The Game Haus
Dota 2 Esports

Hot fix: Bringing balance back in 7.07b

7.07b

When there is a patch as big as 7.07 was, imbalances in the game show up sooner or later. Sooner seems to be the answer in this case, as 7.07b arrived a mere week after 7.07 launched. Even in this short amount of time, the community lamented these imbalances and cried out to dear IceFrog for a remedy. It seems their voices reached the enigmatic DotA developer, as the most common complaints were addressed.

Anti-Mage

7.07b
(dota2.gamepedia.com)

Anti-Mage gets his own section in this article because he was an absolute terror in 7.07. His stat gain coupled with his new talents negated his old weakness of having to wait until the late game to come online. Developers reduced his strength gain to give him less health, and spell shield was also weakened to make him more vulnerable early. The biggest change though is that Blink Illusion moved up to a level 20 talent from level 15. Trying to chase a mid level Anti-Mage with this ability was incredibly difficult. Though the illusion took increased damage, the mana it drained would quickly make chasing impossible. This fix should return Anti-Mage to his former glory, without getting a free power spike in the mid game.

The new heroes

Pangolier fans rejoice! Your hero received some much needed buffs. Shield Crash grants increased damage reduction at all levels. Rolling Thunder turn rate is universally improved, so hopefully we’ll see fewer players getting stuck in corners. On top of that, it also does more damage than before. The most important of these buffs though is how Swashbuckle’s damage is now calculated. While previously it was treated as physical ability damage, Swashbuckle damage instances are now treated the same as normal right clicks. This means that on hit effects previously unavailable to him like lifesteal and crit are now completely viable. This is huge news for Pango players, and we’re bound to see his build diversity go up as a result.

I’m more of a Dark Willow person myself, and I’m not even upset about the nerfs she received in 7.07b. Bedlam was absurd on a 20 second cooldown and everyone knew it. By level three the ultimate is still about as strong as it previously was, so no harm was done to her late-game potential. Bramble Maze now also deals its damage over time instead of all in one instance. This brings the spell more in line with similar roots such as Crystal Maiden’s Frostbite, and gives players a chance to save themselves with healing items or spells. To be fair, it was pretty absurd for a low health hero to walk into a bramble patch and just explode to a 250 damage nuke.

Tiny is a big boy again…

7.07b
(dota2.gamepedia.com)

I played one game of Tiny after being intrigued by the massive changes made to the hero in vanilla 7.07. I never felt like I was able to contribute anything meaningful at any point in the game. Valve gave Tiny so much love in this patch that I’m cautiously optimistic about trying him again. Most of his buffs were to his Tree Grab ability, which previously had a long cooldown at lower levels. The cooldown was so long in fact that I never felt like I had it up when I needed it to push.

The ability’s cooldown has since been lowered from 40/32/24/16 seconds to just 15 seconds at all levels. Splash damage done by the tree now deals full attack damage. Tiny even gets an additional swing with the tree once he hits level four with the ability. These 7.07b changes help to turn Tiny into the split pushing tower crusher he was meant to be, and hopefully make him relevant in the meta again.

Meteor Hammer

Most of the other item changes are minor, but Meteor Hammer’s function changed in a pretty meaningful way. It now deals less damage over time, but has a small burst of damage on impact. Players questioned why it was not this way to start with. It made little sense that being hit with a meteor dealt no damage initially. While the weapon’s function now makes more sense, I’m still not sure it is exactly what the item needs to be relevant. The biggest drawback is the three second channel time, which makes it very easy to interrupt or dodge. Most of the time I would probably rather use those three seconds to cast any of my other abilities. Chances are they would probably be more productive.

More changes coming?

Undoubtedly. After all, patch 7.06 went all the way up to 7.06f before the developers finally decided to increment the patch number. It has still been less than two weeks since Valve introduced us to 7.07, so we’re bound to see more in the future. Watching the pros experiment with the patch has been exciting, but it’s clear that they are still learning too. I guess it’s time for us all to get back into it and play more 7.07b DotA 2.

Bummer…


Featured Image: Screenshot grabbed from Dota2.com

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For a more in depth look at what The Game Haus thought of patch 7.07, be sure to listen Episode 1 of our DotA 2 podcast “Secret Shop Talk” here.

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