definitely see team strategies revolve around getting multiples of these up:

- Drow Ranger (58% damage amp with Alpha Wolf aura)
- Vengeful Spirit (66% damage amp with Alpha Wolf aura)
- Lycan (possibly in lieu of Vladimir's Offering[1]; Alpha Wolf constituting a third wolf for speedier jungling via damage aura, stacking camps and ancients)
- Beastmaster (55% attack speed with a Centaur Khan, essentially a team Hyperstone)
- In general, more situational stuff like Satyrs for Mana burns, Purges and sniping summoned units​

Like the shared boots change, this would have some pretty deep-running implications.

[1] Definite tradeoff. Save a meager 200 gold, +20 damage, even armor bonus, 1% less lifesteal, lose the mana regen, lose the lifesteal on your wolves and melee allies, can't turn off the orb.

* Sange & Yasha now has a toggle in the style of Power Treads
Strength and Agility from the components is equal to the finished item, so perhaps this is hinting that those stats will be buffed in the new toggle version of the weapon (ie 32 Str + 0 Agi, 0 Str + 32 Agi, 16 Str + 16 Agi [vanilla]). Would definitely make it a fair bit more compelling for both Strength and Agility heroes with an interest in variable attack speed, damage, and tanking (with a splash of slow in the mix). Would very much like to see this change and what sort of stat-swapping is involved, because something like the above could probably push it into a position of competitive relevancy.

* Spiked Carapace now lasts for 2.5 seconds (down from 4.5) seconds, but reflects and stuns all sources of damage over that period instead of just the first one
Definitely would like to see, the standard Carapace is far too easily disarmed. The duration nerf is worth very little given the complete coverage offered by the tweak.

* Reaper's Scythe aghanims now deals pure damage
Necrolyte's ultimate upgrade is one of the worst in the game at present, so it makes sense that they may be looking at something drastic to fix this.

300 health missing: 180/270/360
500 health missing: 300/450/600
700 health missing: 500/630/840
900 health missing (a la big, scary hard carry [or Milkman's Pudge]): 540/810/1080

Compared to the old Scythe and against heroes with their standard magic resistance, this buff essentially amounts to a 25% damage increase (with the Scepter). It scales better than other pure damage nukes into the lategame as well, and the Aghanim's buildup provides Necro with the two things he really, really needs: raw HP and Mana to get into the middle of fights, stay there as long as possible for the aura to work its magic, and spam Death Pulses and autoattacks without cease. Think this change could bump the upgrade from "not even once" to "strongly consider".

* Finger of Death Aghanim now bounces once to a nearby enemy unit up to 200 units away
Nightmares of Lich and Lion teamfight bros, though it sounds like a creepwave or enthralled jungle creeps would reduce the danger considerably.
 
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