Although it is n’t a major system overhaul, the new post-TI patch is still a pretty substantial one. Not always in the actual change sum, but perhaps in the entire meta’s potential ripple effect. We want to take a quick look at what we believe to be the biggest changes to the game immediately and discuss the potential outcomes of these changes.
The endurance nerfs were expected and required, in our mind. But, instead of tweaking it worldwide, Valve went for more precise nerfs.
Both Pipe of Insight and Crimson Guard had shorter lively times, but they still managed to protect as well as they once did. This is an interesting way to balance teamfight survivability, as these items should theoretically still deal with initial burst, but are n’t as effective throughout the teamfight. Individually, we feel like it might not be enough, but Valve are being very careful with the stability changes for today.
Considering all the” trinkets” also no longer provide double-stats at minute 25 it only makes sense. Although Rover is still a pretty good item with great early game survivability, purchasing multiples of it after the laning stage should no longer be a thing. Similar with Wraith Band and Null Talisman. They now have the opportunity cost of removing supply space, making them a great midgame slot once more. They might now be sold before, allowing for more intriguing possibilities.
Gleipnir’s current value of + 300 gold and reduced stats should undoubtedly make the product more situational. It is still extremely oppressive in terms of its energetic, Eternal Chains, nevertheless. Overall, we think the product is still very much worthwhile because it no longer offers all of the essentials in a neat package. Though truth be told, it might not be enough to make it less prevalent.
Lastly, Arcane Boots are now more costly, their image is weaker and the lively restores less mana. Some key players were forced to use the item because it was designed for efficiency, so this change made it even more difficult to use on supports. We feel like the goal is apparent, but the execution may have undesired effects. Maybe returning to the old days, where Arcane Boots had a mana value on the Replenish active, would be a better option, one that would render it also great for facilitates but not as effective for farming components.
With the survivability teamfight orbs nerfs, there is also a little nudge toward unique playstyles in the hero changelogs. Most difficult heroes received some little nerfs, potentially making them more balanced, but no unusable.
Champions like Luna and Windranger stand out in that respect because they may have significantly reduced their overall power. The original lost some of the burst that the warrior was chosen for, which resulted in a lot of direct harm to her destruction output. With a 65 % time increase for her Whirlwind Ultimate, the latter should be much less harsh.
Tusk even got some well-deserved shifts to Having Friend. Although we still believe this potential affects team freedom and saves, it should at least make Tusk an easier destination, especially during the laning level.
There are also a few distinctive buff. We think Lich’s 45 % attack damage prevention at level one of Frost Shield is a very significant deal, since the hero is then free to use Frost Blast for the laning level without losing importance in the earlier phases of midgame. This is great for a help that’s been excluded from the descriptive, outside of some pocket-strats by a couple of clubs.
In the early stages, Death Prophet is significantly stronger, and he has the potential to make a descriptive comeback. Although the hero has been overly difficult for very long, the hero’s level one Ultimate is now 25 % more effective, and the additional damage should help her level degree level out.
Outside of these heroes, there are n’t really any major changes to the heroes, however, once again, we feel like the ripple effect on the meta could be massive.
These adjustments are going to be quite unstable, as Dota is a very difficult game. Negating some soldiers may increase the viability of others. Some soldiers may become less common or at least weaker as a result of their gravitas to well-known items. But for the time being, it is a “wait and see,” even though we would surely like a more significant change in the game.
How do you feel about the innovative piece? Do you feel like we missed something important? In the comments section beneath, share your thoughts.