True Dota 2 - 7.17


7.17

Posted: 10 Jun 2018 01:42 PM PDT

7.17:

  • Eul's Scepter of Divinity: Bonus movement speed reduced from +40 to +30
  • Moon Shard: Night vision increased from 300/150 (base/consumed) to 400/200
  • Refresher: Recipe cost reduced from 1800 to 1700
  • Talisman of Evasion: Evasion reduced from 20% to 15%
  • Talisman of Evasion: Cost reduced from 1450 to 1400
  • Solar Crest: Base evasion reduced from 20% to 15% (active application is still 20%)

  • Abaddon: Level 10 Talent increased from +20% XP to +25%

  • Abaddon: Level 15 Talent increased from +60 Mist Coil Heal/Damage to +75

  • Abaddon: Level 15 Talent increased from +6 Armor to +8

  • Alchemist: Chemical Rage now applies a basic dispel on cast

  • Ancient Apparition: Level 10 Talent increased from +60 Gold/Min to +90

  • Anti-Mage: Base damage increased by 2

  • Bane: Base damage reduced by 2

  • Bane: Brain Sap manacost increased from 70/100/130/160 to 90/115/140/165

  • Beastmaster: Base armor reduced by 2

  • Bristleback: Viscous Nasal Goo now has a -2 base armor reduction

  • Clinkz: Base armor increased by 1

  • Clinkz: Strafe dodge now works against non-player units

  • Clinkz: Strafe attack speed increased from 80/140/200/260 to 110/160/210/260

  • Clockwerk: Base damage reduced by 4

  • Crystal Maiden: Crystal Nova cooldown reduced from 12/11/10/9 to 11/10/9/8

  • Crystal Maiden: Level 15 Talent increased from +120 Gold/Min to +150

  • Dark Willow: Bramble Maze cooldown reduced from 40/35/30/25 to 34/31/28/25

  • Dark Willow: Level 10 Talent increased from +20 Damage to +30

  • Death Prophet: Exorcism spirit spawn interval increased from 0.3 to 0.35

  • Disruptor: Thunder Strike cooldown increased from 15/13/11/9 to 18/15/12/9

  • Earthshaker: Echo Slam now has 100 Initial Damage

  • Enchantress: Nature's Attendants cooldown reduced from 45 to 35

  • Enchantress: Enchant slow rescaled from 3/4/5/6 to 3.75/4.5/5.25/6

  • Enigma: Demonic Conversion manacost reduced from 170 to 140/150/160/170

  • Enigma: Demonic Conversion Eidolon HP regen increased from 0.25 to 4

  • Gyrocopter: Level 15 Talent changed from +3 Flak Cannon Attacks to +0.5s Homing Missile Stun Duration

  • Gyrocopter: Level 20 Talent reduced from +45 Movement Speed to +40

  • Huskar: Level 25 Talent changed from 0 Inner Vitality Cooldown to Burning Spears Pure and Pierces Immunity

  • Huskar: Level 25 Talent increased from +125 Attack Range to +150

  • Invoker: Catacylsm max spread distance reduced from 220 to 200

  • Io: Spirits damage reduced from 25/50/75/100 to 20/40/60/80

  • Io: Tether movement speed reduced from 7/10/13/16 to 5/8/11/14%

  • Io: Level 10 Talent reduced from +60 Damage to +45

  • Io: Level 20 Talent reduced from +20 Health Regen to +15

  • Juggernaut: Base armor increased by 1

  • Keeper of the Light: Chakra Magic no longer has a 25/35/45/55 manacost

  • Leshrac: Lightning Storm cast range reduced from 650/700/750/800 to 650

  • Lich: Frost Blast attack slow increased from -20 to -30

  • Lich: Frost Blast cooldown reduced from 8 to 7

  • Lich: Level 10 Talent increased from +175 Health to +200

  • Lycan: Feral Impulse damage reduced from 15/26/37/48% to 12/24/36/48%

  • Magnus: Base strength increased by 1

  • Magnus: Skewer slow increased from 2.5/2.75/3/3.25 to 3.25

  • Magnus: Shockwave damage increased from 75/150/225/300 to 90/160/230/300

  • Meepo: Base armor increased by 2

  • Mirana: Level 25 Talent reduced from -80s Moonlight Shadow Cooldown to -75s

  • Naga Siren: Song of the Siren manacost increased from 100/150/200 to 150/175/200

  • Necrophos: Level 15 Talent increased from +16% Ghost Shroud Slow to +20%

  • Necrophos: Level 25 Talent increased from -1.5s Death Pulse Cooldown to -2.5s

  • Necrophos: Level 25 Talent increased from +0.6 heartstopper Aura to +0.8

  • Night Stalker: Crippling Fear cooldown increased from 12 to 24/20/16/12

  • Night Stalker: Void cooldown increased from 8 to 11/10/9/8

  • Oracle: Fortune's End is no longer disjointable

  • Oracle: Level 15 Talent increased from +90 Gold/Min to +120

  • Pangolier: Fixed Rolling Thunder having no effect on units like Primal Split Brewlings and Ancients neutrals (still doesn't affect roshan)

  • Phantom Assassin: Stifling Dagger slow rescaled from 1/2/3/4 seconds to 1.75/2.5/3.25/4

  • Phantom Assassin: Level 20 Talent improved from Double Strike Stifling Dagger to Triple Strike Stifling Dagger

  • Phoenix: Supernova stun duration from 1.5/2/2.5 to 2/2.5/3.0

  • Puck: Waning Rift silence duration increased from 0.75/1.5/2.25/3 to 1.5/2/2.5/3

  • Pudge: Level 10 Talent changed from +5 Armor to +30% XP

  • Pudge: Level 15 Talent changed from +75 Damage to +12% Rot Slow

  • Riki: Base armor increased by 1

  • Riki: Base damage increased by 4

  • Sand King: Base damage reduced by 3

  • Sand King: Caustic Finale slow reduced from 21/24/27/30% to 15/20/25/30%

  • Shadow Shaman: Base intelligence increased by 2

  • Shadow Shaman: Hex manacost reduced from 110/140/170/200 to 70/110/150/190

  • Shadow Shaman: Level 15 Talent increased from -4s Hex Cooldown to -5s

  • Shadow Shaman: Level 25 Talent reduced from +60 Wards Attack Damage to +50

  • Silencer: Arcane Curse penalty duration increased from 4 to 5 seconds

  • Sniper: Assassinate cast range increased from 2000/2500/3000 to 3000

  • Sniper: Level 10 Talent changed from +15% Cooldown Reduction to +25%

  • Spectre: Level 15 Talent increased from -8s Spectral Dagger Cooldown to -10s

  • Spirit Breaker: Greater Bash disable duration increased from 1/1.2/1.4/1.6 to 1.2/1.4/1.6/1.8

  • Spirit Breaker: Nether Strike damage reduced from 150/250/350 to 150/200/250

  • Spirit Breaker: Level 10 Talent increased from +400 Night Vision to +600

  • Sven: Storm Hammer Manacost reduced from 140 to 110/120/130/140

  • Terrorblade: Agility gain increased from 3.2 to 3.7

  • Tiny: Base movement speed increased from 280 to 285

  • Tiny: Tree Throw splash damage increased from 130% to 150%

  • Tiny: Grow Status Resistance increased from 20/30/40% to 30/40/50%

  • Ursa: Overpower duration increased from 15 to 20

  • Ursa: Level 20 Talent changed from +1s Enrage Duration to +1.5s

  • Winter Wyvern: Base Intelligence increased by 2

  • Wraith King: Mortal Strike skeletons now have 30% Magic Resistance

  • Wraith King: Level 15 Talent increased from +25 Skeletons Attack Damage to +35

  • Zeus: Lightning Bolt manacost increased from 75/95/115/135 to 90/105/120/135

submitted by /u/Ninjuhz
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In the supermajor GF, whichever team that had first pick ended up winning the game

Posted: 10 Jun 2018 04:43 AM PDT

Seems like first pick is the biggest advantage in dota right now especially with top tier teams since the other team is forced to ban out wisp giving you a huge advantage. I honestly wouldn't be surprised if wisp just gets straight up removed from CM before TI at this rate lol

Edit: Nahaz tweeted out first pick advantage throughout the whole tournament:

https://twitter.com/NahazDota/status/1005789881224736769?s=20

67% playoffs is pretty insane

submitted by /u/halfcastdota
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Orchid on Weaver?

Posted: 10 Jun 2018 10:05 AM PDT

Is Orchid good on Weaver? I've been spamming Weaver a bit recently and I've found it to be useful in certain matchups. I think it helps with locking down heroes such as Storm Spirit and it synergizes well with Weaver as it builds into Bloodthorn. So it got me wondering, why don't more people build Orchid on Weaver?

submitted by /u/AdjustedMold97
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In a game with a 5-man team/stack, do you think it's easier to be a drafter/shotcaller when playing certain positions?

Posted: 10 Jun 2018 03:42 PM PDT

If you've watched competitive Dota, you know that players that typically fill those roles are 5 position supports. Players like Solo, Fly, Kuroky and Faith are some good examples. The thought here is that being 5 position supports, they do not have much as much to occupy them throughout the game. Cores have to worry about getting last hits and experience, as well as avoiding ganks. 5 position supports don't typically get last hits, and in the mid to late game it's not really a big deal if they get caught and die. This frees up their mind to think more strategically about the game. When to Rosh, when to smoke, when to swap lanes, etc.

So my question is this, do you believe certain positions, like a support, are better suited to doing such things like drafting/shot calling? We've seen some core players like Ramzes and Mushi do the drafting, but we don't know for sure if they're calling the shots throughout the game while trying to get last hits under towers. Surely it would be difficult to let one person draft and a different person dictate the game when they don't have similar vision of how the game should pan out? Let me know what you think.

submitted by /u/IAmHereToBeFair
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Trouble with friends

Posted: 09 Jun 2018 08:03 PM PDT

So, I have two friends I met in DotA and have played with for the last two years. The problem is, I've managed to climb 2k above them, and playing with them and their friends no longer fun. Like, it actually takes a toll on me to play with them if I try to play seriously and I get exhausted. I don't want to stop playing with them, but the joy gets sucked out of me loss after loss.

For example, I went 30-7 as void early today while my support SS went 6-22, my offlane bloodseeker built a radiance, despite having no survivability and having a greedy line up with core DK, Void, and BS.

I like playing with them, I just don't like the current way games go. I either try hard and can't carry hard enough, putting me on edge every match having to play perfectly. Or, if I play casually like they do, I have to sit down and dedicate 30-60 minutes to losing because the game wants to force me to play hard due to the enemy team being a higher average than my teammates. It's a lose-lose situation and I don't know what to do.

submitted by /u/HectorOnTop
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~2k | Effective offlaning advice

Posted: 10 Jun 2018 01:23 PM PDT

Hey guys, I am here looking for some advice to play the offlane effectively in my 2k bracket. At the moment, I try to play middle when I can because I feel mid cores have more control over winning the game (and carries of course), and I am good with the heroes I play. However, I do really enjoy playing the offlane, and I really enjoy a lot of the offlane heroes in the game. Hence, I am interested in trying to learn the role and possibly become an offlaner 'spammer'.

To give a description on my bracket, offlaners (not me included) don't seem to play the role correctly. For example, when a Void goes offlane, they just build a 20-25 minute Battle Fury and afk farm. They also won't roam with their ult. Overall, offlaners in my bracket aren't useful/effective, which is why I want to see if my impact on the lane will help me win some games.

When I play in the offlane, I try to build for my team and become a utility hero (when needed), but it doesn't work out the way I want it to. For instance, if I play Void offlane, I try to focus on buying items I need that will also help the team, and I try to be in as many fights as possible with my ultimate. Yet, my team doesn't take advantage of my hero's utility, which ends us wasting kill opportunists, not pushing, and so on. This is a problem I would like to fix to help gain that delicious MMR.

I already have a decent knowledge about offlaning that allows me to offlane well against the people in my bracket, but not enough to get myself out of it. I also have a decent offlaning pool, but I can admit I need to work on it a bit more to fully understand each hero's role.

Right now, as the title says, I am asking for advice to help me improve playing in the offlane. Looking for as much help as I can to be honest, but there are some areas I am concerned on improving:

  • Drafting tips
  • Item builds, including early game items to late game item
    • I already am comfortable with building fairly appropriately for my games, but not exactly
  • Effective offlaners and why
  • Dealing with aggressive and passive lanes correctly
  • When to roam
    • If my lane is bad, should I roam earlier?

I personally try hard to learn and improve on Dota, and I do feel I have more knowledge than most of the people I play with. Although, I let myself down often by making all sorts of mistakes, such as going into fights even when I know I shouldn't have, not going into fights I know I should have, not knowing complete basics of drafting, not knowing the enemies roles properly, and so on. Thus, I am here asking for help to improve as much as I can.

Any comments are appreciated :)

submitted by /u/jaykjakson
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Mid-late game question: If your team just got wiped and enemy is pushing towards guaranteed barracks, should your team buyback immediately or buyback when they reach closer to high ground?

Posted: 10 Jun 2018 03:14 AM PDT

This is the current list I have:

Immediate buyback:

+) Push other lanes if they're close to your base

+) Faster buyback timer refresh

-) Enemies can switch to farming the jungle immediately and ignore the push, resulting in wasted buyback

Delayed buyback:

+) Forces enemies to choose between pushing or farming, where one is better for your team than the other depending on how late your team can take the game

-) Delays refreshed buyback timer

submitted by /u/Magickirby
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Viability of Visage support in high ranks?

Posted: 10 Jun 2018 04:18 AM PDT

Anyone here believe that it's possible to pull it off in high ranks?

Visage is my favorite hero but I rarely get to play him on solo games since I'm a support player, and I know for a fact I'll mess up playing him as a core, wanted to hear some thoughts.

submitted by /u/Riflekiller
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Want to spam a carry - will Troll work?

Posted: 10 Jun 2018 06:10 AM PDT

I want to spam a carry to master the fundamentals. I have supports/offlaners/mids to spam for their respective roles, but no safe lane carry.

From a noob perspective, it looks like Troll can deal with ranged harass somewhat with his Q. He can perma bash, slow people with E and murder buildings with his passive/ult.

However, it seems he needs a bunch of farm to become a threat, and can be easily kited.

Is Troll a viable carry to spam and, if so, what should I bear in mind? I'm also happy to entertain other heroes for the purposes of spamming.

Thanks in advance

submitted by /u/Caffeinated_Thesis
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Question about Luna’s gameplay and itemization.

Posted: 09 Jun 2018 10:50 PM PDT

  1. In general, how should Luna be played? Should i prioritize split pushing over team fights or vice versa?

  2. Is Manta a must have item on luna or purely situational?

  3. When is Luna a viable pick?

  4. Should i go for MoM in every game?

I am new to the game and I appreciate any answers, tips and guides. thank you!

submitted by /u/drsamuelito
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Best VERY beginner heroes

Posted: 09 Jun 2018 04:31 PM PDT

I'm a 3.7k player but I have a friend who's just starting out and I'd like to play with him. I don't want to put him on support because he wouldn't really learn anything from it early on and I don't really want him on a big core role because we'd just lose. So I was thinking about just doing dual offlane with me as a pos 4 and him as a 3 or something along those lines. But what would be a good hero to put him on to help him learn and not get shit on before he gets good?

submitted by /u/Pintobag
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Is there any justification for a position 5 support being top hero damage and top building damage in a 45 minute game

Posted: 10 Jun 2018 07:24 AM PDT

Pretty sure I didn't deserve that loss. I bought all the wards and sentries, literally position 5'd, and was top hero and building damage, how the fuck is that possible. Some games on this game are total bullshit but you get an L anyways, NICE. Worthless trying to support at 3k mmr, it's a total gamble.

submitted by /u/wizardx33
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Treant needs a nerf

Posted: 10 Jun 2018 04:44 AM PDT

This hero is so unbelievably broken. It's picked in every single game it's ridiculous. He gets perma hasted when invis and he can deal so much damage and can root. You just run a brainless dual strength offlane lineup and auto win the game.

submitted by /u/norad46
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