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Patch 7.35d deletes the meta – every hero and item change – Dota 2

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Today we’ve got gameplay update 7.3 5D. We have introduced a new feature that allows you to ban four heroes before the match starts, with one guaranteed ban.

Gameplay Update Introduction

As an offlane player, I plan to target specific carries I find challenging, such as Sven, Naga Siren, and perhaps Terrorblade or Bat Rider. This strategy will shape my approach to the new patch, especially with changes to items like the Helm of the Dominator.

New Banning Feature

The introduction of pre-match banning is a game-changer, allowing players to remove unfavorable matchups from the equation. This tactical advantage lets players like me focus on banning carries to secure a more favorable lane and game dynamic. It’s particularly useful in this patch, given the adjustments made to certain hero-relevant items.

Update 7.35 D Highlights

In addition to the banning feature, update 7.35 D brings significant changes. Notably, the cooldown increase for BKB poses a strategic challenge, though it remains an essential item. The patch’s most drastic change is to Rapier, reducing its damage output and removing the default spell amp. This adjustment necessitates a strategic rethink for players reliant on this item for a late-game advantage.

Rapier’s Win Rate and Adjustments

I don’t know if the win rate of Rapier was just really broken or something, maybe they felt the item was just too strong. I didn’t see a lot of Rapiers in my games personally. I don’t get why they would absolutely destroy the item in terms of its effectiveness. I mean, yeah, it’s just crazy to me; it’s way worse now, so be less enthused to buy Rapier, I guess. Scotty is slightly better, but I don’t think it’s a big deal.

Helm of the Dominator Changes

Here’s one of the big changes of the patch: Helm of the Dominator now grants the caster the bonus gold of the dominated creep, and this is just nice. It’s a really big quality of life change for Lycan and Beastmaster. These heroes that are just not too popular right now are going to shoot back up in the meta for reasons like this.

Let’s say you’re just farming with Helm; keep in mind, Helm of the Dominator is only a 45-second cooldown now. People are going to compare this immediately to Midas. It’s not Midas. This item is very good now, way better than it used to be, yes. Is this item definitely going to shoot into the meta, in my opinion? Yes. The unit heroes, this is huge.

Is it broken? I don’t think it’s broken, don’t quote me on that. I’m not 100% sure, but what I will say is it’s not like Midas because you don’t get the XP. It grants the caster the gold bounty of the dominated creep. If you got the XP, completely really stupid strong, right? Even supports would likely buy it because it’s just gold.

Strategic Implications of the New Helm

However, it does mean that you have to switch creep and creep and creep a lot of the time. You just want to keep the same creep; now, you’ve got to switch to switch. I think you should do that, but especially when you get Helm 2, you don’t really want to switch, switch, switch. You usually get the dragon, or you get like the Golem, and you’re like, all right, I’m chilling. So, it’s a bit weird, but definitely, with Helm 1, you’re going to be.

Item Adjustments in Recent Patch

Spamming this off cooldown, next up, Maelstrom received a 5% nerf in terms of its proc chance, which definitely is significant. I still think the item is going to be good on the heroes that like it, but definitely worse. Stick is 4 seconds cooldown worse, and Magic Wand is 2 seconds cooldown worse. I don’t think this will play a massive part. I don’t really see this ever being much of a problem; it occasionally comes into play but generally not a big deal. I would not stray away from these items.

Manta Style Changes

Manta’s cooldown has worsened by 4 seconds, which furthers the gap between Sange and Yasha (SNY) and Manta. I’m a big fan of Sange and Yasha because a lot of the heroes that buy Manta also have the option to buy SNY, and SNY is a great item right now. They’ve nerfed Manta now by 4 seconds cooldown on the Manta, and yeah, that matters quite a bit. It does hurt the heroes that like to buy this item quite a bit, slows down their efficiency, slows down their ability to farm, slows down their ability to dodge stuff; it’s definitely worse.

Other Notable Item Updates

Talisman, a super unpopular item, got a slight buff to the mana regen, but it’s good, you know. Mana regen is not easy to come by usually, so it’s nice, but I don’t think it makes the item super popular or anything. I can’t imagine it will just shoot into the meta now.

Oblivion Staff is a little bit worse, and on that note, Orchid, which builds from Oblivion Staff, is a little bit worse in terms of the mana regen, a little bit worse in terms of the intelligence, and it costs more mana, so trying to make Orchid not such a good mana item. I think Orchid is still very good in the current meta.

Yeah, I think the buildup is still incredible, even though they did nerf part of the buildup. The buildup is still incredible, you know, it just builds from these two really great items, Oblivion Staff and Sage’s Mask; it’s just super solid for a lot of heroes, and then a cheap recipe, you know what.

Perasma’s Intelligence Damage Reduction

I mean, it’s just a good item, so if you were buying it in the past, I wouldn’t really shy away from it now. Perasma’s intelligence damage has decreased by 25%, a major nerf to Perasma. This is obviously a targeted nerf at the professional level, primarily at Puck. It also hurts Queen of Pain and Storm Spirit in particular, but it was mainly targeted at Puck. I’m pretty certain this is one of the weirdest nerfs of the patch, in my opinion, and I actually dislike it. I personally don’t understand it; I really don’t.

Changes to Phantom’s Province

Phantom’s Province, which is Revenant’s Broach’s active, can no longer apply critical hits. So, for example, Phantom Assassin would buy this item to kill high armor heroes, but now you just can’t buy it on PA because you can’t crit when it’s turned on. Why? This item was not broken. It was cool that it was finally good for a bit, you know? It’s like a cool item that you could buy, and now you just can’t buy it. Either the win rate must have been insane for them to do this because I would imagine that’s why they did this, but it’s just weird to me.

Shadow Blade Duration Extension

Shadow Blade now has 3 seconds longer duration of the active. It’s nice. I don’t think it makes the item broken, but it’s definitely good. Just helps you get around the map. The main thing about Shadow Blade is that it makes you move 20% faster, so it would end, like a lot of the time you just run out of duration when I would buy the item, and be like, “Wow, this does end a bit short,” and so this change is actually really nice for Silver Edge and for Shadow Blade.

Neutral Item Changes Overview

Now we have some neutral item changes, not a lot but a few. Royal Jelly is a little bit worse, so this is a buff to items like the bubble, this is a buff to Seeds of Serenity, this is a buff to a lot of the other regeneration items. Oh, I’m sorry, they didn’t… Oh no, it’s not, because the restoration duration is shorter, but it gives more HP regen and more Mana regen, and it seems to come out to about the same. So, alright, so the item’s probably about the same. Grove Bow’s attack range bonus decreased from 100 to 75. I still think if it’s a hero that really benefits from this item, you should absolutely take it. Grove, in my opinion, even with this nerf, I.

Grove Bow Nerf and Item Changes

I do believe Grove needed a nerf for being a tier 2 neutral item. I still think you should consider it. Light Collector, one of my favorite items in the game, a lot of you guys probably know that I’m a fiend for movement speed. The movement speed has now halved. However, if you’re close to trees, the mana bonus reduction, oh I’m sorry, no, it’s worse now. The bonus reduction when near trees increased from 50% to 75%. That’s the reduction. This item is way worse, and can you take it? It was so far above and beyond the other items. Like, if I saw Light Collector on any hero, I just take it. So, I get why they nerfed it.

I don’t know, do you even take it now? It’s so much worse. 5% movement speed is not terrible. I’m going to have to get back to you guys on that one. I’m honestly not sure. This is a huge nerf, it’s like literally.

DBloon Item Update

DBloon, this item, when in M mode, gives mana regen. Now, it gives 50% more, same thing for the HP regen, which is nice. Like, this item was gigantically popular. It was very, very situational on super specific heroes, and it was just hard to use. So, I mean, it gives a lot of mana regen now, but it’s tier three. So, it’s okay. It gives a lot of mana regen. Like, I’ll give this item that. It’s a decent regen item, but then you compare it to old Light Collector, and you’re like, “Wow, this is a tier three neutral item. It’s trash.”

Neutral Creep Changes

Neutral creep changes: stacking gives 5% less XP. I still highly recommend stacking. I’ve been talking about how broken I think stacking is, and yes, this is a nerf, but at the end of the day, I don’t think it makes stacking that much worse, and I would still highly suggest stacking when you get the chance. Okay, gold bounty on Mud Golems three less. That’s not the mini Golems; it’s just the big ones. So, make sure you kill the small ones. Gold bounty decreased on the Satyr Mindstealer by two. Must be like the total gold stat on these camps or something. I couldn’t exactly tell you. This, whatever.

Adjustments to Heroes and Items

You get the W maxed out, so it definitely helps AA’s mana problems, which he does have. Arc Warden lost 50 HP on his level 10 talent, and they nerfed his level 20 talent, which is one of his most important talents, from 8 seconds to 7 seconds. Still, probably a good hero if you spam it.

Flame break on Bat Rider, instead of doing 10 damage per second, does 25 at level one, so it does 50 damage in two procs. Okay, I see what they did. So basically, Bat Rider’s flame break does the same damage now but in fewer instances until you get to max level. At max level, it does five instances. At level one, it only does two. This nerfs the value point of flame break, right? So now, it’s basically saying if you don’t max flame break, then it’s not nearly as good with max Sticky Napalm. So, you kind of need max flame break and max Sticky Napalm. Definitely, do not take your level 10 talent if you play this hero.

Nerfs to Bat Rider’s Talents

They also nerfed the 15 talent. Movement speed’s good, man. I think you can take either 15 talent; they’re pretty equivalent in terms of power, in my opinion. Inner Beast on Beastmaster, so he got the big Helm of the Dominator buffs, and he got a direct buff, not by some crazy amount in Beast bonus attack speed. It’s six more max, not going to change the game, but you know, they buffed Helm, they buffed the ability that buffs Helm. It’s going to be good. He’s going to get a big increase in win rate due to these.

Beastmaster and Helm of the Dominator Buffs

Beastmaster received indirect and direct buffs that will likely enhance his presence in the game. The Helm of the Dominator, an item closely associated with his playstyle, also received buffs, further amplifying Beastmaster’s utility and effectiveness. This synergy between hero and item adjustments is expected to result in a noticeable increase in his win rate.

Bloodseeker’s Base Agility Increase

Bloodseeker’s base agility increased by two, which is pretty nice. It’s damage, uh, and self-healing is now classified as life steal and is amplified by life steal amplification. So, this is obviously saying, “Hey, Bloodseeker, buy Sange and Yasha. This item is insanely good on Bloodseeker now.” It was already insanely good. What a lot of people were doing is they would buy Yasha and Kaya, or Sange and Kaya, I think people will buy Sange and Kaya on this hero, from what I’ve seen. Then they buy Mjolnir. It’s like really crazy. They did nerf Maelstrom.

Item Recommendations for Bloodseeker

I guess, but definitely buy Sange and Kaya or Sange and Yasha on Bloodseeker; both are really good. I remember when Hoof Stomp did 100 damage at level one; now it does 70. It’s 20 less at all levels. I was already not a fan of Centaur. I mean, the hero’s win rate’s good, so if you feel like playing Centaur, I don’t think these changes kill the hero, but 20 less damage on the stun and the 10 regen is one worse.

Chaos Knight Buffs

Chaos increased on Reality Rift by 50 at all levels, which is actually quite nice, and his creep damage multiplier was increased by 10%, helping him farm faster. So, nice changes overall. I don’t think this hero is terrible, and it got buffed in the previous patch as well. The W is way better now.

Chen and Clockwerk Adjustments

Chen overall nerf to Penitence and Divine Favor, but nothing crazy. I guess it’s six less armor on Divine Favor at max level, which is pretty damn significant, but I still think if you’re a Chen spammer, you can just spam the hero; it’s fine. Power Cogs now 50% of mana burn is added to the damage, which at level one is 50, so you get 25 damage. I mean, hey, that’s nice, right? And at max level, you’re getting an extra 70 damage. Sure, you know, it’s good damage at level one; nice extra 25 damage. It can matter; it can be the difference.

Crystal Maiden and Dark Willow Changes

Crystal Clone, no, my CM, no! Crystal Clone, my favorite shard in the game, Mana cost increased from 50 to 150. It was a bit crazy. Now, basically, this is saying that you have to max, so I would recommend you do if you want to still buy the Shard, which I still honestly would recommend. It is, buy clarities and take two points in your Q so it kills the Clone, because that’s the breakpoint. Uh, and then max your E, don’t max Q, max E, so 2-4-4 should be the build.

Dark Willow, roaming duration on Bedlam extra .5 seconds. Sure, that’s, you know, it’s an extra 140 damage. I mean, that’s going to make the difference in a lot of scenarios, so it’s actually a nice size buff.

Disruptor’s Improved Trading Ability

So it went from 4 seconds of slow to 1.6 seconds of slow at level one, making this ability a way better trading ability. In terms of its ability to kite, chase up, or disengage, whatever you’re doing, it’s way better at level one. So, a nice size buff to Disruptor, and I actually think this hero doesn’t get as much credit as it deserves. I really think it’s a decent hero.

Dragon Knight’s Illusion Nerf

Dragon Knight, this was a huge nerf. Illusions no longer apply dragon on hit effects if they have reverted back from melee form. So basically, if they reverted back to melee form, they would still get the AOE slow, AOE damage, and AOE splash damage, even if they referred to melee. So you can cast them, you know, right before your ulti reverted, and it would still work. Now you can’t do that, so that sucks.

Corrosive breath debuff duration decreased from 5 to three, which is a huge nerf because this does damage to heroes. This was a part of your farming tool, this is how you largely split push, this is how you take towers. So that sucks, and they nerfed his very strong 15 talent.

So, do I think Dragon Knight is a good hero still? I think he’s still good, but I mean, these are big nerfs. Like, this really does hurt. This one, in particular, the 5 to 3, it just hurts every aspect of the hero in some regard. So, definitely sucks.

Drow Ranger Receives Another Buff

Drow, another buff. This hero’s getting buffed and buffed and buffed and buffed. Another buff, a huge buff at that. Multi-shot cooldown, instead of 18 seconds at max, is 15. This is her fighting spell, her farming spell, you know, talk about like massive changes. Similar to the corrosive buff duration, you know, this is huge. 3 seconds better on multi-shot. However, they nerfed the 15 talent to compensate, but obviously, you would take that trade any day because it also gives you the option to take 20% lifesteal at 15. I don’t think you do that. I still think you take multi-shot cooldown; it’s just too good, but still.

Trout’s Significant Buff

I mean, a big buff to Trout overall really helps the hero. Rolling Boulder on Earth Spirit does 60 damage instead of 30 now, okay, it’s nice. Fire Remnant on Ember Spirit gets a 3-second cooldown reduction, which is nice because that’s potentially 9 seconds cooldown reduction if you have max charges going. So that’s pretty nice.

Time Dilation Adjustments

Time Dilation nerfed again. Slope per cooldown decreased from 10% to 7/8/9/10. Mana cost from 60/70/80/90 to 75/80/85/90. Guys, they nerfed level one Time Dilation again, and I still see Faceless Void players leaving Time Dilation at level one and taking stats. If I see any of you doing that, I will come to your house, rip down the door, literally destroy your computer. You don’t deserve to have a computer, okay, or whatever you’re playing DOTA on your Steam. What, how can you play on the Steam, the Steam guard, what is it called, Steam Pro? You know what I’m talking about. I’ll destroy it. Max Time Dilation, please, and take the Time Dilation talents.

Hero Talent Adjustments

Hoodwink, they nerfed the 10 talent a bit, whatever. Kunkka, they slightly nerfed the 15 talent, whatever. Leshrac, they slightly nerfed the 20 talent, whatever. Frost Shield does less damage at level one but more max. Chain Frost can now select the Ice Fire as the initial target. Oh, that’s interesting. That’s probably useful in some cases. That actually probably is very useful because you can chuck it at the Ice Spire so you can stay in position.

Lifestealer’s Mobility Reduction

Rage, Lifestealer, damn, he just came into the meta, and down he goes. Movement speed at level one, oh, at all levels, he got 3% less movement speed. Yes, that hurts. Aghanim’s Scepter cast range bonus decreased from 350 to 250. So that’s on his Infest, that’s on his ult, which was really annoying. Open Wounds cast range from 800 to 600. Okay, I mean, yeah, I mean, it’s annoying because Open Wounds cast range was really high, and it was really nice. The movement speed on Rage was really high and really nice. The Aghs, I mean, it is good. I don’t think people buy it every game, but people buy it in a lot of games. A is really good, don’t get me wrong, it’s like insane, actually.

Disarm Through BKB

I think it works through BKB, like it can disarm BKB carries, at least that’s what it looked like when I played against it. Yeah, pretty rough, honestly. I still think the hero’s probably pretty good because they didn’t touch Radiance and they didn’t touch Sange, so probably still good, honestly, overall.

Mars’ Ultimate Cooldown Increase

Mars, I hate this hero. I like it, but I hate it. I just, I don’t know, it’s like so odd and clunky. I’ve been practicing the mechanics, but it still is just a weird hero. Okay, they nerfed the ult, basically the cooldown. 10 seconds to level one, five at two, is the same at max, and they nerfed his broken 15 talent, but by 1 second. So, alright, I mean, if you’re a Mars player, you probably still pick it, but you know, nerfs overall because a big part of this hero is that it used to have, I mean, I think Arena of Blood used to be like a 60 or a 70-second cooldown back in the day, now it’s 100.

Medusa and Other Heroes’ Adjustments

They nerfed Medusa’s OP 15 talent by 2%, not the end of the world, but a nerf nonetheless. The Mystic Snake talent, no joke. Mirana got five less movement speed. Level 10 talent ripped, high damage decreased from 25 to 20. AA, not going to kill the hero. They buffed Necrophos’ both of Necro’s 10 talents. Okay, it doesn’t seem like anything crazy, but it’s nice, and this 15 talent, but nothing crazy.

Pangolier’s Swashbuckle and Other Nerfs

Swashbuckle count decreased from 4 to three, so that nerfs. What this does is it’s a primary nerf to Diffusal, right, because the nice thing is this item pairs well with, like Maelstrom, but most importantly, Diffusal.

And so, with less strikes, you proc Diffusal less. It doesn’t seem like it does less damage; it definitely does less damage at level one, but as you get back to max, it still seems like it’s about the same damage, yeah, probably about the same damage at max, but it’s going to proc your Diffusal less, which definitely sucks. And yeah, as I said, it’s just straight up worse at level one by 10 damage. So, yeah, another nerf to Pango, and yet he’ll still be in the meta, at the pro level, in pubs, probably don’t pick this hero, it’s like too hard.

Okay, Onslaught damage decreased, wow, Primal Beast getting targeted. They nerfed Onslaught damage at level one, two, and three. Agon Scepter damage per line, okay, and they nerfed this a bit.

Puck’s Adjustments

I don’t even think people bought that much, but it was powerful in the right games. Aghanim’s Shard no longer increases enemy search range by 200. This is for Puck on the phase shift attack Shard. Aghanim’s Scepter attack speed decreased from 100% of Puck’s attack speed to 90%. All right, not the end of the world. I’m sure it’s still incredibly good, but you know, I still think Puck’s a very good hero if you’re good at it.

Shadow Fiend’s Mana Cost Reduction

Shadow Fiend gained six base damage, but he lost strength gain. Six base damage. Shadow Fiend got six base damage. Shadow, mana cost on Shadowraze is now 75 at all levels instead of 75/80/85/90, so that’s really nice for the high level of Shadow when you’re spamming razes. It’s really going to help you save a lot of mana, so big buff to Shadow Fiend, pretty damn nice. I never see this hero. I feel like it’s pretty bad, but I can’t imagine this really will put it in the meta, but eh, maybe in pubs, it’s fine. It’s an okay hero; it can dominate the lane.

Silencer Becomes More Formidable

Silencer, this is a pretty cool change. The intelligence steal on Glaives was 1/1/2/3; now it’s 1/2/3/4, so it’s the same at level one, but it’s obviously double as good at level two, which is significant. At level three, you get extra int steal, and at level four, you get an extra int steal. So, much better, honestly. I mean, it adds up really quick, so big buff to Silencer, especially as a core.

As a support, not a lot better, but I don’t know, core Silencer, cool. I don’t think it’s very good at a high level because it’s very slow, it’s very gankable, doesn’t push out waves quickly, like it has a lot of flaws as people get good. But I think at a low level or like average pubs, it’s pretty damn strong. Like, you go Pike, Witchblade, I guess they nerfed the Witchblade, but yeah, like you probably still just go Pike, Witchblade.

Other Hero Changes

Snapfire’s attack slow, movement speed slow, slow duration are increased by 50% at Point Blank Range, so if you hit them with the point-blank scatter, it gets 50% better. That’s kind of nice, and projectile speed on Snapfire Cookie is 100 better. Whatever, I don’t like this hero still. Sven lost a base armor, so making his laning worse. Sticky bomb cooldown on Techies three seconds cooldown worse at level one, so just trying to nerf his laning stage, which makes sense because.

Techies’ Laning Phase Adjustment

It’s the same at max but trying to nerf his laning stage makes sense. Just a very strong laner, way too many sticky bombs, so it hurts him a little bit. Templar Assassin is actually getting a buff here. Meld damage bonus damage does 30 more damage at max but it’s the same at level one, scales up.

Terrorblade’s Support Role

Terrorblade reflection, no Terrorblade support already? No, they could have left it in the meta for a little bit longer. I mean, come on, it just got good, like that’s why sometimes I don’t know. I feel like Valve should target that. Didn’t just get good, like Terrorblade support is cool, and I don’t feel like it’s that broken, you know what I mean? Like, it’s just cool. I kind of like playing with it; I don’t mind playing against it. It’s interesting, so like, why instantly nerf it, you know what I mean? I don’t really get it.

General Philosophy on Balancing

Maybe I’m biased because that’s just how I feel about it. Like Lifestealer, I kind of like seeing him get nerfed because I’m an offlaner, but even then, they could have left Lifestealer the same, and I’d be like, alright, sure. He kind of just gained popularity. I’ll figure out what are the counters; like, I’ve been thinking about how to counter this hero. I just looked, literally just today, I looked at all the win rates against Lifestealer. It’s like, I don’t know, I kind of feel like instantly hitting the heroes that shoot to popularity is a bit cringe, and they should just do more buffs and nerfs to the heroes around these heroes, you know, and give them a bit more time. That would be my philosophy if I was making changes. So, eh, not a huge fan.

Timbersaw’s Adjustments

Timberchain damage nerfed at all levels, wow, does 25 less at level one. Max stacks, so they nerfed, oh, and they nerfed Reactive Armor, especially at level one, making the value point of Reactive Armor quite a bit worse. You can get a whole less stack off from heroes, which hurts.

Tinker’s Base Armor Increase

Tinker got two base armor. Damn, cast range defense Matrix, which is actually nice because his cast range was kind of mid at 650, is now 700/750/800/850. 200 cast range better at max. Don’t make Tinker good, Valve, don’t do it. Spare us all. It’s miserable in every regard when it’s on your team, and when it’s against you, you’re like, damn, how did he dominate my mid? Why is he killing everyone? I don’t like Tinker. Really, I don’t. Oh God, two armor. Does he need that much armor? Why does this hero have like terrible armor or something? Didn’t Tinker already have good armor?

Various Hero Changes

Tree Grab bonus damage decreased from 20 to 14 at level one, so making his laning stage worse as a support, I guess that’s every role. Okay, they nerfed the max stacks bonus on Troll’s Shard Fervor by one. Interesting choice. Aghanim’s Scepter no longer slows enemy movement speed by 400. Aghanim’s Scepter now increases the radius by 100. Okay, I’ve never seen an Underlord Aghs like this.

Bonus damage per creep increased on Atrophy Aura from 2/4/6/8 to 3/5/7/9. The big one is level one, and that’s a big deal because after a creep wave, you know, you’re getting an extra four damage, which is a lot early on. It’s going to be the difference between getting a deny or a CS in a lot of cases, so it’s pretty nice.

Specific Hero Adjustments

Alchemist has a new 15 Talent that slows by 30%. I think AA is just better, so this probably just a nerf. Ursa’s slow resistance rescaled from 15/20/25/30 to 10/20/30/40. Probably about the same but better at max, sure.

Overview of Patch Changes

I mean, I guess it’s a buff because you’d rather have slow resistance later on in most games. Damage on Simulate 20 better at all levels. I mean, sure, it’s good for securing the range creep. Gemini Attack on Weaver five damage at all levels. I don’t know about it. I feel like, I’m not going to cap, guys, maybe it’s just me, but they’re like, “Oh, we’re going to remove the TI prize pool and make better patches.” This patch is good; it’s a good patch, okay, it’s a letter patch. Maybe I’m, I don’t know, I feel like they could do some of these changes are really cool.

Significant Changes and Opinions

I like a lot of these changes. The Helm change, really cool. The Divine change sucks. What are some other cool changes here? Shadowblade change, cool. Light Collector change, reasonable, but I don’t like it. I don’t know, what are some other cool changes in this patch? I guess CK is quite a bit better.

Disruptor change is cool. Dark Willow change is cool. Drow change is cool. I mean, some good changes in this patch, you know what I mean? Like, this Lich change is very, very creative. They do a good job with a lot of things, but at the same time, I don’t know, some of it just feels unnecessary and random.

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