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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!

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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6.61 Released.

Tuesday, July 7th, 2009

Download it HERE

6.61 Changelog:
===============

###############
## Heroes & Items ##
###############

* Batrider: Lowered Strength gain from 2.5 to 2.0
* Bloodskeer: Bloodbath no longer regenerates from images
* Bone Fletcher: Improved Searing Arrows damage from 10/20/30/40 to 20/30/40/50
* Bone Fletcher: Rebalanced Strafe from 20/40/60/80 IAS with 30 seconds cooldown to 50/60/70/80 IAS with 60/50/40/30 seconds cooldown
* Centaur: Reduced Double Edge cooldown (25->12 seconds)
* Faceless Void: Improved base Strength (17->23)
* Furion: Lowered Sprout cooldown from 11 seconds to 11/10/9/8 seconds and manacost from 115/140/165/205 to 100/120/140/160
* Magnataur: Reverse Polarity now pulls units slightly infront of you instead of all around you
* Medusa: Lowered Stone Gaze cooldown (70->35 seconds)
* Medusa: Minor improvements to Mystic Snake speed , cast range and cooldown
* Medusa: Improved Mystic Snake’s damage from 60/100/140/180 to 80/120/160/200
* Meepo: Rescaled Geostrike from 4/8/12/16 to 5/10/15/20 damage per second
* Nerubian Weaver: Reworked Watchers [details below]
* Nerubian Weaver: Lowered Shukuchi cooldown from 13/11/9/7 to 12/10/8/6 seconds
* Night Stalker: Improved Intelligence growth from 1.25 to 1.6
* Ogre Magi: Reduced Multicast from 30%2x/45%2x+22.5%3x/60%2x+30%3x+15%4x ->25%2x/40%2x+20%3x/50%2x+25%3x+12.5%4x
* Pandaren Brewmaster: Increased Drunken Brawler critical from 1.8x to 2.0x
* Razor: Lowered Intelligence gain from 2.2 to 1.8
* Rooftrellen: Casting Nature’s Guise on an allied unit (or other spells) will no longer take you out if you have it on you
* Silencer: Transferred Glaive of Wisdom’s secondary effect of +1/-1 Intelligence from hero kills to Last Word. If an enemy hero dies under the Last Word effect, that hero will lose 1 intelligence and you will gain 1 intelligence.
* Silencer: Increased Last Word AoE from 700 to 900
* Rebalanced Curse of the Silent from 10/20/30/40 HP and 5/10/15/20 mana per second for 10 seconds to 50 HP and 25 mana for 2/4/6/8 seconds.
* Sniper: Increased Take Aim range from 55/110/165/220 to 65/130/195/260
* Spectre: Decreased Spectral Dagger cooldown from 25 to 16 seconds
* Tauren Chieftain: Lowered base damage by 10
* Tauren Chieftain: Lowered Strength gain from 2.7 to 2.3
* Tauren Chieftain: Decreased Natural Order percentages to 20/40/60/80%
* Vengeful Spirit: Improved base Agility (22->27)
* Viper: Nethertoxin now only works on enemy units
* Witch Doctor: Increased base Intelligence from 19 to 24 (base damage adjust to remain the same though)
* Aghanim’s Scepter (Queen of Pain): Restored original cooldown improvement
* Aghanim’s Scepter (Shadow Shaman): Undid part of the nerf on Mass Serpent Wards. It now gives +3 (up 1 from 6.60, down 1 from 6.59d)
* Buriza-Do Kyanon: Improved the critical value from 2.2x to 2.4x
* Helm of Dominator: Converted creeps now gain the Resistant Skin ability, making spells duration on them the same as heroes or Spirit Bear.
* Quelling Blade: Minor reduction to bonus damage (36->32)

########
## Bugs ##
########

* Fixed natural regeneration on rax
* Fixed an area where you could get stuck using TP scroll on the minimap.
* Fixed -ns mode
* Fixed a chance for duplicate heroes in -CD

* Batrider: Fixed Radiance from triggering Sticky Napalm
* Medusa: Fixed Splitshot triggering Essense Aura
* Razor: Fixed an error in the damage calculation method for Plasma Field that caused it to be slightly off sometimes
* Rooftrellen: Slightly increased Eyes in the Forest cast range (+25) to fix some order issue bugs
* Rooftrellen: Fixed Living Armor not regenerating structures properly
* Tauren Chieftan: Fixed bug with Natural Order sometimes instantly killing Forged Spirit summoned units

* Aghanim’s: Fixed minor incorrect sell value on some versions of the item
* Khadgar’s Pipe of Insight: No longer places the buff on units that already have it
* Bottle: Usage no longer removes Curse of the Silent.
* Linken Sphere: Fixed to properly block Mana Void and Nasal Goo
* Poor Man’s Shield: Fixed bug with -swap
* Quelling Blade: Fixed bug with -swap
* Quelling Blade: Fixed triggering Curse of the Silent
* Rune: Fixed Regeneration sometimes not being removed when you are full if you use bottle at the same time
* Rune: Fixed Double Damage visual effect to properly show when the user is using low graphics mode

####################
## Gameplay & Cosmetics ##
####################

* Removed the int/agi/str distribution in -CD. It is now like RD in its hero distribution.
* Bottle: Now autorefills at fountain if it isn’t fully used (2975)
* Reduced FPS drops when using Shiva’s Guard and Plasma Field with some custom import files (PGRu-Unexpect3D)
* Sound Effects: Removed the “Allied hero has fallen” (heavily requested for removal due to annoyances)

* Invoker: Added a new Icon for Sun Strike (5312)
* Juggernaut: You no longer lose control while using Omnislash. You can use items like Dagger while Omnislashing (4938)
* Slardar: Added a new icon for his Bash (3587)
* Tidehunter: Added a new Anchor Smash visual effect (4393)
* Gem of Truesight: Changed hotkey from T to I to help against some common misbuys
* Increased the transparency a little more for the Circle Of Powers that aren’t yours.
* Fixed -SP moving your camera away from taverns
* Fixed various minor inconcistences between sentinel and scourge units/buildings
* Fixed some very minor inconsistencies with acquire ranges on some heroes
* Observer Board colors now alternate between white and grey to make it a little more readable

Old Watcher’s:
==============
Cooldown: 30/20/10/5 seconds
Movement Speed: 522
HP: 1
Bounty: 10-13
Vision: 1400/1400
Invisible

Urna Swarm:
============
Summons scarabs from corpses. The Scarab can burrow and become invisible.
While it is unburrowed, it is visible to the enemy and has an Infestation
ability. Has collision when unburrowed.
Magic Immune.

Cooldown: 14/11/8/5
Movement Speed: 450
HP: 200
Armor: 6
Bounty: 26-38
Burrowed Vision: 400/400
Normal Vision: 1400/1400

Infestation: Can suicide to Silence enemy units 275 aoe around it for 3 seconds and deal 20 damage per second (non-stacking).

Enjoy.

Multiplayer Online Battle Arenas (MOBAs) + 6.61 leaks

Monday, June 29th, 2009


If you have being living under a rock for the past year or so, you would not know that the DotA concept has been taken by a  number of game companies, had the wc3 elements and restrictions removed then revamped into a whole new game.  So far the only one of these that was sold to the general public is Demigod which sadly enough was a bit of a flop in my opinion.

Do not fret, there are more on the way which look quite promising, I am (naturally) talking about League of Legends. While browsing this site in recent times you will probably have noticed the same two ads flashing at you relentlessly. On the topic of LoL, I can’t say much more than this: yes there is beta, and I am participating.

Riot staff (the makers of League of Legends, including the maker of DotA Allstars – ‘Guinsoo’) have taken a very open approach to the development of the game throwing the doors wide and asking the question: What would you like to see in this game? Thus far this has being highly successful and LoL has gained popularity (definitely helped by the witty internet meem abbreviation.)

It is no surprise, perhaps that the secret S2Games project ‘Heroes of Newerth’ was announced, not only that, but you can get a beta key if you are willing to try. This covers the 2 new games that are cited as being DotA-like (and thus largely denied a wiki page on the topic of MOBA genre) and now it is time to try and draw comparisons without breaking the NDA I signed… or ticked the box really, but it is still a legally binding document.

A quick comparison or two…

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Dota 6.60 - Reconsidering Item Builds

Monday, June 29th, 2009

The versions 6.56 up to 6.60 have been phenomenal where change is concerned. By now you should have understood the significance of these changes, so I need not elaborate. What needs to be reconsidered in light of the changes, however, are item builds hitherto considered “cookie cutter” on certain heroes.

________________________________________________________

Luna Moonfang

From 6.49 onwards, the only item build which was seriously considered by both pubs and leagues was the Butterfly + Satanic build. This was especially so after it was found that in 6.49, Luna could tank 5 heroes while killing about 3 (maybe even all 5) at the same time. This was due to the nature of Satanic giving lifeleech off the 2nd-to-5th bounceys at that time. Even though this was changed in 6.52 so that the extra bounceys did not count for lifesteal, it still remained popular despite the reality that begun to sank in.

This terribly expensive item build was a burden that made Luna hard to play especially in later versions which demanded cheap ownage. With the 6.60 changes, it is even more important to evaluate if Butterfly + Satanic is ever a practical item build on the Moon Rider. Can Luna just sit still and farm more than 10 000 gold just to own when devastation is all around her? Why is Satanic still on her when she doesn’t get that special lifesteal anymore? If lifesteal is needed, then a simple Mask of Death or even just Mask of Madness (yes read that right) should do. Unless Luna has achieved her peak and is able to farm the crucial 3300 fast, Butterfly is also a suspect.

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Ch¡LL vs Ding Lao and other Match Games’ Line-ups

Wednesday, August 29th, 2007

Ch¡LL vs DING LAO + JIMBERS’
Ding Lao challenged his team Ch¡LL to a match game. With Ding were some of the best players from Jimbers’ Cafe here in Davao City: Totzkie de Castro, Wex Corrales, Batusai Bajado, and Zandro Sabaldan. Ding led these guys against Ch¡LL’s full force: Yuki Perez, Burnz Flores, Top Lopez, Cocoy Villaroman, and BhoyMax Julakit. They played two games in the all pick mode (-ap).

(The line-ups are listed in the order they were picked.)
Game 1:
Sentinel - Ch¡LL
Nevermore - Yuki - bottom right
Warlock - BhoyMax - top left
Skeleton King - Burnz - top left
Rexxar - Top - bottom right
Mirana Nightshade - Cocoy - middle

Scourge (first pick) - Ding + Jimbers’
Akasha - Wex - bottom right
Viper - Zandro - middle
Bristleback - Batusai - top left
Lich - Totzkie - top left
Nerubian Assassin - Ding - bottom right

First Blood: Batusai (Bristleback) pawned Burnz’s (Skeleton King) in the top left lane, after 2 minutes of playing.
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