A few thoughts on Dota 2 6.82
Some cool things that I’m noticing, theories, observations, etc.
Omniknight has 64% win rate so far, up from 59%. Spectre used to have 51% and now she’s at 62.8%. My hypothesis for this is that the gold/xp bonus bounty mechanic favors heroes that need to get big items (spectre’s heart/manta, omni’s agh), because a fight that turns into their favor in the midgame if they lagged behind in the laning phase means a sudden influx of lots of gold.
Spectre and Omni were not nerfed or buffed in any significant way, the changes they received in 6.82 are incredibly small. And they’re both heroes that need to get big items to thrive. This is where I’m getting my theory from.
So, speaking of which:
The new XP/Gold bonus bounty is awesome, for two reasons.
1) it makes pro games a lot more interesting. now nothing is won or lost for sure. remember the TI4 finals that were won because it’s impossible to come back from 0-10 at 15 minutes? now it is. I admire the fact that it’s not the deathball strat itself that was directly nerfed, but the risk you take in running it.
1b) on the other hand this inherently biases the meta back towards late game heroes & heroes that scale best through gold & big items (“how much” is not something i can really say, i’m not an expert)
2) this helps pub games. this raises the quality of pub games enormously. if you have a teammate purposefully feeding, all that XP and gold he’s feeding to the other team will sway a lot more easily back into your hands if you can do pick-offs / win teamfights before it’s too late (and now “too late” is a lot later than it used to be). in other words, it’s a lot harder for a single player to throw/ruin a game.
I’ve seen a team with 2 abandoned heroes win a game 3v5 before. I wouldn’t be surprised if this mechanic makes it possible to win 2v5 in some cases.
I really do admire the fact that this change to XP/gold bonus bounty affects both pro and pub games in a really positive way.
Bloodseeker’s rework is interesting but he doesn’t really fit the carry role anymore. This huge AOE nuke and silence definitely places him in the role of support, if the fact that his first skill now gives you insane damage amplification for no mana on a 12 sec cooldown.
Phantom Lancer’s rework is really fun (and funny).
Don’t forget to glyph if one of your tier 1 towers is about to fall to delay the other team by 5 seconds, because the glyph gets refreshed when any T1 falls now.