A major update has just been announced on the Dota 2 official site, a new patch that has plenty of fake “leaks” circling around the net recently. Now the announcement has just cleared everyone’s doubts about the update and will be live soon enough.
The patch notes can be found here, on the blog post on Rekindling Soul. It includes changes to the map, a new rune, a new item as well as reworks of Bloodseeker and Phantom Lancer. The patch also changed the damage type of a lot of skills that we will discuss about below. Now, let us take a look at the patch, one section at a time.
The first part of the the post featured an update on the model of Shadow Fiend. Shadow Fiend now has a more menacing face compared to his old look which honestly looks a lot like a mutton skull with horns and a very large jaw. There is also a new Arcana item for Shadow Fiend, which closely resembles his model from DoTA back in the days: the Firelord.
See the resemblance? Tell me I’m not the only one, please.
Next up we have a new chest containing more Arcanas for Omniknight, Naga Siren, Mirana and Magnus along with Lil Nova, a new courier. If this goes on, sooner or later every hero is gonna have an Arcana item. Kinda beats the point of being “special”, though.
Sick and tired of not having to see your Legendary courier used on the battlefield because of being the carry all the time? Never fear, as now the courier will temporarily become the one that you’re equipping when it is delivering your item! Carry players’ couriers, rejoice! Nevermore*cough* will you be of no use!
A new fantasy league season is announced as well, check out the details here!
Never lose a moment of a glorious battle with the new Fight Recap function. You can keep track of the stats of the battle and see what is going on with more detail.
The map has been changed drastically, with new routes and path changes. Roshan has also been relocated to a more comfortable home, but is still expecting visitors that are willing to snatch its beloved cheese and Aegis.
A new rune has also been introduced: Bounty Rune. It has nothing to do with Bounty Hunter, thought. It does, however increase your gold and experience. This rune will spawn alongside the usual runes, thus having two rune spawn at the same time. Players will have to decide to either go for the extra gold and experience, or a choice between a burst of speed, recovery, illusions, Harry Potter’s Invisibility Cloak or having an extra limb to do twice the damage. Decisions, decisions.
UPDATE: Bounty Rune will grant (50 + 2 * current minute) Gold and (50 + 5 * current minute) Experience
Example, a Bounty Rune will give 54 Gold and 60 Experience when taken on the 2 minute mark, and 82 Gold and 130 Experience on the 16 minute mark.
A new item has also been introduced. This item has already made its début in the New Bloom event: the Crimson Guard. Simply speaking, it works somewhat like a Pipe of Insight for Physical Damage.
Two heroes are having a rework in this patch, drastically changing how they are going to be played. First of we have the Pubscrub Chaser, Bloodseeker.
- Base movement speed from 300 to 290
- Reworked Bloodrage
Increases base damage, silences and deals damage over time.
– This also dispels the target.
– Buff cannot be dispelled
– Duration: 6/7/8/9
– Base Damage Bonus: 30/60/90/120%
– Damage Per Second: 20
– Mana Cost: 80
– Cooldown: 12/10/8/6
– Cast Point: 0.4
Cannot target Spell Immune (but Spell Immunity does not remove it)
Amplifies all damage taken and dealt (including spells)
A hero affected by the Bloodrage buff who kills a unit will be healed for 25% of the dying unit’s max HP, however heroes affected by Bloodrage when killed will heal 25% of their max health to their killer
– This no longer dispels the target
– Buff can be dispelled
– Duration: 9/10/11/12
– Amplified Damage: 25/30/35/40%
– Mana Cost: 0
– Cooldown: 12/10/8/6
– Cast Point: 0.2
Can target Spell Immune (but Spell Immunity does remove it)
Notes: This no longer silences or does damage over time.
- Replaced Blood Bath with a new active ability, Blood RiteBlood Rite:
Targets an area. An effect that is visible to enemies appears on the ground. After 3 seconds, enemies in the area are damaged and silenced.
Area of Effect: 600
Cast Range: 1500
Damage : 120/160/200/240 Pure Damage
Mana Cost: 100
- Thirst visibility and true sight are granted only when the target is at or below 30% HP (instead of 50/25% for vision/true sight)
- Thirst now shows a debuff and a visible effect to the enemy when they are revealed
- Thirst movement and damage bonuses are now proportional to how low the enemy’s health is [?]
- Thirst movement speed and damage bonus increased from 5/15/25/35 to 10/20/30/40
- Rupture no longer deals initial damage
- Rupture duration increased from 7/8/9 to 12
- Rupture cooldown reduced from 70/60/50 to 60
Another Rework Award goes to…. Canc… I mean, Phantom Lancer!
- Spirit Lance: unchanged
- Phantom Rush: a passive basic ability for Phantom Lancer, or his illusions, to quickly close the distance to an enemy
Passive with cooldown. Triggers when issuing an attack order on an enemy unit outside of attack range. Grants bonus movement speed and Phase until Phantom Lancer strikes his target.
Minimum distance to trigger: 300
Maximum distance to trigger: 600/700/800/900
Note: Illusions also have this passive.
Note: If the attack order on the original target is canceled, the speed bonus is lost.
- Doppelganger: a new ability for dodging immediate danger, and confusing enemies with deceiving illusions
Target an area. Phantom Lancer and all nearby illusions will disappear for 1 second, then have their positions shuffled into the target area. This also creates two illusions of opposite types.
Illusion 1: Deals 0% damage and takes 100% damage.
Illusion 2: Deals 20% damage and takes 600% damage.
Illusion duration: 8 seconds
Cast Range: 600
Target Area Radius: 325
Illusion Gather Range: 900
Mana Cost: 50
Note: This ability dodges incoming projectiles.
Note: Allies can see which illusion takes 100% damage.
- Juxtapose: now his Ultimate, and allows both Phantom Lancer and his illusions to create more illusions
Grants Phantom Lancer, and his illusions, a chance to create an illusion when attacking.
Max Illusions: 6/8/10
Illusion Duration: 8 when created by the Phantom Lancer, 4 when created by his illusions
Hero Chance: 40/45/50%
Illusion Chance: 8%
Illusion Damage Taken: 500%
Illusion Damage Dealt: 16%
Note: Juxtapose illusions attack the target that the passive triggered on.
Phantom Lancer will soon be the Naruto of Dota 2. Think about it:
Phantom Lancer and all nearby illusions will disappear for 1 second, then have their positions shuffled into the target area. This also creates two illusions of opposite types.
Juxtapose will let him have a maximum of 10 illusions, casting Doppelgänger will make PL and all his illusions create two more illusions, making a total of 30 illusions with 10 of them having no damage. THIRTY! Imagine your base is being pushed by 10 PLs and all of a sudden, POOF! KAGE BUNSHIN-NO-JITSU! Thirty f**king illusions at your door step, and you have no Earth Shaker or Ember Spirit or heroes of the like to protect your precious tier 3. GG bro, GG. This, of course, is just a scenario I’ve made up, no concrete proof that he’ll be that imbalanced yet.
UPDATE: Okay, I kinda knew I screwed up the skill here, it seems that it will only create 2 new illusions in the area to fool people instead of making 2 new illusions for every Phantom Lancer in the area. No Kage Bunshin no Jitsu then… Wow, I feel so dumb now…
The rest of the patch notes, I’ll not go into great detail so I’ll just leave the link to the update post here again so that you guys don’t have to scroll back up. Remember to check all the hero updates, item updates and damage type updates.
The damage type will now be only either Physical, Magical or Pure. Physical damage will be calculated with Armor, Magical damage will be calculated with Magical Damage Resistance and Pure damage will hit you through any armor, thick or thin (affected by neither Armor or Magical Damage Resistance, just incase). The spells that can pierce through Spell Immunity (which is granted by BKB, Lifestealer’s Rage and Omniknight’s Repel) will be spells of the Pure damage type. The HP Removal will now only be treated as a cost of using items or spells(Armlet, for example), therefore never lethal.
Good luck to all the Dota 2 players trying to fit into the new meta. Remember to read the rest of the change log here! Good day and GLHF.