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Dota 2 Beta Thread 2: Real Talk Discouraged [Magnus, Teams, 6.75b, 150+ Shop Items]

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dark seer nerrrrfeedd

Finger of Death damage increased from 500/650/850 to 600/725/850 (Aghanim's from 600/800/1025 to 725/875/1025)

DAMNNNNNN

and fuck yes to this one

Lone Druid
- Spirit Bear can no longer be resummoned while it is taking damage
 
i dont understand the morphling fixes, is he still imbalanced/

Panda Brewmaster
- Primal Split units are now affected by Black Hole
woo

Static Link no longer breaks if Razor loses vision of the target
WHATTTTTTTTT

like the warlock fix too
 
i dont get y they neutered lycan jungle? he was so balanced and easily counterable!!!

Haha, my thoughts as well.

When dota 2 becomes popular in china there probably won't be anymore updates to wcdota.

Also not sure if it has been mentioned but the team bounty gold being increased plus the fast level 7 & 8 looks like a push for ganking meta.
 
Yo why are all of you ignoring the only 2 bans at first round thing. Biggest change towards the meta and instead the convo is about hero nerfs/buffs
 
Yo why are all of you ignoring the only 2 bans at first round thing. Biggest change towards the meta and instead the convo is about hero nerfs/buffs

I didn't realize that. I thought if anything they would allow more bans, but it seems that Icefrog aims to keep all the heroes as even as possible, so the bans are "ban heroes that screw my strategy" instead of "BAN OP HEROES!!11"

It's cool.
 
liking the phase bans change

so batrider, doom, drow, visage will make a comeback to the competitive scene

lycan is phasing out yay!!!

like the jugg buff
bkb cannot be sold!
ether blade dagon tinker!
 
I want to play Rubick against this guy.
That's certainly nightmare material of its own. How many spells do you want to steal?!

Yo why are all of you ignoring the only 2 bans at first round thing. Biggest change towards the meta and instead the convo is about hero nerfs/buffs
Everything worth saying has already been said, more or less! Less weighting on preemptive banning, more weighting on counterpicking.
 
Yo why are all of you ignoring the only 2 bans at first round thing. Biggest change towards the meta and instead the convo is about hero nerfs/buffs

There was 2-3 posts since notes went up.

Also glad that the helm change went through. With the wolves nerf it looks like a good pickup on lycan.

Bane's enfeeble also got some mega buffs esp against lycan.
 
shadow amulet is perma invs :D

cant wait to see visage action again

Lycan can still jungle, he just has to face tank mobs more. It definitely makes it waaaaay easier to gang up on him in there though.

yeah but it makes him less effective in the early stages and as a result he will have a lower impact in mid game
 
I didn't know couriers dropped. A guy in my team got a mythical wardog courier as a drop, I got another invoker chest. >_>

Yep. One gaffer I played with got the stumpy one in one of our matches. I got a BH chest =/

Edit: game is over 100k consecutive players too.
 
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Alchemist
  • Acid Spray damage per second increased from 8/16/24/32 to 14/20/26/32
  • Acid Spray manacost from 160 to 130/140/150/160
  • Chemical Rage Base Attack Time decreased from 1.45/1.3/1.15 to 1.4/1.2/1.0
  • Goblin's Greed counter duration increased from 20 to 25 seconds
  • Goblin's Greed bonus gold scaling adjusted from 2/4/6/8 + 2 to 4/6/8/10 + 1/2/3/4
  • Unstable Concoction max damage increased from 130/200/270/340 to 150/220/290/360
  • Unstable Concoction no longer displays the countdown numbers to enemies
  • Unstable Concoction always affects a 175 area around where it explodes
Acid Spray now scales far better early on, mild buff to Chemical Rage, sizable buff to Goblin's Greed (which was easily his best skill), and his stun now moves up from "holy fuck this is terrible" grade to "hmm, I may actually be able to do something with this" grade. The timer change was wanted by more than a few people, myself included, given it telegraphed his intentions to the point that the stun was worthless without a setup stun or two. Could be what he needs!


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Anti-Mage
  • Movement speed decreased from 320 to 315
  • Blink animation time increased from 0.33 to 0.4
  • Legs decreased from 2/2/2/2 to 1/1.5/1.8/1.9
Slight tweaks that seem warranted, though I'm horrified that Icefrog thinks reducing his legs is fair trade for what amounts to small nerfs. I fear a new age of Anti-fun.


100px-Axe.png
Axe
  • Berserker's Call bonus armor increased from 30 to 40
  • Battle Hunger slow decreased from 10% to 8%
  • Battle Hunger movement bonus increased from 4% to 8% per affected enemy
  • Counter Helix damage increased from 100/130/160/190 to 100/135/170/205
Good changes that greatly enhance his ability to Call and chase, more or less the buffs I was thinking over myself in incorporeal Botodotoland.


100px-Ancient_Apparition.png
Ancient Apparition
  • Chilling Touch now deals its bonus damage and uses a charge when attacking creeps
  • Chilling Touch AoE increased from 450 to 525
  • Chilling Touch damage increased from 40/50/60/70 to 50/60/70/80
  • Chilling Touch duration reduced from 40 to 30
  • Ice Blast is no longer dispelled by the Fountain
Being able to push with Touch removes one of the main downsides of the skill, the other buffs in concert should make for actually seeing this being used with more regularity. Great synergy with Lycan, Lone Druid, or any hero with a damage amp or physical damage in a pinch.


100px-Bane.png
Bane
  • Fiend's Grip Aghanim's duration increased from 6 to 7
  • Enfeeble damage reduction increased from 25/50/75/100 to 30/60/90/120
  • Enfeeble can no longer be dispelled
These two changes to Enfeeble make it very, very important in the mid (and even late) game, as there are now no easy itemized answers to Bane wiping out a chunk of an important hero's physical damage. But following on from the changes above, you can compensate somewhat with an AA or a Lycan.


100px-Batrider.png
Batrider
  • Cast animation time decreased from 0.3 to 0.2
  • Strength growth increased from 2.0 to 2.7
  • Turn rate improved from 0.4 to 1.0
  • Firefly duration increased from 15 to 18 seconds
  • Firefly damage trail no longer instantly disappears when Batrider dies
Pretty sizable usability tweaks to a hero that seems like he's just sitting below the threshold of prominent use. Quicker reaction time, longer chasing, escape, and teamfight capability, and now death isn't a total loss for him either.


100px-Bloodseeker.png
Bloodseeker
  • Blood Bath death detection AoE for enemy heroes increased from 225 to 325
  • Bloodrage bonus base damage from 20/40/60/80% to 30/60/90/120%
  • Thirst AOE from 1500/3000/4500/6000 to 6000
  • Thirst MS bonus from 11/22/33/44% to 15/25/35/45%
  • Thirst HP percentage detection rescaled from constant 40% to 20/30/40/50% HP (invis is half that)
Appreciable shot in the arm for Bloodseeker's early game chasing and damage potential if he has a hero with a stun to back him up. Solo killing is still waaaay iffy without some means to lock a hero down outside of Rupture.


100px-Broodmother.png
Broodmother
  • Spawn Spider's Spiderite bounty increased from 11-13 to 16-21
  • Incapacitating Bite no longer gives 2/4/6/8 bonus damage
  • Incapacitating Bite miss rate increased from 10/15/20/25 to 10/20/30/40
Being careless with your spiderlings is now a lot more punishing, they average out to about 65% more gold for enemy heroes when they're killed. The Bite tweak is interesting, makes it useful for surviving hairy 1-on-1s with physical damage dealers in the midgame.


100px-Chaos_Knight.png
Chaos Knight
  • Chaos Bolt's stun is no longer partially undodgeable (now a normal projectile with 1000 speed)
Could be somewhat of a buff for heroes with very fast escape mechanisms, such as Puck, Shadow Demon, and Outworld Destroyer.


100px-Chen.png
Chen
  • Holy Persuasion no longer has the ability to teleport allied units
  • Test of Faith grants you a secondary ability to teleport allied units (200 mana cost)
Now this is very interesting, makes Test of Faith slightly more mana costly, but also frees up the teleport functionality even when you're in the jungle persuading creeps. By the same token, you can't burst a chasing enemy hero and teleport someone out in the same instance, so all told this spells a bit of a shift for how the hero approaches this situation. Chens may rely instead on Penitence to deal damage in these same instances, though that isn't significant without levels.


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Clinkz
  • Strafe attack speed bonus increased from 110 to 130
Appreciable buff that will be felt as soon as the skill is leveled. An early point of it could be worthwhile (depends on what you're doing).


100px-Clockwerk.png
Clockwerk
  • Strength growth increased from 2.4 to 2.7
  • Battery Assault damage interval improved from 0.75 to 0.7
  • Power Cogs damage and mana drain increased from 60/90/120/150 to 80/120/160/200
  • Power Cogs duration increased from 3/4/5/6 to 5/6/7/8
  • Fixed Power Cogs not triggering and burning mana/hp when someone Force Staffs over it
  • When Power Cogs is triggered by Force Staff, Power Cogs knockback takes priority
As someone who really enjoys Clock but despairs at how much he struggles to keep up, I welcome buffs this drastic. Cogs are really the big item here, they can now counter a Force Staff regardless of whom holds it. Anyone you trap and chip down inside during the duration is liable to go down, and the Staff will have to be timed such to pull the hero out in a very narrow window. Add on better tankiness with levels and slightly more DPS from Battery Assault, and jumping in smells a little less of suicide and a little more like victory.


100px-Crystal_Maiden.png
Crystal Maiden
  • Freezing Field duration increased from 4 to 7 seconds
4 seconds was already devastating in a teamfight, this ult could be bumped up to a priority interrupt slot with this change. Could make her picked a bit more often, both for her solid lane support and her later crushing teamfight contribution. Shadow Amulet could be a great rune ambush/XP leech/ult cloak item for her, would require the enemy team to spend more gold to safeguard themselves.


100px-Dark_Seer.png
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
Slew of nerfs to his Vacuum, which I suppose is far enough: he's the central piece of quite a few AoE wombo combos in the metagame currently. Such combos are still very workable, but missing now comes with a higher cost (slightly easier to miss a hero or two, you have to be closer to cast, can't pull targets in the Naga Song, and a miss now means three seconds without Vacuum). Teams with BKBs, escapes, and silences will now be able to more readily pull off their own turns of the tide, given that Seer must wait for it to end.


Think I'll go over the rest in the coming days, there's so much to muse over here that it'll last me well until Thursday (if not longer).
 
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Batrider
  • Cast animation time decreased from 0.3 to 0.2
  • Strength growth increased from 2.0 to 2.7
  • Turn rate improved from 0.4 to 1.0
  • Firefly duration increased from 15 to 18 seconds
  • Firefly damage trail no longer instantly disappears when Batrider dies
Pretty sizable usability tweaks to a hero that seems like he's just sitting below the threshold of prominent use. Quicker reaction time, longer chasing, escape, and teamfight capability, and now death isn't a total loss for him either.

all these buffs to bat are big enough to warrant him a spot in the competitive scene
 
I definitely agree. He's been used to great effect in the Inty 2 and since, this seems like it'd do the trick in making his appeal more lasting.
 
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