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Sgame dota 2Dota 2 Patch 713 Analysis Long Games Incoming

2018-05-15 02:11 Source:6KGM.COM Edit:admin

Thats a total net worth setback of 300 per person and -0 per team. Thats a decent chunk of gold for the early stages of the game, especially for supports. Tier 3 and tier 4 bounty reductions should not make too much of a difference. But a team taking a T3 and ranged barracks, the team leaves with 450 gold less as compared to earlier (90 per player).

Total reduction from tier two towers 240 per player, 1200 per team

Before 7.13, HP gained by Heart: 900 (for all heroes)

* Range barracks team bounty reduced from - to 100

Not only is it a buff for strength heroes, but the other two attribute holders have gotten a nerf. Strength heroes are smiling right now!

In the scenario that a level 16 or 17 Spectre dies (which nearly at the point where she is ready to fight but not quite there), she gets a 6 second bonus to be back before the opposition come knocking on the high ground. But oh wait! There is also the additional scond in Glyph, which makes it 7 additional seconds! 7 seconds in a game of Dota 2 is big time. It can be the difference between losing a T3 and successfully defending it. Even better, it could be the difference between having to buyback and saving it.

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* Tier 4 Tower Team Bounty reduced from 200 to 160

As I mentioned earlier, the team that comes out on top in the laning stages and secured the first Roshan is most likely to get rid of the outer tower (tier 1s and tier 2s) in the first 20 minutes. The reduction in bounty puts bit of a halt to their snowball as it is less gold in the coffers for all the players. Tier 1 is only a reduction of 20 gold per player, which is not too much. Tier 2 is quite substantial, with a reduction of 80. For all three towers:

This is a change that will have massive repercussions in the game. Not only is less rewarding (in terms of gold) to go high ground, it just got a lot harder. The 1 second increase in Glyph duration may not seem like much, but believe me, its a lot! Mathematically, its a 20% increase in Glyph timing and more than enough to draw out a mistake from a team attempting to go high ground. This has great synergy with the buyback time rescaling, which we will see in the next section!

A combination of the changes discussed till now should be good enough to increase game durations and bring back some late game heroes who have been totally neglected in recent times.

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The final verdict for the patch is that it is one that puts a halt to quick pushing lineups and potentially brings back late game heroes into the game. The ability changes seem interesting and strength is the attribute that seems to have been blessed the most by IceFrog. How things turn out in the professional meta, we will find out soon enough!

Importance of Gold and Experience in the Laning Stage

* Rescaled Level 12-25 respawn time curve to be slightly less early and the same later on (changed from 48/52/54/56/58/60/70/74/76/78/82/86/90/100 to 44/46/48/50/52/54/65/70/75/80/85/90/95/100)

While playing a late game hero like Antimage or Spectre, it is all about getting to the critical mass in terms of levels and inventory, after which you are a threat that not many can deal with. The problem lies in reaching that point, especially in a meta like the one we have been playing on. Getting picked off in the process of getting there, there is a likelihood of getting picked off by the opposition. More so if they have a st paced lineup and have take all outer towers. In cases like these, the enemy either ends up taking a set of racks or drawing out the buyback, which is really detrimental for a rm dependent hero. The rescaling of death timers gives heroes like these a bit of a margin for error. Lets see how much a earlier or later a hero is likely to respawn with the latest change:

The high armor, increase in Glyph duration and increased HP is going t make taking melee barracks a lot harder unless the team has some armor reduction in the form of a Desolator or Assault Cuirass. With Shrines having HP regen, it could make sense to pop the Glyph to defend a Shrine and take a fight there. Of course, the team would have to be ready in a good position or it will just end up being a waste of Glyph (like all my pub games). But done correctly, it could turn the tides.

When the biweekly patch system was announced, I was a bit skeptical on whether or not it would be the best move for the game and if it would be appreciated by professional players as well as the community. 10 weeks into the new system, I can definitely say it is good in the way it makes players think and the meta never gets stale. For the last few patches, IceFrog has been trying to negate the early aggression and give teams that ll behind a better chance to make a recovery. I thought nerf to roaming heroes coupled with change in the gold mechanics ( buyback only net wroth dependent and removing the buyback gold penalty) seemed to be a good way of doing that, but even those changes did not have a drastic effect on the meta. Granted teams have started preferring a 2-1-2 lane system instead of a babysitter and a roaming support, but the same heroes seem to turn up in most professional games. The reason is much of the line of thinking this patch has been win lanes, get the mid TI tower early to secure better map control, grab the Aegis, play as five and get the outer towers to force the opposition into a shell in their base.

The increase in HP of Melee Barracks and Shrines is better than what meets the eye. The two building have a lot of armor, which means the effective HP (EHP) increase is even more.

I would say this is actually a great change from the point of view of strength heroes. 0.15% status resistance per point of strength would mean 15% status resistance for every 100 strength. A 3 second stun reduced to 2.55 seconds. Not bad, but not the biggest deal in the world either.

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* Tier 2 Tower Team Bounty reduced from 200 to 120

* Rebalanced str/int/agi bonuses below (they still provide +1 bonus damage to primary attribute holders)

This seems to be the most underwhelming change of all the attributes. Im not saying agility heroes dont stand to benefit from it, but I believe the bonuses to the other heroes are better. The reason for this is agi heroes already have very high armor and attack speed. And both, armor and attack speed have diminishing returns as agi increases beyond a point. Once we go a bit deeper into the meta, I will analyze this further, but for now, agility heroes have had the stale end of the deal.

Patch 7.13 has the potential to change that. The structures have been strengthened, benefits to teams taking early objectives have been reduced and the mid-game death penalty has been eased a bit. And from the first look, it appears the new changes in attribute stand to benefit strength and intelligence heroes a lot more than agility heroes. Let us try to decipher the effect the changes can have:

+0.08% Magic Resistance (+25% for str heroes: 0.1%)

* Removed Status Resistance as a Strength based attribute bonus

With the change, 100 strength will grant 8% magic damage reduction to agi and int heroes and 10% magic damage reduction for strength heroes. Now, here is the tricky part. All heroes already have 25% magic damage reduction. Magic resistance from strength stack additively with that, which would take the magic resistance to 35% (40% for - strength). Making a Hood of Defiance increases the magic resistance to 43.5% only, reason being it stack multiplicatively, not additively. The new magic resistance is providing high strength heroes with a free Hood! High strength gain heroes like Centaur (4.3), Treant Protector (3.6), Doom and Pudge (3.5) will have a lot of magic damage mitigation. It is beneficial for agi and int heroes as well, but as they are not natural strength item builders (not most of them, anyways), the overall strength will not be too high.

0.07% Spell Amplication (+25% for int heroes: 0.087%)

* Melee Barracks HP increased from -0 to 1800

* Primary Attribute now provides +25% more benefit to the bonuses it providesOld Strength:

* Tier 3 Tower Team Bounty reduced from 200 to 140

Almost forgot about the HP. Strength heroes receive 4.5 additional HP for every point of strength and they have a lot points of that attribute! Lets see how Heart of Tarrasque makes a difference

The magic resistance that int heroes received has been taken away from them and rightly so. Each attribute should offer an equal number of benefits. However, I would still say it is a win for most intelligence heroes. For a mid int heroes like Lina, Zeus and Storm Spirit, early game brings a lot of mana issues. Constantly shipping in the Clarity Potions from the courier is a solution, but that doesnt help in fights and it also eats away at the net worth.

Total reduction from tier 1 towers 60 per player, 300 per team

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The increase in mana per point of intelligence (only for int heroes) and the additional mana regeneration will play a role in curbing this problem int heroes have. Not just the core heroes, there is a huges list of support int heroes who stand to benefit from this. The icing on top of the cake is that the spell amplification has also been increased for int heroes, which means a sellers market for heroes with burst potential like again, Lina and Zeus. Lets take a look at how this change affects an int hero with 100 intelligence:

Just keep that int coming and int heroes should be able to sustain themselves quite well. This does prove to be bad news for Bloodstone though. After being nerfed, it isnt made on a lot of heroes in the first place. With the attribute changes, heroes like Lina and Storm, who do build the Bloodstone once in a while, will prefer to go for a Kaya and other int based inventories. It remains to be seen if Bloodstone will receive any buff in the next patch.

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