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Dota 6.66 changelogs - with some of my comments

Thursday, January 14th, 2010

The omg version is finally here. Changelogs below, with my comments inserted. Discussion in the comment box below.

666 Changelogs (copied from http://www.playdota.com/changelogs/6.66)

Heroes

Batrider
- Flaming Lasso cooldown decreased from 130/90/50 to 90/70/50

We say: Yes the buff is definitely welcome. We think that 130 sec for a level 1 ultimate that disables only 1 person without any damage is simply too poor a meal for bats.

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6.65 - Our initial thoughts (UPDATED with Murloc & AA)

Friday, December 25th, 2009

Was in a holidaying mood yesterday and was quite (pleasantly) surprised to find out about the frog’s Christmas gift. Who wouldn’t find it cool to see chickens, raccoons, penguins, vultures, Pudges, the Techies, the giant Rosh et al wearing Santa hats? :lol:

But beyond the Christmas spirit, here are some of our initial thoughts about the new map. Mind you this is initial - it isn’t meant to be conclusive. We can’t say anything definitive until later, most probably after the New Year, when we can make enough sense of all these Christmas goodies. For now:

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DotA Allstars 6.65

Wednesday, December 23rd, 2009

…has been released, you can download it here.

A full changelog can be found here

Info + Discussion on the 2 new heroes can be found here

and please discuss the map and changes in general here

New Heroes in the DB!

Kaldr the Ancient Apparition

Slark the Murloc Nightcrawler

New Item in the DB!

Urn of Shadows

Discuss!

6.64 - The Visage remake proposal

Sunday, December 13th, 2009

SMM and Asians, in particular, have been a huge waking-up to the Dota community about two weeks ago, and by now I believe you know one of the reasons: Visage the Necro’lic.

The reasons behind Visage’s recent success is not within the purview of this blog post (just refer to the below links if you missed the action), but behind the more obvious proposal by the frog to remake Visage and the discussion threads surrounding the issue, we need to remember that the frog remade Visage in 6.49 before, because he was perceived to be too hard to use by leaguers. (more…)

SMM Grand National Dota Tournament ‘09

Wednesday, December 9th, 2009

Hello dotaters, I’m Phoenix, your new DS Blogger. :D I was given the blogging rights today and thought, what better way to tell the world and celebrate than by writing a post. :)

About SGNFDT’09

SGNFDT’09 stands for Sendi Mutiara Multimedia Grand National Final Dota Tournament 2009 held in Malaysia from 27th-29th November. It was the biggest offline Dota Tournament ever with a total prize money of US $26,000 (approx). I’ll address the tournament as SMM in the rest of my post.

What happened before SMM?

The Tournament was highly hyped due to the gigantic prize pool and a number of top Dota teams participating in the tournament. The tournament was also labeled “Asian vs European Dota” due to the participation of European rank 1 rank 1 European team MYM. Here is the list of most known International teams that participated in the event. (more…)

Leagues and Pubs - Carry Heroes

Wednesday, November 25th, 2009

Once again we have an insightful thread made by our very own CounterForce[x] this time we are looking at the difference between the worlds of pub games and leagues when it comes to picking a carry hero.

view the original thread here

Due to random popping of carry threads recently which are mainly comparing league carries against public carries, and because I am involved with a program starting tomorrow, I decided to make this thread based on the one of the leaguer’s topcarry; Boush the Tinker. He will be the main comparing example.

First, let us start with the definition of a carry. A carry hero is a hero who ultimately wins most of the game for his team. This can be achieved through 2 ways, which is to establish total dominance or by accumulate sufficient firepower to bring down the tree/throne before your opponents do. A naturalcarry hero will usually have skills relegated on fulfilling these 2 purposes. Whether he does that via his inventories or skills, that don’t matter, but it does determine how good he is as a carry.

Let’s take a very classic example; a Mortred with 2 battle furies, BKB, Butterfly, Treads and Satanic is a strong carry; there’s no way a tinker can beat her. But can she get all that faster than a Tinker could get a Shiva-Guinsoo which would give him the capacity to end a game? The strength of a hero as a carry is related to his/her skillset and attributes; a strong carry have more than just potential; he CAN achieve it.

Leaguers define a good carry from a 3-point evaluation; survival, control and true potential. Heroes that can survive and deal damage(Krobelus, Morphling, Raijin), heroes that grants control(Visage, Slardar, Specter) and heroes that have the truepotential(Dirge, Ursa, Sniper).

So back to Tinker, why is he a carry hero is a class way ahead of Mortred/Void/Troll? First of all, Tinker have a solid early game; he is likely to be a liability to any team as he is very strong in ganks with his Laser+Rocket combo and he’s indefinitely mobile once he gets his boots. All these are very important criteria in pre-determining whethera hero is a strong carry or not. Most of a game’s outcome is determined in the first 20 minutes. Mortred/Void/Troll is unlikely to be as contributing to the team as aTinker is. This gives him an advantage as a carry as he can help his team secure early dominance.

Second, let’s look at his farming capability. Tinker with Travels is undoubtedly the most mobile and dynamic hero in the game. He’s almost impossible to gank and can easily reload his HP/MP using rearm. This gives him durability and opportunity; he can farm, push and gank safely.Tinker ’s March is also a strong farming skill; one may agree if viewed from a single spell-perspective, but the combination of Travels + Rearm + March givesTinker immense farming efficiency when compared to Mortred/Troll. You can’t counter his farm unlike how you could when against Troll using wards. Needless to say, aTinker will always be richer than a Troll in an all-player competent game.

Third, let’s view them from item build perspective. Carries like Void/Mortred will revolve their build around damage first before going to survivability. In this progression, there will likely be drawbacks; physical is a very weak method of damage dealing unless you acquired the mechanism to establish the maneuver(BKB in this case) whereasTinker carries his team with pushing power and high capacity disables which will never be undefined; that is the real thing you need to win a game.

Fourth, a hero with huge physical damage output are more vulnerable as they have to be in close range compared to a carry that relies on spells. This is simplified as spatial advantage and effective control over variables. You will always be the aim of ganks, enemies in clashes and disables. This further mitigates yourcarry potential as you have to work far harder.

In a nutshell, a Mortred, Troll, Void or almost any DPS carries that needs to farm up will never be as strong as a carry like Tinker or Morph. You should never evaluate a carry’s strength on pulling out kills after 40 minutes of free farming; rather, view a hero as a whole.

Unfortunately this does not mean that you are better of picking Tinker as a carry in a pub game. In leagues, there is communication between team-mates, not just “bot m2″ (if there is any communication at all) but real communication. Leaguers use VoIP so that they can discuss strategy in real time without taking a break from microing their hero and get raped by a waiting Pudge. At the same time, they plan out their picks to ensure that they have a balanced team capable of covering their individual weaknesses.

This may have seemed a little off topic, but bear with it just a little longer. While heroes make a very important part of the game (it would be nothing without them) the real thing that makes a good player, and more importantly, a good team team (there are very few gamebreaking players out there) is strategy and communication. And if that means blasting Mortred to oblivion with a Laser+Rocket combo, so be it.

Item Remakes: Part One

Friday, October 23rd, 2009

As many of you have probably noticed, Icefrog has remade a few important items in these past few versions. These include the boots, Mjollnir, HoT, Diffusal/Manta, and many others. This post will be part of a multi-post series on item remakes.

The focus of this post will be focused on the controversial Heart of Tarrasque.

Before: HoT

35 STR

300 HP

11 HP regen per second (stackable)

Remake #1 : HoT

11 HP regen per second –> 1% HP per second (non-stackable)

Remake #2: HoT

1% HP regen per second –> 2% HP regen per second (non-stackable)

Hero based damage disables regen for 10 seconds.

Buffed Remake #2: HoT

+35 STR –> +40 STR

Disable time from 10 –>8 (Now includes roshan as “Hero based damage”)

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Dota 6.64 - Tangible signs of a DPSgeddon

Wednesday, October 21st, 2009

Previously, you read here that:

The next versions of Dota will be so DPS heavy, it will be a case of picking just one or even two DPS heroes and witness an Armageddon taking place.

This Armageddon, which we have since come to know as DPSgeddon, and fittingly so, are seeing very tangible signs of a prophecy being fulfilled, in the very version of 6.64.

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Dota in the future - DPSgeddon?

Saturday, October 10th, 2009

First.

In case you didn’t know, I got massive support for the RAL post, even warranting a separate coverage in Playdota. For that, thanks a lot to the people who read it and made it more viral. Your support goes a long way towards maintaining the supremacy of DS in the Dota blogosphere :D

2nd.

I believe that more people are going to blog here, so you will not be just hearing from me. In fact, you’ll be hearing from them quite soon, so support them as you did royalty. Of course, first preferences to royalty. :P

3rd.

In the RAL post I made a brief mention of the term DPSgeddon and made some brief allusions. Here, I will explain what I had alluded to.

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Dota Allstars 6.64 Map Download Updates

Wednesday, October 7th, 2009

IceFrog has begun working on the Dota 6.64 map update about two weeks ago, and in a recent statement he said that the 6.64 update will focus on balance improvements. In an older article dated September 23rd, he mentioned a bug with Phase Boots:

However, we found out that there is a technical issue with Phase Boots. They seem to prevent procs like crits, bashes, etc while phased. It was never as apparent before because it was not coupled with attack speed. This makes the Phase Boots a bit anti-synergetic.

A workaround was underway and he is playing around with different versions of Phase Boots and Power Treads:

Phase Boots:
Boots of Speed (500)
2x Blades of Attack (1000)
Recipe (none)
Total: 1500

+70 Movement Speed
+26 Damage
Phase (Active)

Power Treads:
Boots of Speed (500)
Boots of Elvenskin or Belt of Giant Strength or Robe of the Magi (450)
Gloves of Haste (500)
Recipe (none)
Total: 1450

+60 MS
+10 Any Attribute
+30 IAS

While he notes:

While there may be workarounds for that bug, most would probably come at the cost of some functionality. So while still keeping with the primary no armor concept, I am exploring a new buildup for Phase Boots and Power Treads. Keep in mind that numbers are still at an early stage and this change is by no means final, but I’d like to share one version of what we are experimenting with.

While Dota 6.64 will contain mostly fixes, IceFrog hinted new remakes and heroes in version 6.65.