by Vladimir Roganovic in
DOTA 2 MOBA Patch notes

Dota 2 continues its evolution and for the first time moves from land to water map. Don't worry, the map and its rules are still the same, only it contains much more water than ever in the history of this ancient game.

Apart from the standard river that divided the map into Radiant i Say side, we now have forest rivers that spring all the way at the foot of these bases. From there they flow in a straight line all the way to new locations Tormentor in the very corner of the map where it was located for a while Roshan's cave. These rivers branch off and enter another part of the forest that leads almost to the middle of the map on both sides. When I mention strong Roshana and his cave, it is important to know that it is now located near the powerful runes as long ago, only now there are two of them. Roshan He continues to walk around the map depending on the day and night and starts the game in the lower cave, which is imperceptibly closer. Radiant side, while after 15 minutes of play he slowly walks to the upper cave which is equally closer Say side. Mid players, if after 15 minutes of play you haven't moved from your line and are calmly farming in the middle of the map, keep in mind that it is annoying Roshan on the way and that if the hero gets close to him, he will catapult him very far away and do a lot of damage.

At the same time, it is important to mention that there is now only one Tormentor or torturer. This carefully constructed construct of death was located in the previous location Roshan's the cave and it is always on the opposite side Roshan. It is first created in the upper corner near the safe side Say team and after 5 minutes it moves to the bottom corner near the safe side Radiant teams. This lens is now much more important considering that there is only one and the team that secures it has a big advantage. He still returns to the map 10 minutes after his defeat following the above rules. Note that it is Tormentor intensified in this furnace and it is desirable to eliminate it as soon as possible to avoid unnecessary deaths. After his elimination Tormentor Leaves behind a health aura that heals all heroes within its radius for the next 10 seconds.

In addition to the changes to the map and the locations of the camps, there is also a completely new resource in the game, the so-called illite stone of madness Madstone. This resource is very important because it is used for making neutral items. Oh yeah, no more easy neutral item finding after the first neutral creep killed in the forest. Now it is necessary to eliminate the entire neutral camp including the stacked camps that count as one to get only 2 insanity stones. It takes 5 pieces to create your first neutral item (10 for each subsequent item) which now consists of two components. Before the support players start panicking that they will never farm a neutral item, keep in mind that each completely cleared neutral camp gives 1 Madstone resource to a randomly selected teammate if the person who cleared the camp already has a neutral item. Neutral items still have several levels that are separated by timing. When creating these items, each player has a choice of 4 artifacts and 4 spells. An artifact is an item that can have an active or passive effect while a spell is always a passive effect that works constantly like a bonus 5 DMG.

In addition to these major changes, there are also standard balance changes, of which there are many. The most influential are the drastically reduced DMG of universal heroes (almost halved), the movement speed is not increased during the night and the glyph of fortification lasts a second less on creeps. In addition, the way the "lifesteal" mechanic works has been simplified. There is now also a new neutral camp that evolves during the game. If you are a fan of using neutral crips like the big one Neta “33” Shapira and his Doom then keep in mind that these creeps possess “Ravage” on a much lower cooldown than the real one.

When it comes to item changes, the most important thing to know is that "Battle Fury" is now significantly cheaper and that it is the preferred choice of farming item for most melee heroes, while "Gleipnir" is now just a kind of item for catching enemies, which in my opinion has no purpose unless you play Leshrak, although even then there are much more useful items. "Heaven's Halberd" is now another in a series of support items that is cheap and does a good job of neutralizing the opponent's carry, and if you are playing against a completely physical team, just take "Solar Crest", "Heaven's Halberd" and "Guardian Greaves" on any support hero and you become indestructible.

The heroes have all been changed, and I have to say that the most significant change is the huge nerf to universal heroes. They don't scale towards the late game half as well as they used to and are now significantly off target. In addition, the pack is full of interesting ideas from the developers, but many of them need additional balancing. For example Pudge, the most played hero in the history of the game, got a new facet that allows him to be a keri. Namely, he gets double DMG if he activates his second magic for just a few seconds. The problem with this is that 90% of traditional keri heroes absolutely demolish Pudga and it is absurd to even think about a “right-click pug”. On the other hand Invoker he is no longer a universal hero but an intelligent hero and his DMG is significantly reduced. But in return his magics have been greatly enhanced and now we have the old man Invoker who can single-handedly turn the tables in his favor and completely demolish opponents with his skill. jakiro is perhaps the only hero who got a huge buff in this patch for no reason. It's a hero who has always done the job he was supposed to do and now they've added even more control and damage, and he also has the option to become a carry hero with the right facet. Furion is now a universal hero and all his attributes have been improved, making him a serious choice for the most effective furnace hero. If you're wondering what's up with Linom, Bloodsucker and other meta heroes from the previous patch, they have been significantly nerfed, but are still relevant. Lina does a much smaller burst DMG, while Bloodseeker now it must be physics DMG keri. Dragon knight is the only hero that has remained almost unchanged and is still consistently strong in all 3 core positions.

In my opinion, the best Peč heroes right now are:

  • Sdardar – with the addition of rivers on the map and its bonus when in the water, it becomes clear why Sdardar number one when it comes to efficiency. Although they tried to balance him by reducing his farming speed, this hero is everywhere he needs to be because he is too fast in the water and can easily clean up a fight and continue farming without losing a single creep.
  • Tiny – this hero is seemingly significantly weakened, but that's only if you plan to play him on magic. When it comes to right-clicking Tiny He is absolutely unstoppable. There is only one hero who can stand in his way and he is next on the list.
  • Lifestealer (Naix) - Naix has always been good against heroes with high HP, but he himself has had very low HP for a long time and has been vulnerable against heroes with strong control. Since he gained the ability to gain heal for every creep killed, this hero has become one of the best scaled heroes in the game. If you think you can handle late game Naixom, you are wrong. With a significantly buffed facet selection, this hero is an absolute nightmare for this team.
  • jakiro – the two-headed dragon now has the ability to reactivate its second magic and stun the opponent for an additional 0.5 seconds and deal an incredible 225 bonus DMG. His already most effective magic, which inhabited the heroes and created a zone of control in the team fight, now also deals huge DMG and additionally controls them. In addition, for only 1400 gold you get the ability to use both fire and ice with your third magic, and this hero in the midgame becomes an absolute control freak who must be eliminated first in every team fight. There is, of course, another guy who from Jakira makes a real curry.
  • Furion - regardless of the chosen facet, this hero makes abnormal amounts of walks, scales well towards the late game, has a global presence and opponents must constantly be on the lookout, if the support with the first magic doubles the effectiveness of tangos, if the core gets a huge bonus DMG for every tree nearby, while his first magic creates 8 trees and the third 5. Simply an incredibly "boring" hero when he is on the opposing team who forces you to play in a way that you would not otherwise want.
  • Invoker – the creator of the world as we know it is back in its original form. The most intelligent hero since Oblivion once again holds the fate of every party he is in in his hands. Invoker now there are 3 equally good guys who, depending on the situation, are the right thing that will enable them to dominate in every team fight. What facet gives complete control with the ice wall while Wex The facet attracts heroes with EMP magic. Exorcism facet is a never-before-seen Cataclysm with a reduced cooldown for even more map dominance. Meteor is massive, and gleipnir, perhaps the worst item in the game, further increases the AOE of each Invoker's magic, of which there are 10.

I could also mention Magnus which is now significantly stronger than before, or Weaver which is additionally more efficient in the support position, but if you want a detailed view of the entire stove, you can visit the following link:

Dota Patch Notes – 7.38

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