dota 2, talents, bulba, draft, heroes

Three of the most insane talents in DotA

Talent Trees have been the best addition to DotA

The addition of Talent Trees came with the Reborn patch along with a breath of fresh air into hero composition. Allowing for in-game adjustments to core aspects of your hero within each game. Simultaneously removing stat upgrades that were only useful on a handful of heroes. Talent Trees have also pushed the creativity of DotA players to new levels due to the nature of some of the upgrades.

Early, a few heroes became basically broken thanks to their talent trees. Most memorably was Lina’s first talent tree that allowed her a respawn timer reduction. A small oversight on a hero that can easily justify a Bloodstone to further reduce her time off the map. This would spell the end for respawn talents. All of which were patched out a couple months later. Talents have seen a lot of touch-ups since, but a few remain extremely impactful. Not just Puck’s ridiculous Level 25 talent of +420 Gold/Min.

puck, dota 2, gpm, talents

Puck being blessed by IceFrog

Crazy Coconuts and a Scorched Earth campaign

Witch Doctor’s talent choice at level 15 is between +90 Damage and +2 Paralyzing Cask Bounces. Too bad carry Witch Doctor isn’t a thing. But, support Witch Doctor is boosted with another 2 seconds of lockdown and damage. On the surface this may not seem so powerful. A level 4 Paralyzing Cask already bounces 8 times. Though adding another 2 bounces adds another second of stun in a teamfight. The value of this cannot be underestimated. Coupled with Maledict, a Death Ward, or both can provide devastating damage from a support.

Another hero who’s teamfight presence benefits from a Level 15 Talent is Doom. Scorched Earth is already a powerful ability:

doom, scorched earth, dota 2

(Dotabuff)

So let’s add another 15 Damage and Heal per second to that. Doom has largely fallen out of the meta as an offlaner and support. But, this talent turns him into a very tanky frontliner in any teamfight. Think about it in terms of HP alone. With this talent Scorched earth does 640 magic damage over 16 seconds before reductions. in a 600 range area. While also healing Doom for the same amount. If you were to catch two heroes in a gank for seven seconds; that’s an HP swing of 1155 in favor of your team. In the early-mid game this is incredibly annoying to fight into before even taking into account his ultimate.

How much regen is too much regen

The answer is a Timbersaw with max Reactive Armor stacks at Level 15. Because this is when he gains a passive +14 Health Regen. If you haven’t played against this yet, pray you never do. A Timbersaw with no items and max stacks of Reactive Armor at this point would have a cool 46 HP regen/second. Add in another 21 HP regen with a Bloodstone and you have a real problem chaining all over the place. Physical damage becomes almost useless with all Timbersaw’s armor and regen. You would need a ton of magic damage burst just to make a Timbersaw think about leaving a fight.

DotA has always been a game about talent. With MMR dividing up players into skill brackets. A pro scene rich with extremely skilled players who are always pushing the game’s limits. Talent Trees just provide a in-game nuance that further ensures no two DotA games are the same.

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7.02 Patch Update

The Winners and Losers – 7.02 Patch Notes Analysis

As expected, Icefrog has released the 7.02 patch for Dota 2. The patch is a small balancing update that focuses mainly on buffing and nerfing hero talent trees. There have also been some changes to the map to keep the balance between Radiant and Dire. Let’s get into it and see who the winners and losers of the 7.02 patch are.

The Winners of the patch

Balancing both sides of the coin

Dire Patch

Image courtesy of joindota.com

Prior to the release of the new patch, there were several reasons that Radiant had an advantage over Dire. Icefrog has taken steps to return the balance by making a few quality of life changes.

* The following abilities cause neutrals to temporarily not draw aggro: Meat Hook, Telekinesis and Toss
* Added more trees for TP cover around the dire towers
* Swapped the dire secondary jungle ancients and medium camp spots (and improved spawn boxes/stackability)
* The Dire ward spot to the left of the Ancients no longer gives vision over the rune area infront of Roshan
* Slightly adjusted the dire secondary jungle bounty rune further back
* Reduced spawnbox size for both Dire hard camps
* Shifted down the spawnbox for the ancient camp (formerly medium camp) in the Dire secondary jungle (so a high ground ward does not block the camp)
* Fixed a rare case where Dire ancients could be stuck between trees when spawning

“Courtesy of http://www.dota2.com/news/updates/27381/”

A lot of these changes are minimal and focused on balancing the scales between the two sides.

Same hero new play style

WR Patch 7.02

Image courtesy of dota2walls.com

Windranger has been missing from the meta for a long time. Icefrog decided to bring her back from the dead with the next patch.

* Powershot damage from 120/220/320/420 to 180/260/340/420
* Powershot cooldown from 9 to 12/11/10/9
* Windrun slow AoE from 300 to 325
* Windrun manacost from 100 to 75
* Level 10 Talent from +15 Damage to +25% Windrun Slow
* Level 15 Talent from +16 Intelligence to +20 Intelligence
* Level 15 Talent from +200 Health to +40 Movement Speed
* Level 20 Talent from +12% Magic Resistance to +20%
* Level 20 Talent from +12% Spell Amplification to +15%
* Level 25 Talent from -5s Powershot Cooldown to -6s

“Courtesy of http://www.dota2.com/news/updates/27381/”

These changes seem to point to a more support focused Windranger which may reinvigorate the hero. The change to Powershot will mean that an early point in the skill will allow good harass potential in lane. The changes to her talents seem to point her towards a more support focused play style. Expect to see support Windranger coming to a pro game near you.

Who needs a Midas

Doom patch 7.02

Image courtesy of dota2walls.com

Doom is another hero that had been missing from the meta for a long time. This may start to change, as with his new changes he may become more viable, and is already seeing some more play in competitive.

* Level 10 Talent from +8 Intelligence to +80 Devour Bonus Gold
* Level 10 Talent from +150 Health to +250
* Level 15 Talent from +6 Armor to +15 Scorched Earth Damage/Heal
* Level 15 Talent from +15 Movement Speed to +20
* Level 20 Talent from +65 Damage to +35 Doom DPS

“Courtesy of http://www.dota2.com/news/updates/27381/”

Doom’s talent tree received a massive rework as part of the patch, something that he really needed. The main addition is the new level 10 talent +80 Devour Bonus Gold, which effectively gives Doom a built in Midas once he hits level 10. This will really allow Doom to transition well into the mid / late game. It seems as if Icefrog is trying to refocus Doom around his skills with the changes to his talent tree. As a result, Doom has lost some of his right click potential and will have to be careful during fights.

Returning from the shadows?

Bounty Hunter

Image courtesy of dotafire.com

Bounty was a hero that had been severely affected by the 7.00 patch, so it is nice to see Icefrog giving him some attention. Still, nobody is going to buy Aghanim’s Scepter on him no matter how much they buff the upgrade.

* Scepter now also increases Shuriken Toss ministun duration from 0.1 to 0.75
* Level 10 Talent from +15% XP Gain to +20%
* Level 20 Talent from +100 Damage to +120 Damage
* Level 20 Talent from 8% Spell Amplification to +75 Shuriken Toss Damage
* Level 25 Talent from +20% Evasion to +25%

“Courtesy of http://www.dota2.com/news/updates/27381/”

The change to the Aghanim’s upgrade makes sense, however it will more than likely not increase the amount the item is picked up. The 20% XP gain at level 10 will help Bounty get his levels faster, something he desperately needs. The addition of +75 Shuriken Damage offers a welcome choice against the +120 Damage. Whilst most people will pick up the additional damage, in higher level games the extra Shuriken Toss damage will see a lot of attention. Bounty may see some more play, however he still is in need of a more considerable buff to make a return to the meta.

The Losers of the Patch

Balance in all things

Image courtesy of youtube.com

The nerfs to Ember will not be a surprise to anyone who has played the game recently. With a high pick and win rate, the hero was teetering between great and broken.

* Root now disables Activate Fire Remnant
* Level 10 Talent from 15% Spell Amplification to 12%

“Courtesy of http://www.dota2.com/news/updates/27381/”

Now whilst two changes is not dramatic it is the nature of these changes that is important. Firstly, having Root disable Activate Fire Remnant makes sense, but will now allow another way to lock Ember down and stop him from jumping out. Secondly, the change to the level 10 talent is a welcome one, that reduces the heroes power without completely destroying the hero. Ember will likely still see a high pick and win rate in higher tier games and will likely receive heavier nerfs in an upcoming patch.

 

Is No Bear LD still within range ?

Image courtesy of youtube.com

Lone Druid definitely deserved a nerf and Icefrog agreed. The Druid had become a mainstay in higher MMR games, with a strong win rate.

* Level 10 Talent from +200 Attack Range to +175
* Level 15 Talent from +65 Damage to +55
* Level 20 Talent from +7 Spirit Bear Armor to +12
* Level 20 Talent from -50s Respawn Time to -40s

“Courtesy of http://www.dota2.com/news/updates/27381/”

The changes to LD are minimal currently, but may see him become a more situational pick rather than consistently picked. Reducing the additional attack range provided by the level 10 talent was a needed change, and will mean that it is possible to close the gap on LD in fights. In addition, reducing the damage provided to LD from his level 15 talent will be a welcomed change. Similar to Ember, the changes are needed, but are still arguably not enough.

 

Who needs Ion Shell

Dark Seer patch

Image courtesy of dotafire.com

Dark Seer has been a mainstay of the competitive meta for the last six months. Icefrog may have just ruined that for everyone. With a long list of changes, will Dark Seer ever be the same again?

* Movement speed reduced from 300 to 295
* Ion Shell manacost from 70/90/110/130 to 100/110/120/130
* Level 15 Talent from +90 Damage to +120
* Level 20 Talent from +25 Intelligence to +75 Vacuum AoE
* Level 20 Talent from +12 Strength to +10% Cooldown Reduction
* Level 25 Talent from +12% Cooldown Reduction to +25 Strength
* Level 25 Talent from +70 Ion Shell Damage to +80

“Courtesy of http://www.dota2.com/news/updates/27381/”

The biggest of all these changes is the change to Ion Shell. Dark Seer is a hero that benefits from pushing towers in the early game through the use of Ion Shell. This has changed with the mana cost of Ion Shell being increased, meaning that early game Dark Seer cannot simply spam itl in lane whenever it is off cooldown. Dark Seer will now need to be conscious of last hitting rather than leaving that to the Ion Shell. The talent tree also received a rework, which overall is a nerf to Dark Seer. If you like to play Dark Seer, it may be time to find a new hero, as Icefrog has decided to punish him and may do this again in the future.

Icefrog has sent him back to the Underworld

Image courtesy of pcgamesn.com

Having been recently released into Captains Mode, it is not a surprise to see Underlord receiving the balance hammer from Icefrog.

* Movement speed reduced from 305 to 290
* Atrophy Aura Damage Reduction from 10/20/30/40% to 4/16/28/40%
* Level 15 Talent from +200 Health to +35 Movement Speed
* Level 20 Talent from +100 Cast Range to +125
* Level 20 Talent from +50 Attack Speed to +60

“Courtesy of http://www.dota2.com/news/updates/27381/”

Icefrog decided that the early game of Underlord was too good and has decided to reduce the Atrophy Aura Damage Reduction. The change now means that for the damage reduction to be beneficial, it will now require two skill points, which will possibly change the skill build moving forward. Whilst he will not join Arc Warden in the new hero dumpster, expect Underlord to receive some nerfs in upcoming patches.

Other changes of note in the patch

* Shrines are now vulnerable after a T3 tower dies (same as the Shrines inside the base), rather than after all T2 towers die

* Sentry Wards now come in packs of 1 for 100 gold (instead of 2 for 200)

* Added Lycan to CM

* Observer Wards now have a Fog of War simulator to show you the area the ward will reveal (taking into account trees and terrain height)

“Courtesy of http://www.dota2.com/news/updates/27381/”

For a full breakdown check out Purge’s Livestreamed reactions to the new patch here – https://www.youtube.com/watch?v=LZEpSU0DOoU

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Even More Tweaks: Dota 6.87d

(courtesy of dotafire.com)

Small, frequent balance updates had been missing from the game for the last few years, and some of us are happy to see them happening again. The chances of watching another tournament that only consists of the one fifth of the available Hero pool are getting slimmer.

This time, we got:

* Doom cooldown increased from 125 to 140
* Armlet health drain increased from 40 to 45 per second
* Sun Ray cooldown increased from 20 to 26
* Beastmaster Boar Attack Damage reduced from 15/30/45/60 to 10/25/40/55
* Call of the Wild Hawk/Boar manacost increased from 15 to 25
* Rolling Boulder slow duration reduced from 2 to 1.4/1.6/1.8/2.0
* Lion’s base intelligence reduced by 2
* Track self bonus gold reduced from 200/275/350 to 170/260/350

Doom, after all the nerfs and remakes and more nerfs is still considered a serious threat, and with good reason. His ult now has one of the longest cooldowns in the game, and it remains to be seen whether that’ll be enough to finally put him down.

The Armlet tweaking series continue. I’m not sure anyone even pays attention to them anymore.

Sun Ray focused Phoenixes have seen a rise in play too. I doubt the slightly longer cooldown will do too much to them, but it’s still welcome.

(courtesy of goodfon.su)

Beastmaster keeps getting pounded, this time with something a lot less painful than the last time though (his boar’s slow not going through spell immunity anymore). His map and Hero control will always be something to watch out for.

Earth Spirit nerfs? Gimme. He’s received dozens of them and he’s still powerful.

Lion has also become quite popular, though I don’t think he’s the type that needs to be weakened much, if at all. 2 intelligence down isn’t a lot, although it CAN be for a support, and the Hero already has his weaknesses.

And finally, our buddy Bounty Hunter will have to work more for a living once again. His early game impact is considered very important by many pubs and pros alike, hence the continues nerfs on him. He’s one of those types that requires constant attention to not cause the game to go out of hand quickly.

This, as you can see, was a patch consisting only of nerfs towards some trending picks. Perhaps we’ll see a bit less of them in the upcoming Manila Major.

6.87b and 6.87c

(courtesy of pvplive.net)

With two quick balance updates, a few tweaks have been made to the brand new 6.87 patch.

6.87b:

* Sacrifice Cooldown increased from 44/36/28/20 to 60/50/40/30
* Sacrifice Mana restore increased from 25/40/55/70% to 30/50/70/90%
* Blade Mail cooldown increased from 13 to 18
* Jinada slow reduced from 25/27/29/31% to 18/22/26/30%
* Armlet’s armor bonus is now granted after it is fully activated

6.87c:

* Infernal Blade base damage reduced from 40 to 25/30/35/40
* Armlet armor bonus when activated reduced from 5 to 4
* Essence Aura now uses Pseudo-Random Distribution
* Wind Lace cost increased from 225 to 235
* Wind Lace is no longer available in the Side Shop
* Silver Edge now has a 300 gold recipe
* Arc Warden base damage improved by 4
* Vengeful Spirit Intelligence reduced from 15 + 1.75 to 13 + 1.5
* Super Creep gold increase over time reduced from 2 to 1.5 per upgrade cycle
* Beastmaster’s Boar Poison no longer pierces Spell Immunity
* Greevil’s Greed no longer benefits illusions
* Storm Spirit Intelligence increased from 23 + 2.6 to 24 + 3.0
* Slardar base movement speed reduced from 300 to 295
* Metamorphosis no longer increases Base Attack Time
* Conjure Image damage taken reduced from 425% to 400%
* Stifling Dagger base damage increased from 60 to 75
* AoE Bounty Gold based on level reduced from 8/7/6/4/4 to 6/5/4/3/3 per level
* Grave Chill cast range increased from 600 to 650
* Jinada slow reduced from 18/22/26/30% to 15/20/25/30%

Let’s see the most important ones:

Lich’s Sacrifice was proving to be too much for the laning stage, with the new ranged creep EXP bounty. It now works more of a mana sustain device rather than an EXP denial one.

Bounty Hunter, a Hero favoured both in pubs and competitive matches, got two nerfs in his Jinada slow, hindering his early game impact.

Doom, who was forgotten for some time after the remake, has proven time after time that his concept is simply too powerful to be ignored. Even after this nerf, I doubt his value as a pick will drop too much.

Outworld Devourer’s Essence Aura now using Pseudo-Random Distribution means his mana expenditure will now be smoother. For those who don’t know, PRD is an alternative way of determining the results of % skills. The idea is that with each attempt that it doesn’t proc, the chance is raised a bit, and when it actually procs, it returns to its original value.

To put simply, imagine a Faceless Void with his Time Lock. Chance he actually bashes is about 8% at his first hit. For each hit he doesn’t bash, he gains an extra 4% every time, until it actually procs. (Numbers were random)

Alchemist, a balanced as ever Hero, won’t be benefiting from Naga Siren farming the whole map with Radiance+Illusions shenanigans anymore.

AoE Bounty Gold, at long last, has been nerfed a bit!

Terrorblade, a Hero who hasn’t been played in a long time, has strangely enough received (mostly) a nerf, with his Metamorphosis not granting better Base Attack Time. I’m not sure what the idea behind that was, as this guy doesn’t seem overpowered at all.

Last but not least, Beastmaster’s boar slow doesn’t go through spell immunity anymore. This is a huge deal, we’re definitely going to see less Beastmasters from now on.

Unconventional Cores

(Courtesy of dotafire.com)

Also known as “a good way to get flamed”. But, if you’re tired of picking Spectre over and over and over again, try these. Some of them can actually be pretty decent!

: Such as him. Earthshaker’s Enchant Totem is practically a 100% chance, x4 critical hit. If used preemptively, it can be used at least twice in a single fight because of its low cooldown, resulting in tons of damage. This Hero is actually pretty underestimated when built with damage items. Shadow Blade, Armlet, Desolator and Daedalus can be really effective.

: Abaddon, on the other hand, may not be that reliable. However, an active game with him as a core can really pay off. He’s a better pusher than you think through Curse of Avernus and his Shield. Aghanim’s is a good way to help your team survive. Radiance+Octarine sounds interesting. And there’s always the Drums+Sange and Yasha racecar build.

: While Dazzle is a great support, he can also work really well with some items and especially levels than you may think. A middle lane Dazzle has the luxury of maxing out his Poison Touch first and be active. Shadow Wave and Weave can be great for early/mid engagements. I’d get Treads+Urn+Solar Crest on him (don’t forget, all his spells deal physical damage).

: This is more of an alternate build style. Night Stalker is considered more of an offlaner nowadays, however he can still do his traditional mid role and go for damage items instead. What’s good about him is that he can still be effective early on without too many items, so you can get a Midas and be a hybrid-carry. We’ve seen people get Armlet, so there’s no reason to not continue to that direction, with something like Desolator+BKB+Abyssal+Daedalus.

: Yes, I know Doom has had his share of plays, but mostly as a utility. He can really work as a safelane carry as well. He can farm really well, and can output a lot of damage with an Alpha Wolf in his belly. Octarine synergizes well with him, and also boosts his farm (lower Devour and Midas cooldown), so Radiance is also an option. A permanent damage aura and critical obviously means you can also get typical right-click items as well.

Some Interesting Old Changes

(Courtesy of moddb.com)

It’s been a long road. Not every aspect on the game has always been so well-balanced as today (questionable), not to mention the various bugs popping up from every hole.

Today, we’re going to look at some spicy, old-school material.

* Cannot use Aphotic Shield on Doomed hero anymore (6.39). Yes, this meant you could actually remove Doom with Aphotic Shield. Imagine the frustration on those Doom pickers back then.

* Purchasing bottle now automatically gets filled up (meaning chicken can buy it for you and have it filled the first time) (6.41). Before that, you’d have to use the Bottle on your fountain to fill it up.

* Changed the way Aegis and Roshan work. Aegis is now a Roshan drop (a1-charge ankh basically). You cannot create it manually. Roshan starts out weaker without melee return. He respawns stronger and bigger every 10 minutes (6.42). Aegis used to be a craftable item, made with Platemail, Cloak and a recipe, providing the benefits of these items and a 3-charge reincarnation. You’d respawn in your base instead of where you died, and the item was undroppable and unsellable. Which meant that even you could make as many Aegises as you wanted, each of them would take up a spot in your inventory forever.

Roshan was also way, way stronger before this. He was really treated as a “stage boss” of sorts. Generally, you needed your whole team to bring him down, and only very late in the game. He dropped Cheese every time.

* Tinker no longer Rearms Arcane Ring (6.43). Obviously, Arcane ring was the thing that was turned into Arcane Boots. It did pretty much the same, providing armour instead of movement speed. While Tinker wasn’t played too much the way he’s played today, I believe he was somewhat of an undiscovered potential god (thank god he remained undiscovered).

* Troll Warlord -> Removed Berserker Rage mana cost (6.44). Wanna switch from ranged to melee? 50 mana please.

* Fixed Boots of Travel working on Psionic Traps (6.44b). Well, that must’ve been fun.

* Fixed Vacuum from working on various exploitable areas (6.44b). Funny thing? Nobody ever bothered implementing this in Dota 2, the moment you gain free pathing when getting Hooked/Swapped in said areas.

As a side note, Butcher and Vengeful couldn’t use Blink Dagger at all back then, to prevent similar abuses.

* Changed Crystal Maiden’s Brilliance Aura to a global effect (6.49). Being a normal aura was pretty underwhelming. After that though, she quickly became first pick material for some time.

* Removed the invulnerability period while Priestess of the Moon is leaping (6.49). She was a pretty darn scary Hero back then.

* Changed Drow Ranger’s Marksmanship ultimate (6.50). Before that, it would provide a chance to kill a creep in one shot. This was by far considered to be the worst ulti in the game.

* Redesigned Eul’s Scepter of Divinity (6.50)

* Redesigned Guinsoo’s Scythe of Vyse (6.50)

Eul and Guinsoo were previous DotA developers. Scythe of Vyse required Scepter of Divinity as part of its recipe, obviously referring to the game changing hands. Scepter had 6 charges of Cyclone only, and each cast lasted a lot longer. It couldn’t be cast on self. Practically, it was a disable weaker than Hex. That was the point when the items became independent.

Scythe of Vyse not bearing Guinsoo’s name in Dota 2 should obviously be related to him becoming a member of the League of Legends development team.

* Changed how Dagger of Escape works. It cannot be activated if you took damage in the last 3 seconds. (6.50). I can still recall the reactions among the community. Apparently, Dagger of Escape was Blink Dagger, and you could use it even upon taking Hero damage. It had shorter range and longer cooldown, plus the small manacost that was removed during Dota 2, but still was the most game-affecting item by far. Attempting to play without it against 3-4 blinkers would lead to disaster. There weren’t many other mobility items back then either; no extra movespeed on Eul’s, no Force Staff, no Drums. Long story short, the game revolved around getting Dagger of Escape way too much.

After 6.50, it wasn’t used very much. Since it retained its old range/cooldown plus the disabling from ANY source of damage, even from creeps, besides seeing it on must-get Heroes like Earthshaker, it was forgotten for some time.

Hero Remakes: Doom

(Courtesy of playdota.com)

(Courtesy of playdota.com)

 

How long have we waited for this one.

In ages past, Lucifer the Doom Bringer (there had to be a better name, though) wasn’t much of a scary hero, despite his title. In the 6.66 patch (see what he did there?), Icefrog decided to experiment a bit and turn him into that despicable monster we all got to know. It was then he got his ability to obtain the devoured neutrals’ abilities, and the current form of Scorched Earth.

He’s received quite a few tweaks before this remake, and he had gone from utterly broken to completely forgotten and back to broken again. Personally, I believe he always had potential to be a valid pick, it’s just that people tend to recognize a hero only if they can mean a free +25. His ability to farm so fast, obtain the damage aura and critical from the poor wolf (what else?) and to completely negate a hero are not attributes to be ignored. Recently, the buffs to Scorched Earth had made him a very potent offlaner, but it’s not as if he couldn’t be in other roles. He was even valid as a carry, as long as there was a single wolf to be found in the jungle. His Level Death was an unreliable nuke that usually didn’t offer much, but it was still useful in removing a Linken’s. It was, nonetheless, a skill that felt completely out of place.

His new Infernal Blade deals HP Percentage magic damage and also applies a mini-stun. People haven’t tried him that much yet so it’s hard to say whether this is really useful or not; after all, theory is just theory. His chasing potential certainly increases with this, and heroes that had high enough HP to live through Doom may have a harder time now.

The nerfstick seems to have hit him harder than most (to the relief of many). Scorched Earth keeps getting nerfed bit by bit, making us wonder if it really needed a buff in the first place. His base attack time is now a very slow 2.0 seconds, and Doom cooldown is now a longer-than-average 125 seconds. Also, a very important detail is that with Level Death’s removal, he’s also lost the ability to remove the Linken’s buff on his own, which is perhaps the biggest nerf he received. Indeed, the days when he could solo kill pretty much anyone that wasn’t Meepo are gone.

Despite being a passive, Infernal Blade deceivingly doesn’t offer much for carry potential. The only ways this skill could get stronger through items would be a Octarine Core for better cooldown, and I’m guessing that an Aether Lens should also boost its DPS.

It appears that the drawbacks weigh heavier, as most of his common builds aren’t as overwhelming as they used to be. Shadow Blade into solo killing can be countered by Linken’s (not to say every single Hero is to get it, but it’s now a very solid counter). A DPS build doesn’t have much synergy, especially with the 2.0 BAT, although a Radiance could still be useful; after all, he can farm it fast. A Radiance+Octarine based progression comes to mind, but is it really worth the resources?

All in all, I prefer having a slightly weaker Hero for now rather than the World Ender we used to see in every single match. Maybe his numbers have suffered quite a bit, but he still possesses very powerful spells

and he can totally get back in action with a few tweaks, or with a different build.