Some thoughts about new patch:
- Alch buff is nice, but doesn't really fix his problems - after all, it's not that he can't farm, it's more about him having weak presence in the lane (if he goes for the early greed). I think that concoction needs to be reworked (so it can be used as a self-defense tool without making Alch an imba-ganker).
- BM's 1st lever boar is pretty nice - it's weak but it's 15 extra damage and 10% slow when earlier there was none of these. Probably better than the first level axes.
- 42 sec of CK illusions is a freaking lot. Sure' they're not as good at taking down the buildings but they're as adept as they were at slaughtering everyone else.
- This new test of faith is a great boon for the Chen's aghs. Previously, with ancients being slow as they are, it was almost impossible to push rax without actually losing them on the retreat (which was a great loss of time & plenty of gold fed to the enemy). 1 extra creep is also great news, though the most important thing there is 2 creeps at level 3 - that's insane early ganking power. And even if you can't gank, you still can do a lot of shit with that extra creep - farm with one & stack the ancients or the second hard camp with the other, for example. Or just send him to help your lane - like, any lane will appreciate a Tornado-casting wildwing. Or one of the spellcasting small creeps, like the harpy or that 2 mana regen aura troll healer. Too bad I have shit micro.
- Curious buff for the ES. So if you max out the passive early, cheap totems give you a lot of procks which can be used to either harass the living hell out of melee opponents on the lane or to farm some jungle.
- So Enchantress without boots now outruns the CM with the boots. Yeah. Anyhow, that's a pretty cool change, especially for those radical MOM-wearing Enchantresses - 500 speed without anything else, 519 with drums. Can we consider a hardlane enchantress now? Boots first and you start with the whopping 385 speed - very hard to chase and it should give you enough time for some sweet raids to the enemy jungle.
- I play a lots of support gyrocopter recently and that call down buff is pretty sweet. And it's not even the radius, it's the slow buff - let's not forget that the second missile's debuff lasts 3 seconds so anything that gets caught in the center of the ult isn't escaping easily. Forcestaffing homing missiles is also lulzy.
- Huskar's builds now suddenly got much tougher. Early levels of inner vitality were crap previously and now they're guaranteed 160hp (+ some scraps from the percentage healing). Yeah, it costs a lot of mana but it's not like Huskar has much opportunities to spend it. Also makes bottle much better for him (as previously that mana regen got wasted). I guess 1 level of passive can be sacrificed for that, no?
- Juggs looks like an awesome carry now. His last remaining weakness was his pathetic right-click damage but with this 6 extra agility that's no longer the case. And let's not forget that he's a 1.4 base attack time right-clicker - these should never be underestimated.
- KOTL is probably my best hero and it's pleasant to see him buffed even more - that chakra magic discount is actually greatly helpful as, despite all the mana regen powers, KOTL himself is quite a mana hungry hero. 1 extra second on the blinding light is also rather annoying for the enemy right clickers.
- Kunkka got much better as a midder now (which is something that he once was), no? That teleport/X marks combo to get regenned at the base (probably with the help of a bottle) is very potent. Previously, it wasn't really viable as you had to invest way too much into X early and that killed your fighting potential. But now it's just one point there and a hundred gold on a tp scroll (which can be provided by your support) to stay relevant in the lane. Looks nifty.
- 10 seconds diabolic edict is pretty ridiculous. That 2 sec buff may not sound like much, but that's 8 extra explosions against the buildings which result in ~400 extra damage. That sounds over the top, tbh.
- Lina buffs are pretty sweet.
- Luna buffs are pleasant too.
- Balanar got a weird one. So he has a little bit less of darktime now at the high levels, but more in the early game (which is his reigning period) and the interval between his ults is smaller so it's harder to catch him with his pants down. He also is not as good at blinding most heroes (they got extra 75 vision), but is much better at blinding the wards. And some early game buffs, of course - his right click got so good.
- QoP is an actual solo hardlaner now, I guess. Her blink is now a potent escape mechanism even at level 1 and, well, what else a hard laner needs? And her ult is pretty awesome now - does more actual damage and screws with all the bkb-dependent heroes (and there's a whole lot of them in the game).
- Sniper's new shrapnel sorta changes his focus. So, previously, he was an in-and-out of fashion midlaner who was quite adept at destroying the opposing tower (and, once he got MOM, could've also split push the tier-1s quite successfully). Now he's more about mass-teamfights, I guess - 3 shrapnels spammed in rapid succession cover a lot of ground and, while they don't stack with each other and cost a lot of mana (that's an issue), it won't be easy to fight in all that 30% slow and constant damage.
- I totally want to see a Techies + Meepo in the same pro-team pick.
- Windranger got a huge buff in this one. Dunno about pro-games, but one thing I love doing in the pub is clearing some trees at the medium camps with powershots & jungling a bit. Sorta like doing the ancients, but works on the both sides. And, generally, you don't go straight into that, but only if something abnormal happens (too greedy lanes with too many farming heroes, shit pick providing zero ganking opportunities, etc.). And so, the 2600 powershot is really good because you can pretty much hit their mid-laner from those positions. Maybe with a minimal adjustment, like a second of movement or so. And, well, that's pretty radical because it's gonna be hard for them to dodge it - they don't see you shooting. You can combo it with your midlaner's stuns (that'll require some skype, though) and it's quite a decent amount of damage. Lots of pressure on the opposing mid without actually leeching xp and gold from your mid (on the contrary, while farming in the process). And I'm sure you can also double-stack some of the neutral camps with this range rather easily. And, of course, her ult is even better now - just rush that Desolator and towers will melt even faster (Rosh is easier too).
- Blink buff should return the TA in the top-heroes list. Let's not forget how crazy she was until her "refraction protects blink" got fixed. And now it is unfixed again. And it's not like she suffered any capital buffs or debuffs in the process. Sure, they can counter her by all the double-mid crap or just mid-Jakiro, but that also has its issues (especially now that Jakiro got nerfed a bit).
- Non-orb diffucal is pretty cool though I'm not sure who wants that.
- Helm of the Dominator buff looks solid in the early game - it's a big difference between the 600 hp alpha wolf and a 1100 hp one. As well as the 950 wildwing and a 1450 one. Heck, I wouldn't be surprised if someone like Luna went for a dominator rush (getting it even faster than the boots) if only to grab an relatively early harpy stormcaller (1050 hp stormcaller) or satyr mindstealer (1100 hp mindstealer) or even a 1000 hp Ghost to do something while the laning stage lasts still.
- Medallion buff is also decent. I love this item and I think that no lineup should go without one and now it's either an even faster roshan/hero kill or 7 more item to your core carry (for something like a Doom it can mean a lot in the early game).