DOTA 2 v7.00: New Journey (Test Client Dec 11, Main Client Dec 12)

I'm on board with all changes so far but the jungle odd minute spawns. Between that and reduced xp gains and gold gain for kills I feel like we might see a shift towards deathball again
 
6 treants
nature-deal.gif







lina-vi1.gif
 
I'm on board with all changes so far but the jungle odd minute spawns. Between that and reduced xp gains and gold gain for kills I feel like we might see a shift towards deathball again

This is my main worry as well. The jungle spawn changes mean stacking and pulling are also both more restricted. It was enough of a worry that I declared the pastebin fake off of that alone!

However, it's interesting to see the offlane "secondary jungle" expanded even if it only respawns every odd minute and some midgame semicarries getting gpm talents to help with late game transitioning. I wonder what effects all of this will manifest as
 
What do you make of the Invoker changes

- Buff EMP: damage changed to magical but IMO mana burn is more important
- Buff Invoke: 6s cd all levels + agh 2s cd all levels, seems balanced
- Buff Tornado (only if you get -cd tornado in talent): as if a tornado every 30s isn't chaotic enough
- Nerf attributes but buff Exort damage and Quas regen: a bit stronger during laning phase but more vulnerable when being ganked I guess?
- Nerf Forged Spirits: Slower farm since now you only have 1 spirit to push/farm jungle. Split pushing is still ok if you choose to get forge spirit in talent at lv15.
- Nerf Defending blast: no more AOE, at least until you are level 25, but I think -15s Tornado cd is much better
 
Fixed Shrines not working when right click force attack is enabled
Fixed escape not closing combat log or invoker's spell list
Fixed Shuriken Toss Scepter bouncing on the same target
Fixed a bug with Wukong's Command and Radiance
Fixed Scepter upgraded Spell Shield working after selling the item
Fixed dying with Aegis allowing you to move items without restrictions
Updated Cold Feet/Homing Missile tooltips
Fixed Rubick Scepter bug with Freezing Field
Fixed Rubick bug when stealing upgraded Homing Missile
Fixed Tempest Double incorrectly copying some items
Double click now works with Chaos Knight's Scepter
Updated Spell Shield tooltip
Fixed Rubick bug when stealing Shranpel charges
Fixed Sniper not getting 4 charges until he casts Shrapnel
Fixed Ruick bug when stealing Cold Feet charges
Fixed Spell Shield Scepter upgrade not benefiting from cooldown reduction
Updated Invoke's tooltip
Updated Spectating UI to always show HP bars
Fixed Chaos Knight scepter tooltip
Updated Necronomicon tooltip
Fixed old ability learn mode related bugs
Fixed some bugs with swapping the minimap inverting some text
Fixed alt not showing enemy stats when querying
Fixed quickcast abilities and items malfunctioning when query panel is up
Fixed -lvlmax skilling the talent tree
Fixed Reaper's Scythe animation not playing
Fixed Kill cam interfering with the shop
Fixed minimap bugs with auto-repeat right mouse
 
Fixed Shrines not working when right click force attack is enabled
Fixed escape not closing combat log or invoker's spell list
Fixed Shuriken Toss Scepter bouncing on the same target
Fixed a bug with Wukong's Command and Radiance
Fixed Scepter upgraded Spell Shield working after selling the item
Fixed dying with Aegis allowing you to move items without restrictions
Updated Cold Feet/Homing Missile tooltips
Fixed Rubick Scepter bug with Freezing Field
Fixed Rubick bug when stealing upgraded Homing Missile
Fixed Tempest Double incorrectly copying some items
Double click now works with Chaos Knight's Scepter
Updated Spell Shield tooltip
Fixed Rubick bug when stealing Shranpel charges
Fixed Sniper not getting 4 charges until he casts Shrapnel
Fixed Ruick bug when stealing Cold Feet charges
Fixed Spell Shield Scepter upgrade not benefiting from cooldown reduction
Updated Invoke's tooltip
Updated Spectating UI to always show HP bars
Fixed Chaos Knight scepter tooltip
Updated Necronomicon tooltip
Fixed old ability learn mode related bugs
Fixed some bugs with swapping the minimap inverting some text
Fixed alt not showing enemy stats when querying
Fixed quickcast abilities and items malfunctioning when query panel is up
Fixed -lvlmax skilling the talent tree
Fixed Reaper's Scythe animation not playing
Fixed Kill cam interfering with the shop
Fixed minimap bugs with auto-repeat right mouse
Nice. I guess the best thing about being unable to play for the next two weeks is all this stuff gets sorted out plus anything too strong that requires a near immediate patch.
 
Nice. I guess the best thing about being unable to play for the next two weeks is all this stuff gets sorted out plus anything too strong that requires a near immediate patch.

Yeah I mean the bugs will get fixed but this shit will probably be busted for months. There's no way they were able to actually balance all this hero talent stuff.
 
New terrain is really nice. It's pricey but coming back to a new game I'm tempted to make it feel even more new... All I want now is redesigning of creeps to look better and jungle creeps, they feel old news on new terrain to me.

And a Jakiro redesign, my first hero I ever did well with in Dota. If it wasn't for Jakiro I would never have became a fan of Dota :)
 
Not being able to see your stats at a glance is an odd decision. Newer players might not even realize stats exist at all. It's also not particularly streamer friendly to hide all this information behind a sub menu.

An option to put HP/Mana over abilities would be appreciated as well.
 
Not being able to see your stats at a glance is an odd decision. Newer players might not even realize stats exist at all. It's also not particularly streamer friendly to hide all this information behind a sub menu.

An option to put HP/Mana over abilities would be appreciated as well.

dem secret tread switch strat

gotta keep it secret

More seriously, pressing Alt would show it, wouldn't it?
 
People are complaining about the stats not being readily visible and there are posts on Reddit that have hit the front page so I would expect a patch on that this week.
 
Not sure if serious.

452 Drow matches. I'm very serious.

I appreciate the buffs.
maelstrom/mjollnir no longer attack modifiers, skadi no longer attack modifier. Enemies without bkb are slowed to minimum speed [100]. Frost arrows proc maelstrom procs and skadi slow stacking. It's the greatest shit ever.

Also, won my last Drow match. Scaled stats for the last time. I am content with Doto as I knew it dying. Been a great run.
 
finally finished reading all the patch notes
it's strange how imbalanced some of the choices of the talent trees are though, like alchemist's level 25 is one of the most glaring example, 30% lifesteal vs bonus 4 more armor reduction from acid spray? like wtf is that?
 
holy fuck nice catch!
it seems to be purple color based on the top right corner though, which is strange
what element is purple in games? i'm leaning towards void

Shadow/void/whatever doesn't really fit with the element themes the other 3 have going on.

Maybe metal like someone mentioned earlier
 
Shadow/void/whatever doesn't really fit with the element themes the other 3 have going on.

Maybe metal like someone mentioned earlier

They're going to rename Brewmaster to Alcohol Spirit (get it?). He's clearly the oldest brother that all the other spirits pop out of during his ult.
 
finally finished reading all the patch notes
it's strange how imbalanced some of the choices of the talent trees are though, like alchemist's level 25 is one of the most glaring example, 30% lifesteal vs bonus 4 more armor reduction from acid spray? like wtf is that?
-11 armor is pretty big as a team wide debuff
 
I posted this over in the Dota 2 OT, but I'm crossposting it here.

Having more time to digest this patch beyond my initial impressions from my stream, here's my thoughts. I'm really curious to see how my opinions change once this thing is out there and people are playing it.

First thing's first: Monkey King, let's get this one out of the way: He's broken. This was to be expected, as this would be the first field testing of a new hero, but he is most definitely broken and some of this will be scaled back. There are a few major issues I immediately see, number one being Boundless Strike's stun and damage, especially with that level 25 Talent. You can clear a Mega Creep wave in one shot with it. Tree Dance has such a short cooldown with no mana cost, and I think this might be a bit broken. While they attempted to offset this by making it cancellable like a Blink, as well as the 4s stun if your tree is cut, I still think that might not be enough. The fact that you can just click and get down without using the mana for Primal Spring seems like a get out of jail free card. I think at the very least, they should make Tree Dance initially cost 50 mana (only the first time), and have Primal Spring cost 50 mana. Jingu Mastery will be a really strong tool for not only lategame, but laning as well. you have 15 seconds to get your 4 hits in, which is pretty long. Mischief sounded and seemed OP at first, but I honestly think it's his most balanced skill. I tried some experimenting with this with Mob, and we discovered a few things about it. If you mouse over the tree/object/whatever he is, it highlights in red like an enemy. You can attack it, cast spells on it, etc. It does not act like a regular tree in that regard. You can still left click him and select him even if you are on the other team. It's a neat visual trick, but definitely not infallable. It's not quite like an illusion trick either, which is why it's an innate ability rather than one of his other skills. Wukong's Command Seems pretty good, that AoE is huge, and I can see good teamfight combinations with this. I can't really say yet if this one is particularly balanced, but so far I feel like this and Mischief are his most balanced spells, it's the other ones i worry about. I like the design of the hero though, and am really glad to see the first hero that is clearly free of WC3 restrictions and made with that in mind.

I was one of the people that ate crow on the Talents thing being fake, and I was very put off by it at first, but I think I am starting to come around. I was initially put off by it mainly because it was a HotS thing, something they did instead of items, but Dota is still very different and the way it's implemented here is good I think. I still feel a bit iffy about them, but I am warming up to it. Some of them seem really strong and give heroes that really didn't gain much of anything by hitting level 25 a ton. One particular example was Enigma being able to get 8 more Eidolons at level 25. The downside to this new system is that stat leveling is gone, which is really going to change some skill builds that relied on taking stats, such as AM going 1-1-1, stats, stats, or Jugg, Wraith King, etc. I'm willing to give talents a chance, and am liking it better as time goes on.

The new UI is just what the doctor ordered, I really like how it allows for more screen real estate but still shows a ton of information. A common complaint which I agree with is the stats not being visible at all times. While I use my Alt key frequently, I still can understand why you would want to see them without that, and I certainly hope that's a change that comes, or at the very least an option. The other issue I have is the breaking of hotkeys for things. I always leveled up by hitting O and then the key of the skill I wanted. Now you can't do that, it does not work anymore. I really hope they restore that functionality, because it will take me a long time to get used to just clicking it. They also got rid of shop hotkeys. The "Shop always uses hotkeys" option does not work anymore, and I am hoping this is a bug, but sadly it's probably more that they don't care because so few people use this option. Otherwise the UI is great, and I love it.

New picking and planning screens are cool, as well as new pregame being very flashy. I really like it.

I feel like the game is headed toward the eradication of UAMs, as so few of them are left. The only item-based ones left are Morbid Mask, MoM, Satanic, Blight Stone, and Desolator. Some of the skill-based ones make sense, and perhaps that's why they are keeping it, but some of them I question why they are still UAMs, such as Caustic Finale. I don't really see a compelling reason for Caustic Finale to be one anymore.

The new Aghs are sick and I think some of them might become viable only if because of the Backpack. Often Aghs was skipped on some heroes because of a slot issue, and needing other items instead. Backpack could be the answer to that depending on the hero. The Backpack is implemented well, and really helps with something I have never particularly cared for in Dota: Disassembling and dropping items. You can still drop items, and may have to in some situations, but there was always so much stuff that relied on it. I personally have always hated setting my items on the ground, because you never know when someone will come up and deny/steal your item, and boom, all your cash down the drain. When I jungle Axe, I avoided dropping my Tranqs, and if I did, I only did when there was no invis around, we had wards on runes, and even then I would stand right on top of them. It also makes picking up Aegis less of a chore if you are running out of slots. I doubt there will ever be a way to calculate this, but I wonder how much gold you will save from not wasting TPs for Aegis/Gem/Rapier/something else. Backpack is another instance of breaking free of WC3 chains. I'm glad to see Dota moving this direction, since that's one of the benefits of being on a new engine and not just a map for another game.

I'm honestly not looking forward to playing against the new Lycan. I've always hated playing against that hero (and never really cared for playing as him), but now the max HP increase on EVERYTHING is going make his "run you over in 10 minutes" game ten times harder to not succumb to because you're going to have more trouble killing anyone or getting rid of creeps fast enough. Maybe he will turn out to be balanced, but so far I am not a fan. I'm sure Anbokr is really enjoying that rework though.

Meepo is one that really went under most radars, full stat sharing without Aghs is a pretty huge deal. Many patches ago it used to be a percentage of stat sharing without Aghs, then nerfed to none, and now full. The tradeoff was Earthbind no longer breaking TPs, but with the stats and his talents, I feel like it might be worth it.

Overall, good patch, and I'm eagerly looking forward to playing it tomorrow. This is easily the largest most different patch I have seen in the 5 years I have been playing Dota.
 
Someone must try Monkey King & Earth Shaker combo. Their kit are pretty much identical with different focus.

MK's Boundless Strike can help setup for perfect Fissure block. While ES keep enemies stunned MK can charged or ult the enemies. Their synergy seems too strong with ES focus on keeping them all stunned and MK cleaning up. Even if there's only one enemy, Jingu Mastery can rack up damage while ES keeping him stunned.
 
After waking up and actually reading through most of the gameplay changes I'm just enthralled. Like, the balance will be a mess for at least a month but in the long run it'll work out just fine.

Lategame is going to be absolutely nuts and so much more fun that what we've got now. Supports become more and more important even lategame to the point where ultra late game, carries will hardly be much better than supports.

Those pesky unique attack modifier limitations are nearly entirely dealt with. The backpack... ahh, so much good design.

eiskröte be blessed
 
ok so i'm thinking is omni even more broken now? if you GA then repel, there's literally nothing you can do because repel is undispellable now?
 
Top Bottom