True Dota 2 - 7.15


7.15

Posted: 10 May 2018 07:51 AM PDT

7.15:

  • Bounty Runes now spawn every 5 minutes
  • Bounty Runes now grants gold to each player (40 + 3/min)
  • Bounty Runes now fully fills bottles
  • Bottles heal rate increased from 80/40 HP/MP to 100/50

  • Melee Creeps base gold bounty reduced by 2
  • Range Creeps base gold bounty reduced by 1
  • Range Creeps gold bounty increase per upgrade changed from 1 to 3 (With these changes, the total gold difference on the map at 40 minutes is 2052 less gold)
  • Melee Barracks team bounty reduced from 225 to 175
  • Ground Courier bounty reduced from 175 to 125 (Flying Courier is still 175)
  • Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies)

  • Agility heroes base strength increased by 1
  • Intelligence heroes base intelligence reduced by 2, except for bane (base damage adjusted to remain the same)

  • Neutral camp stack bounty increased from 20% to 25%
  • Ancient HP regen increased from 8 to 12
  • Observer Wards restock cooldown reduced from 150 to 135
  • Observer Wards cost reduced from 80 to 75
  • Enchanted Mango HP regen reduced from 0.7 to 0.6

  • Roshan Slam damage growth increased from 8 per minute to 10
  • Roshan base damage increased from 65 to 75
  • Roshan base health increased from 5500 to 6000

  • Removed a tree to the bottom right of the dire mid lane, near the map ledge
  • Minor adjustments to the position of the powerup runes
  • Reduced spawn box sizes for a few of Dire neutral spawns
  • Removed a tree to the right of the bottom Radiant bounty rune
  • Moved the bottom Dire T1 tower slightly down
  • Moved the bottom Dire bounty rune slightly to the right
  • Moved the bottom Dire shrine location slightly down
  • Moved the top Dire T1 slightly to the right
  • Slight adjustments to the line of sight and trees to the left of the mid Dire T1
  • Ranged creeps now always spawn behind the melee creeps

  • Captains Mode round time increased from 30 to 35
  • Captains Mode second ban phase order changed from 2nd/1st/2nd/1st to 1st/2nd/1st/2nd

submitted by /u/Cover25
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People keep saying that the patch forces 2-1-2. Why is 3-1-1 not viable?

Posted: 10 May 2018 10:34 AM PDT

I get that roaming is nerfed and lane supporting is incentivized, but why specifically 2-1-2? Is solo offlaning just that suicidal these days?

submitted by /u/chadition-act
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Does anyone else actually like the 5 minute bounty change?

Posted: 10 May 2018 12:27 PM PDT

There's lots of flak for this change currently and I know it's a nerf to 4, but I think it adds a pretty interesting dynamic to the game every 5 minutes.

First I almost guarantee icefrog will up the passive gold and initial gold bounty from bounties next patch, judging by his general trends.

I felt like the 2 minute bounties felt so arbitrary as a laner pre 10 minutes prior. As an offlaner you don't want to contest them if you miss a wave, so the only time you should be getting bounties is out of desperation from being zoned or when your wave is under their tower.

The extra gold feels nice on supports but it doesn't really contribute to the pace of the game imo, just one more microtask to manage every 2 minutes.

With the new change, (and eventual buffs to the concept) we will see teams grouping up/contesting these bounties. And getting them will actually be impactful to your teams overall net worth . It would be interesting to see bounties giving xp reintroduced imo as well.

I'm all for icefrog experimenting, I trust my ice lizard overlord. Thoughts?

submitted by /u/HXCpolarbear
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New style of Arc Warden

Posted: 10 May 2018 12:47 PM PDT

Recently had hit up Vaxa's stream to see this style of play so I'll try to keep it short (Ancient player).

So usually up until 10 mins mark you want to have: Boots, Aquilla, regen and a Midas. What Vaxa did is start with an Aquilla, Boots into a Necronomicon (completely disregarding the Midas).

This build greatly differs from the usual AW playstyle because it requires you to stay passive in your lane and jungle, up until you get BoTs and Maelstrom.

The buildup to NN offers tankyness and mana regen to spam wraiths and fluxes so you don't need as much regen as with the usual build.

You shoot up your NN on the main one and clear up 3 camps (including ancient camp) pretty easily while your tempest does the same on another side of the map.

Benchmarks comparing the 2 builds are as follows:

1) ~18-20 min(no deaths): Aquilla, Midas, BoTs and a Maelstrom is my timing when I have a good start.

2) ~18-20 min(no deaths, 2-3 kills): Aquilla, Necronomicon lvl2, naked boots, Maelstrom and an Orchid is Vaxa's timing in his few games.

It seems to me that having Necronomicon this early aids your team with the pushes and gives you utility with the purge on the Warrior and true sight. Late game typically you'd sell the Midas to free up the slots. Necronomicon stays in backpack to ensure the nastiest ratting known to man. What are your thoughts on this approach and is this viable?

submitted by /u/thedragocosic
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Is it possible to play this game simply out of fun? How does one play this game healthily?

Posted: 10 May 2018 04:16 AM PDT

I have a weird on and off relationship with dota. I play it for days at a time, eventually get obsessed and can't think of anything else and then get horrified at myself and delete it.

Sometimes, I feel empty even after winning especially if it is a one-hour snoozefest.

It just feels like the purpose of me playing dota should be that I want to have fun(personal beliefs). The competitiveness of the game even in unranked(the mode I play) makes it fun. But the fact is, the game is not fun ALL the time. It is excruciatingly terrible in some cases but also extremely fun and rewarding in the other cases.

The thing is, playing DotA puts me on autopilot. There are so many things to do that I end up doing lots of things without really understanding why. You can't do this as you play the game(you can't be questioning yourself "Why do people kill Roshan? Why do people buy wards? Why exactly do I have to last hit creeps? Why is so much of this game so arbitrary and weird? ?" AS you are playing it as the game is too fast-paced.

The thing is much of the advice and tips you learn from other people are so that your actions and decisions should make you win the game as efficiently and methodically as possible.

The next question is quite subjective and is asking do you REALLY want to win the game that much? Can you derive pleasure from the robotic and methodical nature that is required from you to play the game in the most effective manner possible?

For me, the answer is quite often a NO. I often know I am making bad decisions as I cannot justify to myself if making the better decisions is even worth it(maybe that is why I don't play ranked apart from long queue times). I WANT to extend the game and go for kills instead of objectives. I WANT to choose to be afk farm wraith king in the hopes that I can blink into fights and destroy everyone 20 minutes later.

The thing is, does dota accommodate for this type of ideology? Should people like me exist in the DoTA community if they don't always want to get good at the bitter cost of their humanity and sense of self?

submitted by /u/DidYouGetEnoughLove
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Matching service beta event

Posted: 10 May 2018 10:57 AM PDT

Hey guys,

in about 60 minutes, we really need your help:

We will publish the beta version of the dotasquare.com matching service. We would like to test if the service works well and if you guys like it or what we should improve.

Please visit www.dotasquare.com and give some feedback regarding the following questions:

1) Are there any technical issues? 2) Does the matching service work like you have expected? 3) Is the system easy to use? If no, what should be improved? 4) What features should be added next in your opinion?

We are so thankful for any little hint!

GL HF! Le Hans

www.dotasquare.com

submitted by /u/Patze90
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MK Wukong Command Armour

Posted: 10 May 2018 06:07 AM PDT

I have a question about Monkey King's EHP while under Wukong Command with the armor buff. According to Dota 2 Wiki, at lvl25 if we calculate the increase in physical EHP that he receives because of his base + extra armour (disregarding armour from items), the extra EHP should total 10,099.74 or 1730+10,099.74 = 11,829.77 total EHP? Am I wrong? Cause if not, that is an insane amount of EHP for MK! He can tank while inside ultimate without fear.

EDIT: My calculation is based on 1730 base HP at lvl25 and 120 extra armour while under ultimate (talent 25):

1730 x (0.05 x (16.76base armour + 120 exta armour while under ultimate)) = 11,829.74 EHP (or tank-able physical HP)

To be clear my question is...am I correct?

submitted by /u/jestermaroc
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Why is razor no longer meta?

Posted: 09 May 2018 09:32 PM PDT

Is it just his damage? How he scales into lategame? He was unaffected by 7.14, so is it just that the movespeed meta has come to an abrupt stop?

submitted by /u/changaroo13
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Undying Itemisation?

Posted: 10 May 2018 02:41 PM PDT

So, I like playing undying and have a very good winrate with him in the Archon bracket (80% over 30 games), so I want to play him more often. However, I often have the problem that I'm not sure what to buy past the laning stage. I know mek > greaves is supposed to be a good pickup, but lots of people say mek is a terrible item. Radiance is super strong on him, but he has no real way to farm it, making it a long time before you have any real presence in fights - the opposite of what you want as undying. I've also considered just being a ward bitch, but I don't feel like it plays to Undying's strengths of being a tanky hero in the middle of a fight.

Thoughts on this? What items do you like to go on Undying, and how does this change from game to game? Input appreciated.

submitted by /u/HaylingZar1996
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Ward spot near Rosh pit ?

Posted: 10 May 2018 09:20 AM PDT

Hello, I was looking some wardmap from pro pos 5 and it looks like there is a ward spot at the top right corner of Rosh pit (inside or slightly outside the pit). I don't understand the point of warding there, can someone explain ?

https://www.opendota.com/players/82262664/wardmap https://www.opendota.com/players/134556694/wardmap https://www.opendota.com/players/113800818/wardmap https://www.opendota.com/players/87278757/wardmap

submitted by /u/Zjand
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What are your go-to instalock lane counters in pubs?

Posted: 10 May 2018 12:36 PM PDT

Any lane is fine, just want to get some new ideas.

I love picking offlane puck into jugg and going fast double null and zoning him with right clicks as an example

submitted by /u/HXCpolarbear
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Does the metagame need patches to change?

Posted: 10 May 2018 05:26 AM PDT

This may sound as a weird question at first, but it really isn't.

If one day, for whatever reason, Valve decides to stop with balancing patches but keep giving support to the game.

Would the meta just stop evolving and become stagnant? Would teams have it so figured out that we would only see the same picks/bans over and over again?

Or would the meta keep evolving forever due to how Dota works?

I came up with this question when thinking about Dota as an esport. We tend to think of esports as having a lifecycle, where the game is supposed to die and give place to a new one, opposed to traditional sports where the games exist for decades with almost no changes, and when changes happen, it is after a very bureaucratic process.

This happens to esports mainly because of how it works, it is a developer feeding the game with constant updates. So the game can just die out of nowhere, whether because of a stream of bad patches or because of the dev removing support to the game. Or the technology gets so outdated, it can't really compete with other games. This becomes a probem as it makes the industry very unstable.

But I think that if there is one game that could be there for a long time, it is Dota. I believe that even if Valve stops balancing it one day, the meta would keep evolving and new viable strategies still come into play. I just think the patches work as some kind of meta catalyzer, where they accelerate the rate of changes.

And the following question, would the meta becoming stagnant kill the game? I think so, as the game would come down to the execution of a common strategy/draft, instead how it is today, that the game rewards both the design of a strategy/draft and how the team is able to execute it.

submitted by /u/Dudu_sousas
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Item Idea: Consumable Gem of True Sight

Posted: 10 May 2018 02:26 AM PDT

I'd say obviously at a very high price for (balanced reasons) a consumable gem can be crafted. For example you need a component of 4 gems and a recipe (say cost about 3000 gold) to create a consumable gem that grants a permanent true vision buff for whoever consumes it.

Trying to collect 4 gems for your team is hard enough, the recipe is also very expensive for carries to justify buying it until the very late game.

submitted by /u/Bimpa
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