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6.66b out !

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jovica

Mega Kill Posts: 652 Joined: 21 Nov 2008 Warnings : 6 37881 gold

6.66b out !



http://www.getdota.com/


* Fixed a major exploit recently discovered

* Recoded Bounty Hunter's wind walk damage bonus as to not require two separate attacks to trigger his new passive

* Some Doombringer nerfs:


- Reduced base armor by 2
- Reduced base movement speed by 10
- Increased Scorched Earth cooldown from 60/50/40/30 to 60/55/50/45



* Readjusted the Divine Rapier pickup rules to prevent some abuses.


If the first time the item is lost from its original owner it is picked up by an allied hero, it becomes muted (no damage) until it returns to its owner. It has the same rules as the previous version when an enemy is carrying it. Here are the complete rapier rules to clarify:
- "Original Rapier" has two modes, active and muted. It is active (bonus damage, droppable) when carried by the owner and muted (no damage, droppable) when carried by an ally
- "Free Rapier" is the item state that occurs when an enemy acquires it. This is a permanent transformation for the item. It will always provide bonus damage and will always be undroppable, regardless of how it switches sides back and forth afterwards. This is the same as the previous patch.
Summary: The primary change that is done here is that a hero cannot intentionally pool the rapier to his ally.



* -unlock now requires a majority vote before the gold and items of a leaver will be released. As a reminder, once a hero is unlocked, it cannot be switched.

* Added a 15 second wait period before the drafting begins in -CD to give both teams a chance to look at the heroes.

* Renamed the controlon/off commands to be clearer which is which. They are now -disableselection (-ds) and -enableselection (-es)


* Various map optimizations
* Fixed an old recipe fusing exploit with leaver items that could result in crashes
* Fixed Essence Shift on units that change form
* Fixed a couple of bugs with Dark Pact debuff
* Added replay data for creep kills/denies (at time intervals,
format: "CSK"+I2S(PlayerID),value and "CSD"+I2S(PlayerID),value)
* Fixed various tooltips
* Fixed gold not being split after using -unlock when someone leaves via -kickafk
* Fixed being able to -unlock while a switch vote is ongoing
* Fixed some spells incorrectly triggering Magic Stick/Essence Aura (Devoured Neutral Troll Priests Heal, Radiance Swap, etc)
* Fixed some -CD language text issues as well as some missing parser information
* Fixed Arcane Ring recipe purchase hotkey
* Fixed some potential Basher bugs on some levels of Spirit Bear
* Fixed an abuse possible with one hero carrying multiple Urn of Shadows
* Fixed the second Forged Spirit from being added to your control despite having control helper turned off
* Fixed a bug with -switch when you have Rapier (that you don't own) on you
* Fixed a few other misc minor bugs

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looneytunes

Mega Kill Posts: 763 Joined: 09 Sep 2007 Warnings : 3 22835 gold



awesome, who woulda figured luci would be nerfed Laughing
I really like the change to unlock though.
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jovica

Mega Kill Posts: 652 Joined: 21 Nov 2008 Warnings : 6 37881 gold



yes. I like it too, helps stopping a begginer from ruinging a game.

Also the abuse of switcvh and unlock is good to be fixed ..

what was the huge exploit ?

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looneytunes

Mega Kill Posts: 763 Joined: 09 Sep 2007 Warnings : 3 22835 gold



Im not quite sure what the specific exploit was but im assuming it was the rigged blink dagger. An extremely annoying task where you created a "waypoint" per se and were able to tp there with a particular maneuver and a double click irc.
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bobbob247

Godlike Posts: 1568 Joined: 21 Jan 2008 68766 gold



Anyone know the 'major exploit'?

Hopefully not another bottle bug or something.
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Blasting Illusions

Monster Kill Posts: 376 Joined: 05 Nov 2007 12951 gold



Bloodseeker could see every friendly hero if switched to the enemy

means:

if bloodseeker switches to other team. then he sees the previous team as if bloodseeker's passive skill is activated.

also with the bottle and Dagger fixed.
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Cydonia

Dominating Posts: 116 Joined: 26 Jan 2010 4156 gold



i dont like the new unlock thing Sad and now its worse

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varunshenoyg

Beyond Godlike Posts: 2894 Joined: 16 Dec 2007 83792 gold



It might have been one of Doom's Devour combos, like Enchantress taking over lycan's wolves and doom devouring them to get perma-invisibility? Not even sure that would work but just a scenario!
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dranzersfvv

Mega Kill Posts: 746 Joined: 17 Apr 2008 22476 gold



yay luci nerf.


and the rapier issue is really irritating. its confusing, full of bugs and just bad
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kotsukamoto

Monster Kill Posts: 315 Joined: 23 Mar 2008 9422 gold



Finally the Unlock new system!
I'm tired of nubs writing uncessary -unlock
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Ramirox

Monster Kill Posts: 324 Joined: 28 Nov 2008 Warnings : 1 7576 gold



I was expecting more nerfs on doom...

first off I was thinking the heal/sec of scorched flames would be lowered, but i guess a longer cd is the same.

also have any of you ever tried devouring the satyr with the purge ability?

It has 150 mana cost and a 5 second cooldown...
my point is, icefrod should somehow "ban" some abilities that doom can gain trough devouring a creep.
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aris000

Monster Kill Posts: 335 Joined: 01 Feb 2009 Warnings : 1 11457 gold



i was waiting more nerfs on luci...
and the thing about rapier is a bit confusing

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Blasting Illusions

Monster Kill Posts: 376 Joined: 05 Nov 2007 12951 gold



shouldnt this site change that from the top to??? that its now 6.66b instead of 6.66 Smile
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zerojuangabriel

Mega Kill Posts: 701 Joined: 03 Jun 2007 20360 gold



Rather than banning the skills of what doom get on neutral creeps i think nerfing its cooldown is enough after all purge cost alot of mana and is melee range cast range.

Its good luci got nerf maybe there are more nerfs to come.

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Alpine

Monster Kill Posts: 214 Joined: 11 Jul 2009 12234 gold



zerojuangabriel wrote:
Rather than banning the skills of what doom get on neutral creeps i think nerfing its cooldown is enough after all purge cost alot of mana and is melee range cast range.

Agreed. The "150 mana" argument, even with the low cooldown, is very relative to the mana pool you have to work with. Until you have some mana items, you'll have to budget it, and you won't be able to just Purge the hell out of people.

Am I the only one not confused by the Rapier changes? Didn't really seem that convoluted to me.

To be honest, I was expecting some sort of decently significant change to either or both of the new heroes (rather than just the minor adjustments to a couple of Slark's skills).

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