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DotA 7.01 Patch Notes – Formatted

Source: http://store.steampowered.com/news/26467/

Miscellaneous

  • Fixed the following panels not appearing: The Hall of Fame, Effigies and PA Arcana gravestones
  • Fixed bugs with Coaching
  • Added some new API calls for Bot Scripting
  • Fixed guides you’ve published not appearing in your guides list
  • The browse items tab now slides out as a modal panel instead of taking the place of the shop UI
  • Restored Shop purchase hotkeys
  • The pinned TP Scroll now shows a visual cooldown on it to indicate what the current TP cooldown is
  • Fixed various crashes
  • Minor 7.01 gameplay update

Gameplay

  • Added Necrophos to CM
  • XP Requirement to go from level 6 to 12 increased by 140 (615/630/645/660/675/775 to 640/660/680/700/720/740)
  • XP Requirement to go from level 12 to 20 increased by 140 (1175/1200/1225/1250/1275/1375/1400/1425 to 1200/1225/1250/1275/1300/1325/1400/1490)
  • XP Requirement to go from level 24 to 25 reduced by 280 (same overall XP required to reach level 25)

Heroes

  • Broodmother

    * Incapacitating Bite slow increased from 10/20/30/40 to 14/24/34/44%

  • Centaur

    * Centaur agility gain reduced from 2.0 to 1.6

  • Chaos Knight

    * Reality Rift armor debuff rescaled from -3/4/5/6 to -1/3/5/7
    * Fixed Chaos Strike lifesteal ignoring armor reductions
    * Chaos Strike lifesteal increased from 50% to 65%

  • Death Prophet

    * Death Prophet level 10 Talent increased from +6 Strength to 7

  • Doom

    * Doom Level 20 Talent increased from +50 Damage to +65
    * Doom Level 20 Talent increased from +20 Health Regen to +25

  • Enchantress

    * Enchantress base intelligence increased by 3
    * Enchantress Level 10 Talent increased from +15 Movement Speed to +20
    * Enchantress Level 20 Talent increased from -25s Respawn Time to -30s

  • Invoker

    * Invoker Level 15 Talent increased from 20% XP to 25% XP
    * Quas HP regen rescaled from 1.5/3/4.5/6/.. to 1/3/5/7/..
    * Invoker strength gain increased from 1.7 to 1.9

  • Lina

    * Lina Level 15 Talent increased from +100 Cast Range to +125
    * Lina Level 15 Talent increased from -25s Respawn to -30s
    * Lina Level 20 Talent increased from +5% Spell Amp to 6%

  • Luna

    * Luna base armor reduced by 1

  • Lycan

    * Howl cooldown increased from 50/45/40/35 to 55/50/45/40
    * Howl manacost increased from 15/20/25/30 to 30
    * Lycan Level 10 Talent reduced from +20 Damage to +15 Damage
    * Lycan agility gain reduced from 1.9 to 1.5

  • Meepo

    * Meepo Clones are now allowed to pickup runes

  • Monkey King

    * Fixed Jingu Mastery ignoring armor for its lifesteal calculation
    * Jingu Mastery counter duration reduced from 15 to 10 seconds
    * Boundless Strike critical strike rescaled from 200% to 140/160/180/200%

  • Nature’s Prophet

    * Nature’s Prophet Level 15 Talent increased from +10 Intelligence to +15
    * Nature’s Prophet Level 15 Talent increased from +15 Movement Speed to +20
    * Nature’s Prophet Level 25 Talent increased from -35s Respawn Time to -40
    * Nature’s Prophet Level 25 Talent changed from +6 Treants to 2x Treants HP/Damage

  • Ogre Magi

    * Ogre Magi movement speed reduced from 295 to 290

  • Omniknight

    * Purification manacost rescaled from 70/90/110/130 to 85/100/115/130
    * Guardian Angel cooldown increased from 150 to 160

  • Phantom Assassin

    * Stifling Dagger base damage reduced from 70 to 65

  • Pitlord

    * Pit of Malice interval increased from 3.5 to 3.6 seconds
    * Pit of Malice cooldown increased from 30/26/22/18 to 32/28/24/20

  • Puck

    * Dream Coil cooldown reduced from 75 to 70/65/60

  • Riki

    * Smokescreen slow from 13/17/21/25% to 10/15/20/25%

  • Slark

    * Slark strength reduced from 21 + 1.8 to 20 + 1.6

  • Sven

    * Sven Level 15 Talent increased from +6 all stats to +8
    * Sven Level 15 Talent increased from +15 MS to +20

  • Treant Protector

    * Nature’s Guise bash rescaled from 1/1.4/1.8/2.2 to 0.7/1.2/1.7/2.2
    * Treant Level 25 Talent changed from +20% 2s Bash to -50s Respawn Time
    * Treant Protector movement speed reduced from 300 to 295

  • Tusk

    * Tusk turn rate improved from 0.5 to 0.7

  • Visage

    * Familiars HP reduced from 500/750/1000 to 300/500/700
    * Visage base damage reduced by 3

  • Weaver

    * Geminate Attack cooldown from 6/5/4/3 to 7/6/5/3

  • Windranger

    * Windranger Level 15 Talent increased from +13 Intelligence to +16 Intelligence
    * Windranger Level 15 Talent increased from +150 Health to +200 Health
    * Windrun cooldown from 14 to 13

  • Witch Doctor

    * Witch Doctor Level 25 Talent increased from +150 Death Ward Attack Range to +175

  • Zeus

    * Zeus Level 20 Talent increased from -35s Respawn Time to -40
    * Zeus Level 20 Talent increased from +30 Movement Speed to +35

DotA 2 Patch 7.00 Analysis

The 7.00 patch notes are out on the test realm and will hit the live servers in a few days.

Quick takeaways:

  • Supports now have more things to do, and have a clearer goal. Stack camps on odd minutes, and go for runes on even minutes. Gank anytime in between.
  • Shrines make the game faster paced. Less going back early in the game.
  • With less neutrals spawning, there is more incentive to fight and gank rather than stay in jungle. (By implication, jungling and static farming is inefficient now)
  • Supports will have an easier time to catch up in Gold and XP due to more fights, bounty runes, and the new talents.
  • The map looks very different. Paths are different, you will need to relearn warding patterns, and gank paths.
  • The UI has also been changed. This may take some getting used to, but as with the previous UI rehaul, this should be just a matter of time.

Here’s a rundown of the major Gameplay changes:

  1. Talents (We Heroes of the Ancients now!)
    Every 5th level from level 10 (10, 15, 20, 25), you can choose between one of two talents that are unique to each hero. This now replaces the +2 to all stats that you get in between skill levels. I think it’s great because it allows you to adapt to different scenarios in different games outside of items. This also allows IceFrog to be able to introduce a new layer to the game that he can balance. At it’s state, however, we can expect a lot of balance tweaking within the next couple of patch cycles. Note also that for some heroes, the choice may be very easy between two talents, but others may have wider options to choose from. I’ve picked Mirana’s and Enigma’s trees as examples below:

    • Mirana

      • Level 10: +8 Agility OR +150 Health
        A choice between survivability and some damage. I would most likely generally choose Agility unless there are heavy nukes on the enemy team or if I’m getting camped.
      • Level 15: +5% Spell Amplification OR +30 Attack Speed
        Basic choice – are you going for nuke (Aghs build) or are you looking into doing more auto attack damage?
      • Level 20: +40 Damage OR +8 Armor
        Easy choice again – do you need more damage, or do you need more armor to survive?
      • Level 25: +100 Leap Attack Speed OR +2 Multishot Sacred Arrows
        This one’s a bit harder. I wouldn’t stay it’s straightforward to take the Leap attack speed as a carry, as the multishot arrow gives you a pretty good burst at melee range, contrary to what most people like assuming that you’d hit all 3 arrows with a 5 second stun. This is how it looks like:
    • Enigma

      • Level 10: +20 Movement Speed OR +12% Magic Resistance
        I would mostly take the Movement Speed, as mobility helps Enigma set up kills better.
      • Level 15: 15% Cooldown Reduction OR +120 Gold/Min
        Cooldown reduction is the easy choice here. Black hole, BKB and Blink at a lower cooldown! I can see the Gold/Min being taken if you’ve been utterly shut down and can’t get your Blink, however.
      • Level 20: +300 Health OR -30s Respawn Time
        300 Health is better on paper. If you’re dying a lot, -30s is good too, so you can join in the fray again, however the 300 help might just help you avoid the death altogether.
      • Level 25: +8 Demonic Conversion Eidolons OR +12 Armor
        The Eidolons don’t sound too great unless you’re trying for a push. By the time you’re level 25, the enemy will most likely be strong enough to clear your Eidolon wave in 1-2 hits, giving them free gold and leaving you with a mastery that gives them free $$$. Armor is the way to go here.

    We’ll definitely be seeing a lot of exciting changes for Talents. I like that some of them even improve skills, like Puck’s level 25 Talent (Increase Illusory Orb’s travel speed/distance). Also note that it’s easier to get to level 25 now (as much as it took to 23 before!)

  2. Backpack
    From the notes:
    Items that are in your backpack are Inactive, and remain so for 6 seconds when moved from backpack.BACKPACK MECHANICS

    • Items that are in your backpack are Inactive (cannot be activated or grant passive bonuses)
    • Items cooldown at only half the rate when they are anywhere except your main inventory.
    • Cannot put the following items in your backpack: Gem, Rapier, Bloodstone, and Aegis.
    • Items can always be moved out of backpack with no Inactivity timer when near a shop.

    DISASSEMBLING ITEMS

    • Disassembling items now tries to fill your inventory or backpack first before dropping to the ground.
    • Disassembling items auto-locks them from combining with other items. Use right click to unlock.

    I think that the backpack is great. It improves a lot of the frustrating parts of DotA when you’re trying to create an item that requires a lot of prerequisites (hello, Mekansm). Now you can have stuff in your backpack like Recipes, and other stuff that you may not immediately use, such as wards, etc. Note that an item is disabled for 6 seconds as you put it in your main inventory – this stops you from cheesing active items in your backpack mid fight.

    This also implies a lot of changes for lategame. You can now have more than 6 slots to fill, and you can switch your items depending on the situation. I think it’s a great addition that’ll add depth to the late game, while making it easier to complete full item recipes throughout the game.

  3. Map Changes
    Oh boy. Where do we begin. Here’s the full list of changes: http://www.dota2.com/700/gameplay/#MapChanges There’s too much to discuss, but here’s a TL;DR for what you can expect for each item:

    1. Roshan Changes
      • Roshan is now on the top side of the River
      • Roshan now has more Armor, and less HP. I believe this makes it easier for spellcasters to contribute damage to Roshan, since you’ll be doing the same amount of HP damage to him while it’ll be more or less the same for auto attackers.
    2. New Building: Shrines
      This one’s interesting.

      • Shrines are like Moon Wells in HotS/Warcraft 3 where you can use it to heal yourself (5 second aura, 120/40 HP/MP per sec, +2/+1 HP/MP per minute passed).
      • The heal has a long cooldown (5 minutes) so use it wisely.
      • The Shrines can be TP-ed on, and can be destroyed.
      • The Shrines provide no vision.
    3. Runes
      Massive changes to runes.

      • Powerups now only spawn on one side of the River at a time. Similar to pre-Bounty rune DotA.
      • Each of the four jungles now spawn a Bounty Rune. (This encourages rotation, and supports can now benefit from the Gold more!)
      • Bottle Charges now only replenish with 2 charges from a Bounty Rune.
    4. Jungle
      More camps, different paths. The Jungle got a full facelift.

      • The Jungle paths are very different now.
      • Pull timings are different.
      • Added one Ancient camp to main jungle.
      • Added one Medium camp to secondary jungle.
    5. Terrain Layout
      More juke paths, and different map layout.
    6. Neutral Camp Changes

      • Neutrals spawn time from 0:30/1/2/3/4/etc. to 0:30/1/3/5/7/etc.
      • Dying to Neutral creeps now cause your hero to have a minimum respawn time of 26 (equal to level 6 respawn time)
      • Ancients are not Spell Immune anymore, which gives mages a chance to farm ancient camps more efficiently.
    7. New Ancient Camp
      This new camp is easier for Mages to kill, and harder for auto attackers.
    8. Other Map ChangesMostly balance changes:Tower damage is less variant, TP no longer destroys trees, and Glyph is not given a refresh until 1 second after a Tier 1 is destroyed. Yay no more accidental uses!
  4. Illusion Changes
    Illusions are now generally easier to kill, and do less damage to buildings.
  5. Game Mechanic Changes
    Roots now stop dash spells (such as Ball Lightning, Burrowstrike, etc)
    This is good news for supports like Crystal Maiden, and would make the new Rod of Atos great as a niche pickup.
  6. Item Changes
    I won’t cover everything, but at least the significant ones:

    1. Eye of Skadi, Maelstrom, and Mjollnir are no longer Unique Attack Modifiers
    2. Healing items and effects (Salve, Clarity, Bottle, Urn) now only dispel when damaged by heroes or Roshan. No more losing cause of creep aggro!
    3. Quelling Blade/Iron Talon nerfed a bit to make it more of a farming item early game. Now gives flat damage.
    4. Rod of Atos is now a snare!
  7. Hero Changes
    1. Invoker was nerfed quite hard. Now you’ll need a different playstyle on him due to the changes regarding Forge Spirit.
    2. Necrophos is now less annoying to play against. No more buyback deny mechanic on Reaper’s Scythe.
    3. POCKET RIKI AGHS!!! Added a Scepter for Riki. Increases ultimate duration by 4 seconds. Allows you to target an allied hero, hiding inside them for the duration. The radius that you attack in follows the allied hero. 1000 Cast Range.
    4. Visage was buffed, maybe we’ll see more of him soon.

 

A New Era – 7.00

So the big patch is coming in a two hours – what we thought was 6.89 is announced to be 7.00 instead. All we know is Monkey King is making an appearance as the first DotA 2 hero (all the heroes thus far are original DotA ports). So what does 7.00 signify? Here are my speculations:

  1. New, original heroes (obviously!) and mechanics
    Monkey King was the only thing revealed about this coming patch, but this definitely signifies a slew of new heroes. What’s exciting about this however is not just having a bigger pool of heroes to choose from, and as we know, most of DotA’s heroes are viable even in the competitive stage. Keep in mind that all of the current heroes were mostly designed using the Warcraft 3 engine. With the Source 2 engine, and Valve’s team behind it, we can see a ton of new mechanics outside the realm of what we currently recognize as DotA.
  2. Major gameplay changes
    With the recent patches, you can actually see some braver changes in the core mechanics of the game. Particularly, the increasing of magic damage from spells by 1% for every 16 int was pretty interesting for me – classic DotA had mages have static damage. I can foresee more of similar game mechanics that can improve QoL of mages, and possibly open up new strategies.
  3. Item overhauls
    We’ve also seen new items come in the form of Mangoes, Enchanted Raindrops (I hate this item with a passion), Octarine Core, Bloodthorne, etc. As mentioned, DotA 2 can have way more mechanics outside the WC3 engine, and we’ll definitely be seeing reworks on a lot of the underused items, and allow for a broader selection of item pathing.
  4. Aghanim’s Scepter upgrades for more (if not all) heroes
    The recent patches introduced Aghanim’s Scepter for new heroes, and it’s expected that each hero will have their own. I think it’s great because it can introduce an alternative item path (Aghs on Jugg or Luna for example), and we can see more interesting effects such as Drow’s split shot!
  5. More advanced statistics
    This is what I’m excited about – the last patch brought us a better post-game display. I hope we can get more numbers out (such as being able to analyze stats on certain stretches of time), and better MMR adjustment/calculations for contributions outside KDA and CS.
  6. Hero reworks
    Look into rebalanced skills. Will Visage finally be viable?
  7. Puck Illusory Orb Speed increased by 1
    Of course.

Follow the Countdown here: http://www.dota2.com/700

Let me know your thoughts and what you want to see in 7.00 on my Facebook post. I’ll be putting up my thoughts on the patch the day it’s out!