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List of the most important changes in 6.82

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Forum » General Discussion » List of the most important changes in 6.82 6 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Krwiozerca » September 25, 2014 11:57am | Report
In this thread I would like you to list not more than 3 biggest, most important changes that were implemented in this patch. May it be for pub or pro level. Explanations are always welcomed.

    This is my list:

  • Black King Bar - Avatar spell immunity duration and cooldown are now tied to the hero, instead of the item (Buying new Black King Bar will not reset Avatar's duration).
    This change is very important, especially when meta will probably change into late game clashes, with better tower defending and nerf to push strategies. With the recent changes with buyback being a quite risky move, this change also adds more thrill and drama to decision making. Using BKB by accident (aka - reducing cooldown) is now far more pricey. There's a saying: "Money can't buy you everything!". Couldn't be more true in that case.

  • Specific ultimates do not mute passive abilities. I am takling about Chronosphere, Duel and Doom (without Aghanim's Scepter). Now heroes are not that useless when they will be under effect of those ultimates. Imagine Viper killing Doom with Corrosive Skin that ticks from Doom. Imagine Lifestealer or Phantom Assassin beating the **** out of Legion Commander while Duelling. I love this so much. Note: Doom cast point increased from 0.3 to 0.5. Previously it was like: "Doom!", now it's more of a "Doooom!". Blink Dagger + Doom is not so easy now.

  • And last but not least... Tinker IN YOUR FACE March of the Machines NERF!

    Actually I meant the whole changes with damage types. Now it's simplified, but does it make Dota more casual? There are those notes under each ability that shows exactly the type of damage and if it pierces through Spell immunity or not. I guess that new/uneducated players just deserve to know how the abilities works, so that you don't have to actually study Dota (it's sometimes more entertaining than playing!) for hours. That's a fair change and I don't have a problem with that.


I can't wait for your lists. I guess some of yours will match mine, or they will be more specific, like change to 1 ability. Maybe it will be the map change or new rune, new item? Share, people. Share.

Krwiozerca

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Permalink | Quote | PM | +Rep by jamesShajam » September 25, 2014 12:03pm | Report
Don't have much time so I won't go in depth.
Bloodseeker Rework, he seems incredibly good now.
Tinker got rekt, march got destroyed, dagon nerf, e-blade nerf, timber buff, blink nerf etc..
Lycan's Shapeshift just got *****slapped square in the face. Now all he can do is push and his teamfight is really weak, much like soul keeper, He is still viable but no longer a pubstomper. I expect his pub winrate will go negative.
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.

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Permalink | Quote | PM | +Rep by jawbreaker261 » September 25, 2014 12:36pm | Report
1) Terrain changes around offlanes and Roshan. The major differences were the Roshan advantage for Dire and easier offlane for Radiant. Both of those advantages were weakened and the sides are more closely matched now. Ancient-stacking offlaners on Dire aren't as good anymore, either.

2) Mid is a completely different lane with two runes and the bottlecrow nerf. Rune control is way more important, I actually expect to see quite a bit of dual- or even tri mid, and two bottles in every lineup.

3) Early game lineups have been hurt badly. Mekansm nerf, refreshing glyph when T1 falls, as well as massively reduced tower bounties make it harder to push. New EXP+gold bounty mechanics also mean that playing lineups with a timimg window is a lot less forgiving, even a single bad fight can now dissolve a massive lead.

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Permalink | Quote | PM | +Rep by Seagull » September 25, 2014 12:39pm | Report
I think the biggest are:
1. Tower and glyph buffs, I guess the meta will change drastically now.
2. I guess balancing out the rosh advantage, less differences between the sides.
3. Mek nerf, less usable on tanky low-mana heroes.

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Permalink | Quote | PM | +Rep by TheSofa » September 25, 2014 5:34pm | Report
I think it's the new rune and the guarantee rune every 2 min, the deny buff, and of course the map change. :)

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Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » September 26, 2014 2:36am | Report
Krwiozerca wrote:

Imagine Viper killing Doom with Corrosive Skin that ticks from Doom.

Actually I meant the whole changes with damage types. Now it's simplified, but does it make Dota more casual? There are those notes under each ability that shows exactly the type of damage and if it pierces through Spell immunity or not. I guess that new/uneducated players just deserve to know how the abilities works, so that you don't have to actually study Dota (it's sometimes more entertaining than playing!) for hours. That's a fair change and I don't have a problem with that.


Viper
Corrosive Skin now only affects enemies within 1400 area of effect
Corrosive Skin damage cannot be reflected multiple times

My list would be,
    Hating the damage type changes, part of the fun was the complexity of the damage types, knowledge was power.

    Chen getting dragons, LOVE IT!

    Crimson Guard, people seem to underestimate 50 damage block PER HIT for 9 SECONDS, even if you get hit by 1 guy for 9 seconds with him hitting you just once, thats 450 damage blocked, WHICH IS INSANE if you apply it to your whole team and think of how many people can be hitting at once. Gonna love playing axe now, timber would be immortal.

There are more on my list but what can i do, i dont make the rules :D
I am the Abaddon *****!!!

Ab4ddon._.E43


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