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.