Thursday, 17 October 2013

Dota 2 6.79 changelog review/analysis

So the latest version for Dota 2 came out and as expected massive changes following the events of the International 3, personally I am looking forward to all these changes and gonna discuss what I think of this patch in this post, so lets begin first with hero changes.
* Buyback prevents gaining unreliable gold (creeps, neutrals, etc) until your normal respawn time finishes
* When buying back, 25% of the remaining respawn time will be added to your next death

Big nerfs to Buyback now, firstly you can't get gold and secondly 25% of your remaining death time is added to your next death, so if you die and have 60 seconds to respawn, you buyback you'll have 15 seconds of extra death time added to your next death, ouch.

* Creeps now meet a bit closer to the tower in your offlane

Creeps now meet near the river for the offlane, making it much harder to kill them and generally making players consider going 2-1-2 more now.

* Ranged Heroes now get the same denied experience as melee heroes (instead of less)
* XP AoE increased from 1200 to 1300

More Exp = faster levels = faster games.

* Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them

This blows a lot, now if you pull and enemy heroes are in the AoE they get exp from neutral creeps, before they got none so whenever a team pull they have to make sure they also push the enemies away from their neutrals as well or they will end up sharing Exp with them.

* Swapped the medium pullable Neutral Camp with the small camp

Have to stack more to get them to kill your entire set of lane creeps now, also get less gold and Exp overall.

* A neutral creeps camp will no longer spawn the same set of neutral creeps twice in a row
* Small reduction to the pull timing duration of the mid Radiant and mid-top Dire camp

No more double mud golems but you'll have to pull a bit later now, maybe at the X:18 and X:48 mark? need to test to find out for sure.

* Satyr Mindstealer XP bounty reduced from 88 to 62
* Satyr Tormentor XP bounty reduced from 155 to 119
* Mud Golems XP bounty reduced from 119 to 88
* Mud Golems armor reduced from 4 to 2
* Dark Troll Summoner bounty XP reduced from 155 to 119
* Hellbear Smasher HP reduced from 1100 to 950
* Hellbear armor reduced from 5 to 3
* Satyr Trickster's Purge cast point improved from 0.5 to 0.2

Jungling is easier and less profitable, some creeps have had their life or armor reduced so they are easier to kill but they also give less gold in return, overall only time will tell if this is a nerf or buff to junglers.

* Dragon Ancient Neutral Camp now have flying movement capability
* Fixed Neutral Envenomed Weapons debuff dispelling regen items

No more lv 1 ancient farming like before, I like this change quite a bit myself.

* Day/Night length decreased from 6 to 4 minutes
* The following heroes now have the standard 800 night vision: Drow Ranger, Mirana, Puck, Leshrac, Enchantress, Ancient Apparition, Meepo and Treant Protector

This shakes the game up a bit, before at the 6 minute mark wards will expire and heroes start roaming  now they can do that earlier if they want to due to the 4 minutes cycles instead of 6, Night Stalker will have a weaker first night I believe though since you can't really farm that much in 4 minutes.

* Roshan will respawn at a random time between 8 and 11 minutes after death
* When Aegis expires unused, it heals the hero fully over 5 seconds (regen dispels on damage from players or buildings)

Writing down Roshan time is not so important now since he respawns randomly, of course it also means team can sneak into Roshan and the other team thinks he hasn't respawned yet, less Roshan wars I believe and more concentration is required to ensure whether or not Roshan has respawned. Aegis healing you over 5 seconds sounds nice but if you're in the middle of a team fight it's not as useful so not much of a buff to Aegis here.

* Starting gold increased from 603 to 625
* Random Gold bonus reduced by 50
* Gold for ending a spree changed from 75->600 (3x->10x) to 125->1000
* Your gold income is now 1 per 0.6 seconds, up from 1 per 0.8 seconds

18 more starting gold, not sure what this adds but I like 625 more than 603, such a weird number. Randomers have less gold than before which is nice.

Ending a spree grants a lot more gold going from 75 to 125 if the enemy has 3 kills and from 600 to 1000 if the enemy is Beyond Godlike, what does this do basically? it means making a comeback is a bit easier now since you get much more gold from ending sprees.

* Tower last hit bonus gold increased from 100-200 to 150-250
* Melee Barracks HP regen increased from 2.5 to 5
* Ranged Barracks HP regen decreased from 2.5 to 0
* Ranged Barracks HP reduced from 1500 to 1200 and armor increased from 5 to 10 (same EHP vs physical damage)

Iceforg is telling you to aim for Ranged creeps more now, much easier to bring down.

* Evasion now stacks diminishingly
* Can no longer orb-attack while attack restricted (such as Ethereal or Frostbite)
* The following abilities no longer automatically ignore backswing time by default: Rupture, Malefice, Venomous Gale, Stifling Dagger, Flamebreak, Wave of Terror, Shadow Word and Power Cogs

PA rejoice, you can now buy Butterfly. No more orb walking with Ghost sceptor or when trapped, meh.


- Base armor reduced by 1
- Myst Coil self damage increased from 50/75/100/125 to 75/100/125/150
- Aphotic Shield is now dispellable
- Borrowed Time no longer activates while Doomed.

Abaddon has been getting a lot of attention since he has been released because of his enormous defensive abilities and the fact that he just can't be killed, thanks to that he gets 4 nerfs this version.

The reduction to armor is relatively minor although since Abaddon has low armor to begin with it does cause him a few issues, Myst coil dealing more damage again isn't too much of a nerf. Being able to remove Shield though is very annoying however you gotta remember that just casting the shield removes stuns/slows on allied heroes so at least that isn't changed. Doom counters everyone so why not Abaddon as well right?

- Chemical Rage no longer provides 250/500/750 bonus HP
- Chemical Rage HP regen increased from 15/30/60 to 50/75/100

Wow that's a huge nerf to his ulti, before it gave Alchemist 900 life at max level, then 750 and now nothing? woah. I suppose it does make sense though as early game Alch has high life and low armor making mages useless against him, by not having more HP from his ulti he is much more likely to be bursted down. The Hp regen buff is nice but it doesn't compensate for the life lost and overall Alch was nerfed quite a bit.

 Ancient Apparition
- Ice Vortex cooldown reduced from 5 to 4
- Ice Blast cooldown reduced from 45 to 40
- The Chilling Touch buff is now always applied to Ancient Apparition even if he is not within the target area
- Chilling Touch cooldown reduced from 50/46/42/38 to 50/42/34/26

Quite liking the changes here, well especially since they are all buffs of course and I like AA quite a lot, the best changes are to chilling touch mostly since you always try to get all your allies and yourself the buff but those damn people move around meaning you can either buff them only or just get 1 ally and yourself so now it's much easier to buff everyone with it. The reduction to it's cooldown is really good as well and honestly AA just got a lot more spammable this version.

- Berserker's Call AoE increased from 275 to 300
- Battle Hunger duration reduced from 10/13/16/19 to 10/12/14/16
- Battle Hunger damage reduced from 15/21/27/33 to 15/20/25/30
- Battle Hunger movement speed slow/bonus increased from 8% to 10%
- Battle Hunger is now dispellable
- Counter Helix cooldown reduced from 0.55/0.5/0.45/0.4 to 0.45/0.4/0.35/0.3
- Counter Helix now hits siege units
- Culling Blade no longer goes on cooldown if it successfully kills a hero
- Culling Blade threshold reduced from 300/450/625 to 250/350/450 (Aghanim upgraded version is still 300/450/625)
- Culling Blade speed bonus increased from 25% to 40% and AoE from 600 to 900
- Culling Blade 40% speed bonus now applies to attack speed as well
- Culling Blade Aghanim allied buff duration increased from 6 to 10
- Culling Blade manacost reduced from 150/200/250 to 60/120/180


No other hero this patch got quite as many notes as Axe has, every one of his spells has changed a bit so let's go through them one by one.

Berserker's Call: A minor change that just gives him a bit more AoE, nice but hardly worth writing about.

Battle Hunger: Oooh this is interesting, before Axe used to be this massive tank thanks to call, then Hunger got buffed a lot so he moved into a more spellcaster type of hero, now Hunger has been nerfed a bit this version, sure it gives a tiny bit more movement speed but it is far less deadly than before.

Counter Helix: It's now possible to spin 3 times in one second, assuming anyone survives the first 2 spins, the thing here is that no matter how low the cooldown gets it's only worthwhile if you're being attacked by a lot of things and most of the time that wont happen, making CH have a higher % of activating would help Axe a lot more.

Culling Blade: Ksing with Axe just got even more beneficial, seriously kill someone with Culling blade and all allies within a 900 AoE get +40% speed in everything for 10 seconds with no effect on Culling Blade cooldown..... Balance people, completely balanced. 

Oh and it's manacost is less than half of what it was at level 1 :D.

- Base damage reduced from 48-52 to 38-42
- Vision reduced from 1400 to 1200
- Flaming Lasso cast range reduced from 175 to 100

Is Batrider no longer first pick material? hmm, his damage has been reduced by 10 at the start so last hitting is going to be a huge pain now, Vision has also been reduced so Firefly isn't what it used to be and Lasso requires you to be literally hugging people to activate, it has less range than melee attacks ( they have 128 range) Overnerfed I believe.

- Inner Beast AoE reduced from 1000 to 900 (standard aura AoE)
- Inner Beast attack speed rescaled from 18/26/32/40 to 15/25/35/45
- Call of the Wild now has two abilities for summoning each unit independently
- Call of the Wild manacost reduced from 25 to 15 and cast point improved from 0.5 to 0.3

I like the changes of Inner Beast, 100 less AoE for 5 more AS is a pretty good trade, the changes to call of the Wild is very nice as well since most of the time you want to summon the boar but you have the Bird parked in some nice location so I really like these changes to Beastmaster.

- Base movement speed reduced from 305 to 300
- Thirst is now global instead of 6000 range
- Thirst bonus now stacks for each unit that is low HP
- Thirst HP threshold increased from 20/30/40/50% to 50%
- Thirst movement speed bonus reduced from 15/25/35/45% to 7/14/21/28%
- When Thirst is active, movement speed cap is removed on your hero
- Thirst no longer provides armor bonus
- Thirst provides bonus 7/14/21/28 damage
- Thirst no longer grants full hero vision around low HP targets, it only shows their model
- Thirst no longer lasts for an extra 3 seconds when the target is dead

Wow has Thirst been changed a lot this patch, firstly no more armor is a bit sad as I quite enjoyed having a +6 armor when tower diving, still you get bonus 28 damage now whenever Anyone on the map is lower than 50% life, that is massive, not only that but oh, it stacks as well so you could get as much as 140 bonus damage and be a race car as well. Of course you no longer get full vision but really who cares about that now with all the other crazy bonuses they get?

What Bloodseeker is now.
- Base agility increased from 16 to 22
- Drunken Haze affects a 200 AoE around the target
- Thunder Clap is now dispellable
- Primal Split selection order is now Earth/Storm/Fire
- Reworked Primal Split Aghanim upgrade.

No longer upgrades any stats, cd, duration, etc on Aghanim.
Instead, it now grants Thunderclap to Earth, Drunken Haze to Storm, and Drunken Brawler to Fire.
The skills granted are at the same level as Brewmaster's skills.
Cooldowns are independent of the original Brewmaster.
Nice boost to his base agility and making Haze AoE is a very good move to make him viable again, sure it will be hard to get people in such a tiny AoE but it's a 75% miss chance so it should be hard to land it.

The Aghanim changes seem a bit of a nerf to me, but I'll need an expert on Brew to better inform me since I almost never play him.

- Attack point improved from 0.4 to 0.3
- Viscous Nasal Goo is now dispellable
- Viscous Nasal Goo cast point improved from 0.4 to 0.3
- Warpath max stacks increased from 5 to 5/6/7
- Warpath stack duration increased from 10 to 14

Oh wow, Didn't really expect BB to get any buffs but okay apart from making his Goo removable he got buffed quite decently, firstly you get 2 more stacks of Warpath which means you can easily get +28% movement speed and +210 damage for 14 seconds, big big buff there, plus his goo is faster to cast making chasing quite a bit easier, I don't believe he needs so many buffs but let's see what all this will lead to.

- Spin Web AoE increased from 650 to 900
- Spin Web cast range increased from 600 to 1000
- Spin Web cast point nerfed from 0.2 to 0.4
- Spin Web no longer destroys trees
- Broodmother now has completely unobstructed movement when under the web (can walk over cliffs, trees, etc)
- Removed buffer time when leaving Spin Web (you now immediately lose your regen/movement/pathing/invis bonuses)

Quite a lot of changes to her Web, similar to Bloodseeker's Thirst really, firstly making the web takes a bit longer ( 0.2 to 0.4 seconds) but you can cast it from much further away and it has a larger AoE as well, not only that but anytime Brood is under the web she can move as she pleases, this is why it no longer destroys trees as enemy heroes would be stuck while Brood can chase them freely in the forest. The fact that these buffs are all gone the moment she leaves the Web AoE somewhat balances all of these changes I think.

 Centaur Warrunner
- Stampede slow duration increased from 1.25 seconds to 1.5

Well Alright That's nice I suppose.

 Chaos Knight
- Chaos Bolt damage and stun values are now inversely related

Explanation: if you do high damage you will get low stun of 2 seconds, if you stun for 4 seconds you will do low damage, buff or nerf? well mostly a change but a lot of times you might get high damage and stun or low damage and stun, so at least this makes CK a bit more reliable as you will either get good damage or good stun time.

- Test of Faith teleport is now dispellable
- Hand of God cooldown increased from 140/130/120 to 160/140/120

Oh that's an interesting change, Diffusal blade has really gotten buffed this version with the number of spells that can be removed, see an enemy being sent home? purge him and he's not going anywhere, the nerf to his ultimate isn't too drastic but perhaps slightly unnecessary as it never seemed too powerful to me ( 200 HP heal every 140 seconds? meh )

- Searing Arrows damage increased from 20/30/40/50 to 30/40/50/60
- Searing Arrows manacost increased from 8 to 10
- Searing Arrows is no longer blocked by magic immunity

Level 2 damage is now level 1 damage and level 4 is a free Relic huh? cool and oh I just need to spend 2 more mana for this Orb effect on a hero who usually gets Orchid? heh heh.

Damage also goes through BKB so Clinks will be seeing a lot more play against heroes like Naix now.

- Units knocked back by Power Cogs destroy trees in 100 AoE around where they land


 Crystal Maiden
- Freezing Field AS/MS AoE slow increased from -20/-30 to -30/-30
- Freezing Field Scepter AS/MS AoE slow increased from -50/-30 to -50/-50

Well considering the large AoE and the duration of her Ultimate this isn't a bad buff, she just needs to get stronger in other areas ( her nukes, movement speed, perhaps some life) and not her ultimate, plus it's just 10 attack speed and 20 movement speed if you have Aghanim.

 Dark Seer
- Vacuum cooldown increased from 24 to 28

One day Vaccum will have a 2 minute Cooldown, we're heading there people and sadly it's highly undeserved since DS isn't even that strong nowadays and Vaccum while great really needs a ton of teamwork to be effective yet keeps getting nerfed more and more. Really feel bad for this hero.

- Weave duration rescaled from 12/18/24 to 20
- Weave armor per second rescaled from 1 to 0.75/1/1.25 (scepter is 1/1.25/1.5)
- Poison Touch damage increased from 8/16/24/32 to 14/20/26/32 (7 seconds worth)
- Poison Touch is now dodgeable
- Poison Touch slow timings reworked

This is good, the changes to Weave mean instead of reducing armor by 12/18/24 you now reduce it by 15/20/25 which may not sound a lot but since it lasts longer on level 1 and 2 it will be far more effective for your team especially at level 1. Nice buff to poison Touch as well, also spell has been reworked to slow much more at all levels, too long to post here but Poison touch is now quite an amazing skill and Dazzle is even harder to pick skills for.

 Death Prophet
- Exorcism Spirit damage increased from 43-48 to 53-58

10 extra damage multiplied by 21 ( 27 with maxed out witchcraft) is a huge amount of damage, sure spirits will aim different people and stuff but overall you'll be hitting for an extra 270 damage and healing a lot more as well, DP got a nice buff without seeming overpowered since this damage is physical and can be reduced a lot by armor.

- Kinetic Field AoE increased from 300 to 325
- Glimpse cooldown reduced from 60/50/40/30 to 65/50/35/20
- Static Storm AoE increased from 375 to 450
- Static Storm max damage increased from 170/220/270 to 200/250/300
- Added Aghanim's upgrade: Static Storm silences items, and lasts an extra 2 seconds

Small buff to Kinetic not worth writing much about, the cooldown for Glimpse is actually higher on level 1 and the same at level 2, it only becomes a buff after that and even then not by much. Still Glimpse is extremely powerful so a 10 seconds cd reduction has a huge effect on how many people Disruptor can catch out.

With Aghanim Static Storm becomes an AoE Doom that lasts 7 seconds, so that's something to watch out for.

- Doom cooldown reduced from 110 to 100
- Doom now removes positive buffs on the target before applying the debuff
- Doom Aghanim AoE requirement increased from 550 to 900

Ahh Doom's Doom just got more powerful, 10 second less cooldown and the Aghanim effect has a bigger AoE, still hasn't changed my mind on Doom Aghanim though which is that it's simply not too useful.

 Drow Ranger
- Precision Aura damage ratio increased from 16/20/24/28% to 18/24/30/36%
- Precision Aura no longer affects creeps
- Precision Aura can now be manually casted to affect creeps globally for 30 seconds (120 cd)
- Marksmanship attribute negation AoE increased from 375 to 400

Love the buff to her Aura, I like adding Drow to my team when I go all range because seriously doing 28% of her damage is huge, 36%? yes please!. Making the Aura global for 30 seconds to affect creeps makes her an amazing pusher in some situations when you have a lot of ranged creeps in one lane. The nerf to her Marksmanship is barely noticable, 25 AoE is nothing.

- Enchant Totem damage increased from 75/150/225/300% to 100/200/300/400%
- Fissure range increased by 100

Enchant now gives almost as much damage as PA's ultimate does, except of course it's much more reliable but seriously 400%? ES naturally does 130 damage at max level without items, one enchant is 650 damage so you're hitting really hard. More Fissure range is nice as well but it's Totem that is the bigger change for me.

 Elder Titan
- Ancestral Spirit damage reduced from 120/160/200/240 to 80/120/160/200

Good, with people going max aura and Spirit, Titan is doing massive damage just spamming his spirit around, this remedies this slightly.

- Midnight Pulse dps increased from 3/4/5/6% to 4/5/6/7%
- Added Aghanim's upgrade: Adds Midnight Pulse damage to your Black Hole. This damage stacks with Midnight Pulse.

I like Enigma quite a lot and seeing this change is just scary, firstly Midnight Pulse now deals 7% of the enemies max life per second and stacks with Aghanim upgrade of 7%, if you use both you will deal at the very least 56% of the enemies life in the 4 seconds of channeling Black Hole... Yeah no pressure landing those bro, Still you'll have to actually get Aghanim and considering how many items are viable for Enigma ( Meka, Blink, BKB, Hex) you'll have to really question when to buy it.

- Untouchable attack speed slow increased from 20/50/80/110 to 30/60/90/120

10 less attack speed... Ok that's nice?

 Faceless Void
- Timewalk slow rescaled from 25/30/35/40% to 20/30/40/50%
- Chronosphere AoE increased from 400 to 450

Better scaling of his slow but only past level 2 does it get improved at all. The bonus AoE of Chronosphere means you'll be getting more enemies ( and allies) stuck in it so overall small but decent buffs here.

- Agility reduced from 20 + 2.4 to 15 + 1.4
- Berserker's Blood is now disabled by Doom

Good, Huskar is even weaker to physical attacks now thanks to the reduction to agility, his attack speed won't be affected since most of it is from Berserker's blood, Doom disabling that makes a lot of sense since Doom stops every passive anyway.

- EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions)
- Invoke Max Spells rescaled from 1/2/2/2 to 2

That's a nice change for EMP although I play Invoker as a Quas/Exort type so doesn't benefit me much, the change to invoke spells is a god send since early game you can only have one spell and that's just too few, now I can have Coldsnap and Sunstrike without having to switch orbs constantly.

- Tether now does a -100% MS/AS slow instead of a stun

Tether no longer interrupts channeling spells like teleport, I expected bigger nerfs to Wisp considering how he was picked 5 times in the finals for the International and won all 5 of his games but alright.

- Liquid Fire is now a castable Attack Orb (same cooldown, no mana cost)

Technically this isn't a buff, it's a change but it's a really good one. Often times you're pushing and you accidentally hit a creep and not the tower and lose all the nice bonuses Liquid fire gives if you hit the tower instead, this makes sure that never happens, also allows you to slow down enemy carries much more reliably.

- Healing Ward movement speed increased from 300 to 450
- Omnislash Scepter cooldown reduced from 110/100/90 to 70
- Omnislash no longer stops if the target is Ethereal (it still doesn't do damage)
- Fixed not being able to use items during Omnislash

Healing ward is basically unkillable now unless you hit it the moment Jug drops it, otherwise you'll be chasing it and never catching it thank's to it's 450 MS. Love the reduction to Omnislash cooldown since I go Aghanim on Juggernaut quite a lot.

 Keeper of the Light
- Blinding Light now destroys trees in a 150 AoE around where the target is pushed

What's with the tree changes? are they for Timbersaw or something? so many heroes destroy trees this patch.

- X Marks The Spot cooldown reduced from 16 to 13
- Ghost Ship damage increased from 350/450/550 to 400/500/600

Surprised by the Buffs to Kunkka considering how he is being picked more and more these days prior to this patch, this is just bad timing and undeserved I feel. I also think this might lead to Kunkka being over-nerfed in the future ( like Batrider).

- Diabolic Edict cast point improved from 0.7 to 0.5
- Pulse Nova scepter damage increased from 88/133/177 to 100/150/200

Edict took too long to cast before and even 0.5 seconds is quite a while but hey a buff is a buff so no complaints here. Good improvement to Aghanim damage since it just didn't add enough to him before.

- Frost Armor has half effect against ranged heroes
- Frost Armor slow now stacks with the slow from Frost Nova
- Sacrifice cooldown increased from 35/30/25/20 to 44/36/28/20
- Sacrifice mana gain increased from 15/30/45/60% to 25/40/55/70%
- Sacrifice no longer denies enemy XP
- Sacrifice now converts your own creep for XP (shared in AoE as normal creep xp bounty)

Frost armor used to only slow melee heroes, at first I forgot that and thought it was a nerf but this is a decent buff of 15% movement speed slow and 10% attack speed for ranged heroes, oh and it stacks with Frost Nova too. Sacrifice changes are nice although I do not like this cooldown increase it basically sort of works like Midas on your own creeps, you cast it and it gives you Mana and EXP, but also gives it to the enemy as well, trick here is to just cast it before they get close to the enemy heroes and you get free EXP while denying it to the enemy since they are too far out of EXP range. I love these buffs.

- Rage cooldown increased from 17 to 19
- Open Wounds and Infest cast points increased from 0.01 to 0.2

More Rage nerfs making BKB even more viable on naix, it used to be 15 seconds and now it's 19, it'll go higher I believe. The cast point for his spells is actually big change, you can now be hexed or stunned in the middle of infesting someone and open wounds takes 0.2 seconds to cast so these are some decent nerfs here.

- Attack range increased from 635 to 650

15 more attack range...again ok? makes harassing a bit easier I suppose.

- Mana Drain duration increased from 4 to 5
- Hex cooldown increased from 15 to 30/25/20/15
- Hex duration increased from 1.75/2.5/3.25/4 to 2.5/3/3.5/4

The Hex cooldown is annoying as it doubles at level 1, however it also grants an extra 0.75 more hex time so it's well worth it in my opinion, you now also drain an extra 25% more mana so that's quite nice as well.

 Lone Druid
- Base movement speed increased from 315 to 325 (still 280 in True Form)
- Spirit Bear XP bounty increased from 196 to 300

I never actually knew you moved slower in True Form, huh learn something new everyday, but basically this allows LD to move a bit faster when he is in ranged form which isn't much of a big deal. Bear is even more valuable to bring down as it now provides 300 gold and EXP as well as depriving LD of his strongest spell.

- Moon Glaive can now bounce back on the same units if it already hit all other units nearby
- Moon Glaive bounce damage reduced from -30% to -35%
- Eclipse Scepter beam count limit per target removed

Luna just got a whole lot more Singly target power, not only can you eclipse the same guy 12 times ( poor fellow) but your glaives can bounce back and hit the same person as well, I imagine 2 guys being hit by the same glaive 3 times because of it's bounces, how evil is that? Of course it deals peanuts worth of damage now but hey more bounces on the same target so can't complain about that.

- Armor increased by 1 (Shapeshift total armor is still the same as before)
- Base damage increased by 5
- Howl bonus damage for non-hero units increased from 4/8/12/16 to 5/10/15/20
- Wolves magic resistance increased from 50% to 80%

Jungling is a tiny bit easier early game thanks to more armor and damage, also howl gives a tiny bit more damage now which is more effective if you have a lot of treants/broodlings on the map. The wolf resistance buff makes them almost immune to magic damage but since they have what, 260 life it's not much of a buff as 2-3 hits kill them anyways.

- Turn rate improved from 0.5 to 0.8

Ahh see the buff here is to allow Magnus to be better at doing Blink and Skewer, a lot of times Magnus blinks it and almost lands the Skewer but doesn't due to his slow turn rate, this will help him a lot, plus it just makes him a better hero overall since he can fire shockwaves in different directions faster and similar things to that.

- Mystic Snake now does Pure damage to units in Stone Form

Stone form grants 100% magic resistance, this is not the same as being magic immune as magic immune means you do not take magic damage while a magic resistance of 100% can be reduced through certain means ( Veil of discord for example). However before Medusa's Snake did no damage to these stone form units due to them having 100% magic ressitence, by changing snake damage to Pure you can now cast it on units in stone form and get the full damage, not bad.

- Base armor reduced by 1
- Turn rate improved from 0.5 to 0.65
- Earthbind cast point improved from 0.5 to 0.3
- Divided We Stand leveling rebalanced from 6/11/16 to 4/11/18
- Removed 30% stat sharing on non-aghanim Divided We Stand

Ehh? Meepo continues to become an even more unique hero in Dota 2, first he is the only hero with 35% base magic resistance and now he can get his ultimate at 4? well sure Invoker kind of does the same but it's different with Meepo. His armor is reduced by 1 and it seems you do not share stats if you don't have Aghanim making it even more core on him now, still that nerf is easily avoided and other than that you get a few decent buffs to his turn rate and casting speed.

- Leap AoE AS/MS speed bonus is granted at the cast location rather than the destination
- Leap AoE AS bonus increased from 4/8/12/16 to 8/16/24/32

Double the amount of attack speed given which is very nice, also now just leap where your allies are instead of leaping Towards them so it's easier to give them the speed buffs, overall very nice changes here for the Priestess.

- Morph level 4 shift rate improved from 0.25 to 0.2

You can now get 5 Shifts per second instead of 4, not bad but it still costs way too much mana to make much of a difference.

 Naga Siren

- Rip Tide AoE reduced from 450 to 350
- Ensnare manacost increased from 75/85/95/105 to 90/100/110/120

After dominating TI2 as a carry Naga appeared in TI3 as a premiere support type there, however this patch she sees two of her spells nerfed, not big nerfs truth to be told but Rip Tide now has respectable AoE instead of before where you can pretty much splash the whole screen while Ensnare has had it's manacost increased by 15 at every level.

 Nature's Prophet

- Treants' XP Bounty increased from 20 to 30
- Treants' Gold Bounty increased from 12-16 to 14-20

Treant's gave way too little bounty for how much trouble they caused players so it's nice to see them getting nerfed a little, it's not like they have less life or lower armor they simply feed more if you micro them badly so it's a good nerf that doesn't break Furion.


- Base armor increased by 1

Small buff to his armor to make him slightly more tanky, not much to add here

 Night Stalker

- Darkness causes enemy vision to be reduced by 25% (affects heroes, creeps and wards)

This is a new change, you don't see many spells that affect enemy vision but this is nice, not only does NS have great night time vision ( especially with Aghanim) but now using Darkness makes finding pick offs and even going into base much easier, whether it's defending or attacking reducing the enemy's sight range by 25% is very powerful.

 Nyx Assassin

- Spiked Carapace no longer stuns your hero when your summoned units proc it (the summoned units get stunned instead)
- Impale no longer has unit targeting, it is now only a point targeted spell

The first change is quite interesting and hard to determine whether it's a nerf or a buff, I want to do know if the summon attacks and gets stunned does that mean the summoner can no longer be stunned by spiked Carapace? Hope someone can confirm.

Impale hasn't exactly been nerfed but it is something like Shockwave from magnus, you don't target a hero you target the ground instead, same effect but slightly harder to aim, no effect on competitive but Pubs will be missing with Nyx from now on.

 Ogre Magi

- Ignite duration increased from 4/5/6/7 to 5/6/7/8
- Ignite is now dodgeable
- Ignite can now multicast to cast at a random enemy unit in 1400 AoE (prioritizes ones that do not already have the debuff)
- Unrefined Fireblast cooldown reduced from 10 to 6

Lots of spells have become dodgeable this version, regardless 1 more second of slow/damage from ignite and the ability to multicast it is very nice, the reduction to Unrefined Fireblast is not quite as impressive since it's manacost really prevents you from abusing it as much as Ogre Magi would like to do.


- Degen Aura AoE increased from 315 to 350
- Degen Aura stickiness increased from 0.5 seconds to 1.0

Nice AoE increase, I believe at one point Degen aura had like 250 AoE so this is really good, Stickiness means that it lasts 1 second on enemies when they leave it's AoE so you can easily keep chasing, a lot of times with Omni you can't keep hitting the enemy because they leave the AoE too easily then simply outrun him and this should make it much harder to do that.

 Outworld Devourer

- Base damage reduced by 3
- Items no longer trigger Essence Aura

Minor nerf to base damage makes the middle lane slightly tougher, Items no longer triggering his aura means there is no point in rushing Buckler or any sort of spammable items like before.

 Phantom Assassin

- Stifling Dagger shares the same crit chance/factor as Coup de Grace
- Stifling Dagger is now dodgeable
- Stifling Dagger damage rescaled from 50/100/150/200 to 60/100/140/180

Wow this is interesting, Stifling Dagger now has a 15% chance to do 2.5/3.5/4.5 damage, very impressive multiplier especially since this is pure damage to the enemy, still the base damage to heroes for it is only 90 at level 4 so even when it does crit you won't leave them hurting for much.

 Phantom Lancer

- Spirit Lance is now dodgeable

More Dodgeable stuff, I guess these are all buffs to Blinkers.


- Can now use Blink Dagger
- If you hook a unit onto an unpathable ledge, the unit gains free pathing for 5 seconds
- Flesh Heap magic resistance reduced from 4/8/12/16% to 6/8/10/12%
- Dismember Scepter strength multiplier increased from 0.75 to 1.0

Ah so Pudge can now use Blink Dagger huh? when Force staff got introduced it seems so strange that Pudge couldn't use Blink since players could just use force staff to go to a unpathable area and hook. Mostly Blink will add a lot of versatility to pudge and allow him to have a huge initiation range for his team, the reduction to magic resistance is cute really since you typically have 3k life by the end of the game anyways. Aghanim grants a bit more damage so that's nice I suppose.


- Decrepify damage amp on allies reduced from 40% to 25%
- Decrepify damage amp on enemies increased from 40% to 50%
- Nether Ward now requires 3 hits to kill instead of 75/150/225/300 HP (heroes hurt it for 1, others for 0.25)
- Life Drain restores mana if it tries to heal you while you are full hp when targeting heroes

Decrepify now doesn't cause your allies to instantly be killed, a lot of times I want to save someone with it but they are chased by a lot of people and it just ends up hurting them more, it still sort of does do that but not as much, also amplifies magic damage for the enemy more.

Nether Ward change is a lot similar to Gyrocoptor missle in that it has a certain amounts of hits to be destroyed, a very good concept since 300 life is basically two hits late game. Lastly Life Drain should be renamed to just Drain or something since it steals whatever you are lacking in health or mana.

 Queen of Pain

- Shadow Strike manacost rescaled from 80/100/120/140 to 110

I see this as a nerf, Shadow Strike is mostly used early game to win the lane so increasing it's manacost just makes it less spammable and otherwise makes players consider maxing it out since the Manacost is the same now but the damage increases, overall I don't like this change much.


- Smoke Screen cast range increased from 425 to 550
- Riki is no longer revealed out of Permanent Invisibility when he casts spells or uses items

Riki is a pretty decent counter to carries with his Smoke Screen so adding more cast range is quite nice for him, the Permanent Invisibility change just means he can't be seen until he attacks, which I find more gimmicky than a true buff to be honest, though if you like going Dagon 5 Riki then Icefrog has answered your prayers.


- Telekinesis cooldown increased from 18 to 22
- Rubick can no longer steal the Aghanim upgrade of the enemy if they have Aghanim and he doesn't
- Added Aghanim's upgrade: reduces cooldown from 20/18/16 to 5, increases cast range from 1000 to 1400 and makes all stolen spells be considered to have their Aghanim's upgrade

Oh man a longer cooldown on my favorite hero? that sucks, still it is a very powerful spell when you think about it, first you stun one hero then you stun an AoE? pretty awesome.

The Aghanim change is quite interesting, firstly massive cast range so you can steal from one screen away as well as a 5 second cooldown so you can steal multiple spells in one fight easily, the best part though is that Rubick is a hero who after getting blink dagger it is kinda hard to figure out what item he needs so this Aghanim upgrade is very helpful in providing a core item for him to buy after getting whatever Mobility Item you like ( Dagger, Force staff)

 Sand King

- Sand Storm dps increased from 20/40/60/80 to 25/50/75/100
- Epicenter attack speed slow is now same as movement speed slow (10%->30%)

Nice buffs here, some extra damage from Sandstorm which you can use after blinking in and hurting them with your Epicenter which by the way the slow goes through BKB so this 30% is really useful now.

 Shadow Demon

- Shadow Poison AoE increased from 180 to 190

Meh, bit easier to hit with Shadow Poison, it used to be 150 I believe, getting bigger and bigger it seems.

 Shadow Shaman

- Mass Serpent Ward count increased from 8 to 10
- Changed Mass Serpent Ward placement structure

Second change is somewhat confusing, we'll find out when we use it in game but 2 extra wards = 25% more damage and that's pretty awesome, plus since it's 2 more wards it's harder to kill them all although enemies do get more gold if they do so bit of a double edged sword here, still a good buff.


- Intelligence Steal is an innate part of the hero rather than an element of Glaives of Wisdom

Level 1 with Silencer is a tough level, do I take last word for damage or Glaives in case we kill and I get some Intel? well that dilemma is gone now as whenever you kill you get bonus Intelligence regardless of what skills you have, very nice change and makes Silencer a bit more unique than other heroes.

 Skeleton King

- Base Intelligence increased by 5
- Removed Mortal Strike active
- Vampiric Aura now provides full effectiveness on ranged units
- Reincarnation slow increased from 30% to 50%
- Reincarnation slow AoE increased from 700 to 900

So we're back to one skill with Skeleton king? excellent.

The increase to base intel gives you 65 more mana early on and allows you to spam your stun a lot, Vampiric Aura affecting ranged heroes will make SK viable in the Competitive scene as before he was completely useless if all his allies were ranged, well not useless but his aura had no effect on them, Reincarnation continues to become more powerful with a 50% slow in a 900 AoE for 3 seconds... seems a bit much compared to before when all it did was revive Skeleton King.

 Skywrath Mage

- Int growth increased from 3.2 to 3.6
- Added Aghanim's upgrade: reduces Mystic Flare's cooldown from 60/40/20 to 20/10/0

Good int growth which gives 10 total int by level 25, not huge but nice. The Aghanim bonues on the other hand is far less impressive than it seems, Mystic flare has 800 Manacost, how many do you think you'll be throwing off in one fight? 2 at most and that's without his silence or slow so not worth it at all.


- Amplify Damage armor reduction increased from 8/14/20 to 10/15/20
- Sprint speed increased from 20/27/33/40% to 20/28/36/44%
- Sprint manacost removed (was 50)

A small buff to Amplify damage early on, 2/1 armor extra reduction isn't that much to brag about, the sprint speed increase as well isn't that great as you can easily hit max movement speed but since most boots get nerfed this version then this change isn't as small as it seems, no mana cost on sprint is nice too.


- Shadow Dance duration reduced from 5.5 to 4
- Shadow Dance cooldown increased from 25 to 65
- Shadow Dance can no longer be revealed by Truesight

So Shadow Dance has changed, firstly comes with a massive cooldown increase and a nerf to it's duration all for a measly 4 seconds of "true invisibility" which seems to be untraceable, is it worth it? I really think it's not I mean this is a pretty solid nerf right? even if he is in his invi from you can still trace his smoke and use AoE spells to to damage/stun him so... nerfed I'd say. Then again if you combine his ultimate with BKB then you're invisible and immune to magic so... 


- Take Aim attack range bonus increased from 75/150/225/300 to 80/160/240/320

More range, the day will come when Sniper can shoot from one fountain to another and still be considered useless.


- You can now continuously use Reality on your illusions
- Reality cast point improved from 0.3 to 0

Hmm this is good for chasing multiple heroes, you reality to one illusion, kill whoever is there and then use Reality to go to another illusion and kill someone else so long as the duration of haunt hasn't ended, not a bad change at all. The Cast point improvement means you can start whacking enemies the moment you use Reality on them instead of having Spectre stand around for a bit looking all dark and gloomy.

 Spirit Breaker

- Base attack time nerfed from 1.7 to 1.9
- Greater Bash no longer works while doomed
- Nether Strike now uses 1.2 Cast Time instead of a 1 sec magic immune delay (can be interrupted as a result)

With his rather low Agility gain this hurts SB quite a bit, you already are quite slow so getting even slower sucks, oh and Doom counters everything surprise surprise. The change to Nether strike is huge, before you cannot be stopped when you use it and now enemies have a 1.2 second timer to stun/hex/silence you and stop you from ulting, this is a big nerf for him.


- Stormbolt cooldown reduced from 15 to 13
- Stormbolt is now dodgeable

Aaah more dodgeable stuff, somewhat surprised by the lack of Sven in dota 2 considering how powerful he is, having more stuns available should hopefully bring him back into the spotlight.

- Kraken Shell damage block increased from 7/14/21/28 to 9/18/27/36

Very nice damage reduction, especially if you max it out early level, 36 damage is basically half the damage from heroes so Tidehunter just got a whole lot tankier. Personally I would have preferred if he kept the old numbers but also reduced magic damage but this is a fine upgrade as well.

- Chakram manacost increased from 75/125/175 to 100/150/200

25 more mana is a bit costly early on but doesn't have much of an effect once you get your arcane boots and bloodstone so not much of a change here for Timbersaw.

- Craggy Exterior chance increased from 6/12/18/24% to 10/15/20/25%
- Craggy Exterior stun duration increased from 1.2 to 1.2/1.3/1.4/1.5

Out of all of Tiny's spells his Craggy Exterior gets no attention at all since it's somewhat boring, this ironically is a boring buff, you get 1% more chance to stun them for an additional 0.3 seconds compared to before so... yeah try not to get too excited.

 Treant Protector
- Leech Seed damage per pulse reduced from 30/45/60/75 to 24/36/48/60
- Leech Seed number of pulses increased from 4 to 6 (duration from 3 to 4.5)
- Living Armor cooldown rebalanced from 15 to 32/26/20/14
- Living Armor manacost increased from 25 to 50
- Nature's Guise cast point improved from 0.5 to 0.3

Treant got a nerf to living armor as expected, that skill has been broken since it was introduced and now it's had a massive cooldown nerf which no longer makes Treant a very useful offlane like he used to be, Leech seed went from 300 damage/heal total to 360 at max level which is nice. lastly going invi is a bit faster than it used to be so that's another decent buff here. Overall though I'd say Treat got nerfed because you just can't spam shield like you used to and therefore teams won't be picking him as often.

 Troll Warlord
- Berserker's Rage movespeed bonus rebalanced from 20/20/20/30 to 10/20/30/40
- Whirling Axes (Melee) damage reduced from 125/175/225/275 to 75/125/175/225

Troll players often put one level into Berserker's Rage then max out Whirling axes, Icefrog has decided to make people question their choice by offering more incentive to level up Berserker's Rage instead, as the difference between level 1 and 4 is now 30 ms when before it was just 10 instead. Whirling Axes will still probably be the first skill maxed out but players can't ignore leaving Rage at 1 anymore.

- Frozen Sigil now requires a constant number of hits (3/3/4/4) instead of 200/220/240/260 HP (heroes hurt it for 1, others for 0.25)

Same as Pugna's ward except needs one more hit, very good buff as 260 life is nothing and 4 hits is quite a distraction.

- Decay steal duration increased from 25/30/35/40 to 40

This is quite nice especially at level 1 and might spark a return for Dirge as a tri-lane hero especially with how powerful his other spells are, casting 2 decays then diving for the enemy seems like a very viable strategy with Dirge now.

 Vengeful Spirit

- Can now use Blink Dagger
- If you Netherswap a unit onto an unpathable ledge, the unit gains free pathing for 5 seconds

Same as Pudge, not much to add here.


- Poison Nova no longer ignores invis/fogged units
- Venomous Gale no longer ignores invis units
- Venomous Gale damage over time rebalanced from 15/30/45/60 to 0/30/60/90
- Poison Sting duration increased from 6/8/10/12 to 6/9/12/15
- Poison Sting dps no longer dispels healing or disables dagger
- Plague Wards now have Poison Sting for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied)
- Plague Wards XP bounty increased from 12/12/25/25 to 20/25/30/35

Oh wow this is new, venomous Gale now just does 25 damage at level 1 and that's it, at level 4 it does 550 damage so maxing it out is going to be on every player's mind now, Poison Sting duration is getting ridiculious, you'll be hitting the enemy once and they take 20 damage for 15 seconds? that's 300 damage from just one attack. Plague Wards apply half damage of the Poison Sting, that's quite nice but they also give a bigger bounty as well especially at level 2 and considering how easy they are to kill I am not sure anyone should take Wards early on in the game, go Sting and Gale instead.


- Poison Attack cooldown reduced from 4/3/0/0 to 0
- Corrosive Skin no longer works while doomed

Viper had the weirdest Orb cooldowns of any hero, glad they got removed as he can now go for early first blood in tri-lanes, Doom Counters everything as usual so nothing to add about that.


- Base armor reduced by 1
- Base magic resistance reduced from 25% to 10%

This might seem like quite a nerf to his defensive abilities but Visage does have his Cloak that grants him huge armor and magic resistance  still once his Cloak is removed ( which is easy to do) magic damage hits him for 90% and that will hurt a lot.


- Fatal Bonds now links the closest units to the initial target, instead of randomly choosing targets in its AoE
- Upheaval cast range increased from 700 to 1200
- Upheaval duration increased from 10 to 12
- Removed Chaotic Offering 100 impact damage
- Chaotic Offering Golem armor increased from 5/7/10 to 6/9/12
- Chaotic Offering manacost increased from 200/250/300 to 200/300/400

Heroes that stick together are more likely to be bonded now, awesome since I always somehow managed to bond 1 hero and 5 random creeps for absolutely no reason so this is a welcome buff, Upheaval cast range is almost doubled so you can actually make good use of it now without exposing Warlock to danger, nice added duration as well.

Big big nerf to Warlock Ultimate, 100 damage might not seem like much but remember, with Aghanim that's 200 damage, refresher? 400 damage, managed to use Fatal Bonds on 5 heroes? 800 damage, so losing that initial 100 is a really big deal, it should have just been reduced to 60 instead but oh well. We get some bonus armor for golems at the price of 100 damage and more manacost at level 2 and 3.


- Base attack time nerfed from 1.7 to 1.8

I expected a bigger nerf for Weaver considering he was one of the stars of TI3 so this seems rather underwhelming, not that I mind since I think he's an incredibly fun hero to play. Still I expected something for his Shukuchi at least.


- Focus Fire remains sticky on the target you cast it on

Means you can use it on tower, hit a hero who comes, then go back to the tower with max attack speed, I think soon Focus Fire will become a buff on WR that gives her max attack speed for some time, like Cinks Strafe but for now this is an okay buff for her.

 Witch Doctor

- Death Ward cast range increased from 400 to 600
- Voodoo Restoration AoE increased from 350 to 500
- Voodoo Restoration manacost over time reduced from 8/14/20/26 to 8/12/16/20 (50% of the heal amount)
- Paralyzing Casks now lasts 5 seconds on illusions (same as creep duration)

50% more range on Death Wards means you can cast it and start dancing from quite a distance away, the heal has been buffed nicely as well with bigger AoE and smaller mana drain. Cask Buff makes little sense to me but I guess it can now help you figure out who is an illusion and who isn't much easier.