A lot of heroes have seen changes made to them in the Dota 2 patch 7.22. A few of them ended up as winners while few others will be considered losers owing to their nerfs. Let’s take a quick look at the winners and losers of patch 7.22, concentrating only on those changes that make a big difference to them.
Added Scepter upgrade. With Scepter equipped or synthesized, you gain a bonus +30 Damage and +6% Spell Amp for each Scepter that you gave allies at any point in the game.
The games are going to be longer thanks to the changes from patch 7.22, and Alch now has a good reason for going late. For one, he can give a Scepter to everyone in his team and it’ll have an effect! Seconly, if he gives a Scepter to all four team mates and consumes one himself, that is +150 Damage and +30% Spell Amplification for the Alchemist! Seems like he’s concocted a sweet deal with IceFrog.
Added Scepter upgrade. Mana Void kills now add +70 seconds to the highest cooldown ability on the enemy hero. Cooldown starts once the enemy respawns. Increases the stun duration by 1 second, if the target dies during this period it is still counted as a Mana Void kill.
One of the new Scepter receivers who will have the potential to make a Scepter thanks to his fast farming skills. Instead of going Moon Shard, AM can go for a Scepter as his seventh item. Imagine he gets a Mana Void on an Enigma, that’s Black Hole cooldown increased from 160 to 230 seconds! Nearly four minutes without Black Hole…might as well call the game there. By no means is Scepter a priotiy item for AM, but an AM that has a Scepter can definitely result in a game defining Mana Void.
(3) Chaos Knight
Chaos Bolt minimum damage increased from 60/90/120/150 to 90/110/130/150
Chaos Bolt maximum damage increased from 180/210/240/270 to 180/220/260/300
Chaos Bolt minimum stun changed from 1/1/1/2 to 1.25/1.5/1.75/2.0
Chaos Bolt maximum stun changed from 2/3/4/4 to 2.2/2.8/3.4/4
Chaos Bolt cooldown increased from 10 to 13/12/11/10
Chaos Knight is already a strong hero who is nearly in that zone where he becomes a regular pick in professional Dota 2 games. This should add some motivation to go for a CK pick. The minimum stun duration, especially at level 3, is the biggest buff as all CK needs is the opponent to stay in one place so that five or six of them can swipe him/her clean. The Chaos Bolt minimum damage is also a nice bonus for the laning stage.
(4) Dark Willow
Added Scepter upgrade. Attacking no longer takes you out of Shadow Realm. Each attack still has bonus damage based on the duration of the buff.
Level 15 Talent increased from +90 Gold/Min to +120
Level 20 Talent changed from +300 Shadow Realm Max Damage to -12s Bramble Maze Cooldown
A good Scepter upgrade. Dark Willow has one of the lowest base attack times (BAT) in the game and can hit pretty fast. A Dark Willow with a Scepter can just go ham with Shadow Realm, letting out multiple high damage right clicks, more so the case if she has a Drow Ranger in her team. I’m sure we will get to see some right click DWs in pubs…this makes her quite similar to Outworld Devourer!
(5) Faceless Void
Strength gain increased from 2.1 to 2.4
Level 10 Talent improved from +10 Strength to +12
Level 15 Talent improved from -1 Time Walk Cooldown to -1.5
Level 20 Talent improved from +40 Attack Speed to +45
No fancy changes for Void, just another attempt to make the hero more durable in the hope that he doesn’t get run over and has time to farm and come online. A couple of recent games by PSG.LGD’s Ame and OG’s Ana showed that Void isn’t too bad a hero right now. Just like Drow, he needs a push and a couple of big games on the big stage to get popular.
Base damage increased by 3
Exort attack damage per instance reduced from 3/7/11/15/19/23/27 to 2/6/10/14/18/22/26
Level 10 Talent increased from +30 Chaos Meteor Contact Damage to +40
Level 20 Talent increased from +35 Alacrity Damage/Speed to +45
The base damage increase balances the Exort damage reduction, but that is only for the case where Voker is playing on EEE. For all other cases, there is a bit of increased damage. The buffs to Chaos Meteor and Alacrtiy and signal for a rise in the Exort Invoker on display.
(7) Io and Mars
Added to Captains Mode
Winners purely for the reason that they have been added to the Captains Mode without a lot of nerfs (no nerfs Io’s case). They do have Scepter upgrades added as well, but neither of them are too useful to make. The next few tournaments, we can expect regular first phase bans on both these two heroes.
(8) Keeper of the Light
Scepter now also causes Illuminate to not require channeling (still provides heal bonus)
Chakra Magic can now be cast on enemies, placing a debuff that drains 4/4.5/5/5.5%% of current mana per 100 units moved. Lasts 5 seconds (old version was a percent of max mana, not current).
KotL Aghs, which had becomre pretty much useless with 7.20, got some use for it again. The no channeling Illuminate is not a bad reason to make a Scepter, or if not make one, at least give KotL the Scepter consumable from Roshan. It still has the healing effect, so if there is no Night Stalker in the game, it is an amazing tool to sustain while pushing high ground. And as this patch has made it harder to push high ground, there is added value to it.
Chackra Magic is similar to the old Mana Leak, although not as potent. Still, a good way to make life misrable for the likes of Medusa and Wraith King.
Base Strength increased by 2
Supernova now causes your abilities to refresh on cast, rather than at the end of the spell
Supernova Scepter now also allows you to cast Sun Ray and turn its direction while in Supernova.
Phoenix is one those heroes who is level dependant, not item dependant, which gives him more freedom to go for a Scepter than a lot of the other new Scepter heroes. The ability to use Sun Ray while in Supernova gives Phoenix colossal damage output when he uses his ultimate! Anyone getting hit by the Sun Ray while standing in the effects of Supernova will be subject to 152 damage per second in addition to 6.75% max health as damage per second (8.75% with the talent). For a hero with 2000 HP, that’s 287 damage every second! With the talent, that increases to 327 damage every second. And let me remind you that the Phoenix Sun takes 13 hits to destroy at level 3 when he has a Scepter (14 with the talent). Addiationally, the fact that spell cooldowns are refreshed immediatealy after casting Supernova means every Supernova will have Sun Ray available for use. I think this should make a strong case for Phoenix.
Base health regen increased from 0.75 to 1.25
Bulldoze status resistance increased from 30/40/50/60 to 34/46/58/70%
Bulldoze movement speed increased from 12/18/24/30% to 14/20/26/32%
Greater Bash damage rescaled from 8/16/24/32% to 14/20/26/32%
Charge of Darkness manacost reduced from 100 to 70/80/90/100
All changes point to an early game agressive Spiritbreaker. These are just the ones that I think will affect his pick rate. Increased HP regen and reduced mana cost for early levels of Charge of Darkness will allow Spiritbreaker to continue his early game shenanigans without having to go back to base and the 14% Greater Bash damage at level 1 is something that can be the difference between securing a kill and the enemy just getting away.
Strength growth increased from 2.8 to 3.2
Intelligence gain increased from 2.4 to 2.7
Base armor increased by 1
Level 10 Talent changed from +6% Spell Amplification to +2.5 Mana Regen
Level 10 Talent changed from +25% XP Gain to +225 Health
Level 15 Talent increased from +5 Reactive Armor Stacks to +8
Level 15 Talent changed from +100 Damage to +10% Spell Amplification
Level 20 Talent increased from +15 Strength to +20
Seems like IceFrog has a Jungle challenge with Timbersaw which he just can’t seem to clear, so he decided to buff the hero through the roof! More Strength, Intelligence, armor, Reactive Armor Stacks, Mana Regen and Spell Amplification! The increased Intelligence gain and Mana Regen talent at level 10 will give Timbersaw the ability to spam out spells for farming. The only down side is losing the +100 damage talent, which once in a while turns out to be useful when the team has no pushing power whatsoever. But that’s not what Timbersaw is supposed to do anyways, so I don’t think a lot people will be complaining.
Base magic resistance increased from 10% to 25%
Summon Familiars health rescaled from 400/550/700 to 500/600/700
Visage was the only hero in Dota 2 to not have the standard 25% magic resistance every hero has, owing to Gravekeeper’s Cloack. It made the hero pretty succeptible to burst damage with when there were no layers and it kind of seemed unfair. I don’t know if this will be enough to bring Visage back in professional games, but at least some parity has been restored.
Now has 0.25 base mana regen
Attack point improved from 0.633 to 0.45
Level 10 Talent changed from +6 Armor to +3 Mana Regen
A hero that was in dire need of increased mana regen got two sources for it! Zeus has a lot of mana problems early one and this will act as a huge buff for him, especially in the early game. At level 10, it will now be a tough decision between increased mana regen or XP, but I have a feeling mana regen will prevail. It’s approximately equivalent to one extra Arc Lightening and Lightening Bolt every minute.
Mist Coil cast range reduced from 800 to 500
Level 15 Talent reduced from +75 Mist Coil Heal/Damage to +60
The basis for position 5 Abaddon is his low mana cost heal and whenever required, nuke. The range nerf is a substantial one, nearly reducing it in half. It won’t deter teams from picking him up as a support as he just offers a lot of heal for low mana. Aether Lens is probably something Abadon players might consider going for. The talent nerf is a small one, although every small thing adds up.
Strength reduced from 24 to 21
Level 20 Talent changed from 400 AoE Surge to +100 Ion Shell Damage
Level 20 Talent changed from +15% Cooldown Reduction to +10 Armor
Level 25 Talent changed from +150 Ion Shell Damage to 400 AoE Surge
The reduction in starting Strength will make going behind towers a bit more difficult now. But the big nerf to Dark Seer is the AoE Surge talent being pushed to level 25 from level 20. That talent has proven to be a game changer time and again – it is basically like a Centaur’s Stampede, helping everyone in the AoE run to safety at crazy movement speeds. It can also act as a good way of initiating with multiple heroes. A bit of a setback for Dark Seer because of this change.
Marksmanship no longer instantly kills Ancients (still does damage/pierces)
Marksmanship now only pierces base armor not total armor
Patch 7.22 will probably be the end of Drow’s domination as the solo carry and send her back to drafts where her main role is to buff the ranged heroes with attack speed. No more flash farming ancient creeps anymore, and to be honest, that is fair nerf. Marksmanship piercing armor was also kind of ridiculous, making high armor agi carries too vulnerable to the Marksmanship arrows. With the nerf, high armor heroes will be able to mitigate a lot of the damage output by Drow. Both the changes are fair in all honesty, and they take down Drow from the matle of ‘most broken hero of the meta’.
Lucky Shot no longer has a chance to silence, now always disarms.
Lucky Shot now reduces armor by 3/4/5/6
A previous patch got rid of both, silence and disarm affecting the same enemy at the once. Now silence has been completely removed, which I believe is a huge nerf to Pango. Because of Swashbuckle’s four slashes, there was a good chance that at least one proced Lucky Shot, which meant there was near about a 50% chance to silence. It wasn’t exactly a dependable silence, and yet it was a good way to deal with heroes like Puck and Ember Spirit who are destroyed by silence. With silence totally gone, heroes will be a lot less afraif of Pangolier, especially those who can dish out a stun or disable and get away to safety.
Reworked Scepter. Now adds 2 charges to Windrun and increases movement speed by 45%
Focus Fire cooldown reduced from 70 to 70/50/30
Level 10 Talent changed from +30% Windrun Slow to -2s Shackleshot Cooldown
Level 25 Talent changed from +35% Ministun Focus Fire to -20% Focus Fire Damage Reduction
From the first look, this change seems like one which will make Windy a worse core because the earlier Scepter made sure that secondary damage effects like the Chain Lightening from Maeltrom were not reduced. The new Scepter does not do that, which means the damage output from Focus Fire will suffer quite a bit. The two charges to Windrun give Windranger 105% extra movement speed and a total of 12 seconds of Windrun, which is good no doubt. But from a core Windranger’s perspective, it isn’t the best of changes. Maybe more of position 3 and position 4 Windrangers? We’ll know soon enough.
These are not the only heroes that have had good or bad luck in patch 7.22, but the ones I felt were the more prominent. The best way to gauge the meta will be grabbing some popcorn (or whatever it is that you like) and watching ESL One Birmingham which starts on the 28th of May and will be the first tournament on the Dota 2 7.22 patch!