Patch 7.13 introduces a number of dramatic adjustments focusing on the emphasis positioned on early sport aggression within the present aggressive meta. Will these new alterations revive the traditional-long sport meta of the previous?
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The inevitable deconstruction of demise ball Dota has arrived with Valve’s most recent-experimental replace. The most recent iteration implements a complete technique to curb early sport aggression by drastically mitigating the rewards derived from this method.
Till now, the meta prioritized lane dominance, early tower acquisitions for map management, and fixed strain on goals. This has been the blueprint for fulfillment all through a lot of the present season of the Dota Professional Circuit, as now we have noticed the efficacy of successfully forcing opponents to shell inside their base. By chopping opponents off from the power to securely farm or defend their fragile buildings, every match quickly devolved right into a base-race. By altering each map economic system and constructing sturdiness, Valve might have shifted the present meta fully in the wrong way – buying and selling shorter-action-packed matches, for longer-more balanced ones. The general patch is broad in scope, introducing vital attribute amendments, rescaled demise timers, and the aforementioned economic system/constructing adjustments to rework the meta.
Let’s start by analyzing how the economic system, respawn time curve and constructing adjustments will theoretically lengthen the sport.
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Weathering the Storm
One of many extra vital nerfs of Patch 7.13 is the discount in gold obtained for destroying towers. Tier half of/3/four towers now reward 100/400/300/200 much less crew gold, along side a decreased crew bounty from 150 to 100 for destroying the Ranged Barracks. The gold bounty from Filler buildings has additionally been decreased from 125 to 75, theoretically decreasing the attacking crew’s capability to mass accumulate buyback gold ought to they die within the enemy base. This 50 gold discount might simply be sufficient to extend buybacks from the aggressing crew, thus affording defending groups extra alternative to recoup earlier than the subsequent onslaught. These potent gold acquisition reductions additionally strip away a lot of the financial incentive related to the demise ball technique.
Whereas pushing excessive floor has been made much less rewarding, it’s also far harder because of the elevated period of Glyph from 5 to six seconds. This may occasionally appear trivial at first, nevertheless, this delay might rapidly flip the tide of battle by permitting defending groups one other second to reply or higher place themselves for the benefit. The extra second of Glyph might additionally imply the distinction between essentially shopping for again or saving for an additional pivotal scenario. Heroes reminiscent of Pugna, Loss of life Prophet, and Terrorblade, who rely closely on buying constructing gold to speed up their early sport energy might discover themselves fading from the brand new meta, as early tower destruction has turn into harder to perform.
The elevated period of Glyph synergizes nicely with rescaled demise timers. The extent 12 via 25 respawn time curve has been modified from 48/52/54/56/58/60/70/74/76/78/82/86/90/100 to 44/46/48/50/52/54/65/70/75/80/85/90/95/100. This replace gives a large boon for late sport heroes reminiscent of Spectre, Antimage and Sniper, by giving these heroes a wider margin for error. Prior to those new adjustments, attacking groups had been in a position to cripple enemy laborious carries by baiting them to buyback so they might kill them once more and successfully end the match by mid sport. Shorter demise timers means heroes can now get again within the sport sooner, thus shrinking the window of alternative for groups to relentlessly destroy goals with minimal resistance. This specific revision might assist facilitate a resurgence of the late sport hero, previously changed by extra engaging early-mid sport choices which can now not be as viable within the new meta.
Though the revisions above introduce significant adjustments to reinvent the present meta, the minimal danger related to pushing goals has largely been unaddressed till now. The brand new replace makes Shrines and Melee barracks a lot tougher to destroy. Melee barracks now have almost 600 extra EHP (efficient HP) towards bodily harm, whereas shrines have roughly 500 extra EHP and a good quantity of regeneration (5 HP). The elevated sturdiness of those two buildings serves as an obstacle for push compositions desiring to roll down a lane to destroy an early Barracks. Previous to 7.13, heroes reminiscent of Lycan, Chen or Nature’s Prophet might ship their minions in to assault an enemy shrine with nearly zero dangers. Passively or periodically attacking Shrines will now not work, as they need to now be destroyed in a single try. The elevated sturdiness of Shrines additionally gives opposing groups extra time to react and defend. The adjustments made to those buildings ought to reintroduce a vital danger related to their destruction, because the benefit they yield is just too highly effective to amass or lose with out contest.
The mixture of enhanced sturdiness for integral buildings, longer Glyph period and decrease respawn occasions ought to successfully tame the snowball impact of the early sport benefit by barely de-emphasizing the significance of the laning part. The top end result ought to result in longer matches, with a balanced emphasis on every part of the sport.
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Patch 7.13 consists of a number of sudden reworkings to the three important hero attributes of Dota: Intelligence, Agility and Power. The adjustments are as follows:
- 20 Well being
- 0.71% HP Regen
- 0.15% Standing Resistance
- 18 Well being (+25% for str heroes: 22.5)
- 0.55% HP Regen (+25% for str heroes: 0.68%)
- +0.08% Magic Resistance (+25% for str heroes: 0.1%)
- 12 Mana
- 2% Mana Regen
- 0.07% Spell Amplication
- +0.15% Magic Resistance
- 12 Mana (+25% for int heroes: 15)
- 1.8% Mana Regen (+25% for int heroes: 2.25)
- 0.07% Spell Amplication (+25% for int heroes: 0.087%)
- 0.17 Armor
- 1 Assault Velocity
- 0.06% Motion Velocity
- 0.16 Armor (+25% for agi heroes: 0.2)
- 1 Assault Velocity (+25% for agi: 1.25)
- 0.05% Motion Velocity (+25% for agi: 0.062%)
We cannot get into the specifics of how every hero has been affected, but you will need to acknowledge that Power and Intelligence heroes have been affected probably the most by these adjustments. The largely unpopular Standing Resistance attribute bonus for Power heroes has been changed by additional Magic Resistance from their major attribute. The rise in Well being obtained from Power itself grants Power heroes the next EHP towards each Bodily (10% more practical Bodily HP on avg.) and Magical harm (20% enhance for his or her efficient Magical HP). Alternatively, Power heroes will now have barely decrease regeneration. These reworkings profit offlane Power heroes probably the most – offering extra sturdiness for them to outlive early ganks and lengthen additional down the lane. General, Power heroes in any place have turn into harder targets for buying early sport kills.
Intelligence heroes have obtained vital reductions by way of their survivability, with all of them shedding 10-20% Bodily and Magical EHP throughout the board. Within the present meta, Intelligence heroes have been in a position to successfully transition from lane to early sport roaming with a excessive chance of securing kills with minimal danger. These adjustments reintroduce an elevated degree of danger for help heroes seeking to spend the sport wracking up kills unscathed. Intelligence heroes may even have entry to extra spell utilization stemming from a bigger mana pool, additional solidifying the significance of remaining in lane to harass the enemy and defend the carry.
Whereas the overall adjustments made to Agility are typically much less vital, the additional motion velocity now obtainable to all heroes (versus Agility solely) has the potential to dramatically alter early sport technique. This alteration expands the viability of Agility gadgets throughout the board by bolstering a hero’s means to rapidly evade, have interaction or place themselves, ought to they resolve to include such gadgets into their construct. Agility heroes stand to undergo probably the most from these adjustments, as their motion velocity benefit wanes all through the match and so they turn into victims to Power heroes reaping the advantages of upper Spell Amplification.
On the floor, it seems Valve has opened Pandora’s Field in regard to potential balancing points, with such a major quantity of heroes exhibiting totally different statistical mechanics. Undoubtedly these adjustments are going to change the meta profoundly however it’s too early to foretell the top end result.
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We will already see the tempo of the meta starting to gradual, for instance, this 78-minute Recreation 1 match between Fnatic and Natus Vincere within the StarLadder Invitational Season 5. We will additionally notate the sport size all through the Group Stage part of the collection reaching the fifty minute mark on common. Solely time will inform how these adjustments will play out within the skilled meta but when the elevated common size of matches all through StarLadder is any indication – the lengthy sport is again!