True Dota 2 - 7.14


7.14

Posted: 26 Apr 2018 07:05 AM PDT

I cant format, feel free to adapt.

7.14:

Captains Mode

Enabled Techies in Captains Mode 

General

First creep wave no longer draws aggro on the side lanes until they meet the other wave 

Items

Skull Basher: Now uses Mithril Hammer instead of Javelin. Gives +25 Damage and +10 Strength. Skull Basher: Bash no longer pierces evasion Abyssal Blade: Now grants +25 Damage Abyssal Blade: Bash no longer pierces evasion Monkey King Bar: Now uses Demon Edge, Quarterstaff and Javelin. Gives +52 Damage and 10 Attack Speed. Monkey King Bar: Procs changed from 60 Pure damage to 100 Magical damage Maelstrom: Now uses Javelin instead of Gloves and Recipe. Maelstrom: No longer gives +25 Attack Speed Maelstrom: Chain Lightning damage increased from 120 to 170 Maelstrom: Procs can no longer be evaded Mjollnir: Procs can no longer be evaded Mjollnir: Chain Lightning damage increased from 150 to 170 Mjollnir: Attack speed reduced from 80 to 75 Battle Fury: Now requires a 300 gold recipe Blink Dagger: Cooldown increased from 14 to 15 Boots of Travel: Building prioritization range increased from 700 to 900 Dagon: Manacost rescaled from 180 to 120/140/160/180/200 Force Staff: Now requires a Ring of Regeneration instead of a Ring of Health (total price is still the same) Force Staff: Manacost increased from 25 to 100 Force Staff: Health regen reduced from 5 to 2 Hurricane Pike: Health regen reduced from 5.5 to 2 Hurricane Pike: Manacost increased from 25 to 100 Helm of the Dominator: Health regen decreased from 8 to 7 Helm of the Dominator: No longer grants +5 attack speed to the item holder Helm of the Dominator: Bounty increased from 125 to 200 Linken's Sphere: All Stats reduced from 15 to 13 Magic Wand: Now requires a 150 gold recipe instead of a Mango Magic Wand: Now provides +3 All Stats instead of +2 All Stats and 1.5 HP Regen Magic Wand: Max Charges increased from 17 to 20 Enchanted Mango: On sale now from 100 to 70 Enchanted Mango: Health regen decreased from 1 to 0.7 Enchanted Mango: Consumed Mana restore reduced from 175 to 125 Enchanted Mango: Daily Bonus Hero now gives 2 Mangoes Necronomicon: Duration increased from 50 to 60 Phase Boots: During Phase your base turn rate is improved to 1.0 (the highest value, can still be lowered by other effects) Phase Boots: Active duration increased from 2.5 to 3 seconds Phase Boots: Active speed reduced from 24/20% to 20/16% Observer Ward: Gold/XP Bounty rescaled from a constant 100 Gold and 100 XP to growing over time with 100 + 2/min Gold and 50 + 4/min XP Sange: Recipe cost increased from 500 to 700 Sange: Now grants Greater Maim Heaven's Halberd: Now grants Greater Maim Yasha: Recipe cost increased from 500 to 700 Manta Style: Recipe cost lowered from 900 to 500 

Heroes

Alchemist: Chemical Rage Health regen increased from 40/48/56 to 40/55/70 Alchemist: Bounty Runes bonus gold increased from 2.5 to 3x Ancient Apparition: Chilling Touch damage rescaled from 30/45/60/75 to 20/40/60/80 Ancient Apparition: Chilling Touch no longer pierces Spell Immunity Arc Warden: Magnetic Field cooldown reduced from 35/30/25/20 to 20 Arc Warden: Level 15 Talent changed from +3s Flux Duration to +400 Flux Cast Range Axe: Battle Hunger manacost rescaled from 75 to 50/60/70/80 Axe: Base movement speed increased by 5 Batrider: Base strength increased by 3 Bloodseeker: Blood Rite ground vision now increased to match the AoE of the spell (from 400 to 600) Bloodseeker: Bloodrage cooldown reduced from 12/10/8/6 to 9/8/7/6 Brewmaster: Primal Split Fire Permanent Immolation damage increased from 15/30/45 to 20/40/60 Broodmother: Spiderite bounty reduced from 16-21 gold and 20 exp to 3 gold and 3 xp Broodmother: Spiderling bounty reduced from 11-13 gold and 31 exp to 9 gold and 9 xp Broodmother: Spiderite armor reduced from 8 to 0 Broodmother: Spiderling armor reduced from 8 to 0 Broodmother: Spiderling damage reduced from 18-19 to 14-16 (~19% less) Broodmother: Spawn Spiderling manacost reduced from 120 to 100 Broodmother: Spawn Spiderling cooldown reduced from 10 to 11/10/9/8 Chen: Hand of God heal improved from 250/375/500 to 250/400/550 Crystal Maiden: Base armor increased by 1 Crystal Maiden: Freezing Field attack speed slow increased from 30 to 60 Dark Seer: Wall of Replica illusions incoming damage reduced from 300% to 200% Dark Seer: Wall of Replica illusions outgoing damage increased from 60/75/90% to 70/85/100% Dark Seer: Wall of Replica now auto attacks the hero it made the illusion of (can still be controlled) Dark Willow: Bedlam damage reduced from 60/140/220 to 60/120/180 Dark Willow: Bedlam rotation duration increased from 1.5 to 1.8 seconds Dark Willow: Cursed Crown no longer grants vision after it stuns Dark Willow: Level 25 Talent increased from +1 Terrorize Duration to +1.5 Dazzle: Fixed Poison Touch effective area covered not scaling properly with cast range bonuses Death Prophet: Base Health regen reduced from 2 to 1.5 Earthshaker: Base damage increased by 3 Ember Spirit: Flame Guard magical damage absorbed rescaled from 50/200/350/500 to 80/220/360/500 Ember Spirit: Searing Chains duration rescaled from 1/2/2/3 to 1.5/2/2.5/3 Ember Spirit: Searing Chains now does damage in 0.5 second intervals Ember Spirit: Searing Chains total damage rescaled from 80/120/240/300 to 90/160/230/300 Enigma: Malefice stun duration rescaled from 0.25/0.5/0.75/1 to 0.4/0.6/0.8/1.0 Enigma: Malefice cooldown rescaled from 15 to 18/17/16/15 Enigma: Malefice manacost reduced from 110/130/150/160 to 100/120/140/160 Faceless Void: Chronosphere cooldown increased from 140/125/110 to 140/130/120 Invoker: Invoke manacost reduced from 60 to 40 Io: Tether can now target Spell Immune allies Io: Tether cast point changed from 0.001 to 0 Io: Tether no longer applies slow on impact Io: Spirits now apply a 20/40/60/80% movement speed slow on impact for 0.3 seconds Io: Spirits now have two fixed positions they go to, 700 and 100 (No longer granular with toggles, but just a single press action) Io: Spirits In/Out is just one ability now, alternates the direction (has a 1.5 second cooldown, same hotkey as spirits ability. Base cooldown/duration is still the same) Io: Spirits creep damage increased from 8/14/20/26 to 10/18/26/34 Io: Spirits manacost from 150 to 120/130/140/150 Io: Spirits collision AoE increased from 70 to 110 Io: Spirits explosion damage AoE increased from 300 to 360 Io: Level 10 Talent changed from +400 Spirits Max Range to +25% XP Io: Level 25 Talent changed from Tether Stuns to -60s Relocate Cooldown Leshrac: Lightning Storm manacost increased from 75/90/105/120 to 80/100/120/140 Lich: Level 20 Talent increased from +120 Gold/Min to +180 Lycan: Summon Wolves health increased from 200/240/280/320 to 230/260/290/320 Lycan: Summon Wolves damage increased from 17/28/37/46 to 26/34/42/50 Mirana: Leap speed buff duration increased from 2 to 2.5 Mirana: Leap attack speed rescaled from 25/50/75/100 to 40/60/80/100 Mirana: Moonlight Shadow now grants 15% movement speed bonus while invisible Monkey King: Primal Spring manacost reduced from 130/120/110/100 to 100 Morphling: Adaptive Strike Talent now has a 300 cast range buffer for the secondary targets Morphling: Level 10 Talent from +300 Waveform Range to +350 Morphling: Level 25 Talent from +2 Multishot Adaptive Strike to +3 Necrophos: Reaper's Scythe respawn time penalty increased from 10/20/30 to 15/30/45 Omniknight: Purification cooldown increased from 11 to 14/13/12/11 Omniknight: Base armor reduced by 1 Outworld Devourer: Fixed Arcane Orb not using mana if it misses on the target Outworld Devourer: Arcane Orb manacost increased from 100/120/140/160 to 110/140/170/200 Ogre Magi: Bloodlust on self now grants you 30/50/70/90 Attack Speed (default is 30/40/50/60) Pangolier: Rolling Thunder no longer gets canceled when rooted or disabled (rolls in place instead) Pangolier: Rolling Thunder cooldown increased from 70/65/60 to 70 Pangolier: Swashbuckle manacost increased from 70/80/90/100 to 80/90/100/110 Pangolier: Shield Crash cooldown increased from 13 to 19/17/15/13 Pangolier: Fixed Shield Crash counting Spell Immune heroes Pangolier: Level 10 Talent reduced from +2 Mana Regen to +1.5 Pudge: Base damage increased by 7 Pudge: Rot slow reduced from 17/22/27/32 to 11/18/25/32 Pugna: Base armor increased by 1 Pugna: Level 15 Talent increased from +2 Nether Ward Health to +3 Puck: Level 20 Talent from -5s Waning Rift Cooldown to -8s Queen of Pain: Sonic Wave damage increased from 290/380/470 to 320/410/500 Queen of Pain: Sonic Wave Scepter damage increased from 325/440/555 to 370/480/590 Riki: Tricks of the Trade now attacks at a slower pace, nerfed from 0.5/0.45/0.4 to 0.6/0.55/0.5 Rubick: Telekinesis lift duration rescaled from 1.5/1.75/2/2.25 to 1.1/1.5/1.9/2.3 Sand King: Caustic Finale no longer triggers when a unit is denied Shadow Demon: Strength growth increased from 2.2 to 2.4 Shadow Fiend: Level 10 Talent reduced from 10% Spell Amplification to 8% Shadow Fiend: Level 15 Talent reduced from +40 Movement Speed to +35 Shadow Shaman: Fixed Ether Shock effective area covered not scaling properly with cast range bonuses Silencer: Glaives of Wisdom from 15/30/45/60% to 25/40/55/70% Silencer: Global Silence duration increased from 4/5/6 to 4.5/5.25/6 Silencer: Level 15 Talent increased from +90 Gold/Min to +120 Slark: Base HP regen increased from 2.75 to 3.25 Slark: Shadow Dance move speed bonus increased from 30/35/40% to 30/40/50% Spectre: Spectral Dagger manacost rescaled from 130/140/150/160 to 100/120/140/160 Spectre: Haunt illusion damage increased from 40 to 40/50/60% Spirit Breaker: Greater Bash movespeed bonus increased from 15% to 17% Spirit Breaker: Netherstrike's knockback now pushes the enemy twice the distance Storm Spirit: Level 15 Talent increased from +300 Health to +400 Sven: Cleave distance increased from 570 to 625 (same as Battle Fury) Sven: Cleave end radius increased from 300 to 330 (same as Battle Fury) Terrorblade: Base HP regen reduced from 3 to 1.5 Terrorblade: Reflection illusion now disappears when the reflection slow debuff is removed Terrorblade: Sunder minimum HP rescaled from 25% to 35/30/25% Terrorblade: Sunder cast range reduced from 550 to 475 Timbersaw: Whirling Death attribute reduction now considers bonus attributes (instead of only base) Timbersaw: Whirling Death attribute reduction lowered from 15% to 13% Tiny: Tree Grab area damage reduced from 100% to 30/40/50/60% Treant Protector: Leech Seed duration increased from 4.5 to 5.25 (1 extra pulse) Tusk: Ice Shards duration reduced from 7 to 4/5/6/7 Tusk: Snowball Speed reduced from 675 to 600/625/650/675 Tusk: Frozen Sigil no longer provides flying vision (ground only now) Underlord: Firestorm overtime percentage based damage no longer affects Roshan/Ancients Underlord: Dark Rift manacost from 75/150/225 to 100/200/300 Undying: Tombstone spawn interval improved from 4.5/4/3.5/3 to 4/3.5/3/2.5 Undying: Level 15 Talent increased from +30 Decay Duration to +50 Undying: Level 20 Talent increased from +4 Tombestone Attacks to +6 Ursa: Base armor increased by 2 Venomancer: Poison Nova duration increased from 16 to 18 seconds V isage: Grave Chill duration reduced from 3.25/4 .5/5.75/7 to 3/4/5/6 Warlock: Chaotic Offering Golem health increased from 1000/1500/2000 to 1000/2000/3000 Warlock: Chaotic Offering Golem Permnaent Immolation DPS increased from 30/40/50 to 30/50/70 Weaver: Health regen increased from 1.5 to 2.5 Weaver: The Swarm attack damage from 14/16/18/20 to 18/20/22/24 Wi ndranger: Powershot damage increased from 180/260/340/420 to 180/270/360/450 Windranger: Focus Fire attack speed increased from 350 to 400 Windranger: Focus Fire now always fires on the target unless you are attacking another target, or pressed stop and are not moving. Winter Wyvern: Winter's Curse duration increased from 3.25/4/4.75 to 4/4.75/5.5 seconds Winter Wyvern: Winter's Curse attack speed bonus reduced from 85 to 55 Wraith King: Wraithfire Blast manacost rescaled from 140 to 95/110/125/140 Wraith King: Wraithfire Blast cooldown rescaled from 8 to 11/10/9/8 Wraith King: Level 10 Talent changed from +40 Wraithfire DPS to +1.5s Wraithfire Blast Slow Duration Witch Doctor: Maledict cooldown increased from 20 to 50/40/30/20 Zeus: Level 15 Talent increased from +1% Static Field to +1.5% 
submitted by /u/saffagaymer
[link] [comments]

Darkseer offlane trick for easy level 2 on 7.14

Posted: 26 Apr 2018 08:43 AM PDT

** i typed 7.13 on title.instead of 7.14 so I made a new thread. People might judt ignored if they see 7.13 so..**

i just posted this as a comment on dota 2, and Im pretty sure it wont get discussed seriously on that sub so maybe we could discuss it here

Just pick dark seer, smoke near t2 or wherever the fuck you want or you could just sneak in to avoid being caught.

At first wave, Use ion shell on a melee creep, preferably the middle one. Creep wont agro. Tp to your t3 as enemy supports will be taking the bounty runes (they cant cancel ur tp unless carry have a stun)

You just fcked up the equilibrium for enemy safelane. Enjoy your free levels

im not sure yet about this, but do you guys think this will work? Im on my phone, I cant try it on game rn

submitted by /u/abrenica195
[link] [comments]

Clockwork/Earthshaker offlane block for easy Level 2?

Posted: 26 Apr 2018 12:20 PM PDT

Havent tried yet but what do you guys think if youre playing as cw, instead of body creepblock your creepwave, you creepblock the enemy safelane instead and slso using cogs to hold them for a while..

You might die but its all worth it I guess? You could tp out if you can too.

Same goes for Earthshaker with his fissure.

submitted by /u/abrenica195
[link] [comments]

7.14 Offlane

Posted: 26 Apr 2018 07:33 AM PDT

Is there even a point to going in the offlane initally with the pull being gone? I find it better to just smoke after the first wave and pull the second one or just get a hero that can jungle a little.

submitted by /u/O_baby_
[link] [comments]

Focus fire damage analysis 7.14

Posted: 26 Apr 2018 09:21 AM PDT

Hit the demo dummy some (26% magic resist 0% armor) and got the following numbers. lvl 11 WR with level 1 ulti:

no items 0 gold ~135dps
javalin 1100 205
crystalys 2120 215
2x javalin: 2200 265
maelstrom: 2700 300
javalin maelstrom: 3800 370
mkb: 4175 420
aghs: 4200 220
daed: 5320 400
mkb maelstrom: 6875 575
aghs maelstrom: 6900 390
daed mkb: 9495 730
mkb maelstrom aghs: 11075 750
daed mkb mael: 12195 910

my conclusions: go jav > mael > jav + mael > mkb + mael > situational, but aghs is probably shit unless you need the cd.

Also, mkb rush isn't terrible if the game calls for it. Didn't use phase boots, so maybe crits builds are slightly better than shown here.

Used level 1 ulti so that Aghs had most possible value but it really just underperforms dps wise. I'm struggling to tell if it is even good as a 3rd item. For stats/utility, id rather go with like Pike or Linkens or BKB. For damage, Daed. Aghs does improve a little bit of everything (dps, utility/cd, stats) but just doesn't seem worth. Maybe with higher armor enemies it would be good.

submitted by /u/Nev3rforev3r
[link] [comments]

Attribute Shift: misconceptions about the spell and tips for optimizing regen

Posted: 26 Apr 2018 01:00 PM PDT

What are some good supports / offlane support that can deter heavy physical damage lineups?

Posted: 26 Apr 2018 12:48 PM PDT

Had a game with enemy Sven and a WK. I picked Winter Wyvern. They were very tanky, hit hard, and we all got destroyed. Also me and my entire team were inept, Zues went dagon as second item, void didn't close in on opportunities etc.

What supports or offlanes that can support are good against heavy melee lineups? I was thinking centuar or something like that.

submitted by /u/Tommywx
[link] [comments]

Brood changes nerf buff or just a change

Posted: 26 Apr 2018 10:35 AM PDT

What does everyone make of these?

submitted by /u/Logiebeast
[link] [comments]

Can someone share some knowledge about Lich Offlane?

Posted: 26 Apr 2018 03:09 PM PDT

Greetings,

People are freaking out about offlane lately. While the hype may not be totally warranted, I would still like to expand to some different offlanes for the sake of fun and MMR.

People have been saying Lich offlane is good.

Why?

What's the item/ skill build?

What's the strategy for the offlane?

Thanks

submitted by /u/anoori9000
[link] [comments]

7.14: Wraith King Support Returns?

Posted: 26 Apr 2018 08:58 AM PDT

I feel like the buffs to WK are somewhat understated and pretty goddamn good. You have a hero who's base mana is 291 at level 1, meaning until significantly later in the game, you had to conserve your use of wraithfire blast and balance it with reincarnation. Now, its 95 mana to cast at level 1 with only a 3 second cd increase? The stun is constant at 2 seconds at each level, as is the slow (20% for 2 seconds), but now it's much more spammable and at level 10, you can change it from a slow applied over 2 seconds, to 3.5 seconds (which is already on top of the 2 seconds stun, so you're effectively hamstringing the stunned person for 5.5 seconds).

Thoughts?

submitted by /u/CritHitLights
[link] [comments]

Help me with axe

Posted: 26 Apr 2018 06:09 AM PDT

I have been playing axe alot past month and im having some success with him but im not doing offlane pull. At the begining of the game Is it better to spin kill the 1st wave between their t3 and t2 or to aggroo creeps and make double creep wave and tp out so they meet near my tower. Im 4.3k mmr: https://www.dotabuff.com/players/180144366

submitted by /u/Barksdalee
[link] [comments]

Lich offlane is more pub destroying then ever before

Posted: 26 Apr 2018 02:19 PM PDT

With offlane getting shafted again I look to a hero I have played 200+ times mostly in the offlane. Now he has a 180 gold talent at 20. The Tranq boots > Midas build means you can be a hard support, solo offlaner and core in one game.

sometimes someone will come with you and that's fine let them. I just played with the x2 mango but still I think this is the ultimate 'i wanna mindlessly gain mmr' pick to make.

early days but seemsgood

submitted by /u/Ron-Lim
[link] [comments]

Can Anyone Explain Why They are Continually Nerfing Pudge?

Posted: 26 Apr 2018 08:02 AM PDT

It's so sad to see him keep getting nerfed. Are they trying to move him to a mid role perhaps by increasing his base damage?

submitted by /u/182nhdsaidh
[link] [comments]

Right click deny only for creeps, need help.

Posted: 26 Apr 2018 03:27 AM PDT

Lately ive been in a situation when im trying to retreat with right click force attack command on my hero will shutter/stand for a second when im randomly clicking ward or ally hero, is there a way to setup rightlick deny only for creeps and keep standart move/follow when im clicking on allied units?

submitted by /u/Tommy_Andretti
[link] [comments]

7.14 jungle/roaming Axe ? wk pos4 style. going 032, 131, 122

Posted: 26 Apr 2018 08:04 AM PDT

major buffs to battle hunger, ms increase, survavibility increase. What do you think ?

submitted by /u/Mafrax
[link] [comments]

Slark mid??!!7.14

Posted: 26 Apr 2018 07:34 AM PDT

Slark has 3.25 Regen at lvl 1 if u start out with stout and ring of protection slark becomes very hard to push out of lane.A early level 6 is what a slark wants and mid would allow it.Thoughts?

submitted by /u/D3nam
[link] [comments]

Why does Icefrog keep nerfing OD?

Posted: 26 Apr 2018 09:53 AM PDT

I haven't played Dota nor watch competitive in a while. Used to religiously play OD. He was pretty meh when I last played Dota. Is he really that strong right now that he constantly getting nerfed? I feel like he has got nothing but nerfs for the last few patches.

His orb costs way too much mana now. So you need a bunch of mana for Essence Aura to never run out of mana again. By the time OD gets lv4 Orb (about level 13-14) he barely has enough mana to constantly use Orb (iirc he has about 1500 mana and now you need 2000 for lv4 Orb).And Force Staff regen is nerfed so getting Force Staff first for the mana is very disadvantaged. Not to mention the mana nerf is a huge buff to Pugna.

How do you guys feel about OD after this patch?

submitted by /u/dragon-knoght
[link] [comments]

Ideas/Suggestions that somewhat fits with recent changes. Long, but expressed clearly and with proper formatting.

Posted: 26 Apr 2018 07:53 AM PDT

My idea revolves around giving stacking auras to lane creeps. There are a few other subsequent suggestions that are simply to support the main ideas plausibility. I'm not exactly sure how big the auras should be, but somewhere between 400-600. All creep auras ALSO work on structures/towers.

  • Melee lane creeps: +1 stacking armor aura. Ie at game start, ALL units/heroes near the creep wave have +3 armor. The below changes could/should more than compensate for the additional armor.

  • Ranged lane creeps: +10 stacking damage aura. Ie at game start, ALL units/heroes near the creep wave will have +10 damage. However, because of the increased armor, I don't think the creeps or heroes damage values need to be adjusted very much.

  • Siege lane creep new ability: attack does 10% splash in 100 AOE (like DK's level 2 ult). Siege lane creep: +10% stacking splash damage aura in 100 AOE. Ie on the 11th wave, the siege creep will have 20% splash, and a single wave does anywhere from 20-60% more damage (depending on how many enemy units there are and how bunched up they are).

In big part, my reasoning for these changes is that I feel controlling the creep waves (and therefore the lanes) should be more important. While I realize there is already importance and strategy to controlling the lanes, I feel that adding even more value to these things could greatly impact Dota in a very positive way.

I do however realize that this greatly nerfs roaming... but I personally would still like roaming to be a common and worthwhile aspect of Dota. However, it is my opinion that roaming should be more of a high risk / high reward situation (where the risk is more easily losing control of lanes due to the creeps higher impact). Because of this, I suggest the following changes:

  • All bounty runes should give 25-50% more gold.

  • All neutral camps should give 10-20% more gold.

  • Smoke of Deceit should be cheaper, and available sooner and more often. Not sure of the exact numbers here.

  • Duration of Observer wards increased by 1 minute.

  • Boots of Speed and Wind Lace should be 50 or 100 gold cheaper.

  • Iron Branch should give 1% increased movement speed.

  • Not sure about this one: perhaps give temporary bonus to nearby allied heroes after clearing a jungle camp. 10% movement speed maybe?

Other impacts of these changes? Here are some thoughts:

  • Wave clear (spells and items) is now a LOT more important. Sometimes players might choose to clear out enemy creeps DURING a team fight.

  • Aoe healing is now a lot more important. Ensuring your team can amass huge creep waves could greatly increase your ability to team fight and/or push.

  • Hero/Item auras are now a lot more important for the same reasons as above.

  • Teleporting becomes a lot more important, and wasting your cooldown just to save the walk time to/from the fountain may no longer be the best choice.

I realize this will likely be pretty controversial. I am very open to suggestions, and would love to have discussions with you fine folks about any related topics.

tl;dr; Make lane control more important and strategic, while maintaining plausibility of roaming/jungling in the right circumstances.

submitted by /u/lancer611
[link] [comments]

How to safely split push against certain lineups...

Posted: 25 Apr 2018 06:16 PM PDT

I played a game as morph where we lost 2 lanes and drew even in their safelane, as a result we were pretty far behind so I figured my plan should be to split the map to alleviate the pressure. However I had difficulty pushing effectively because I was afraid of their lineup, mostly heroes which played off map (they had a pudge, sk and potm). Watching the replay I realised that I missed out on quite a lot of tower pressure by backing way too early, just because I was afraid of these off map heroes.

Is this one of those things where it's just a shitty situation or am I approaching the game wrong?

Thanks

EDIT: Legend 5 if that helps

submitted by /u/tealleaf
[link] [comments]

Post a Comment

Powered by Blogger.