Patch notes here: http://www.dota2.com/684/
I've just finished watching the Dota Cinema three and ahalf hour overview of the new patch - currently in the test client and coming to Dota 2 soon.
The patch includes some major changes; not least:
- 8 totally new items for purchase, with other items significantly changed and new upgrade paths available
- Many (~80) heroes have been changed in some way with a few major nerfs and a few huge buffs
- New concepts, like "using" items to provide permanent changes on your, or other heroes
- "Rubber banding" comeback mechanic reduction, with re-distributions of kill gold.
- More equal gold share to team members involved in a hero kill
- Focus moved towards hero kills and away from farming, by providing less gold for creep kills
- Huge changes to "Mud Golem" creeps
- General increases in abilities to buff and de-buff heroes
- Spell casters and INtelligence heroes generally come off well in the patch
I can't quite believe the extent of this update. It will surely change the game (and in particular the late game); not least in having to think about the 8 new item effects.
I'm slightly worried about one of my favorite heroes - Alchemist - who now can "cast Aghanim's Scepter to directly grant any allied hero all Aghanim's Scepter bonuses as a buff. The scepter is consumed in the process." Will this mean he becomes the Aghs farming slave for the team?
I'm also disappointed by some big buffs to Techies, but some of the other stuff (like the ability to buy single observer wards and being able to store Observer and Sentry wards in one slot) seem like great improvements to me.
These changes have come out just in time for the pro teams to get to grips with them in time for the TI5 qualifiers. Is anyone else concerned by anything they've read in the patch notes? What is the general feeling towards this update? Does it seem too overwhelming?
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