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.