- Tranquil Boots disabled speed reduced from 50 to 25
- Tranquil Boots heal increased from 170 to 250
- Tranquil Boots cooldown increased from 40 to 60
- Tranquil Boots heal duration increased from 10 to 20
Still excellent support boots (in fact, probably better roaming support boots given the heal increase), but obviously much less ubiquitous everyman boots. Don't see any problemas here.
- Illuminate manacost increased from 150 to 150/160/170/180
- Illuminate AOE reduced from 400 to 350
Don't think anyone was really surprised by this, honestly long overdue with the sheer sustain of his Chakra. Probably will spend more points on Chakra and Mana Leak as a result, though I tended to max Chakra first regardless.
- Spiked Carapace duration reduced from 2.75 to 2.25
- Spiked Carapace cooldown increased from 14 to 23/20/17/14
Also not much of a surprise in the slightest, will make smart usage of the skill more critical in the early stages of the game, and slightly more critical later on. Doubtful the hero disappears anytime soon.
- Marksmanship bonus is removed when there are nearby enemy heroes (instead of just being halved)
- Reduced Marksmanship enemy detection aoe reduced from 400 to 375
On balance, I think this Drow is unquestionably weaker than the previous patch, but still quite a bit stronger than she was with flat Marksmanship. Drafts with significant gap-closing heroes in the early game are her kryptonite (Tiny, Centaur, Sand King, Puck, QoP, etc). Obligatory Shadow Blade might prove enough in fights, but ideally it'd be used to dip out and back in within seconds with an aggressive SB hit and silence, followed by more DPS. That's something your average pub-stomper is going to struggle with, but in competitive I can see it being workable. I like to get a lot of points in stats, but with this rework I think I'll have to put a lot more into Frost Arrows to compensate for not being able to afford to let enemy heroes into that zone at all. Given how drastic that falloff is at 375, maxing arrows by 7 might be the safest possible build (with a point or two into silence before 6).
- Heaven’s Halberd's Disarm is no longer dispelled by Manta
Definitely warranted, though I think surprise is still a needed factor when building this, lest the enemy carry build a BKB and spoil your timing window.
- Living Armor damage reduction is now done for all instances of damage that reduce its charges
Thought it was like this to start with, definitely warranted for the poor tree. Will this also reduce damage on towers for things like Edict or Nether Blast? Would really enhance his defensive aspects early if so.