Dota 2 - Hero Discussion of the Day: Mireska Sunbreeze, the Dark Willow (November 4th, 2017)


Hero Discussion of the Day: Mireska Sunbreeze, the Dark Willow (November 4th, 2017)

Posted: 04 Nov 2017 02:57 PM PDT

Mireska Sunbreeze, the Dark Willow

Mireska Sunbreeze, the Dark Willow is a ranged intelligence hero with a powerful array of disables and nukes. She can summon a brush of bramble thorns to root enemies with her Bramble Maze, slip into the shadows and charge up a powerful attack with Shadow Realm, curse an enemy to suffer a powerful stun after a four second delay with her Cursed Crown, and finally call upon her wisp pet, Jex, to either destroy enemies with a flurry of attacks with Bedlam, or send enemies fleeing in fear with Terrorize. This wide arsenal of disables and nukes allows her to play several positions effectively - she can stand her ground in the middle lane, provide high-damage lane support or even roam around for kills.

Lore

Children love telling stories about the whimsical adventures of fairies... That's because children don't know that most fairies are spiteful jerks. And in the world of spiteful fairies there are few names spoken of with more contempt than Mireska Sunbreeze.

Born to a fae merchant king, Mireska grew up in Revtel; a cutthroat nation where manipulation and murder were the norm. But while she was quite adept at navigating the etiquette, unspoken laws, and social rituals that permeated every element of her life, she found the whole thing rather boring.

So, Mireska did what most rebellious children do: burn down her family estate and set off with her pet wisp Jex to live the life of a wandering grifter.


Roles: Support, Nuker, Disabler, Escape

Strength: 18 + 1.8

Agility: 18 + 1.6

Intelligence: 20 + 3

 

Damage: 45-53

Armor: 2

Movement Speed: 295

Attack Range: 475

Missile Speed: 1200

Base Attack Time: 1.3

Sight Range: 1800 (Day) / 800 (Night)

Turn Rate: 0.7


Spells

Bramble Maze

Dark Willow creates a maze of brambles in the target area. Enemies that walk into a bramble take damage and are rooted.

Level Manacost Cooldown Casting Range Area Duration Effects
1 140 40 1200 500 15 Creates 8 brambles in the target area, enemies who walk into them take 100 damage and are rooted for 1 second
2 150 35 1200 500 15 Creates 8 brambles in the target area, enemies who walk into them take 150 damage and are rooted for 1.5 second
3 160 30 1200 500 15 Creates 8 brambles in the target area, enemies who walk into them take 200 damage and are rooted for 2 seconds
4 170 25 1200 500 15 Creates 8 brambles in the target area, enemies who walk into them take 250 damage and are rooted for 2.5 seconds
  • Despite the visual effects, the damage and root is dealt as the projectile hit the ground, not upon the brambles are fully formed.

  • Blocked by Spell Immunity.

  • Can be dispelled.

  • Targets get stunned when getting within 90 range of a bramble.

  • Does not give vision of the area.

  • It takes 0.5 seconds for the brambles to become active after the cast.

The fae realm exists all around you, merely waiting to draw you in...

 

Shadow Realm

Dark Willow recedes into the shadows. Her next attack has increased attack range and deals bonus magic damage, and will end Shadow Realm. Damage scales based on how long she remains under the effects of Shadow Realm, the maximum being reached after 3 seconds.

Level Manacost Cooldown Casting Range Area Duration Effects
1 70 30 N/A N/A Up to 5s Dark Willow becomes untargetable, her next attack has 600 attack range bonus and in the first 3 seconds, it deals up to 120 bonus damage
2 80 24 N/A N/A Up to 5s Dark Willow becomes untargetable, her next attack has 600 attack range bonus and in the first 3 seconds, it deals up to 200 bonus damage
3 90 18 N/A N/A Up to 5s Dark Willow becomes untargetable, her next attack has 600 attack range bonus and in the first 3 seconds, it deals up to 280 bonus damage
4 100 12 N/A N/A Up to 5s Dark Willow becomes untargetable, her next attack has 600 attack range bonus and in the first 3 seconds, it deals up to 360 bonus damage
  • Deals magic damage

  • Bonus damage does not effect on buildings but bonus stack will be consumed.

  • Overall bonus damage duration is 5 seconds, thus all bonus damage will be lost if you don't do any attack within 5 seconds.

  • Dark Willow is not invulnerable or hidden for the duration and can still be hit by AoE spells.

  • Using items or spells does not dispel Shadow Realm.

  • Shadow Realm is not dispellable by unit target dispels, but only by AoE dispels like Fortune's End or Tornado.

What you can't see will most definitely hurt you.

 

Cursed Crown

Dark Willow casts an ancient fae curse on the target. After a delay, the target and nearby enemies are stunned.

Level Manacost Cooldown Casting Range Area Duration Effects
1 100 18 800 N/A N/A Stuns the target and its nearby enemies in a 325 area after a 4 seconds delay for 2 seconds
2 120 16 800 N/A N/A Stuns the target and its nearby enemies in a 325 area after a 4 seconds delay for 2.5 seconds
3 140 14 800 N/A N/A Stuns the target and its nearby enemies in a 325 area after a 4 seconds delay for 3 seconds
4 160 12 800 N/A N/A Stuns the target and its nearby enemies in a 325 area after a 4 seconds delay for 3.5 seconds
  • After explosion, Cursed Crown grants 325 range ground vision around the targeted unit for 2 seconds.

  • Does not give vision in its delay if the effected unit is in fog of war.

Didn't anyone ever tell you? Never strike a deal with a fairy...

 

Terrorize

Ultimate

Dark Willow releases her pet wisp to terrorize her enemies. After a short delay, all enemies in the target area become fearful and run toward their home fountain. Terrorize cannot be used while Bedlam is active.

Level Manacost Cooldown Casting Range Area Duration Effects
1 150 100 1500 400 4 Fears enemies in the target area for 4 seconds, causing them to run towards their their home fountain
2 150 80 1500 400 4 Fears enemies in the target area for 4 seconds, causing them to run towards their their home fountain
3 150 60 1500 400 4 Fears enemies in the target area for 4 seconds, causing them to run towards their their home fountain
  • Applies an effect similar to taunt on enemies. Instead of forcing to attack, it forces a move command towards the enemy team's fountain.

  • Reveals feared units through the Fog of War in its duration.

  • Does not affect couriers, wards, siege creeps and buildings. Affects invisible, but not invulnerable or hidden units.

  • Unlike Savage Roar, Terrorize does not give bonus movement speed to the effected units.

  • The projectile starts at a hight of 300 and travels with a speed of 500.

  • Dispellable with any dispel.

You think you know the first thing about fear? Jex'll show you what that word truly means....

 

Bedlam

Unlocks with Terrorize

Dark Willow's pet wisp roams around her for the duration, rapidly attacking nearby enemies. Bedlam cannot be used while Terrorize is active.

Level Manacost Cooldown Casting Range Area Duration Effects
1 100 20 N/A 200 4 Summons a roaming wisp around herself that attacks enemies in a 300 area every 0.25 second for 75 magic damage
2 150 20 N/A 200 4 Summons a roaming wisp around herself that attacks enemies in a 300 area every 0.25 second for 150 magic damage
3 120 20 N/A 200 4 Summons a roaming wisp around herself that attacks enemies in a 300 area every 0.25 second for 225 magic damage
  • Dark Willow gains this ability when she levels her ultimate Terrorize.

  • Roaming area is 200, attacking is 300.

  • Can deal a maximum of 1200/2400/3600 magic damage on the same target.

  • Jex does not attack structures.

  • Jex continues attacking even if Dark Willow is disabled.

  • Jex takes 1.5 seconds per rotation around Dark Willow.

You'll have to excuse my friend Jex. He's really into murder.


Talent Tree

Level Option 1 Option 2
25 +1 Terrorize Duration OR +200 Attack Speed
20 +300 Shadow Realm Max Damage OR 10% Spell Lifesteal
15 +40 Movement Speed OR +90 Gold/Min
10 +125 Cast Range OR +20 Damage

Recent Changelog

7.07

  • Hero created

Previous discussion - Donté, the Pangolier


No dedicated Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki page | Liquipedia page | Hero discussion archive

submitted by /u/Laccnow
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AMD Sapphire Dota PIT League Season 6 - Grand Finals

Posted: 05 Nov 2017 07:32 AM PST

AMD Sapphire Dota PIT League Season 6

Presented by Dota PIT

Need info on the event? Check out the Survival Guide.

See here for today's schedule and results

You can either Sort by new or use the Comment Stream.


Coverage: Liquipedia | JoinDota | GosuGamers

Streams: English | Russian


Grand Finals (Bo5)

Team Liquid vs Vici Gaming

Game 1 - Vici Gaming victory!

Game 2 - Vici Gaming victory!

Game 3


submitted by /u/D2TournamentThreads
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Ogre's UNREFINED FIREBLAST is still bugged. Only first cast deals damage then Multicasts just stun the target without any damage. Earlier Valve fixed FireBlast but forgot about Unrefined Fireblast.

Posted: 05 Nov 2017 03:57 AM PST

Sand King's Epicenter channel bar is not accurate

Posted: 05 Nov 2017 08:19 AM PST

List of Pangolier bugs

Posted: 05 Nov 2017 05:55 AM PST

These are all the bugs I found in the last 2 days on Pangolier.

If you know about more, post them here.

Pangolier



Swashbuckle


1. De-selecting Swashbuckle also gives Pangolier a move order

Normally, when you deselect a spell with a right-click, it does just that and nothing else. But if you deselect Swashbuckle while the targeting vector is active, the right-click also sends Pangolier a move order on top of deselecting the spell.

Repro:

  1. Select Swashbuckle
  2. Select a target point for the cast
  3. Before letting the mouse key go, right-click to deselect and cancel the spell

Result: The right-click deselects it as expected. But it also sends Pangolier a move order.

Expected: The right-click should only cancel the spell if you do not have the "Move After Ability Target Cancelled" option turned on.

(throwing this in here, the Scan ability has the same issue)

Video demo


2. Swashbuckle's vector targeting doesn't behave like a ground-targeted spell.

For this, you need to have Quick Cast and "Quick Cast on Key Down" turned on. With this setting, you have to press two keys to cast Swashbuckle. Press the spell hotkey to target a point, and then press left mouse button to determine the vector direction.

However, if you left-click to target the direction of the spell, it behaves as if you have no spell selected. This means if there is a unit under your cursor, you select that unit and deselect your hero.

Sounds complicated? Just compare it to e.g. Magnus' Shockwave. Imagine whenever you cast Shockwave onto an enemy, the enemy gets selected because it was under your mouse cursor. Would be annoying, right? This is what currently happens with the vector targeting of Swashbuckle.

Video demo


3. Swashbuckle's targeting vector indicator doesn't disappear when selecting other spell during it

When you are about to cast Swashbuckle, selected the targeted point, but did not release the mouse button yet, and then select another spell before letting the key go, Swashbuckle gets deselected, but the targeting vector stays. It stays until you select the spell again.

Even worse, when doing this, the targeted point does not reset either. If you want to cast, he will use the previously selected point as the start location.

Even worse, when done with Rubick, the vector can get permanently stuck on the ground. For this to happen, you have to lose the spell after doing the above steps.

Repro:

  1. Select Swashbuckle
  2. Left-click to select a target point, but do not let the button go
  3. While holding the mouse button, select any other targeted spell

Result: The targeting vector gets stuck.

Expected: The vector disappears. And the target point variable resets (so that the next attempted cast doesn't go to the previously canceled location)

Video demo


4. Swashbuckle works with Splash Damage (Rubick Swashbuckle + Elder Dragon Form)

Swashbuckle does not work with Cleave, for the same reason why Boundless Strike doesn't: it would deal tons of damage, due to how cleave works

However, Splash fully works with it. When Rubick casts Swashbuckle during Elder Dragon Form, he deals tons of damage if he hits more than one enemy

Repro:

  1. Steal and cast Elder Dragon Form
  2. Steal Swashbuckle and cast it so that you hit many units

Result: EDF's Splash activates on each hit enemy on each hit.

Expected: Swashbuckle should not trigger splash.

Video demo


5. Recasting Swashbuckle before the previous cast finishes messes the previous cast's attack location

Your typical multi-spell instance bug.

When you cast Swashbuckle (more like, give cast order) a second time during an ongoing cast, the ongoing cast's damage/attacks are applied where you targeted the new cast.

Repro:

  1. Cast Swashbuckle
  2. During the dash, give the cast order again, targeting a new spot

Result: After the dash, the old cast releases the attacks where you targeted the new cast. This is global, you can target it anywhere and the attacks will go there.

Expected: Obvious, the new cast should not override the target point of the previous cast.

Video demo


6. Swashbuckle does a 5th attack during the dash, hitting some enemies he dashes over

Swashbuckle does 5 attacks, instead of the listed 4. The first attack happens towards the end of the dash, behind the targeted area. The 4 others happen where they are supposed to happen.

Repro:

  1. Cast Swashbuckle so that you dash over some enemies

Result: The enemy you dash over gets hit by an attack. This attack is not part of the 4 attacks after the dash.

Expected: No attacks happen during the dash. Or if this is intended, add it to the description of the ability.

Video demo



Shield Crash


1. Shield Crash completely ignores ethereal units

This is one of the weirdest things currently. Shield Crash, a regular magical damage AoE spell with a self-buff, does not affect ethereal enemies. It neither even attempts to damage, nor does it count ethereal units for the self-buff.

It should not ignore ethereal units.

Video demo


2. Shield Crash gets canceled when getting dispelled during the jump

When you get dispelled during the jump of Shield Crash, the jump gets completely canceled. This makes no sense. Dispels aren't supposed to cancel spells.

The shield_crash_jump modifier should not be dispellable (except by death).

Video demo



Heartpiercer


1. Heartpiercer works against armor reductions as well

This is the most nonsense part about this ability.

Heartpiercer sets the target's armor to 0, regardless of anything. This means, if the target has negative armor, Heartpiercer will set it to 0, completely working against stuff like Desolator, Assault Cuirass, SF aura, Solar Crest, etc. Heartpiercer basically grants the enemy armor in this case.

I want to throw in here that Elder Titan's Natural Order and the Ancient Prowler Shaman's Desecrate (aoe slam) have this issue as well.


2. Heartpiercer does not change bonus armor value in the HUD (UI bug)

Heartpierce completely negates ALL your armor. This includes your base armor, armor gained by agility, and any other green bonus armor you have. But in the HUD, only your main armor (base armor + agi bonus) gets set to 0. The green bonus value is not changed, giving the wrong impression that bonus armor works against Heartpiercer, which it does not.

Here you can see a Sven with and without Heartpiercer debuff. With the debuff, his HUD shows 0+10, implying that the 10 armor are still working during it. Here you can see Slardar using a level 1 Slithereen Crush against that same Sven. Once before Heartpiercer and once after. You can see that the second cast did full 75 damage, so the 10 bonus armor are negated by Heartpiercer as well.

The HUD should reflect this. The green + armor should not be there during Heartpiercer.


3. Heartpiercer doesn't change the armor value of non-heroes (UI bug)

Similar to before, but this time for non-hero units. Heartpiercer does negate their armor as well, but the armor value in the HUD is completely unchanged.

Here you can see a Centaur Khan showing 4 armor, despite the Heartpiercer debuff.



Rolling Thunder


1. Rolling Thunder doesn't end when getting Assimilated/entering a Snowball

When you get Assimilated by an allied Lifestealer during Rolling Thunder, you still apply the AoE knockback/damage to nearby enemies. Slark can just walk up to people and you perma-stun them with Rolling Thunder from within Lifestealer.

Similarly, Snowball doesn't end Rolling Thunder either. When entering Snowball, you still apply the AoE effect on from inside the Snowball on enemies the Snowball rolls over.

Repro:

  1. Cast Rolling Thunder
  2. While rolling, have an allied Lifestealer cast Assimilate on you, or enter an allied Snowball

Result: You continue hitting enemeis with Rolling Thunder from within Lifestealer/The snowball

Expected: Rolling Thunder should end upon entering Lifestealer/Snowballs

Video demo


2. Rolling Thunder doesn't dispel Pounce and Deafening Blast's disarm

Pounce and Deafening Blast's disarm are undispellable, except by spell immunity. BKB, Blade Fury, Rage, Life Break and Repel, all can dispel both of them. But Rolling Thunder, also granting spell immunity and dispelling Pangolier, cannot dispel Pounce and Deafening Blast's disarm.

It should be able to dispel both of them as well.

Video demo


3. Rolling Thunder's animation doesn't end when the spell does

When the spell ends, the animation of it continues/restarts. Pangolier curls himself up in a ball and floats in the air until given a new order.

Video


4. Rubick uses Pangolier's voices during Rolling Thunder

When colliding with a cliff, some voice lines of Pangolier play. This voice lines are currently not coded as responses, but rather as sound effects of the spell. This means when Rubick casts it, he uses Pangolier's voice when bumping into walls.

Video demo


5. Rubick's Rolling Thunder model is rotated by 90° and is inside the ground

Rubick's Rolling Thunder model faces the wrong duration and is halfway inside the ground.

Video demo


6. Rolling Thunder does not get canceled by some spell immunity piercing stuns

The following spells stun their targets even through spell immunity, but yet are unable to stop Rolling Thunder:

  1. Flaming Lasso
  2. Dismember
  3. Meat Hook
  4. Walrus Kick
  5. Black Hole
  6. Chronosphere
  7. Greater Bash
  8. Primal Roar knockback
  9. Toss throw

All of these should end Rolling Thunder, since it is supposed to stop when stunned during it.

Video demo


7. Rolling Thunder bounces off of Sprout trees, instead of destroying them

Rolling Thunder is supposed to plow through trees and destroy them. But yet, Sprout trees are not destroyed when hitting them from inside the tree ring, but are destroyed when hit from outside the ring.

Video demo

submitted by /u/Bu3nyy
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+350 Spark Wraith Damage :)

Posted: 05 Nov 2017 02:27 AM PST

I think I know an aghs upgrade which could make Tiny a lot better than he is right now

Posted: 05 Nov 2017 03:02 AM PST

When Tiny gets Aghs, give him a permanent tree, so he doesn't have to use Tree grab to get a tree anymore. Maybe this isn't enough, so I think Tree Grab should be replaced with a new ability called 'Craggy Exterior', but it balances out since he can't use tree toss anymore. Craggy Exterior will have a 25% chance of damaging melee attackers and stunning them, and also gives armor considering he has no agility now. On the topic of armor, he should also get some more agility back, maybe about 9+(0.9 per level). I think this would be a good change to make Tiny stronger since he has such a low winrate right now. I don't think it's overpowered since you need to buy a 4200 gold item to get it. Thoughts?

submitted by /u/OfflaneTrash
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As a newcomer in Dota, Turbo has been a complete gamechanger

Posted: 04 Nov 2017 07:11 PM PDT

  • It's fast as hell, meaning i can try out new heroes and do new stuff, without a big risk. If i fuck up, i'm not gonna be stuck for an hour getting pounded in spawn. Warlock looks cool? Pick him and see what happens! I tried out Templar-Fucking-Assassin and actually got kills. I would never have done this in a regular game.

  • I get all the important items, such as Blink, Scepter and so on every game which means i can actually learn them. Everyone get's level 25 almost every game which means you can actually parttake fully. My 4k Dota-friends kept raging at me for not properly using Blink Dagger, after getting it every game in Turbo i finally got the hang of it.

  • Everyone farms so much faster meaning a mistake (which you make tons of in the beginning) doesn't fuck you up near as much. This is so liberating.

  • Since it's unranked and the games are so short, people are a lot less angry. In fact, i have barely seen any toxicity yet. No more sinking feeling in the chest after dying to a tower early-game and владимир telling me to uninstall.

  • I understand the gold, shops and the courir are integral parts of the mechanics in Dota. As a new player though, it's not the most fun stuff to fiddle around with. Turbo let's me focus on and learning the fun-stuff. Killing opponents, team-fighting, growing stronger and getting items. It's super-rewarding as a newcomer.

  • The fast-pace and the short games let's me play 4-5 games a day, everytime a new hero, which makes me well on my way to actually learn something. I'm easily gonna have played +100 games before the end of the month which might actually get me somewhere.

  • Because of the short games, the fun and the general non-threatening nature of Turbo, i've gotten several of my friends to try Dota. Now we are 4-5 people playing daily and on our way to becoming Dota-players. All of them new, but experienced CS GO-players. This would never have happened without Turbo. Everyones previous experience of Dota was just being eight levels behind and getting molested in spawn by a Phantom Assasin-smurf until someone disconnected. Now we are grinding, and have basically just copied our teamwork and mentality from CS GO into a new game.

  • I might be what you consider a filthy casual, but Turbo has been a complete gamechanger for me and i think it could be a huuuge addition to Dota as a game. It's the deep game of Dota with the best parts (don't kill me) of Leagues, which is the accessibility and the fun. Will definitely keep playing and see what happens.

Edit: This blew up! Add me if you wanna play! https://steamcommunity.com/id/henriksand/

submitted by /u/Acech
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Ok gang, let's see who's behind the Turbo Mode mask!

Posted: 05 Nov 2017 01:44 AM PST

My profile makes me remember a beautiful story...

Posted: 05 Nov 2017 01:40 AM PST

Dota 2 input lag since 7.07

Posted: 04 Nov 2017 11:46 PM PDT

I have no idea why, but I have noticed a massive increase in my lag when I'm playing (not ping) enough that I have had to adjust my game play. I don't quite understand why and if anybody has had the same issue and found a solution I would be ecstatic. The game feels incredibly clunky right now because of it and I would love to know if anyone has found a fix or something so I can go back to being a 3k scrub.

submitted by /u/Elchobacabra
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You can still get 775 gold by randoming

Posted: 05 Nov 2017 06:47 AM PST

If you purchase magic wand during strategy time (buying stick and a branch) it will combine into a wand in the start of the game and you can sell it for 400, it has rather small time window, but still possible. Not sure if intended.

submitted by /u/Johkis
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Thanks for the early patch release

Posted: 04 Nov 2017 06:55 PM PDT

Hey valve,

I tried sending you an email, not sure if it went to the right place, so here is a message about your early release of the new patch.

To a lot of people, releasing a patch one day or even an hour early is just a nice thing that makes their day slightly better and gets them off the edge of their toilet and back into their gaming computer for a fun night. For me, this patch release was different. My mother suffered an aneurysm into a stage 5 bleed on October 30th. She hung on until about 8AM on October 31st after I spent the whole night with my family literally watching her die.

Still in shock, I finally got home and crashed after being the last bastion of wakefulness my family had, keeping things organized and held down so when they woke up, she would be peacefully breathing and they would be somewhat rested.

When I finally got to my computer to sit down and chat with my best friend, who refused to play dota til the new patch came out, I said "please play some dota with me. I need to take an emotional and mental break from this. I don't give a shit new patch or not, lets just play." So I opened up my Dota client and, while I was gone, it had downloaded and installed the patch. I was shocked to see two new heroes to play and some neat new items to fiddle with (I had read the patch notes before so I kinda new they were coming just not that day.)

It didn't fill the void I now have, it didn't stop the crying but what it did do is give me a very pleasant surprise, one day early and on the day I watched my mother pass away, to distract me for a few hours. I know most people probably won't care and I don't really care if you upvote or don't, I just want someone at valve to know that them releasing the patch one day early made a positive impact in someones life, no matter how small in the grand scheme of that day it was.

Thanks.

submitted by /u/LordDarkLordtheDark
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Congratulations to the Winners of Captains Draft 4.0 SEA Qualifier

Posted: 05 Nov 2017 03:10 AM PST

The PGL Champ Mineski is back!

Mineski 3-1 TNC

Mineski will be heading to USA to play the finals along with EG, Secret, Midas Club Elite, and the rest of the qualified teams.

PS: Since TI7, this is the 6th rematch between Mineski and TNC, with Mineski winning every series.

submitted by /u/l3ef0re_Time
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Friendly reminder that Turbo Mode is a real game mode, and abandons and reports still apply.

Posted: 05 Nov 2017 05:07 AM PST

Title.

I've seen a lot of people abandon and quit a lot of games, go AFK, or intentionally feed, forgetting that this is an actual game mode, rather than an arcade game. Let's be kind and not toxic for the 20-30 minutes these modes take.

submitted by /u/Brauhm
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"Can someone start inviting mineski to lans. Thanks." - Theeban "1437" Silva

Posted: 05 Nov 2017 03:27 AM PST

If Rubick steal Toss, he cannot use Spell Steal again as long as he has that spell

Posted: 05 Nov 2017 01:24 AM PST

Is Status Resistance supposed to have % to proc?

Posted: 04 Nov 2017 11:03 PM PDT

Dota 2 Update - MAIN CLIENT - November 5, 2017

Posted: 04 Nov 2017 11:10 PM PDT

A new patch has been dispatched for the main client. More info will be edited in as I analyze the patch.


Analysis Status: Done


Ability Updates

  • Fix to the Vengeful aura radius being 900 instead of 1200.

Patch Overview


Patch Size: 54.9 MB (with Tools)

submitted by /u/SirBelvedere
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It seems really wierd that Meteor Hammer don't do dmg on impact.

Posted: 05 Nov 2017 02:28 AM PST

First tick on impact mby?

submitted by /u/panzerhansen
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Broodmother in 7.07

Posted: 04 Nov 2017 04:45 PM PDT

Okay, im posting this again. Dota 2 for me is becoming unplayable because of this, giving me huge fps drops.

Posted: 05 Nov 2017 04:26 AM PST

When you know a game has gone bad

Posted: 04 Nov 2017 06:01 PM PDT

Antimage's uncontrollable illusion is still selectable and very annoying when used with "Select All Other Units" & Manta

Posted: 04 Nov 2017 07:32 PM PDT

Activating manta after blinking and then hitting "Select All Other Units" will always select the uncontrollable illusion. Since its uncontrollable theres no reason for it to be selectable.

submitted by /u/KnightMareInc
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Tiny is absolutely garbage after his rework, please give him back his Aghs

Posted: 04 Nov 2017 05:34 PM PDT

Having his tree break every 5 hits (which takes around 3 seconds when he has Echo Sabre) is a huge nerf and reduces his fighting capabilities during team fights when he can no longer cleave.

It was literally the best Aghs upgrade in the game and the most unique in what it gave Tiny. Tree Grab/Tree Toss is so weak. I know craggy was boring but hell, this is not the rework Tiny deserved. It has ruined him.

submitted by /u/ShadowpooI
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