He is good at defending the highground. At least it looked like that he can do it well.
It can take a while to figure out, how to play him properly. Saw people running him at mid lane, safe lane or in the jungle with different builds. They all had different results in the end. Some where even maxing out stats first, but let´s see, how he will develop.
T1 towers giving less gold, glyph refreshed each time that team’s T1 tower is destroyed (weakens 5 man early push strats)
Rosh pit moved, redesigned. Vision around Rosh pit changed, giving equal vision for both teams. Dire appear to have much smaller Rosh advantage.
New ward spots near T2 towers; offlanes on both sides now more open (less trees, lots of paths in the trees), making ganks on offlane easier (or so it would seem)
Bounty Rune added (gives gold and xp based on how minutes passed in the game, can be bottled), always spawns every two minutes, will spawn on the other side of the river where the normal (dd, haste, etc. runes), if a rune is not used/bottled, it will be replaced by a new rune at the 2 minute refresh mark
XP for killing a higher level hero scales better, allowing XP deficits easier to overcome
BKB cooldown and duration degradation is now tied to the hero (no more buying a new BKB to get longer duration charges)
Flying Courier base movement speed buffed but speed burst cooldown greatly increased and the duration greatly lowered (RIP bottle crowing for good this time?)
Mek mana cost increased from 150 to 225 (pretty huge for some heroes with low mana pools, i.e. Doom)
Crimson Guard added to the game (built from Vanguard, giving Vanguard a purpose past 30 minutes into the game and no longer being a shitty, useless item!)
Provides:
250 HP
+6 HP Regen
Passive Damage Block (80% chance for 40/20 melee/ranged)
+5 Armor
+2 All Stats
Active: Guard - Gives nearby allied heroes (750 range) +2 armor and a damage block shell that has a 100% chance to block 50 damage. Lasts 9 seconds. Cooldown 70.
Passive: Damage Block - Gives the wearer a chance to block damage from each incoming attack based on whether the equipped hero is melee or ranged.
Note: Guard only affects heroes. Has the same no stacking mechanic as Pipe of Insight/Mekansm for 70 seconds.
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TP scroll gold cost changed from 135 to 100 (!!!)
Damage types reworked. HP removal and composite damage no longer exist. All damage is either physical, magical, or pure.
Hero changes were not that big overall, save for Bloodseeker and Phantom Lancer being reworked (Riki probably had the biggest changes that didn’t remove him from Captain’s Mode). Patch might be due out tomorrow? I’m hype.
I wish this thread was more active. DotA meta is one of my favorite things to talk about due to how interesting it is.
March being magical damage is a pretty decent nerf to Tinker. It means coming back from a bad start is that much harder. The nerfs to Ethereal Blade, Dagon, and gold earned from T1/T2 towers are also indirect nerfs to Tinker.
Pretty much Composite damage is damage that goes through magic immunity but has damage reduced by armor. HP Removal is pretty much… damage that isn’t ACTUAL damage that will cancel things like healing salves and Blink Daggers.
I picked Prophet the other day and went up against a Tinker in a match I could easily describe as the one piece of evidence you would need to support convincing somebody to quit the game.
If I could remove one hero from the game, it would be Tinker.
Even playing with him on my team is awful. Every lane just gets marched on and if I’m playing pos 1 or 2 I’m pretty much getting no farm.
Saw the patch notes yesterday, kind of excited about them. I havent had the time to play yet but I honestly feel the changes will be good going forward. I agree, Tinker needs more nerf. He wont be farming as fast with the ancients but proper stacking can get him significant gold via jungle.
I want to try out riki and PL with my first few games
Update went out today to tweak the AOE gold bounty on killing heroes on teams that are far ahead of your own.
Slightly reduced AoE Gold bonus Net Worth Factor for 1 hero kills from 0.5 to 0.38
Bug fixes too. Either way, we’ll have to see how much this AOE gold bounty will shake up competitive play. It’s been tweaked already but a lot of pro players were complaining about it (then again they tend to dislike every major balance patch after TI).
The changes right now are extreme. They’re nuts. The rubberbanding is insane. Just pick a six slot hard carry, get stomped all game, and then get back to even with two kills. Easy.
That fix is only group bounty, there’s still going to be a ridiculous amount of gold given out to the person who gets the kill. The gold/exp charts in the pro games right now (like IG/newbee the other day) are roller coasters.