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<channel>
	<title>DS Blog</title>
	
	<link>http://www.dotastrategy.com/blog</link>
	<description>DoTA Allstars Strategy and Gaming Blog</description>
	<pubDate>Sat, 21 Nov 2009 20:48:54 +0000</pubDate>
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		<title>Item Remakes: Part Two</title>
		<link>http://www.dotastrategy.com/blog/item-remakes-part-two/</link>
		<comments>http://www.dotastrategy.com/blog/item-remakes-part-two/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 04:23:32 +0000</pubDate>
		<dc:creator>migrees</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=757</guid>
		<description><![CDATA[The second installment of the Item Remakes series, see http://www.dotastrategy.com/blog/item-remakes-part-one/ for the first installment.
Here we will be talking about a few items that all got changed for the same reason: Phase Boots, Assault Cuirass, and Khadgar&#8217;s Pipe of Insight (and to a lesser extent, BKB and Bloodstone). The title of the post is slightly misleading, because [...]]]></description>
			<content:encoded><![CDATA[<p>The second installment of the Item Remakes series, see <a href="http://www.dotastrategy.com/blog/item-remakes-part-one/">http://www.dotastrategy.com/blog/item-remakes-part-one/</a> for the first installment.</p>
<p>Here we will be talking about a few items that all got changed for the same reason: Phase Boots, Assault Cuirass, and Khadgar&#8217;s Pipe of Insight (and to a lesser extent, BKB and Bloodstone). The title of the post is slightly misleading, because they didn&#8217;t actually get remade, they just underwent a few (but very significant changes).</p>
<p>If you notice one thing, it is that they all have/had armor as part of their bonuses at some point in time.</p>
<p>First things first, why did Icefrog change these items?</p>
<p>A little bit of history on each. When Phase Boots was first released, it took one Boots of Speed, one Blades of Attack, and one Chainmail as items and they turned into Phase Boots (no recipe). Upon their release, they were immensely popular as a choice of boots, in many cases overtaking Power Treads as the boots of choice for many INT casters, gankers, and even some carries.</p>
<p>Old bonuses:</p>
<ul>
<li>+70 ms</li>
<li>+16 damage</li>
<li>+5 armor</li>
<li>Phase (active, increases MS by 10% and gains zero collision through units)</li>
</ul>
<p>You can see why they were such a strong choice.</p>
<ul>
<li>Movespeed for gankers to move quickly between places. The phase ability gives a good escape tool and chasing tool, eliminating those pesky blocks.</li>
<li>Damage for last hitting? Check, even more damage than Power Treads could give you. This allowed many heroes that normal don&#8217;t farm very well due to their role as gankers a big boost, like CM, Lion, Sand King, etc. Some carries that aren&#8217;t that dependant on attack speed (Yurnero, Skeleton King, Panda) used this item well, because what was lacking in AS Phase made up for with the damage and superior chasing power.</li>
<li>Armor, however, was the big pull factor. So many heroes got this item because of the big boost in survivability. The 5 armor points this granted gave a 35% boost in EHP (each point of armor boost EHP by 7%, but <strong>does not give 7% more reduction.</strong> There is a big difference). That gave many paper thin support heroes some much needed endurance in battle, and probably led to an increase in their use on many other heroes as well. What it doesn&#8217;t block is Spell damage, which probably contributed to the rise of the <a href="http://www.dotastrategy.com/blog/663b-the-really-atrocious-lineup/">RAL</a>(of which each member has the ability to deal significant spell damage), which peaked just as the frog started his DPS craze.</li>
</ul>
<p> </p>
<p>New Phase Boots (implemented in 6.63): Boots of Speed, Gloves of Haste, Blades of Attack</p>
<ul>
<li>+60 ms</li>
<li>+12 damage</li>
<li>+30 attack speed</li>
</ul>
<p>The key thing missing is the armor, now. In an effort to rebalance the boots, the frog buffed the most forgotten pair, the BoT. Simultaneously, he nerfed the other two more popular ones for balance reasons, but why remove the armor bonus? Why not transfer it over to Treads, which lost all of its AS?</p>
<p>Ah, you guessed. Again, DPSgeddon is here. And herein lies the reason behind the reworking Phase, and Khadgar&#8217;s Pipe. The frog mercifully gave the AS back to Treads, which saw VERY little use in 6.63. In exchange, he buffed phase a bit by adding more damage to offset the loss of AS, while increasing the base MS some as well. As for Pipe, he removed the armor component, and made use of another similar item, the Headdress of Rejuvenation instead, and adjusted the bonuses accordingly. This removal of armor from two of the most favored armor boosting items mean that almost at all stages of the game, many heroes have less armor, resulting in a much easier role for DPS heroes to play.</p>
<p>What does this mean? <strong>Armor wins games</strong>. The lack therof loses games. This has led to an increase (as many of you have noted) in including Lanaya, Slardar, Dazzle, and Vengeful Spirit as picks, as well as the all time league favorite Nevermore. I shall refer to them as the Triple A (Anti Armor Association). All of these heroes have the unique ability to reduce armor significantly or in a large area, which allows carries (which may or may not be the same hero) to rip into the opposing team. The importance of armor has translated into the buffing of the most popular higher-tier armor item, the Assault Cuirass. A decrease in price and the new ability of aura to affect buildings clearly underlines the frog&#8217;s attempt to turn players&#8217; eyes onto that damage reducing stuff.</p>
<p>Implications? Similar to the reason behind the first post in the series. Icefrog wants to make players think more before making a decision. <strong>The frog wants to reward intelligence</strong>, not allow heroes that are almost <strong>impossible to kill rush in and just mindlessly autoattack</strong> while making a fool of everybody else. The side effect of this is that DPS heroes do benefit (broken record zzzz) <strong>as long as they are supported by a good team</strong>.</p>
<p>This type of ideology is also responsible to the nerfs in <strong>BKB and Bloodstone</strong>. Similarly, the reworking of these items leads to more careful playing, and not letting DrifterZ and his Krobelus accumulate 36(not sure of exact number) bloodstone charges in the DS room.</p>
<p>What to expect?</p>
<ul>
<li>Well first of all, I expect that the Triple A will continue to be frequent picks in leagues, perhaps even more so than now, and for the members to make the Bans list more frequently as well.</li>
<li>An increase in the use of heroes that have a high armor point and can carry (Dragon Knight, Rooftrellen, Sven), or heroes that can supply high armor points to the carry (Sven, Rooftrellen, Lich).</li>
<li>Less use of people that can just walk in and be virtually unkillable (Axe, Centaur, Tidehunter [less as a tank and more as a support with ARMOR REDUCTION, slow, and stun], and the like).</li>
<li>More use of the other lower-tier armor boosting items if applicable (HotD, Blademail, Vlads, Armlet, Mekansm), as well as slightly increased Assault usage.</li>
</ul>
<p>*sigh* It&#8217;s late, I&#8217;m sleepy, so I&#8217;ll leave it at that. Remember the Triple A, and woe be to the noob that doesn&#8217;t think before rushing in. It will hurt more now than ever :P. Apologies for sounding like a broken record x_x</p>
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		<item>
		<title>A Comeback for Bristleback?</title>
		<link>http://www.dotastrategy.com/blog/a-comeback-for-bristleback/</link>
		<comments>http://www.dotastrategy.com/blog/a-comeback-for-bristleback/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 12:32:18 +0000</pubDate>
		<dc:creator>Ghost</dc:creator>
		
		<category><![CDATA[Heroes]]></category>

		<category><![CDATA[Online Gaming]]></category>

		<category><![CDATA[Strategies]]></category>

		<category><![CDATA[Teams]]></category>

		<category><![CDATA[Tips and Tricks]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=754</guid>
		<description><![CDATA[This post is a direct rip from this thread.
Thanks to CounterForce[x] for taking the time to write another insightful wall of text.
Definitely worth reading and then cashing in on in your next pub game  
________________________________________________________________
&#8220;In the 6.63 version, Rigwarl received notable changes both directly and indirectly. His ulti was changed from IAS to damage [...]]]></description>
			<content:encoded><![CDATA[<p>This post is a direct rip from<a href="http://www.dotastrategy.com/forum/ftopic25680-0-asc-0.html" target="_blank"> this thread.</a></p>
<p>Thanks to CounterForce[x] for taking the time to write another insightful wall of text.</p>
<p>Definitely worth reading and then cashing in on in your next pub game <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p style="text-align: center;">________________________________________________________________</p>
<p>&#8220;In the 6.63 <span class="IL_AD">version</span>, Rigwarl received notable changes both directly and indirectly. His ulti was changed from IAS to <span class="IL_AD">damage</span> buff, the nerf/change to <span class="IL_AD">phase</span> directly improves all of his skillset, the improvements given to some items(<span class="IL_AD">radiance</span>, heart) and the fact that 6.64 is a ‘ganker’ oriented map gave him more usability then he used to have. While it is insufficient to bring him back to the scene(comparable with his 6.48 era), I honestly believe that Rigwarl is a <span class="IL_AD">strong</span> <span class="IL_AD">pick</span> and deserves more mention, <span class="IL_AD">just</span> as the Prince thought he should be.</p>
<p><span id="more-754"></span></p>
<p>Why are these considered as buffs?</p>
<p>One may say that. Phase losing armor bonuses will surely have an impact towards tanks, which is Rigwarl’s class, and the change of Warpath bonuses from IAS todamage just doesn’t synergy with your favorite item builds(SnY, Mjolnir, MKB, Buriza). The answer to this is that, why would you want attack speed when you’re spamming spells each second and always tilting back and forth in battles? This would be the same for both IAS anddamage but damage would serve a better purpose in ganks, which is 6.64’s highlighted playstyle.</p>
<p>A nerf of armor on a staple item will cause tremendous effects to the metagame. Rigwarl, having his whole skillset being physicaldamage oriented is surely one of those to rejoice in this change.</p>
<p>While the fact that Magic Stick/Wand is still a great item to abuse against Rigwarl, the armor nerfs essentially balanced the effects. Personally, I believe it benefited Rigwarl more. Stick/Wand isn’t really his counter; it’s merely an aspect to abuse against Rigwarl.</p>
<p>A simple explanation of play you should try with Rigwarl; pick him, get some cores and go on ganks. Use goo, spray and goo. Once you’re close, you should have a window of dealing 1 hit after each goo while waiting for it to cool down again.Just try it and see just how obnoxious your damage is after 3-4 goo’s. Of course it’s not as challenging as using Troll or PA, but I find it more intellectual.</p>
<p>The Radiance and Heart buff, as well as the introduction of Pipe made it even more accommodating to play Rigwarl. Radiance, being his core item finally had the useless evasion removed and the immolation buffed. Though it looks minor, it is essentially a 13% effectiveness buff. And Rigwarl is no normal tank; he can easily push and farm, so items builds within the cost of 8-10k’s is rather easy to achieve.</p>
<p>Rigwarl also synergize well with common picks. Rylai, Lion, Tide, Venge, Dazzle, are all decent lane partners and they form strong lanes as well. Picking Rigwarl is also a good setup to a strong ganking-push styled play; with the buffs he is harder to overcome, and he can handle some obnoxious heroes such as Brood(who is insanelystrong in this version) and famous AoE’s such as Tide and Crixalis.</p>
<p>I also believe that Rigwarl is a strong team finalpick option. As you might know in the drafting phase, teams often tries to predict the style of play their opponents are up to by referring to their bans/early picks. Firstpick is often a disadvantage, in which the first hero often gives a hint of a team’s general strategy, and then when the next 2 heropick is done by the opponent, they could take away essential heroes from that strategy. However, firstpick does allow you to secure the strongest remaining hero within the pool which can be a good way to disable a team’s top hero(Proudmoore for AEON, Bane for dmZ, Crixalis/Storm/Lion for MYM). Rigwarl is less likely to be considered as a firstpick now, will most likely have the advantage as a laterpick; assuming that teams went on standard drafts, lastpicking Rigwarl will usually give no room/only 1 pick to respond. This should give the team an element of surprise as Rigwarl isn’t a common pick and is therefore, harder to counter.</p>
<p>So <span class="IL_AD">where is the love</span> he should be getting?</p>
<p>It is to be noted that Rigwarl haven’t received much mention since 6.48. And in that particular version, he was a permanent ban material. I can only speculate that not much of the top players are well acquainted with him due to this, and the exact powerful synergy has not yet been discovered, but those arejust my thoughts. The 6.64 era features the usage of a wide array of heroes, in which more dynamic drafting styles are often seen, and players now tend to lean towards strategies with carry players using their favorite heroes rather than the stereotypic Morphling or Specter which have been overused for ages. Perhaps if we can abduct KuroKy, we can force him to play Rigwarl.</p>
<p>Also to be noted, the anti-armor strategy is a very common strategy in the 6.64 stage, in which the heroes concerned with those types of play are often banned(dazzle, Tide) and teams can easily counter-react with picking heroes that screws the system early. Most of these heroes are alsostrong gankers and supports. They are an asset to a team in any types of strategy. Unless there are other varying and strong strategies with Rigwarl, leaguers will remain to abandon him. Perhaps we should abduct KuroKy anyway.</p>
<p>All in all, we can only hope that he will get his chance. Rigwarl is a fun hero to watch; his playstyle demands exceptional reactions and awareness, and he’s surely more fun to watch than Morphling or Specter who wins the game after 40 minutes of farming. I hope leaguers would pay more attention to innovation rather than tradition in order to make DotA a more colorful and lively game.&#8221;</p>
<p style="text-align: center;">________________________________________________________________</p>
<p>Support CF[x] and his (what appears to be) insightful weekly discussions by posting here or in the original thread.</p>
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		<item>
		<title>Windota Opening Weekend</title>
		<link>http://www.dotastrategy.com/blog/windota-opening-weekend/</link>
		<comments>http://www.dotastrategy.com/blog/windota-opening-weekend/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 16:40:42 +0000</pubDate>
		<dc:creator>drew</dc:creator>
		
		<category><![CDATA[Tournaments]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=751</guid>
		<description><![CDATA[
Press release from WinDota.com:
WinDota.com will be holding its opening weekend event on November 21-22 2009 (Saturday to Sunday).  The opening time is: 00:01 21/11/09 and the closing time is: 23:59 22/11/09 (GMT TIME!)
From Saturday to Sunday there will be a DotA frenzy over at Windota.com with players doing their best to climb the WinDota.com [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.dotastrategy.com/blog/wp-content/uploads/2009/11/news3.jpg" alt="news3" title="news3" width="450" height="94"  /></p>
<p><strong>Press release</strong> from WinDota.com:</p>
<p><a href="http://windota.com/">WinDota.com</a> will be holding its opening weekend event on November 21-22 2009 (Saturday to Sunday).  The opening time is: 00:01 21/11/09 and the closing time is: 23:59 22/11/09 (GMT TIME!)</p>
<p>From Saturday to Sunday there will be a DotA frenzy over at Windota.com with players doing their best to climb the WinDota.com DotA ladder and be in the top 3.</p>
<p>At the end of the weekend the top 3 players will share a prize pool of $400!</p>
<p>1st will claim $250<br />
2nd $100<br />
and 3rd $50.</p>
<p>Over the weekend simply Login, Join a party by yourself or with your friends and start searching for the game. The match making system at WinDota will then find a team of similar skill, level and experience to match you against.</p>
<p>You can easily &#8216;party up&#8217; with up to 4 of your friends to play together, earn experience, points and levels. All climbing the ladder and rankings at the same time!</p>
<p>Once the game is over, with a few simple clicks mark the leaver, enter the result and search again!</p>
<p>Please take a look around the site now, register, get comfortable with the site and join us on the 21st!</p>
<p>Once the opening weekend is over, on the 23rd of November the first season of WinDota.com will begin. Lasting 1 and a half months the first season will have surprise events, bigger prize pools and more excitement.</p>
<p>After the weekend more information will be posted in the News section of the site.</p>
<p>*All WinDota.com DotA games are played on Garena(Please view the How To page for more instructions)* </p>
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		<title>Mysterious Dota 6.65 Hero: Nightcrawler?</title>
		<link>http://www.dotastrategy.com/blog/mysterious-dota-665-hero-nightcrawler/</link>
		<comments>http://www.dotastrategy.com/blog/mysterious-dota-665-hero-nightcrawler/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 12:39:26 +0000</pubDate>
		<dc:creator>drew</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=738</guid>
		<description><![CDATA[
Icefrog recently posted this video on Youtube to whet our tastebuds on what&#8217;s to come in version 6.65.  And it looks like a new hero is under development, which he codenamed &#8220;Nightcrawler&#8221;.  I presume this character has a powerful passive skill that renders him/her invisible, similar to Mortred&#8217;s Blur.   Or is [...]]]></description>
			<content:encoded><![CDATA[<p><object width="480" height="295"><param name="movie" value="http://www.youtube.com/v/5mv5N2ZgqW4&#038;hl=en&#038;fs=1&#038;rel=0&#038;color1=0x2b405b&#038;color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5mv5N2ZgqW4&#038;hl=en&#038;fs=1&#038;rel=0&#038;color1=0x2b405b&#038;color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object></p>
<p>Icefrog recently posted this video on Youtube to whet our tastebuds on what&#8217;s to come in version 6.65.  And it looks like a new hero is under development, which he codenamed &#8220;Nightcrawler&#8221;.  I presume this character has a powerful passive skill that renders him/her invisible, similar to Mortred&#8217;s Blur.   Or is it an <strike>ultimate</strike> spell like Anubseran&#8217;s Shukuchi?  My instincts tell me it&#8217;s passive.  Or not.  Lol.  Tell me what you think.</p>
<p>UPDATE:</p>
<p>Thanks to a tip in the comments section, &#8220;Disfal the Nightcrawler&#8221; might be the hero we&#8217;re talking about here.  Check this <a href="http://forums.dota-allstars.com/index.php?showtopic=261372">link</a>.  And he does have skill that renders him invisible at night time:</p>
<blockquote><p><img src="http://www.dotastrategy.com/blog/wp-content/uploads/2009/11/icons_2526_disbtn.jpg" alt="icons_2526_disbtn" title="icons_2526_disbtn" width="64" height="64"  /></p>
<p><strong>Night Crawl</strong></p>
<p>The nightcrawler will become permanently invisible when night. The invisible will removed when the nightcrawler attacks, use a skill or when day comes.</p>
<p>Level 1 - The nightcrawler becomes invisible when night. Has 8 seconds fade time.<br />
Level 2 - The nightcrawler becomes invisible when night. Has 7 seconds fade time.<br />
Level 3 - The nightcrawler becomes invisible when night. Has 6 seconds fade time.<br />
Level 4 - The nightcrawler becomes invisible when night. Has 5 seconds fade time.</p></blockquote>
<p>It says the &#8220;invisible will removed&#8221; (lol) when the hero attacks, yet he will become &#8220;permanently&#8221; invisible when night.  Confusing.  In the video he appears to be attacking his enemies yet remains invi.  Hmmmm.</p>
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		<title>LoL open Beta</title>
		<link>http://www.dotastrategy.com/blog/lol-open-beta/</link>
		<comments>http://www.dotastrategy.com/blog/lol-open-beta/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 10:00:31 +0000</pubDate>
		<dc:creator>Ghost</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<category><![CDATA[League of Legends]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=735</guid>
		<description><![CDATA[You hear me, the NDA is officially non existent and open beta is set to begin&#8230; well about now.
In 2 days we will see all stats reset (again) and the pre-season will start and continue until early 2010, during this time you will be able to  get your summoner level up and unlock your favourite [...]]]></description>
			<content:encoded><![CDATA[<p>You hear me, the NDA is officially non existent and open beta is set to begin&#8230; well about now.</p>
<p>In 2 days we will see all stats reset (again) and the pre-season will start and continue until early 2010, during this time you will be able to  get your summoner level up and unlock your favourite Champions (with the 10 free champions rotating regularly)</p>
<p>On top of this, before the the first official ladder season begins Riot plans on introducing a heap of features currently not in the game, these include clans, teams, tournaments, ladders, draft mode, as well as additional content such as new champions and maps.</p>
<p>Other hot~ish topics in the forums include a fully integrated VoIP system, other game modes (CTF, KotH) and Replays all of which are being taken rather seriously and various posts from Zileas would suggest that the &#8220;top men&#8221; in the office are working their butts off to make it possible.</p>
<p>Anyway, what are you waiting for, if you haven&#8217;t played yet, flood the games with noobs <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>sign up!</p>
<p><strong><a href="http://signup.leagueoflegends.com/" target="_blank">http://signup.leagueoflegends.com</a> </strong></p>
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		<item>
		<title>Item Remakes: Part One</title>
		<link>http://www.dotastrategy.com/blog/item-remakes-part-one/</link>
		<comments>http://www.dotastrategy.com/blog/item-remakes-part-one/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 20:48:59 +0000</pubDate>
		<dc:creator>migrees</dc:creator>
		
		<category><![CDATA[DotA Allstars]]></category>

		<category><![CDATA[Items]]></category>

		<category><![CDATA[Strategies]]></category>

		<category><![CDATA[Teams]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=733</guid>
		<description><![CDATA[As many of you have probably noticed, Icefrog has remade a few important items in these past few versions. These include the boots, Mjollnir, HoT, Diffusal/Manta, and many others. This post will be part of a multi-post series on item remakes.
The focus of this post will be focused on the controversial Heart of Tarrasque.
Before: HoT
35 [...]]]></description>
			<content:encoded><![CDATA[<p>As many of you have probably noticed, Icefrog has remade a few important items in these past few versions. These include the boots, Mjollnir, HoT, Diffusal/Manta, and many others. This post will be part of a multi-post series on item remakes.</p>
<p>The focus of this post will be focused on the controversial Heart of Tarrasque.</p>
<p><strong>Before: HoT</strong></p>
<p>35 STR</p>
<p>300 HP</p>
<p>11 HP regen per second (stackable)</p>
<p><strong>Remake #1 : HoT</strong></p>
<p>11 HP regen per second &#8211;&gt; 1% HP per second (non-stackable)</p>
<p><strong>Remake #2: HoT</strong></p>
<p>1% HP regen per second &#8211;&gt; 2% HP regen per second (non-stackable)</p>
<p>Hero based damage disables regen for 10 seconds.</p>
<p><strong>Buffed Remake #2: HoT</strong></p>
<p>+35 STR &#8211;&gt; +40 STR</p>
<p>Disable time from 10 &#8211;&gt;8 (Now includes roshan as &#8220;Hero based damage&#8221;)</p>
<p><span id="more-733"></span></p>
<p>As you can see, these new remakes of HoT lend the game a new style of play. The change of the constant stackable regen to a standardized 1% regen was a popular change, since almost everybody saw the balance that came with that. However, then next change caused much more friction. Many of you complained, whined, and rolled in the dust when the new &#8220;Disable Regen&#8221; mechanism was introduced in 6.63. Some even sent an email to the frog, which he responded to.</p>
<blockquote><p><span style="color: #ff8c00;">Q: Why did you remove the combat regeneration from Heart of Tarrasque?</span> <span style="font-size: xx-small;"><em>(from Florian)</em></span></p>
<p>A: It was a very specific choice to completely remove combat regeneration from it rather than just reduce it. <strong>While it was a nerf</strong>, <strong>that wasn&#8217;t the primary goal.</strong> The problem with trying to measure the value of regeneration on Heart is that it makes your success in a fight depend at least partially on how long the fight lasts. The core issue is more about what it promotes rather than it allowing you to survive. <strong>It encourages the wrong things and doesn&#8217;t reward players who make better moment to moment decisions</strong> as much as it could. It removes some <strong>depth</strong> from the game and makes it a<strong> little less interesting</strong> over all. If the item needs a certain amount of tanking power, it is much more direct to add more hit point bonus to the item instead of doing it via a method that obscures the ability to measure the balance of the item.</p>
<p>This is more about the <strong>design philosophy the item should have, rather than its actual numbers or power</strong>, since I consider those as solvable problems if you have the right design to start with. In general, I prefer to lean towards creating a situation of long term solvability to issues. Some things might be<strong> knowingly imperfect</strong> but done in a manner that increases measurability to allow it to settle in a <strong>better place in the long run.<br />
</strong></p>
<p><strong></strong></p></blockquote>
<p><span style="text-decoration: line-through;">And no, the question isn&#8217;t asked by our famous flodian. It&#8217;s &#8220;floRian&#8221; apparently.</span> I&#8217;ve bolded some of the &#8220;meat&#8221; in this statement.</p>
<ul>
<li><strong>While it was a nerf</strong>, <strong>that wasn&#8217;t the primary goal.</strong> That statement itself is debatable. I think icefrog was biased a little bit by all the emails people hav been sending him. As alluded to in the second part of the statement, the frog didn&#8217;t have a nerf in mind when he tried to remake HoT. One of the key things to remember is that the regen was DOUBLED. If you were a morphling that had eliminated all of your base strength into agility, with this item you would still regenerate at &gt;20 HP/second.</li>
<li><strong>It encourages the wrong things and doesn&#8217;t reward players who make better moment to moment decisions.</strong> Referring to the old HoT. One of the key reasons in my opinion on why Icefrog changed HoT. Oftentimes after a Heart is aquired, common sense is lost, and players would just charge into battle with little or no thinking, feeling that (rightfully so) the Heart&#8217;s massive regen would make up for whatever life was lost due to poor judgement. Now, the attention once again turns to a more calculated approach, one that benefits noobs less and helps more intelligent players more.</li>
<li>&#8220;It removes some <strong>depth</strong> from the game and makes it a<strong> little less interesting</strong> over all. &#8221; Again, referring to the old HoT. Who needs to think when you&#8217;re roofy, have living armor on, have 3K hp, regen 30 per second, and are at <strong>level 12</strong>? Yes, I achieve that frequently. For most heroes that get this item, again, the mindlessness that comes after feeling the security that comes from such a major tankage boost desensitizes you to things an otherwise good player would notice, like map awareness, and most of all, encourages 1v1 battles. Once again, this item points to more teamwork, something that everybody that has played pubs would like to see more of &gt;.&gt;</li>
<li><strong>design philosophy the item should have, rather than its actual numbers or power</strong>. Wise words from a wise man. The numbers can easily be tinkered with and balanced, but this new design is what will really make a difference. We can compare the amount of HP regenerated with this heart compared to the old heart in all sorts of different circumstances, and declare it a buff or a nerf or whatever, but what ultimately matters is what type of gameplay tactics this change affects. Surely, you can see what the frog is aiming at here. In a way, the frog is using this to support the DPSgeddon that caspy&#8217;s been talking about for a long time now. Heroes(even tanks) are getting weaker HP wise, and games have more ganks/kills, more action, and feel more interesting. Late game, the heart buff allows pure DPS to shine, rather than allowing uber tank heroes with a disable or two to shut down carries as is frequently the case.</li>
<li><strong>knowingly imperfect</strong> but done in a manner that increases measurability to allow it to settle in a <strong>better place in the long run.</strong> This phrase sounds really technical, but it&#8217;s similar to the last key point. I think this actually points to a nerf on HoT in the future. Icefrog is smart, he knows how these changes will be recieved, and massively increased the regen (and recently buffed the item even more) to try and compensate for the huge percieved &#8220;nerf&#8221;. Once people get used to the new style of playing, and seeint how powerful HoT really is, that&#8217;s when the nerfs will come.</li>
</ul>
<p><strong><em>Gameplay with the new Heart</em></strong></p>
<p><span style="text-decoration: underline;">Places where heart can be considered a &#8220;buff&#8221;</span></p>
<ul>
<li>Tower pushing. Towers do almost nothing when you have 2% of max HP regenerating.</li>
<li>Neutral creeping. Similar to towers, allows farming of gold fairly quickly when you can regenerate that rapidly.</li>
<li>Creep stacking. Any hero with a HoT can effectively clear a stacked Ancient camp. Again, quick $$$.</li>
<li>Whenever heavy regeneration is needed out of battle (i.e. after a huge team clash). After getting this item, fountain trips for health are completely unnecessary, as by the time you get there, you will be mostly renerated anyways. After a large clash where you lose a decent amount of HP you have two options. Neutral creep if you lost the clash, and then pop back out with almost full HP 45 seconds later. If you won, go ahead and keep pushing, since by the time enemy heroes respawn, your HP will be at a healthy level again.</li>
<li>Radiance users <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </li>
<li><span style="text-decoration: line-through;">Roshing</span></li>
</ul>
<p>Again, you can see how this benefites the late game carries, whether they weild this item or come up against it. STR carries especially, like Slardar, Nai&#8217;x, Huskar, Skeleton King, etc will ikely see more use since often they get lifesteal which is <strong>meant for direct combat regeneration</strong>.</p>
<p><span style="text-decoration: underline;">Places where heart can be considered a &#8220;nerf&#8221;</span></p>
<ul>
<li>Long periods of frequent direct combat.</li>
<li>Fleeing heroes</li>
<li>Juking</li>
<li>Mega-Tanks</li>
</ul>
<p>Again, once these gameplay changes are analyzed, it become obvious that this DPS heroes are mostly benefited.</p>
<p>Now recently, Icefrog buffed the heart even more, increasing the strength by 5 and decreasing the regen disable time. At the same time though, Icefrog recognized the crucial mistake he made in not giving Roshan the ability to disable it. Darn, now that would&#8217;ve been something haha.</p>
<p>Ok, I&#8217;ve been at this long enough. Now get out there and enjoy how DotA has taken a turn for the better with this change. Oh, and pick a DPS hero <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Dota 6.64 - Tangible signs of a DPSgeddon</title>
		<link>http://www.dotastrategy.com/blog/dota-664-tangible-signs-of-a-dpsgeddon/</link>
		<comments>http://www.dotastrategy.com/blog/dota-664-tangible-signs-of-a-dpsgeddon/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:31:08 +0000</pubDate>
		<dc:creator>The DS Prince</dc:creator>
		
		<category><![CDATA[DotA Allstars]]></category>

		<category><![CDATA[Heroes]]></category>

		<category><![CDATA[Items]]></category>

		<category><![CDATA[Online Gaming]]></category>

		<category><![CDATA[Tips and Tricks]]></category>

		<category><![CDATA[6.64]]></category>

		<category><![CDATA[dota]]></category>

		<category><![CDATA[dps]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=728</guid>
		<description><![CDATA[Previously, you read here that:
The next versions of Dota will be so DPS heavy, it will be a case of picking just one or even two DPS heroes and witness an Armageddon taking place.
This Armageddon, which we have since come to know as DPSgeddon, and fittingly so, are seeing very tangible signs of a prophecy [...]]]></description>
			<content:encoded><![CDATA[<p>Previously, you read <a href="http://www.dotastrategy.com/blog/dota-in-the-future-dpsgeddon/">here</a> that:</p>
<blockquote><p>The next versions of Dota will be so DPS heavy, it will be a case of picking just one or even two DPS heroes and witness an Armageddon taking place.</p></blockquote>
<p>This Armageddon, which we have since come to know as DPSgeddon, and fittingly so, are seeing very tangible signs of a prophecy being fulfilled, in the very version of 6.64.</p>
<p><span id="more-728"></span></p>
<p>Just recently the Dota community was treated to a mind-and-soul-breaking replay of Kuroky&#8217;s Lanaya (Templar Assassin) in a <a href="http://www.playdota.com/forums/84426/farm4fame-sb-r1-teg-vs-mym/">Farm4Fame match against TEG</a>. I&#8217;m sure some of you have already seen this, but if you haven&#8217;t you might want to see for yourself the makings of the DPSgeddon. This replay is the epitome of the meaning of Lanaya&#8217;s hero name - that of a ruthless, armor-shredding Templar who will not let her prey escape. Kuroky in the person of Lanaya defied leaguers&#8217; conventions and broke the TEG psyche like a Templar does.</p>
<p>How has the prophecy been fulfilled?</p>
<p>1. <em>picking just one or even two DPS heroes </em>- check. MYM picked Lanaya and Slardar, 2 DPS heroes.<br />
2. <em>witness an Armageddon taking place.</em> - check.</p>
<p>Several times in the 20-minute game (say wow?), the heroes that proclaimed &#8220;Meet Your Makers&#8221; wiped out the heroes that had called themselves &#8220;Elder Gods&#8221; - a most ironical twist. But the greatest winner of all was obviously the Templar Assassin, effortlessly ratching up double kills and sending death shrills into the spines of TEG. The game should have proceeded longer, but the TEG of their own accord conceded defeat, their spirit obviously broken by a Templar the likes of which they have never seen before.</p>
<p>This replay is arguably the most dramatic and represents the significant turn that Dota is experiencing right now. Despite his complaints about certain things in Dota not being balanced, Kuroky has obviously made clever adjustments to cope with the change of the times. You can bet gold that a lot of players who wish to rise to divinity will focus on this replay, thus further accelerating the transition of Dota, from a previously AoE spell-oriented game, to an AoE DPS-oriented game, culminating in the phenomenon we now call the DPSgeddon.</p>
<p>Is this the reason why the item Khadgar&#8217;s Pipe of Insight was not allowed in the <a href="http://www.dota-league.com/farm4fame/">F4F league</a>, in a well-intended, but perhaps fruitless attempt to delay the onslaught?</p>
]]></content:encoded>
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		<title>Dota Allstars 6.64</title>
		<link>http://www.dotastrategy.com/blog/dota-allstars-664/</link>
		<comments>http://www.dotastrategy.com/blog/dota-allstars-664/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 01:10:32 +0000</pubDate>
		<dc:creator>Orochi</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=720</guid>
		<description><![CDATA[Dota Allstars 6.64 is out!!
Get it here.
Changelog:
HEROES


 Broodmother
- Spin Web now shows a minimap icon
 Clockwerk
- Armor decreased by 1
 Dark Seer
- Ion Shell cast on an already affected unit will replace the old buff instead of stacking
- Wall of Replica damage dealt when affecting an enemy hero increased from 125 to 150
- Wall of [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Dota Allstars 6.64</strong> is out!!</p>
<p>Get it <a href="http://www.getdota.com/download/map/6.64">here</a>.</p>
<p>Changelog:</p>
<div style="text-align: center;"><strong>HEROES</strong></div>
<div style="text-align: center;"><strong><br />
</strong></div>
<p><img class="inlineimg" title="Brood" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/brood.gif" border="0" alt="" /> <span style="text-decoration: underline;">Broodmother</span><br />
- Spin Web now shows a minimap icon</p>
<p><img class="inlineimg" title="Cw" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/cw.gif" border="0" alt="" /> <span style="text-decoration: underline;">Clockwerk</span><br />
- Armor decreased by 1</p>
<p><img class="inlineimg" title="Seer" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/seer.gif" border="0" alt="" /> <span style="text-decoration: underline;">Dark Seer</span><br />
- Ion Shell cast on an already affected unit will replace the old buff instead of stacking<br />
- Wall of Replica damage dealt when affecting an enemy hero increased from 125 to 150<br />
- Wall of Replica image damage increased from 60% to 70%</p>
<p><img class="inlineimg" title="Sp" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/sp.gif" border="0" alt="" /> <span style="text-decoration: underline;">Dazzle</span><br />
- Removed the extra vision on Weave that remains for 12/18/24 seconds. It now only reveals for a couple of seconds during the cast effect.</p>
<p><img class="inlineimg" title="Husk" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/husk.gif" border="0" alt="" /> <span style="text-decoration: underline;">Huskar</span><br />
- Burning Spears damage rescaled from 6/8/10/12 to 4/8/12/16</p>
<p><img class="inlineimg" title="Ta" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/ta.gif" border="0" alt="" /> <span style="text-decoration: underline;">Lanaya</span><br />
- Psionic Trap now adds to your most recently placed trap to your selection panel as a secondary unit</p>
<p><img class="inlineimg" title="Skel" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/skel.gif" border="0" alt="" /> <span style="text-decoration: underline;">Leoric</span><br />
- Vampiric Aura increased from 5/10/15/20% to 10/16/22/28%</p>
<p><img class="inlineimg" title="Sylla" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/sylla.gif" border="0" alt="" /> <span style="text-decoration: underline;">Lone Druid</span><br />
- True Form movement speed decreased by 35<br />
- Hero movement speed increased by 10<br />
- True Form transformation time increased from 1.45 to 2 seconds<br />
- True Form armor increased by 2<br />
- Spirit Bear&#8217;s leash range reduced from 1500 to 925<br />
- Spirit Bear no longer returns to Syllabear when he attacks out of leash range. Instead the bear will not attack</p>
<p><img class="inlineimg" title="Loa" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/loa.gif" border="0" alt="" /> <span style="text-decoration: underline;">Lord of Avernus</span><br />
- Aphotic Shield cast range decreased from 800 to 300<br />
- Death Coil cast range increased from 300 to 800</p>
<p><img class="inlineimg" title="Morph" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/morph.gif" border="0" alt="" /> <span style="text-decoration: underline;">Morphling</span><br />
- Morph Replicate mana cost increased from 0 to 150</p>
<p><img class="inlineimg" title="Necro" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/necro.gif" border="0" alt="" /><span style="text-decoration: underline;"> Necrolyte</span><br />
- Strength gain increased from 1.5 to 2.0</p>
<p><img class="inlineimg" title="Na" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/na.gif" border="0" alt="" /> <span style="text-decoration: underline;">Nerubian Assassin</span><br />
- Mana Burn can no longer target creeps since it no longer effects them (42965)</p>
<p><img class="inlineimg" title="Weaver" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/weaver.gif" border="0" alt="" /> <span style="text-decoration: underline;">Nerubian Weaver</span><br />
- Urna Swarm&#8217;s Scarab&#8217;s cast mechanism changed. If you cast Infestation while having multiple Scarab selected, only one casts one at a time instead of all of them.</p>
<p><img class="inlineimg" title="Ns" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/ns.gif" border="0" alt="" /> <span style="text-decoration: underline;">Night Stalker</span><br />
- Darkness cooldown reduced from 240/180/125 to 180/150/120</p>
<p><img class="inlineimg" title="Od" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/od.gif" border="0" alt="" /> <span style="text-decoration: underline;">Obsidian Destroyer</span><br />
- Agility increased from 15 + 1.4 -&gt; 24 + 2.0</p>
<p><img class="inlineimg" title="Panda" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/panda.gif" border="0" alt="" /> <span style="text-decoration: underline;">Pandaren Brewmaster</span><br />
- Primal Split&#8217;s Fire Panda now has hero damage type</p>
<p><img class="inlineimg" title="Pudge" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/pudge.gif" border="0" alt="" /> <span style="text-decoration: underline;">Pudge</span><br />
- Flesh Heap reworked, it no longer gains strength from creeps. Instead he gains strength (same values as before, 0.9/1.2/1.5/1.8) for any nearby (400 AOE) dying enemy hero. You still get the bonus if the unit dies outside of the aoe if you are the killer.</p>
<p><img class="inlineimg" title="Rhasta" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/rhasta.gif" border="0" alt="" /> <span style="text-decoration: underline;">Rhasta</span><br />
- Scepter version of Mass Serpent Wards no longer increases ward count. Instead, the damage of the wards is increased to match previous damage output.</p>
<p><img class="inlineimg" title="Storm" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/storm.gif" border="0" alt="" /> <span style="text-decoration: underline;">Storm</span><br />
- Base Intelligence increased from 23 to 26</p>
<p><img class="inlineimg" title="Sven" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/sven.gif" border="0" alt="" /> <span style="text-decoration: underline;">Sven</span><br />
- Warcry AoE increased from 350 to 450</p>
<p><img class="inlineimg" title="Techie" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/techie.gif" border="0" alt="" /> <span style="text-decoration: underline;">Techies</span><br />
- Remote mine now adds to your most recently placed mine to your selection panel as a secondary unit</p>
<p><img class="inlineimg" title="Tide" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/tide.gif" border="0" alt="" /> <span style="text-decoration: underline;">Tidehunter</span><br />
- Kraken Shell reworked, instead of removing buffs in time intervals, buffs are now removed whenever 600 HP is lost from player based damage. The counter is reset whenever you don&#8217;t take damage for 6 seconds.</p>
<p><img class="inlineimg" title="Dirge" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/dirge.gif" border="0" alt="" /> <span style="text-decoration: underline;">Undying</span><br />
- Base strength reduced from 25 to 22<br />
- Intelligence gain reduced from 2.8 to 2.0<br />
- Dying Illusions no longer trigger Plague Aura for regeneration</p>
<p><img class="inlineimg" title="Viper" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/viper.gif" border="0" alt="" /> <span style="text-decoration: underline;">Viper</span><br />
- Movement speed decreased by 5</p>
<p><img class="inlineimg" title="Lock" src="http://www.playdota.com/forums/assault_fps/smilies/heroes/lock.gif" border="0" alt="" /> <span style="text-decoration: underline;">Warlock</span><br />
- Fixed Upheaval from slowing in the AOE around you rather than at the target AOE as it should</p>
<div style="text-align: center;"><strong>ITEMS</strong></div>
<div style="text-align: center;"><strong><br />
</strong></div>
<p><img class="inlineimg" title="ArcaneRing" src="http://www.playdota.com/forums/assault_fps/smilies/items/SupportiveVestments/BTNArcaneRing.gif" border="0" alt="" /> <span style="text-decoration: underline;">Arcane Ring</span><br />
- AoE increased from 400 to 600</p>
<p><img class="inlineimg" title="ArmletOfMordiggian" src="http://www.playdota.com/forums/assault_fps/smilies/items/Ancient_Weaponry/BTNUnholyStrength.gif" border="0" alt="" /> <span style="text-decoration: underline;">Armlet of Mordiggian</span><br />
- Recipe restored to previous version since there is no more recipe conflict. Requires claw and 900 gold recipe instead of quarter staff and 500 gold recipe</p>
<p><img class="inlineimg" title="DemonEdge" src="http://www.playdota.com/forums/assault_fps/smilies/items/LeragasTheVile/BTNFrostMourne.gif" border="0" alt="" /> <span style="text-decoration: underline;">Demon Edge</span><br />
- Damage increased from 36 to 46</p>
<p><img class="inlineimg" title="HeartOfTarrasque" src="http://www.playdota.com/forums/assault_fps/smilies/items/Protectorate/BTNHeartOfAszune.gif" border="0" alt="" /> <span style="text-decoration: underline;">Heart of Tarrasque</span><br />
- Bonus strength increased from 35 to 40<br />
- Regeneration disable time reduced from 10 to 8</p>
<p><img class="inlineimg" title="Necronomicon3" src="http://www.playdota.com/forums/assault_fps/smilies/items/ArcaneSanctum/BTNNecromancerMaster.gif" border="0" alt="" /> <span style="text-decoration: underline;">Necronomicon</span><br />
- Recipe cost reduced by 50 gold</p>
<p><img class="inlineimg" title="Mjollnir" src="http://www.playdota.com/forums/assault_fps/smilies/items/Enchanted%20Artifacts/BTNThunderMallet.gif" border="0" alt="" /> <span style="text-decoration: underline;">Mjollnir</span><br />
- Static Charge changed from 45 cooldown to 35</p>
<p><img class="inlineimg" title="PhaseBoots" src="http://www.playdota.com/forums/assault_fps/smilies/items/Gateway%20Relics/BTNPhaseBoots.gif" border="0" alt="" /> <span style="text-decoration: underline;">Phase Boots</span><br />
- Bonuses and recipe reworked</p>
<div style="margin: 0px; padding: 0px;">
<div style="margin: 5px 20px 20px;">
<input class="button" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; for (i=0;i&lt;this.parentNode.parentNode.getElementsByTagName('img').length;i++) { NcodeImageResizer.createOn(this.parentNode.parentNode.getElementsByTagName('img')[i]); } } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show';}" type="button" value="Show" /></div>
<div class="alt2" style="border: 1px solid #336699; margin: 0px; padding: 6px;">
<div style="margin: 0px; padding: 0px; display: none;">Phase Boots:<br />
=============<br />
Boots of Speed (500)<br />
2x Blades of Attack (1000)<br />
Total: 1500+70 Movement Speed<br />
+24 Damage<br />
Phase (Active)</div>
</div>
</div>
<p><img class="inlineimg" title="PowerTreadsStrength" src="http://www.playdota.com/forums/assault_fps/smilies/items/Gateway%20Relics/BTNWirtsLeg.gif" border="0" alt="" /> <span style="text-decoration: underline;">Power Treads</span><br />
- Bonuses and recipe reworked</p>
<div style="margin: 0px; padding: 0px;">
<div style="margin: 5px 20px 20px;">
<input class="button" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; for (i=0;i&lt;this.parentNode.parentNode.getElementsByTagName('img').length;i++) { NcodeImageResizer.createOn(this.parentNode.parentNode.getElementsByTagName('img')[i]); } } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show';}" type="button" value="Show" /></div>
<div class="alt2" style="border: 1px solid #336699; margin: 0px; padding: 6px;">
<div style="margin: 0px; padding: 0px; display: none;">Power Treads:<br />
==============<br />
Boots of Speed (500)<br />
Boots of Elvenskin or Belt of Giant Strength or Robe of the Magi (450)<br />
Gloves of Haste (500)<br />
Total: 1450+60 MS<br />
+10 Any Attribute<br />
+25 IAS</div>
</div>
</div>
<p><img class="inlineimg" title="OrchidMalevolence" src="http://www.playdota.com/forums/assault_fps/smilies/items/ArcaneSanctum/BTNStaffOfSilence.gif" border="0" alt="" /> <span style="text-decoration: underline;">Orchid Malevolence</span><br />
- Increased damage by 5</p>
<p><img class="inlineimg" title="Satanic" src="http://www.playdota.com/forums/assault_fps/smilies/items/Enchanted%20Artifacts/BTNHornOfDoom.gif" border="0" alt="" /> <span style="text-decoration: underline;">Satanic</span><br />
- Bonus damage fixed on units that morph<br />
- Cooldown reduced from 50 to 35</p>
<div>GAMEPLAY &amp; COSMETICS</div>
<p>* Reworked buyback cost scaling</p>
<div style="margin: 0px; padding: 0px;">
<div style="margin: 5px 20px 20px;">
<input class="button" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; for (i=0;i&lt;this.parentNode.parentNode.getElementsByTagName('img').length;i++) { NcodeImageResizer.createOn(this.parentNode.parentNode.getElementsByTagName('img')[i]); } } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show';}" type="button" value="Show" /></div>
<div class="alt2" style="border: 1px solid #336699; margin: 0px; padding: 6px;">
<div style="margin: 0px; padding: 0px; display: none;">It uses the following formula:<br />
100+Level*Level*1.5+Time*15Roughly the same during the early-midgame, but scales higher as the game progresses.</div>
</div>
</div>
<p>* Lots of ingame scoreboard improvements</p>
<div style="margin: 0px; padding: 0px;">
<div style="margin: 5px 20px 20px;">
<input class="button" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; for (i=0;i&lt;this.parentNode.parentNode.getElementsByTagName('img').length;i++) { NcodeImageResizer.createOn(this.parentNode.parentNode.getElementsByTagName('img')[i]); } } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show';}" type="button" value="Show" /></div>
<div class="alt2" style="border: 1px solid #336699; margin: 0px; padding: 6px;">
<div style="margin: 0px; padding: 0px; display: none;">- Removed excess information like game time since it is available above. Condensed some other space.<br />
- Added an allies only column for current gold.<br />
- Added an allies only column for ultimate cooldowns.<br />
- Hero levels are now shown<br />
- Scoreboard title now displays all player respawn times, grouped in allies and enemy sections, so you can easily see how long someone has to revive without expanding the board manually.</div>
</div>
</div>
<p>* Slightly increased the regen rate of barracks and towers when they are attacked without nearby creeps/corpses from 40 to 55</p>
<p>* Added colored teleportation effects (allied only) at the target destination to match your player color (infrisios,5153)</p>
<p>* Added a new command -ii (-iteminfo) that displays allied hero items in the scoreboard</p>
<p>* Added a new Forked Lighting Icon, Name (Ether Shock) and visual effect (16523)<br />
* Changed Vengeful Spirit sound set (13425)<br />
* Changed Void&#8217;s Time Lock visual effect (5793)<br />
* Items that get disabled with damage (Heart &amp; Dagger) are no longer affected by self damage. Roshan damage now disables them.</p>
<p>* Added a new test command &#8220;-killwards&#8221; to remove all observer and sentry wards on the map<br />
* Added a new Eyes in the Forest icon (46851)<br />
* Added a visual effect for Kraken Shell when buffs are removed<br />
* Added color change visual for Morphling&#8217;s model based on the ratio of agility to strength<br />
* Added buyback message for observers<br />
* New replay data available</p>
<div style="margin: 0px; padding: 0px;">
<div style="margin: 5px 20px 20px;">
<input class="button" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; for (i=0;i&lt;this.parentNode.parentNode.getElementsByTagName('img').length;i++) { NcodeImageResizer.createOn(this.parentNode.parentNode.getElementsByTagName('img')[i]); } } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show';}" type="button" value="Show" /></div>
<div class="alt2" style="border: 1px solid #336699; margin: 0px; padding: 6px;">
<div style="margin: 0px; padding: 0px; display: none;">Roshan Death: &#8220;Roshan&#8221;,0/1<br />
Aegis Received: &#8220;AegisOn&#8221;, PlayerID<br />
Aegis Dropped: &#8220;AegisOff&#8221;, PlayerID<br />
Game Mode: &#8220;Mode&#8221;+String,HostPlayerID<br />
Hero Levelup: &#8220;Level&#8221;+Level,PlayerID<br />
Rune Store: &#8220;RuneStore&#8221;+RuneID, PlayerID. RuneID=1/2/3/4/5<br />
Rune Use: &#8220;RuneUse&#8221;+RuneID, PlayerID. RuneID=1/2/3/4/5 (Haste/Regen/DD/Illusion/Invis)</div>
</div>
</div>
<div style="text-align: center;"><strong>BUGS</strong></div>
<p>* Fixed bug that prevented Open Wounds from working properly on non-hero units. It can now target regular units.<br />
* Fixed Linken Sphere to properly block Nerubian Assassin&#8217;s Mana Burn<br />
* Courier&#8217;s Deliver Items ability now properly exits its logic if you interrupt the courier with a different order (shield and burst don&#8217;t count)<br />
* Fixed Mjollnir&#8217;s Static Charge being stackable<br />
* Fixed Proximity Mines not triggering automatically on Scourge Towers like they do on the Sentinel ones<br />
* Fixed a bug with disassembling Mjollnir not giving the recipe<br />
* Fixed Enchant from being able to take over Primal Split units<br />
* Fixed a bug with HCL mode where the game mode could be duplicated resulting in various other weird bugs<br />
* Fixed various typos<br />
* Fixed missing cooldown tooltip to neutral creep Tornado ability<br />
* Fixed Glyph from affecting Tombstone</p>
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		<title>Dota in the future - DPSgeddon?</title>
		<link>http://www.dotastrategy.com/blog/dota-in-the-future-dpsgeddon/</link>
		<comments>http://www.dotastrategy.com/blog/dota-in-the-future-dpsgeddon/#comments</comments>
		<pubDate>Sun, 11 Oct 2009 06:42:44 +0000</pubDate>
		<dc:creator>The DS Prince</dc:creator>
		
		<category><![CDATA[DotA Allstars]]></category>

		<category><![CDATA[Heroes]]></category>

		<category><![CDATA[Tips and Tricks]]></category>

		<category><![CDATA[dota]]></category>

		<category><![CDATA[dps]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=714</guid>
		<description><![CDATA[First.
In case you didn&#8217;t know, I got massive support for the RAL post, even warranting a separate coverage in Playdota. For that, thanks a lot to the people who read it and made it more viral. Your support goes a long way towards maintaining the supremacy of DS in the Dota blogosphere  
2nd.
I believe [...]]]></description>
			<content:encoded><![CDATA[<p>First.</p>
<p>In case you didn&#8217;t know, I got massive support for the <a href="http://www.dotastrategy.com/blog/663b-the-really-atrocious-lineup/">RAL post</a>, even warranting a separate coverage in <a href="http://www.playdota.com/forums/71486-page2/tra-really-atrocious-lineup/">Playdota</a>. For that, thanks a lot to the people who read it and made it more viral. Your support goes a long way towards maintaining the supremacy of DS in the Dota blogosphere <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>2nd.</p>
<p>I believe that more people are going to blog here, so you will not be just hearing from me. In fact, you&#8217;ll be hearing from them quite soon, so support them as you did royalty. Of course, first preferences to royalty. <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>3rd.</p>
<p>In the <a href="http://www.dotastrategy.com/blog/663b-the-really-atrocious-lineup/">RAL post</a> I made a brief mention of the term DPSgeddon and made some brief allusions. Here, I will explain what I had alluded to.</p>
<p><span id="more-714"></span></p>
<p>I think as far as the RAL is concerned for now, there can be no more illusions - it is only the fool who would neglect the trio and think they are insignificant. However, the frog would not like to see a permanent dominance of the RAL, and is doing his best to make sure they will not appear in the banlists of the future. The trends all point to one way.</p>
<p><strong>That the frog will continue to buff the &#8220;DPS&#8221; heroes - in formal jargon heroes depending on physical attacks - until they are so overpowered to the point that the leaguers will be forced to take notice.</strong></p>
<p>___________________________________________________________________</p>
<p>In some ways this has already happened. An increasing number of bans in league now involve the said DPS heroes - among them Broodmother, Viper, Syllabear, Morphling, Slardar and Enchantress.*** One need only check the 6.63b changelog and notice that Huskar, Sniper, Troll and Nightstalker, among others keep receiving buffs that many pub players have never imagined would take place. I need not explain in detail the buffs on other DPS heroes in the recent changelogs. Those who have true sight - and I mean true - will only conclude one thing:</p>
<p><strong>The next versions of Dota will be so DPS heavy, it will be a case of picking just one or even two DPS heroes and witness an Armageddon taking place.</strong> It will be very much like in 6.49 where Luna - one DPS - can just tank all 5 enemy heroes and kill 3 or 4 in the process. For your information this scenario - Luna 1v5 - has happened before, with awe-shocking consequences. Imagine this happening on almost every DPS hero (especially with the necessary support) and what you get is taking the first 4 letters off Armageddon and replace it with DPS.</p>
<p>___________________________________________________________________</p>
<p>DPSGEDDON.</p>
<p>That&#8217;s right. I&#8217;m issuing this warning of a DPSgeddon in the future. Players specializing in DPS will have much cause to rejoice, because a tremendous opportunity is finally now within their reach. This also implies that many pubbies will be very happy with the future versions, because their favorite heroes are just that much stronger. On the other hand, many veterans, even leaguers, even myself (I am actually very good with the RAL if you didn&#8217;t know <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> ) will find themselves out of place, their skills not as useful anymore. Unless leaguers make quick adjustments and stop insisting on a quick-gank playstyle, they will lose easily to a DPSgeddon-oriented lineup. I&#8217;m afraid, this time the frog will not listen to Kuroky&#8217;s pleas for a return to the gank-heavy era of 6.48b. (Check the <a href="http://www.dotastrategy.com/blog/663b-the-really-atrocious-lineup/">RAL post</a> for more details)</p>
<p>I do acknowledge that leaguers command tremendous influence in Dota. However whether the leaguers like it or not the frog will impose the DPSgeddon and those who do not recognize the warning signs will be vaporized in the cloud of DPS smoke. If, after so many buffs on DPS heroes, the leaguers still refuse to play them, I believe the frog will force a &#8220;remake&#8221; of certain DPS heroes that is even more overpowered than the old incarnation. We need not look far to see what the &#8220;remakes&#8221; of Visage and Enchantress have done to leaguers, one in 6.52, another in the now 6.63b.</p>
<p>Could this be a hidden reason why Jacob &#8220;Maelk&#8221; Toft-Andersen decided he will <a href="http://www.fragster.de/artikel/8905/dota-interview-with-mymmaelk-maelk-esport-needs-uefa_dota/">retire from Dota</a>, other reasons aside? I&#8217;m not saying that Maelk is terrible at DPS though, but his specialty heroes when playing league have so far excluded most heroes you would term DPS. <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>___________________________________________________________________</p>
<p>However this does not mean that support heroes especially the RAL will lose their dominance. In fact their position will be even more comfortably entrenched because of it. One does not need to be the Emperor to command the Empire. In fact, all one needs to do is to be the High Priest influencing the Emperor. One case in mind - Bane has his Enfeeble skill causing a 120% loss of DPS. Imagine how convenient that would be when you square off against a DPS.</p>
<p><strong>The greatest losers in the coming DPSgeddon will be the gank cum AoE spell heroes, while the greatest winners, aside from the DPS, the supports who will anoint them as the messiahs of the future.</strong> And in most of Dota history, the greatest winners of all, no matter what the frog does, have always been the supports - the High Priests, the Chens, the Dazzles, the RAL, the Vengeful Spirits, the Warlocks. Their scant record of kills is only to disguise their real power which they have always exercised, with deadly effect, behind the scenes.</p>
<p>Now, should we be so surprised that pubbies keep insisting on Sniper permapicks? Maybe I should try permapicking Sniper for a change. <img src='http://www.dotastrategy.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>***Check out the following for references:</p>
<ol>
<li><a href="http://www.playdota.com/forums/72712/adc09-round-7-r-digi-vs-ct/">ADC09 Regular Season Round 7 - Digi vs Cybertime</a></li>
<li><a href="http://www.playdota.com/forums/71681/adc09-round-7-cd-vs-mcity/">ADC09 Regular Season Round 7 - Game 3 - cD vs MCiTY</a></li>
<li><a href="http://www.playdota.com/forums/71610/adc09-round-7-dtrust-vs-sup/">ADC09 Regular Season Round 7 - DTrust vs SuP!</a></li>
</ol>
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		<title>Dota Allstars 6.64 Map Download Updates</title>
		<link>http://www.dotastrategy.com/blog/dota-allstars-664-map-download-updates/</link>
		<comments>http://www.dotastrategy.com/blog/dota-allstars-664-map-download-updates/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 05:17:43 +0000</pubDate>
		<dc:creator>drew</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<category><![CDATA[DotA Allstars]]></category>

		<guid isPermaLink="false">http://www.dotastrategy.com/blog/?p=704</guid>
		<description><![CDATA[IceFrog has begun working on the Dota 6.64 map update about two weeks ago, and in a recent statement he said that the 6.64 update will focus on balance improvements.  In an older article dated September 23rd, he mentioned a bug with Phase Boots:
However, we found out that there is a technical issue with [...]]]></description>
			<content:encoded><![CDATA[<p>IceFrog has begun working on the <a href="http://www.dotastrategy.com/blog/dota-allstars-664-map-download-updates/">Dota 6.64 map</a> update about two weeks ago, and in a recent statement he said that the <strong>6.64</strong> update will focus on balance improvements.  In an older article dated September 23rd, he mentioned a bug with Phase Boots:</p>
<blockquote><p>However, we found out that there is a technical issue with Phase Boots. They seem to prevent procs like crits, bashes, etc while phased. It was never as apparent before because it was not coupled with attack speed. This makes the Phase Boots a bit anti-synergetic.</p></blockquote>
<p>A workaround was underway and he is playing around with different versions of Phase Boots and Power Treads:</p>
<p><strong>Phase Boots:</strong><br />
Boots of Speed (500)<br />
2x Blades of Attack (1000)<br />
Recipe (none)<br />
Total: 1500</p>
<p>+70 Movement Speed<br />
+26 Damage<br />
Phase (Active)</p>
<p><strong>Power Treads:</strong><br />
Boots of Speed (500)<br />
Boots of Elvenskin or Belt of Giant Strength or Robe of the Magi (450)<br />
Gloves of Haste (500)<br />
Recipe (none)<br />
Total: 1450</p>
<p>+60 MS<br />
+10 Any Attribute<br />
+30 IAS</p>
<p>While he notes:</p>
<blockquote><p>While there may be workarounds for that bug, most would probably come at the cost of some functionality. So while still keeping with the primary no armor concept, I am exploring a new buildup for Phase Boots and Power Treads. Keep in mind that numbers are still at an early stage and this change is by no means final, but I&#8217;d like to share one version of what we are experimenting with.</p></blockquote>
<p>While Dota 6.64 will contain mostly fixes, IceFrog hinted new remakes and heroes in version 6.65.</p>
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