Players can experience a variety of interesting gameplay in the DOTA2 game. But if players want to advance to become a master, they also need to understand the details of the important gameplay changes in the 7.33 grand version of "DOTA2". The editor here brings you a guide introduction.
As the fourth Spirit Brother we introduced, Void Spirit is not supposed to be a Strength, Agility, or Intelligence hero. To differentiate, he really should be a new type of hero. The fourth type of hero.
Introducing the versatile hero - a new attribute group, composed of several existing heroes. Each point of the three attributes will provide 0.6 points of attack power. Our engineers assure us that this number is perfectly balanced. Except it's not perfect. But the good news is, in the grand adventure of the Big Show update, we'll figure it out together.
Activating the Black King's Staff now applies a weak dispel, providing a 50% magic resistance bonus and debuff immunity. While in effect, the effects of negative status will not take effect. Also immune to pure and rebound damage.
However, please note that if the effect of the Black King Rod disappears before the duration of the negative status expires, the negative status will still be in effect for the remaining duration. Effects that ignore magic immunity now also ignore debuff immunity.
Killing jungle creatures often means getting a brand new neutral item...usually taken by the core, usually not you. Killing a neutral mob now randomly drops a token, allowing you to choose from five optional neutral items. Each token provides five optional items, so even the last player to redeem a token will have an item to choose from.
Teams can give tokens to all players for use - but items cannot be shared once selected, so allocate tokens carefully.
Neutral creatures and their abilities now gain progressive power. Yes, camps will become more difficult to destroy as the game progresses, but heroes who can control monsters will have very powerful reinforcements.
We have reworked the kill formula to make early kills more effective and encourage everyone to swim through three lanes. We have also reduced the gold growth of lane creeps, making the benefits of lane farming lower in the mid-to-late stage, encouraging players to invest money on their opponents.
Playing your own hero is always more fun than sitting around without playing. Well, fans who like to play, and cloud players who don’t like to play, your dreams have come true: now you can spend far more time playing heroes than before.
How? Simple. We've reduced the duration of almost every control effect in the game. How did we come up with such a crazy plan? It's simpler. We were yelled at by the Beast King in front of us, and suddenly we had a lot of time to think about it.
All heroes have been balanced, and some are more balanced than others. Let's take a few of them out for a walk.
Join captain mode
Ricochet fear duration reduced from 1/1.2/1.4/1.6 seconds to 0.8/0.95/1.1/1.25 seconds
Silence time reduced from 2/2.5/3/3.5 seconds to 1.5/2/2.5/3 seconds
Duration reduced from 10 seconds to 7/8/9/10 seconds
Now available for Aghanim Crystal upgrades
Provides 30% skill bloodsteal for the duration of crossing the boundary. During the cross-border period, every time an enemy hero is killed or an enemy hero dies within the 925 range, Qiong Yingbiling will permanently gain a 2% skill enhancement.
New abilities provided by Aghanim's Scepter
Qiongying Biling shoots at the soul of a friendly or enemy hero, separating it from the body for 4 seconds. After the soul is separated, it is pushed 150 distance away, cannot be used as a target, is locked, disarmed, and invincible. The body is in a dazed state for the duration, with a 50% damage reduction effect. After this effect, the soul is forced back to the body, applying strong dispel, removing negative status and stun. Even if the body dies at the end of the effect, the soul survives. It will not cause damage to friendly troops, and Qiongying Biling cannot target itself. Damage: 300. Mana cost: 250. Cooling time: 45 seconds
Level 10 talent reduced from +100 Missile Damage to +80
Most of Clinkz's abilities, like the best in Lifetime, now spawn skeletons.
Basic attack power increased from 15-21 to 19-25
Base strength increased from 16 to 17
Searing Arrow skill has been removed
New basic skills
Clinkz and the Flame Army Skeleton Archers within 1200 range of him gain attack speed and attack range bonuses. The attack speed bonus is 100/140/180/220 for Clinkz and 50% for Skeleton Archer. The attack speed bonus is +200 for both Clinkz and Skeleton Archer. Duration: 3.5 seconds. Cooling time: 30/25/20/15 seconds. Mana cost: 75/80/85/90. Casting Strafe will not break out of Stealth Step's invisibility.
New basic skills
Target units. Clinkz throws a projectile, causing 40/60/80/100 points of magic damage when it hits, and directs Clinkz and all flaming skeleton archers within range to attack the target. The area within 275 range of the target will also be covered with tar for 5 seconds. Enemies passing through the tar will be slowed by 16/19/22/25%, and will suffer an additional 15/25/35/45 points of physical damage when attacked by Clinkz or the Flame Skeleton Archer. The effect lasts for 2.5 seconds after leaving the area. Can be used on buildings. Casting distance: 1000. Cooling time: 7/6/5/4 seconds. Mana cost: 40/45/50/55
Now it’s basic skills
Now has 1/1/2/2 energy points and a 40 second recharge time
Now after devouring non-heroic units, a flaming skeleton archer will be left behind (only one skeleton archer with this skill will exist at a time). Time required to destroy Skeleton Archer: 3. Skeleton Archer Attack Power: 20%. Skeleton Archers take 25% less damage to structures
Healing and bonus health are now 125/200/275/350
Mana cost reduced from 100 to 60
Maximum level for non-heroic units is now 4/5/6/6
Now the ultimate skill
Duration increased from 25/30/35/40 seconds to 35/40/45 seconds
Movement speed bonus adjusted from 15/30/45/60% to 30/45/60%
Mana cost increased from 80 to 80/105/130
Cooldown adjusted from 20/19/18/17 seconds to 18 seconds
Now summons 2/3/4 flaming skeleton archers (only one group of skeleton archers with this skill will exist at the same time)
Now provided by Aghanim's Magic Crystal. In addition, enemies will also be immersed in the slowdown of tar bombs. Cooldown: 22 seconds. Distance: 850. Damage per arrow: 65%
Level 10 talent changed from +20 Searing Arrow damage to +20 Tar Bomb bonus damage
The level 15 talent has been changed from Death Pact to steal monster skills to +1 Death Pact energy point.
Level 15 talent changed from +20% Death Pact health to +75 attack range
Level 20 talent changed from +3 Fiery Rain Arrows to +40 Strafe Attack Speed
Level 20 talent changed from +125 Attack Range to +200 Death Pact Health
Level 25 talent changed from +25% Fiery Rain damage to -7 seconds strafing cooldown
The level 25 talent is changed from Searing Arrow Volley to Tar Bomb Volley (as long as Clinkz attacks a hero covered in tar, he will attack a random enemy within attack range)
The Sky Warden was originally able to create perfect clones of himself. But now he can make a better version of himself! Or worse! It’s just different anyway. And it won't be controversial, or so we think.
All Storm Duo clones' abilities are replaced with "clone" versions of Skywarden's abilities.
The great changes caused Sky Watchers to sense the ruins. Now when on the Dire side, the Sky Warden has the clone's skills by default, while the Storm Duo clones have ordinary skills. This situation is temporary and will disappear after Zet adapts to the new changes.
The clone version provides higher damage (15/30/45/60 -> 20/45/70/95), but has a smaller slowing effect on enemies (14/21/28/35% -> 6/10/14 /18%)
The clone version provides +150 attack range (ranged heroes only). Attacks by friendly forces within the magnetic field carry 20/40/60/80 points of magic damage, and the duration is increased to 5/6/7/8 seconds.
The clone version has a shorter start-up delay (2 seconds -> 1 second), the ghost moves faster (400 -> 725) and the slowdown lasts longer (0.4/0.5/0.6/0.7 seconds -> 0.6/0.8/1.0 /1.2 seconds), but the damage becomes lower (100/180/260/340 -> 75/135/195/255)
Cooldown reduced from 60/50/40 seconds to 56/48/40 seconds
Level 15 talent +40 magnetic field attack times and also provides +40 magnetic field magic damage (copy version)
Level 20 talent changed from +40 turbulence damage to -9 seconds magnetic field cooldown
Level 20 talent changed from +125 Shining Ghost damage to +35% Shining Ghost damage
The level 25 talent has been changed from 40% reduction in the cooldown time of the Storm Duo clones to no damage penalty distance for the Storm Duplicates clones.
Ogre Mage is too weak as an intelligence hero. So he isn't anymore.
Main attribute changed to strength
Strength growth increased from 3.3 to 4.2
Base intelligence reduced from 15 to 0
Intelligence growth reduced from 2.5 to 0
Always have 0 points of intelligence. is forever.
Base mana increased from 75 to 120
Base attack power reduced from 54-60 to 44-50
New built-in skills
The highest intelligence is 0. Each point of Ogre Mage's power provides 6 points of maximum mana and 0.03 points/second of mana regeneration. Every 20 points of strength will also increase the multicast chance by 1% (only affects multicasts with a chance above 0%, so 4 multicasts will not be triggered at level 1.)
Stun duration reduced from 1.5 seconds to 1.2 seconds
Stun duration reduced from 1.5 seconds to 1.2 seconds
Medusa now starts out as fragile as a baby, but like a baby, she will continue to grow.
Base strength reduced from 17 to 0
Strength growth reduced from 1.5 to 0
Intelligence growth increased from 3.4 to 3.7
Mana cost reduced from 140 to 80/100/120/140
Aghanim's Scepter Upgraded Stone Base duration reduced from 1.3 seconds to 1.0 seconds
Skills have been redone
Now it's a passive skill. Medusa starts with a level 1 magic shield, and her skills can be upgraded to level 5. Creates a shield that absorbs 98% of damage at the cost of mana. Increase base magic value. Magic value bonus: 200/225/250/275/300. Damage absorbed per point of magic: 2/2.3/2.6/2.9/3.2
Now if a hero has the Magic Shield ability, his blue bar is visible to enemies
Now also absorbs life loss damage
Stoneform duration reduced from 3 seconds to 2.4 seconds
Level 10 talent changed from +0.5 Magic Shield Absorption Coefficient to +5% Petrified Gaze bonus physical damage
Level 25 talent changed from +75 Intelligence to +1.3 Magic Shield Absorption Coefficient
The Alchemist hero, like all Alchemist players, is now naturally greedy.
Casting point reduced from 0.2 seconds to 0.1 seconds
Cooldown increased from 22 seconds to 22/21/20/19 seconds
Mana cost reduced from 130 to 120
Duration reduced from 16 seconds to 15 seconds
Damage per second increased from 20/25/30/35 to 25/30/35/40
Maximum stun time reduced from 2.2/2.8/3.4/4 seconds to 1.7/2.2/2.7/3.2 seconds
Now it’s a built-in skill
Maximum bonus gold for kills adjusted from 15/18/21/24 to 18
Bounty rune reward multiplier adjusted from 1.8/2.2/2.6/3 times to 2 times
New basic passive skills
The attack will impose a stackable negative effect on the enemy. Each layer of the stacked effect will slow down the movement speed by 3/4/5/6% and reduce the status resistance by 3/4/5/6%. Applying a new overlay refreshes the duration. Not effective against buildings or meatshanks. Maximum number of stacks: 5/7/9/11. Negative status duration: 3.5 seconds
chemical rage
Health regeneration bonus increased from 50/75/100 to 50/80/110
The level 15 talent has been increased from Greevil's Greed stacking effect +1.5 attack power to +3
We're throwing in seven new neutral items and bringing back some old favorites.
The details of the important gameplay changes in the 7.33 grand version of "DOTA2" officially end here. If you think there is something wrong in the guide, you can tell the editor in the comment area. If you have a different solution, you can tell me in the comment area and I will make changes!