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6.60 DOTA IS OUT

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6.60 DOTA IS OUT Empty 6.60 DOTA IS OUT

Post  PIB Wed Jun 10, 2009 7:25 pm

Sorry to all those with exams at, study hard..... as for the rest, i shall be hosting tomorrow morning and for most of the next four days should u need map or want to play
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Post  DR Wed Jun 10, 2009 7:36 pm

massive change log Razz

ZOMGD pick sylla more.

And I won't be editing this anymore, or else i'l be here all night >.>

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Post  PIB Wed Jun 10, 2009 9:40 pm

hmm new sniper moves and agimsimn scept upgrade for snipe is primo
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Post  Stankey Thu Jun 11, 2009 1:41 am

yeah and force staff is the new blink. Fuckin fun times man. Oh and trolls ulti lol, 100% as for whole team for 5s.
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6.60 DOTA IS OUT Empty Some interest updates to be weary off -Aghanim's Scepter

Post  PIB Thu Jun 11, 2009 3:43 am

Summary of heroes that now make use of Scepter:
Lord of Avernus, Bane Elemental, Holy Knight, Clockwerk Goblin, Shadow Priest, Sacred Warrior, Invoker, Juggernaut,Tormented Soul, Slayer, Demon Witch, Moon Rider, Necrolyte, Nightstalker, Pandaren Brewmaster, Butcher, Oblivion, Queen of Pain, Shadow Shaman, Crystal Maiden, Spiritbreaker, Sand King, Twin Head Dragon, Vengeful Spirit, Venomancer, Faceless Void, Windrunner, Witch Doctor, Lord of Olympia.

Orge Magi has been removed...
* Added Butcher to Aghanim's Scepter. Deals damage based on his strength and aborbs that to heal himself. Damage from a constant 75/125/175 per second to 75/125/175 + 0.75 x Strength per second
* Added Juggernaut to Aghanim's Scepter. Improves Slash Count and Cooldown (+2 slashes, -20 cd)
* Added Holy Knight to Aghanim's Scepter. Dramatically reduces cooldown from 120 to 30
* Added Techies to Aghanim's Scepter. Improves Damage and Cast Range (300/450/600->450/600/750 damage and 500->900 range cast range)
* Added Vengeful Spirit to Aghanim's Scepter. Improves Cooldown (45->10 cd)

Cosmetics-
Kfc now has Return home and transefer items
* Bottled Runes now show color coded icons
* Reduced maximum AFK time from 10 to 5 minutes
* Changed Omnislash hotkey from N to E
* Linken Sphere now plays a sound when the cooldown is ready and its active on you

Rooftrellen eyes in the forest now creates trees... could be possibe to block people?
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Post  Stankey Thu Jun 11, 2009 10:46 am

wow this version has some serious shit to balance lol.

Venge 10s ulti cd, wtf, pugna ulti no cd and mad range......, omni cud get picked again. Jug needed a buff? lol

Also i was right btw, tinker did get a nerf, a fucking kick in the balls huge nerf. Undying got one, not huge tho. Also yay for ursa buff Very Happy thats so mint. Overpower was always useless till lvl 3/4, now its actually decent, early lane dominating otw.

Other nerfs, lion/rhasta/brood/pirate/axe/maiden/necro.

Buffed heroes to watch out for (that i noticed. (besides those mentioned earlier). Naga and templar assasin.
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Post  Stankey Thu Jun 11, 2009 11:06 am

STOP CHANGING LOTHARS AND MAELSTORM RECIPIES FFS!!! Dear god. Least lothars does backstab dmg now Very Happy
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Post  Deja.Voo Thu Jun 11, 2009 2:53 pm

Hate techies buff. Tinker nerf was far too hard. Rest of it I'm quite happy with, although I see tweaks to batrider coming quickly.
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Post  Stankey Thu Jun 11, 2009 3:19 pm

Yeah but they buffed linkens hard. So i assume youll see linkens tinkers now, if he gets picked.

Yeh, i havent tried tauran since beta. Ppl keep saying hes OP, but i havent seen him own up in any games ive been in yet. And bat riders annoying, a fukin rhasta that can run with shackle lol, gg.

I love force staff. Stuff like that makes games have more action, and gives more chance for fighting skill to be involved in dota, rather then just which team in strongest.
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Post  ssiterl Thu Jun 11, 2009 5:34 pm

techie with force = gg
I havent really played a game yet but how can tauren be OP?
not to sure..
i think u can dodge hes skills easily enuf
prob not.. gonna try after exam tmrw

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Post  DR Thu Jun 11, 2009 6:40 pm

Force staff is new blink dagger.

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Post  Stankey Thu Jun 11, 2009 7:38 pm

yeh man, excpet u can blink other people its mint. Cus techies cud push himself and sui, or push into mines. and with scept his cast range for ulti is like 900 now, and it does fukin 750dmg or some shit. But yeh, like if 2 of u are chasing down a hero, and ur further back then ur teammate in the chase, u can just force him to catch up, or to save team mates etc. U can use it up cliffs and stuff as well, i tried. Its so fun lol, i wonder if it will wear off, probly not, well i hope not Very Happy
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Post  ssiterl Thu Jun 11, 2009 8:01 pm

i wonder if force stops SF's ulti,
like u use ulti and like 0.2sec after u pull some one
does ulti stop then?
meh i better study for tmrws exam zzzzz

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Post  Super_bo Thu Jun 11, 2009 8:48 pm

I do find TC to be quite OP. His ulti does 35% of max hp with a huge length and quite a wide width. aka nearly whole lane wide lol. His first move puts them to sleep pretty much until they are attacked so easy time to get off ulti while his 2nd skill does 240 damage to anything it touches and its quite easy to get it to run into heroes and creeps with a little bit of practice. Also the 2nd skill can give you like +70 damage at level 5 if laning agaisnt 2 heroes. So pretty much like 200 damage from spell then u hit them for 70 damage a hit its kinda hard to fight agaisnt him if hes played right. 3rd skill is just there to fuck up characters like DK lol. Hes very useful in a AOE type team set up. I can also see ghost sceptre being used quite a bit in pro's games once that starts to catch on. Batrider just burns down forests, hes so fun Razz

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Post  Stankey Fri Jun 12, 2009 1:43 am

lol yeah, and theres that random tree eating skill.... gg tree eyes lol. Um force staff doesnt cancel channeling (but if u cast it, it will probly stop ur channel, just like anything else u try cast). But what u could do, is start channel sk/nevermore or even maidens ulti and then ur teammates force staff u in lol. It just looks funny.
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Post  DR Fri Jun 12, 2009 8:35 am

500 range isn't really enough, so while you could fog and then use staff the next point comes in. I notice that when you channel, you tend to automatically change direction (really noticeable on sk). What force staff is likely to do is in pubs, misposition all the noobs to death. In progames, you'll see positioning become even more important. At 800 range force staff puts you in danger but if you can catch someone out it'll be incredibly effective, so a medium against high risk gain.

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Post  Stankey Fri Jun 12, 2009 3:21 pm

on another note, he forgot to balance heart lol.
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Post  Genkidesuka Fri Jun 12, 2009 3:58 pm

Maybe that is because Heart is already imbalanced?

I think people are overestimating the range on Force Staff as well. Sure its a fucking badass item but it won't ever replace blink for heroes like SK, Axe, etc. Maybe for Sven, or Brood, or something.

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Post  Stankey Fri Jun 12, 2009 4:53 pm

yeh it wont, but its nice cus its got smaller parts, and is 50g more expensive, and it has a nice little intel and dmg buff for those heroes that need a little mana.

Yeh well i saying he forgot to balance it. Like make it not imba.
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Post  DR Fri Jun 12, 2009 7:45 pm

Heart seems fine to me, the cast range on force staff is 800. I don't think it'd ever replace dagger in terms of initiating combos etc. (thats ridiculous, 1200 range vs 500, the heck Razz).

What it can do is initiate fights, eg. one enemy faces badly for a moment, force staff, you've started the fight with advantage. The main strength of it is definitely being able to cast on enemies, using it as a dagger substitute isn't abusing it Razz

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Post  Deja.Voo Sat Jun 13, 2009 12:13 pm

While I think force staff is good it won't replace blink and i think you'll see a little bit of a nerf coming later probably something like increasing the mana cost or cast range to something a bit more balanced. Heart isn't imbalanced I think Cameron mistyped that.
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Post  Stankey Sat Jun 13, 2009 1:41 pm

i think 1% regen is rediculous.
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Post  Genkidesuka Sat Jun 13, 2009 1:44 pm

If you can't do significantly more than 1% max health per second then you don't deserve to kill him. Heart is fine as is.

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Post  Stankey Sat Jun 13, 2009 5:18 pm

yeah but when you couple that with natural regen, heals and maybe a bit of life steal (naix/dk etc) its gets pretty crazy. Esp when they r magic immune so u cant spike dmg them. On some heroes it just makes them way too buff, like axe for example.

Thers a few 6.60 replays up now btw
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Post  Genkidesuka Sat Jun 13, 2009 9:33 pm

Why does it make Axe any more tank than any other hero? And why does natural regen, which is like 1 hp per 50 strength, matter? And why are you debating this?

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