New Patch Changes
Posted: Monday, March 29, 2010 by The_Capitalist inNEW VERSION! Sure there is a list of buffs and nerfs but which ones mean anything? And in turn, what does it mean for competitive play?
Patches are always the most exciting time for any e-sport, particularly MOBA games. Nerfs, buffs, new items/heroes, and redone old heroes all mean one thing- a new and exciting competitive play with a potentially different metagame. While S2 has yet to give us new heroes or items, they have done so many nerfs and buffs to various parts of the game that it could mean a huge difference in competitive play. While it’ll take a week or so to fully explore the effects of this patch on the metagame, here is my thoughts for now.
ITEMS-
Elder parasite is an item that is rarely seen in both HoN and DotA competitive play. The reason? When activated, the increase in movement and attack speed is hardly worth the extra 30% damage taken. A buff reducing the dmg multiplier to 20% has the potential to reintroduce elder into the metagame. It will still be rare, but will be a viable item on heroes that rely on massive amounts of physical burst dmg (i.e. HAMMERSTORM)
Nullstone was another item that was considered trash by many players, considering the huge advantage given by a shrunken head. While nullstone still lacks some viability due to the ease with which players can work around a nullstone block, the decrease in cost, and increase in mana regen and dmg are small incentives when facing high dmg nukers (Soul Reaper) or long disablers (polly, witch, electrician).
Wards giving 50 kill gold? Talk about a nice incentive to by counter wards. Should players really need incentive for limiting the other teams vision? Probably not, but still nice.
HEROES-
Small but inconsequential buffs/nerfs- Keeper, Plague, Puppet, Pyro, Slither, SR, Succubus, Valk, Vindicator, Warbeast, Witch Slayer, BH
Moderate Nerfs: Zephyr, Ophelia, HB, Dsham
Moderate Buffs: Pharoah, Thunderbringer, Andro, Nymphora, Glacius
Major Buffs: Voodoo, Maliken, Legionnaire
Major Nerfs: Blacksmith, Chronos
LEGIONNAIRE! Just enough buffs to make this hero competitively viable. Charge is a welcome early game buff that allows him to initiate fights without that blink dagger. Still want blink dagger (just like a pesti with flight still uses one) Hopefully this will increase legionnaires spin #, as many players have noted that he does not spin as much as his DotA counterpart.
Slither wards give 5-6 more gold? Worthless nerf when you fight a level 4 ward and lose a tango charge in exchange for 10 gold. Still incredibly versatile hero with amazing pushing power.
Expecting heavier Slither ward nerfs? TOO BAD ITS ME BLACKSMITH!
Everyones favorite gambler received a huge nerf, with some basic stat nerfs and a reduction to the effectiveness of flaming hammer. People who claim blacksmith is now shitsmith forget that multicast didn’t receive any nerfs. This means that comboing nukes with blacksmith will require more timing during the laning phase, but his raw nuking power still remains. Still competitively viable due to the massive amount of agi carries.
Deadwood nerfs! The dreaded blink/nuking of deadwood has been all-around rescaled, decreasing early game domination while increasing mid game viability (small late game buffs). Biggest buffs- no more cone str reduction.
Demented Shaman: Decrease in stats hurts this heroes early game harassment that was so deadly. Still hugely competitive, but just enough nerf to hurt his ultra-babysitter status.
Massive nerfs on Chronos! Small nerfs on time leap is welcome, but the largest nerfs come from his stun and chronofield. Chronos will not be able to steal quite as much agility, and won’t be able to stun as often. Chronofield reverted back to freezing everyone! The SoTM is an irrelevant option for potential Chronos’ as his position as hard carry means no time or gold for a SoTM.
Chronos: Early/Mid game viability greatly reduced. Still remains a hard carry and viable in competitive play, but no longer fp/ban status.
Glacius/Voodoo Buffs: These babysitters gained some stat buffs. Voodoo also getting faster spells from cask and cursed ground. On top of the DS nerfs, these heroes are now much more viable to babysit.
Hellbringer- the void’s armor reduction nerfed, just enough. Now for a blood boil nerf! Still fp/ban
CD: Base dmg reduced? Helpful for heroes looking to win the solo mid lane early on. Yes please!
Maliken: The one hero that bounces back and forth between God and shit. Some welcome stat buffs, with some minor rebalancing of sword throw. Removing the mana cost from the heal sword, while buffs to the hurt sword bring this heroes early game viability. Maliken can now farm properly in lane, bringing back his status as a viable carry. More viable but not huge.
Madman: Reverting the last nerf on madman, stalk now does not slow him after the invis is out. Ulti costing less can mean a lot early in the game on an agi carry where mana can be an issue. Like Maliken, competitively viable again, but not a whole lot.
