D2P.Nexus



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PostSubject: D2D #2 - What is your opinion about 6.75 patch? 

D2D #2 - What is your opinion about 6.75 patch?


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Welcome to the second "Dota 2 Discussion" topic! We will be creating discussion topics like this in order to increase our Portal activity. Furthermore, you will be able to win some cool stuff, mostly Dota 2 items, simply by joining our conversations! I will be donating items directly from my personal inventory and reward those who are most active and constructive! So, let's proceed to our second discussion!

Now when you actually got plenty of time to test most of the changes that 6.75 patch brought, what do you think about them? What do you like the most and what do you hate the most? Is it a good thing that Dota became even more fast paced than it was before, with decreased cooldowns and stats tweaks? Or it might be just too much right now for the beginners?

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Back to the original topic - What do you think about the latest changes in the patch?

D2P.Nexus

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Last edited by D2P.Nexus on 4/11/2012, 11:39 pm; edited 3 times in total
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GoSuJinZ



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Broken heroes, hoped to be fixed... and really, the increase in the pace of a DOTA match is just, crazy.
Gankers are really the bauss out there.
Supporters can't do very much because levels won't mean so much to them.
Just an opinion really :|. I think the latest patch nerfed the supporters... a LOT.
On the bright side, Invoker is woot! I AM A BEACON OF KNOWLEDGE BLAZING ACROSS THE BLACK SEA OF IGNORANCE!~~~
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Manysdugjohn



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Ok so first I will talk about gameplay changes and then I will give you my opinion about some various hero changes.
* Goblin Shredder added to Captain's Mode

Ok ...I don't think that shredder is a hero that is going to be picked in cm.Cause it needs some farm to work ,and it is just an initiator-tank.It does pretty good dmg and it has a really good survivorabilty ,but i don't think that teams want to support a hero that does not do a lot of dps(Like classic hard carry heros).

* Skywrath Mage added to Captain's Mode

Ok ..this is broken..since skywrath is really really imba ,way to fucking strong solo mid,HUGE mana pool and low cost at his first skill that he can spam it A LOT ,and instead of nerfing him icefrog decided to decrease his Concussive Shot cooldown it is really stupid.
- Concussive Shot cooldown decreased from 20/19/18/17 to 20/18/16/14

So if icefrog wants to put skywrath at cm he should really nerf him.

* Captain's Mode first ban phase now has 2 bans instead of 3
* Captain's Mode second ban phase now has 3 bans instead of 2

Since DotA is becoming more and more 'wombo combo' game this is not good. Ok the first ban phase has 2 the second one 3 ..but in the first pick phase teams pick 3 heros...And since 2 bans are in the first ban phase teams no longer can make 'player bans' and combo bans. By the term 'Player ban' I mean somthing like this : Let's say your team faces YaphetS and you want to ban Shadow fiend. Ok ...you will ban it...But then you have only 1 ban left to remove annoying heros that you don't want to face.And since there are 106 heros at cm(I think so) you have not enough bans for me.

* Aegis reclaim time decreased from 10 to 6 minutes

This is pretty much irelevant.Both teams are affected the same.Btw I think that it is good to reduce time reclaim cause by doing this , you force the team having Aegis to make fight after roshan faster.If you have aegis you want to use that 6v5 teamfight advantage.And by reducing reclaim time you make the roshan advantage a little bit smaller.

* Total XP required for level 7 decreased from 2700 to 2600
* Total XP required for level 8 decreased from 3500 to 3200

This is good for supports. Since supports take really small amounts of XP by reducing required Xp for lvl 8 supports get some advantage cause at least they get some stronger skills earlier .


* Team AoE bounty for kills with 2 heroes around changed from 9*Level+95 to 12*Level + 125
* Team AoE bounty for kills with 3 heroes around changed from 8*Level+20 to 10*Level+40

Oh boy...this is sick...this shit makes the game really really more ganky.(I am not refered to Chinesse games...those games will remaing boring even if one kill gives you instant 25 levels Razz )
By increasing so much exp taken , I think teams will consider more if they are going to pick hard carry.

Auroth, the Winter Wyvern

A really good support hero , with a broken ulti..since I am not playing DotA 1 anymore I can't talk a lot for the new heros.
I hope icefrog is going to nerf that ulti cause it is really fucking broken for team fights. It is something like enigmas black hole but not channeling (and a smaller duration ,but i think 3 seconds is too fucking long for this effect)

Zet, the Arc Warden

Ok ... a hero that has 4 active spells and...agility hero ? Since 95% of agility heros are carries and semi-carries this is weird but ok.

All i get from this hero is that you want to get Hand of Midas and you get +570 gold + Huge XP from Hand of Midas every 110 seconds.Broken as hell . But I don't know how ti is working cause ...I am not play DotA 1 . Razz

Btw i thinkg this 2 heros will change a lot until they are going to be added at CM .

Now some hero changes.

Dark Seer
- Movement speed decreased from 305 to 300
- Vacuum cooldown increased from 16 to 19
- Vacuum cast range decreased from 550 to 500
- Vacuum AoE decreased from 275/375/475/575 to 250/350/450/550
- Vacuum can no longer pull invulnerable units

Hopefully Icefrog decided to remove this huge combo that was really fucking broken.
Also a little bit nerf at his skills and MS . I think this changes wont make Dark seer less powerfull at all.

Dragon Knight
- Armor decreased by 1
- Dragon Blood armor bonus increased from 2/4/6/8 to 3/6/9/12

Really bad idea...Dragon knight was allready a really tanky carry...And this change made him More tanky .

Drow Ranger

- Frost Arrow's slow increased from 50% to 60% at level 4
- Marksmanship level 3 agility bonus increased from 45 to 60
- Trueshot Aura damage bonus increased from 7/14/21/28% to 8/16/24/32%
- Silence cooldown decreased from 15 to 13

This maybe will put traxex at CM . Really really big changes And so much slow and silence. +15 (total 60) agility at the last level.

With that slow and silecne CD reduced give traxex a way better mid game .

Faceless Void
- Time Lock deals twice as much damage when it procs on a target in Chronosphere
- Faceless Void can no longer be frozen by any Chronosphere!!

I don't underastand why Icefrog decided to make chrono a ...bad spell to steal with rubick?

Huskar

- Burning Spears duration increased from 6 to 7
- Inner Vitality can now be cast on magic immune targets
- Life Break Aghanim's cooldown decreased from 24/16/8 to 4

All I can say for this is...WHY ? Huskar was really really broken and decided to make his ultimate 4 seconds? With 10 seconds of BKB or even 6 you have plenty of time to cast 2 times your ultimate and don't get affected at all ? seriusly?


Lone Druid
- Spirit Bear can no longer be resummoned while it is taking damage


Lone Druid was really strong...and his bear could really annoy enemy team, and they could do nothing at all..this is a good change i think.

Lycanthrope
- Summon Wolves manacost increased from 125 to 145
- Spirit Wolves HP decreased from 400/450/500/550 to 200/240/280/320
- Spirit Wolves now have 50% magic resistance

This is Sad for Lycanthrope fans . You can no longer jungle with lycan...You have to have at least lvl 3 wolves to farm a little bit.And manacost as well really fucks him up.


Morphling
- Cast animation time increased from 0.3 to 0.45
- Morph manacost increased from 20 to 30 mana per second
- Base damage decreased by 6
- Waveform AoE decreased from 255 to 200
- Waveform no longer allows you to start attacking/casting before it is completed

Wise decision to nerf morphling.He was(still is but not that much) a really really strong early ,mid and late game hero.At least now he wont get banned that much at CM.

Naix
- Rage duration increased from 2.5/3.25/4/4.75 to 3/4/5/6

6 second bkb at lvl 7 ? Wtf Icefrog?

Shadow Fiend
- Necromastry hero kill soul increment increased from 6 to 12
- Presence of the Dark Lord armor reduction improved from 2/3/4/5 to 3/4/5/6
- Requiem of Souls has a new passive component that triggers upon death

Upon dying half of Shadow Fiend's souls (the amount lost on death) will be released as if you had cast Requiem of Souls with those souls. This cast doesn't put the spell on cooldown and will trigger if it is on cooldown. It is now a passive component of the ability.

I am a fan of shadow fiend but this is really annoying.If you manage to kill sf at pvp you will probably die after him ? LOL.

Phantom Lancer
- Agility growth increased from 2.8 to 4.2
- Spirit Lance slow duration increased from 3 to 3.25 seconds

4.2 agility growth ? L O L . This is like 21 agility per 5 lvls? EAGLEHORN SUCKS if you compare it to this.

Terrorblade
- Armor increased by 2
- Base hp regen increased to 2
- Sunder is no longer blocked by Magic Immunity
- Metamorphosis reworked
Metamorphosis
================
Transforms Terrorblade into a power Demon with a ranged attack.

Bonus Damage: 15/30/45/60
Attack Range: 500
Duration: 40
Cooldown: 150
Manacost: 50

This is nice cause terrorblade with just manta style could simply do tons of damage.

And finally some items.

Shadow Amulet:
===============
Cost:
- 1600

Provides:
+30 Attack Speed
Active, Fade: Upon activation, fades your hero out over 2.75 seconds. If you move, you will lose your invisibility. No cooldown.

Note 1: Used in the new Lothar's Edge recipe.
Note 2: Similar to how Lothar's Edge works, you can use this invisibility in combination with channeling spells.

Useless item. Seriously.

Armlet of Mordiggian
- Armlet HP regeneration increased from 5 to 8
- Armlet lifedrain increased from 37 to 40
- Armlet toggle cooldown reduced from 5 to 1 second

Only 1 second ? Icefrog was really drunk when he made this.

Black King Bar
- Can no longer be sold

Irelevant. If you want BKB at your hero you are not going to sell it.

Observer Wards
- Observer Wards gold cost decreased from 200 to 150

Support players are going to be really happy with this ! Very Happy

Orchid

-Soul Burn's damage amplification increased from 25 to 30%

Not a good idea to increase dmg.Even now Orchid is way to strong and cheap and easy to make item.

Gem of True Sight
- Restock cooldown increased from 8 to 10 minutes

Sad.. 10 minutes is really huge.

So pretty much this are the things i got in my mind about 6.75.




Last edited by Manysdugjohn on 16/10/2012, 9:11 pm; edited 1 time in total
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Blood4u



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Some of the hereos are truely broken now others were just refix while on the supports,i really can't stay anythyng just they will probly get more endig items like boots? Very Happy.

More then that i am happy that morph has been fix out and being nerfed to a decent level,and the fact that some major factors have been changed such as game phase,this will really pump out dota,i just hope it will not become so much high phased and fear so much ganks like in hon,because this will truely ruin the game .
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qassamzed



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

one thing in 6.75 which make me happy is morph nerf,cheaper ward

But the most shity thing is force staff now no longer can help you from escaping distruptor kinetic field !!!
that very annoying... coz kinetic field is EASY targeted skill and already OP (specially if used with imba range of glimpse) + have big aoe + ulti combo ...

and also GEM cooldown
damn 10 minute...

last is armlet mordigan buff -,-" .. Naix user FTW
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clumsyGAMER777



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Dont you guys agree that the new \shadow fiend is KINDA OP? I also think treant protector's armor is OP as well as necrolyte and jakiro. I feel that jakiro would be seen more and more now in competitive play. The supports now could also have at least a few more gold to spend at early game because of the 50 gold reduction on the observer wards. I think the two new heroes would actually be fun to use as well as seen in competitive plays .
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HTL-Stoja



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Black King Bar
- Can no longer be sold


This is so cruel; example: Many times when i played sf( nevermore) i would go with build, bottle, pt, BKB, Manta etc... and then if it is needed i would rebuy BKB, caus after few team fights BKB is on 5 sec duration, so it is not enoug.

So i used to sell BKB, get 2k and then spend 2 k more for new one..so you get my point here, i hope so. One more thing about BKB, if you pick aegis +BKB you have only 4 slots Sad, and one slot is for boots, and one for tp, for exp. Now u have just 2 slot for dmg item like manta, butter,mkb or whatever, and you can not even rebuy bkb to get it back on 10 sec duration Sad.

So it looks like in pro gaming more and more players will delay buying BKB, just caus it will be necessary to have more then 5 sec BKB, and if you buy it to early you will never again have a chance for 10 sec BKB and perfect ulti with heros like sf, enigma.
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D2P.Nexus



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Yea BKB got nerfed big time. Most of the changes were done in order to have more fun while watching tournament games. Hell, even I got bored watching TI 2 games cause of the 15-20 Heroes that were rape-picked. Supports finally got a way to get their boots sooner, hail to that change. Can't wait to see all changes and Heroes implemented into Dota 2 - I hope for a big time changes on the professional level.
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MR.DEVIL



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

According to me this update is average need many fixes especially shadow fiend ulti souls lose ulti is bit complicated and that make him very
powerful hero and no force staff in distruptor kinetic field i must say plus i was hoping about mirana improvement in this patch because in
dota 1 mirana is very powerful and strong hero but in dota 2 is very weak and hard to farm so in my opinion this patch is not that cool lets
hope in future we get some mirana improvements thanks
(hope i win rare this time )
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GoSuJinZ



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

^I don't get it, DotA and DOTA 2 mechanics are the same. The attack animation, projectile speed, damage done, everything is the same. How can Mirana be stronger in DotA than in DOTA 2?

Anyways, I got a question. Can we Force Staff before the Kinetic Field is completely deployed? Sorry, I don't keep track of DotA anymore :|
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D2P.Nexus



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

GoSuJinZ wrote:
^I don't get it, DotA and DOTA 2 mechanics are the same. The attack animation, projectile speed, damage done, everything is the same. How can Mirana be stronger in DotA than in DOTA 2?

Anyways, I got a question. Can we Force Staff before the Kinetic Field is completely deployed? Sorry, I don't keep track of DotA anymore :|

Actually, he has a point. Some Heroes are much more useless/useful than before. One big example - Invoker. You could see him picked only in a few games from like 20-30, but now he is in almost every game. Furthermore, it seems to be much easier to play with some Heroes, like Void, Windrunner, AM, MORPHLING and so on. Is it that because of the model or fluid animations, I don't know. But I know it is. On the other hand, some Heroes became completely ignored, like Mirana. Same thing as with Invoker, but in the other way.
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GoSuJinZ



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

-Hotkeys is one thing that I can agree with you, but everything else just feels quite similar after a long while.
-I myself initially feel that DotA has a slightly different feel from DOTA 2 itself, but time makes me get used to it. The difference is actually an optical illusion(that's how I see it), and in my humble opinion, it is just a matter of getting used to.
-So far in every game I've played, I don't think that spell casting animations in DOTA 2 is generally longer than in DotA. They are pretty much the same. Heck, they ARE the same.
-The reason why we feel that spell casting animations in DOTA 2 is generally longer than in DotA is because of graphics and animations. Heard of optical illusions?
-For every spell in the game, DOTA 2 has slightly more animations to make the spell a bit more logical/real. DotA has some skipped animations because there are limits to how much one can animate in Map Editor.
-If you add each and every animation duration when casting a spell together, they are the same. If you don't get what I mean, in short is "that the numbers do add up".
-Conclusion? I only can see heroes getting more useful, not more useless.
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banebu



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

The new patch is awome, end of all discussions xD
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MR.DEVIL



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Mirana
- Elune's Arrow cooldown decreased from 20 to 17
- Moonlight Shadow manacost decreased from 175 to 75

patch mirana became strong now in 6.76
icefrog checked my mail Smile
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banebu



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PostSubject: Re: D2D #2 - What is your opinion about 6.75 patch? 

Actually it's 6.75b not 76
Back to topGo down   26/10/2012, 9:59 am  
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