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6.71

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    6.71

    http://www.playdota.com/changelogs/6.71

    Abaddon
    - Increased Aphotic Shield cast range by 50

    Admiral
    - Ghost Ship cooldown reduced from 100 to 90
    - X Marks The Spot Return icon placement and hotkey adjusted
    The return ability now takes the position of the main ability when it is active and uses the same hotkey as the primary spell


    Alchemist
    - Movement speed reduced by 5
    - Chemical Rage bonus HP from 350/700/1050 to 300/600/900

    Axe
    - Battle Hunger cooldown reduced from 25/20/15/10 to 20/15/10/5

    Bane Elemental
    - Fiend's Grip Scepter duration from 5 to 6 seconds

    Bloodseeker
    - Bloodbath now gives 50% of its normal regeneration if he doesn't kill the target but is near it
    This change does not affect creeps, it is hero only. By default you gain 10/20/30/40% of a dying hero's max HP if you get the killing blow. If you don't but are within 200 range of the dying hero, you gain 5/10/15/20% of the max HP.


    Bounty Hunter
    - Track team bonus gold from 50 to 50/100/150 (this is still considered Reliable Gold)

    Bristleback
    - Back damage prevention from 10/20/30/40 to 16/24/32/40
    - Side damage prevention from 5/10/15/20 to 8/12/16/20

    Broodmother
    - Base movement speed reduced from 315 to 310
    - Spawn Spiderlings manacost increased from 75/90/105/120 to 80/100/120/140
    - Spawn Spiderlings buff duration increased from 0.9 seconds to 2

    Chaos Knight
    - Phantasm duration increased from 20 to 24

    Chen
    - Test of Faith cooldown rescaled from 30/28/26/24 to 24

    Dragon Knight
    - Dragon Blood regeneration increased from 1/2/3/4 to 2/3/4/5

    Dwarven Sniper
    - Shrapnel DPS increased from 10/20/30/40 to 12/24/36/48

    Earthshaker
    - Enchant Totem no longer dispels if you animation cancel

    Faceless Void
    - Chronosphere duration rescaled from 3/4/5 to 4/4.5/5

    Furion
    - Sprout can now target the ground again
    Fixed a previous issue where it became harder to target a unit reliably

    Sprout: A21E


    Guardian Wisp
    - Tether movement speed bonus reduced from 20/25/30/35 to 15/20/25/30
    - Spirits cooldown rescaled from 14 to 20/18/16/14

    Huskar
    - Lifebreak HP cost rescaled from 40/33/25% to 35/30/25%

    Invoker
    - Cold Snap no longer triggers on self damage

    Jakiro
    - Macropyre damage increased from 75/125/175 to 100/140/180

    Juggernaut
    - Healing Ward regeneration rescaled from 1/2/4/5 to 2/3/4/5%

    Keeper of the Light
    - Manaleak now applies a stun instead of a slow when the target runs out of mana
    Stun duration: 1.25/1.5/1.75/2.0 seconds

    - Manaleak duration from 5/6/7/8 to 4/5/6/7
    - Manaleak cooldown from 20 to 18

    Leshrac
    - Diabolic Edict is no longer reduced by damage block items(Stout, Vanguard, etc)
    - Fixed Pulse Nova sometimes turning itself off after getting hit by certain ability types
    Pulse Nova: A21F
    Aghanim: A21G
    Deactivate: A21H


    Lina Inverse
    - Attack range increased from 600 to 625

    Lycanthrope
    - Feral Impulse damage and attack speed bonus increased from 10/15/20/25% to 15/20/25/30%

    Magnataur
    - Skewer cooldown reduced from 45 to 35

    Meepo
    - He can now use cyclone on his other clones

    Morphling
    - Adaptive Strike damage rescaled
    Original: Up to 0.75/1.5/2.25/3.0x Agility
    New: 20/40/60/80 + up to 0.5/1/1.5/2.0x Agility


    Nerubian Assassin
    - Urna Swarm rebalanced
    - Maximum summons reduced from 2/4/6/8 to 2/3/4/5
    - Infestation dps increased from 20 to 40
    - Infestation aoe increased from 275 to 300
    - Cooldown rescaled from 14/11/8/5 to 26/19/12/5
    - Manacost rescaled from 10 to 40/30/20/10


    Obsidian Destroyer
    - Arcane Orb cooldown removed

    Ogre Magi
    - Ignite rescaled
    - Damage increased from 10/20/30/40 to 26/32/38/44
    - Slow increased from 10/15/20/25% to 20/22/24/26%
    - Duration from 7.5 seconds to 4/5/6/7


    Phantom Assassin
    - Coup de Grace critical strike rescaled from 2/3/4 to 2.5/3.25/4x
    - Reworked Blur fade mechanism
    Blur:
    ======
    Note: Your hero is no longer always fully faded out. It now only gains partial transparency when the new secondary effect below is active. This still retains the permanent 20/25/30/35% evasion.

    Passively blurs your hero when near enemy heroes, causing your model to fade out partially and become hidden on the minimap to enemy player.

    Distance: 1600

    Has a 1.5 second delay when adding or removing the effect.


    Phoenix
    - Base strength reduced from 22 to 19
    - Sunray activation manacost increased from 10 to 35
    - Sunray slow from 14/20/26/32 to 10/16/22/28%
    - Fixed a bug that caused Sunray to always affect the first target regardless of magic immunity
    - Reduced the duration Sunray slow lasts on you from 2 to 1 second
    This is the duration that the slow lasts on you after you are no longer hit by the Sunray.


    Pitlord
    - Dark Rift cooldown reduced from 180/160/140 to 130

    Pugna
    - Strength gain reduced from 1.45 to 1.2

    Queen of Pain
    - Shadow Strike duration damage rescaled from 15/30/45/60 to 30/40/50/60

    Rhasta
    - Ether Shock damage increased from 75/150/225/300 to 80/160/240/320

    Sand King
    - Burrowstrike manacost rescaled from 140 to 110/120/130/140

    Slark
    - Pounce cooldown reduced from 16 to 12

    Spirit Breaker
    - Strength gain increased from 2.5 to 2.8

    Tauren Chieftain
    - Movement speed increased by 5

    Thrall
    - Static Storm cooldown increased from 75 to 85

    Tidehunter
    - Anchor Smash chance to proc increased from 20 to 25%

    Tiny
    - Grow bonus damage increased from 40/80/120 to 50/100/150

    Tuskarr
    - Snowball maximum roll duration reduced to 3 seconds
    - Snowball movement speed per extra hero reduced from 100% to 50%
    - Frozen Sigil HP reduced from 300 to 220/240/260/280
    - Removed the extra landing damage from Walrus Punch

    Undying
    - Flesh Golem's Plague slow increased from 7% to 9%

    Vengeful Spirit
    - Removed the small attack damage reduction aspect of Wave of Terror

    Viper
    - Corrosive Skin damage, slow and magic resistance increased from 5/10/15/20 to 10/15/20/25

    Warlock
    - Rain of Chaos Aghanim Infernals HP and damage increased from 50% of original to 75%

    Zeus
    - Static Field aoe from 900 to 1000
    - Thundergod's Wrath Scepter from 355/460/570 to 400/500/600


    Ancient Janggo of Endurance
    - Attribute bonus and attack damage increased from 8 to 9
    - Charges increased from 3 to 4

    Ethereal Blade
    - Ether Blast damage rescaled from 2.5x Agility to 75 + 2.0x Agility

    Gem of True Sight
    - Gem now has a stock cooldown of 6 minutes

    Phase Boots
    - Active boost increased from 15 to 16%

    Smoke of Deceit
    - Reduced detection area from 900 to 850
    - Movement bonus increased from 10 to 15%
    - Initial cast aoe increased from 900 to 1200


    * Allies are now notified when you purchase a Smoke of Deceit
    * Swapped the attack projectile of Thrall and Chen (280542)
    * Added a new visual effect for Omniknight's aura (393596)
    * Enigma model now shows team colors (395228)
    * Reduced Phoenix model size a little bit
    * Added a test mode command to respawn roshan (-roshan)
    * Added an ally only visual effect where Ghost Ship will land
    * Improved Dark Ritual mana text display so it is easier to read
    * Finger of Death and Laguna Blade no longer target magic immune (since they do 0 damage but waste spell)
    * Illusory Orb flashes right before it is about to expire
    * Added -disablehelp support for Disruption
    * Some map size reductions (Unexpect3D)
    * Medallion visual effect is played on the caster now as well
    * Added a status buff icon for Shallow Grave (251251)


    * Fixed Geomancer clones sometimes getting the wrong initial boots before pickup/drop
    * Icarus Dive disarm now gets properly dispelled if you become magic immune while the debuff is on you
    * Fixed various inconsistencies with Eredar's spell behaviors and Disruption
    * Fixed Spawn Spiderlings failing to affect Ethereal units
    * Fixed Bloodseeker model size issues with BKB
    * Fixed Switch bugs with Strygwyr's Thirst
    * Fixed various tooltips
    * Fixed a bug with Illusions working against Supernova
    * Fixed Empower status buff icon
    * Fixed some rare bugs on Spirit Bear death
    * Fixed Io and Harbinger icons moving in tavern
    * Fixed Power Treads triggering Last Word
    * Fixed enemies being able to see Ice Blast on the minimap when near towers
    * Fixed lots of abilities/items having rare bugs during some hero transformation/morphing abilities
    * Fixed a visual glitch with a magic immunity icon appearing on your ability list while Nether Striking
    * Fixed Plague Wards instantly killing Homing Missile
    * Fixed gem overhead visual with shared gem
    * Fixed hero vision bugs after quick buybacks
    * Fixed rare cases where a courier delivery would fail to give you an item and place it far away from you
    * Fixed Requiem of Souls not adding charges to Necromastry
    * Fixed Serpent Wards instantly killing The Swarm units
    * Fixed a bug with batrider where he would sometimes lose his flying height
    * Fixed Medallion triggering and ignoring Linken Sphere
    * Fixed some small bugs with Power Cogs that can cause them to die prematurely
    * Fixed minor inaccuracies when casting Ghost Ship near map edges
    * Fixed a bug with Homing Missle not being able to hit a hero if he is standing near map edges
    * Fixed a very rare bug with muted items being created in the center of the map
    * Fixed an exploit with item manipulation
    * Fixed Orchid triggering and ignoring Linken Sphere
    * Fixed Scepter Infernals not being affected by Blackhole
    * Fixed Visage's Familiars not being affected by Blackhole
    * Fixed enemy Gem and Circle of Power interaction
    * Fixed potential buggy interaction of some aoe spells with Kraken Shell
    * Fixed interaction between Shrapnel and Power Cogs
    * Fixed an exploit with Circle of Power
    * Fixed some buffs not being properly removed by Dark Pact
    * Fixed an old fatal error exploit possible while using couriers
    * Fixed an issue with Gem on couriers
    * Fixed a bug with HCL bot game modes
    * Fixed some bashes/stuns not being detected properly for Sunray and Relocate purposes
    * The following overhead text tags have been fixed to no longer display through fog of war: Meld, Multicast, Walrus Punch, Chaos Bolt and Dark Ritual
    * Fixed some visual effects not always being displayed properly for observers
    * Fixed Flesh Heap gaining str from suicide (recently reintroduced bug)
    * Fixed a bug with Spirit Bear and Bashers
    * Fixed an abuse possible with couriers and hand of midas
    * Fixed some cases where the flying courier is still able to go into the enemy fountain area
    * Fixed a bug that caused Viper Strike to no longer be deniable
    * Fixed rune messages not always appearing to both observers
    * Fixed HP bar appearing on Spin Web

    #2
    Paar gute Sachen dabei.
    Ogre find ich heftig.
    Juggers ward ist halt für tanks interessant. Könnte jetzt auch passieren, dass die ganzen naps kein bf mehr first spielen, sondern erstmal hp items kaufen. ^.^
    Alchi und Axe sind verständlich.
    Wenn man sich das ganze genauer anschaut, sollte auffallen, dass DotA sich immer mehr in Richtung mehr dmg bewegt.

    Alles in einem gut gelungen.

    Kommentar


      #3
      phoenix + tusk nerf top! axe battlehunger = lol akasha solo mid nun noch härter

      Kommentar


        #4
        ich will mal mit nem elitären team dota spielen, wo könnte ich das schaffen?

        Kommentar


          #5
          keine Techie buffs? OHNE MICH !

          Kommentar


            #6
            Gem of True Sight
            - Gem now has a stock cooldown of 6 minutes

            Reicht das nicht als Techie Buff?

            versa postete
            Juggers ward ist halt für tanks interessant. Könnte jetzt auch passieren, dass die ganzen naps kein bf mehr first spielen, sondern erstmal hp items kaufen. ^.^
            ???
            Könntest du mir eventuell mal erklären wo da die Zusammenhänge sind? Und was genau ist für dich ein Tank?

            Kommentar


              #7
              http://dotawiki.de/index.php/Tanks

              Kommentar


                #8
                Mal davon abgesehen, dass das immenoch nicht erklärt was das mit dem Jugger Ward zu tun hat und die Beispiele in der Wiki wie so oft ziemlicher Schwachsinn sind:
                Du baust also auf Cent oder Tide HP Items?

                Kommentar


                  #9
                  auf cent meistens schon ja :o auf tide nicht so

                  Kommentar


                    #10
                    ttalbneurg postete
                    Mal davon abgesehen, dass das immenoch nicht erklärt was das mit dem Jugger Ward zu tun hat und die Beispiele in der Wiki wie so oft ziemlicher Schwachsinn sind:
                    Du baust also auf Cent oder Tide HP Items?
                    erm...
                    was soll man den sonst so auf nem "Tank" bauen?

                    und zu den vorpostern. 5% ist schon ziemlich krass, wenn man von nem Lvl16 Cent mit etwas items von etwa 2200Hp ausgehen kann. Das sind so über 100hp/s. Da gibts wohl wenige Helden, die genug Schaden machen können um den Ward zu kontern.

                    Kommentar


                      #11
                      Was bringt dir ein Cent mit 3 Hots (übertrieben gesagt), wenn du absolut keine Gefahr für den Gegner darstellst? Dann hast du 5k HP und keiner greift dich an, gz.

                      @Vorposter: Der Ward ist mit einem Hit tot, ich kenn ziemlich viele Helden die hitten können.

                      Kommentar


                        #12
                        wird das noch gespielt?

                        Kommentar


                          #13
                          ttalbneurg postete
                          Was bringt dir ein Cent mit 3 Hots (übertrieben gesagt), wenn du absolut keine Gefahr für den Gegner darstellst? Dann hast du 5k HP und keiner greift dich an, gz.

                          @Vorposter: Der Ward ist mit einem Hit tot, ich kenn ziemlich viele Helden die hitten können.
                          gut, dass ich das jetzt weis.....
                          hat ja so geringen aoe der ward und man muss ihn ja auch ned dem gegner vor die nase stellen. ein bisschen hirn ist auch bei dota gefragt.

                          wie bitte willst du nen cent ignorieren, der in dich reindaggered und den fight engaged und mal so knapp 1000dmg innerhalb von 2s macht. schau dir da gerne zu, wie du das ignorierst.

                          Kommentar


                            #14
                            Dann hat er ja schonmal Dagger gebaut. Was ja kein HP Item ist.
                            Und er macht dann nen Stun, Double Edge und danach? Genau, dann kann man ihn ignorieren und sich um den SF kümmern der im Hintergrund 20x mehr DMG macht.

                            Und was ist einfacher, einmal den Ward hitten oder den 3k HP Cent töten. Denk mal drüber nach.

                            Kommentar


                              #15
                              positioning ist das stichwort, die hälfte eines teams kann selten in den agi carry reinchargen weil sie selber keine hp haben

                              dennoch hast du recht, range agi damagedealer > tanks, zumindest in der spielphase von der du mit deinen 3 hots sprichst

                              Kommentar

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