So I've been trying out the updated version of Dota v6.85ne on BK bots, and they were able to implement -em mode on their host-bot.
The lobby fill up really fast, and I thought people wouldn't play that version anymore because due to many changes such as non-em mode, heroes, and items.
What about the pace of the game? Is it similar to v6.83d?
- 1) The pace of the game is similar to v.683d, but it could be even faster. This is due to creeps in lane & jungle doesn't have the same armour type in v6.83d, which makes carries easier to push the lane and transition into jungle for more experiences and gold.
What about changes to some old and new items?
- 1) So far, I've seem cost of the recipes and item requirement that changes, but nothing major for old items.
2) However, new items such as Shadow edge (an improvement to shadow blade) which counter PA's passive in the mid-game, but it can be counter with BKB, where all PA players should already had in the mid-game.
3) Octarine; it's great on some heroes such as Lesh, Krob, Axe (with mjolner) and etc, but mostly Alchemist where he's pretty much unkillable if he had radiance + octarine. However, alchemist can be countered by Ancient Apprarition's Ice blast (ultimate) which prevent any source of healing.
4) Item's orb effect no longer an orb effect, they're considered "attack modifier" where it improve your attack type & stack-able to all kind of melee/range mode. You pretty much can buy maelstrom + desolator on a clinkz, furion, phantom assassin or any carries, and does a ton of dps.
5) Lotus's Orb; I gotta say, this is pretty much the most broken item that I've seem so far, and pretty much against any kind of direct targeted spells including hex, charge of darkness, finger of death, and etc. It's a pretty fun item to get, and can pretty much screw the enemy's team if they cast any spells during the item's duration. I havn't seen anyone use this in BK bot, and probably this is due to their lack of knowledge about the item.
6) Glimmer's Cape: Cheap alternative to shadow blade, but this item saved your team-mates alot. I've tried out this item on sand king, centaur, or any semi-support tank and manage to saved a lot of people.
7) Force-staff; Linken can now block activation effect of forcestaff, which kinda prevent techies using forcestaff on people into the remote mines. Although, it's pretty useful for any semi-support tank or carries to pick up this item if they wishes to escape a gank or re-position themselves in teamfight.
8) Wards; 75gp for 1 Obs, and everyone can buy it, instead of wasting 150 gp for 2 compare in v6.83d where people neglect buying them, because they want to save golds.
9) Creeps in lane & jungle are pretty powerful. I tried to cut lane with axe, but it took my 25% to 50% hp to actually clear wave alone. Which is kinda a pain in the butt.
What about pub heroes such as Legion Commander, Slark, Sky-mages, and etc?
- 1) Legion Commander; in the first early level, and it's pretty hard for him to jungle because changes to creeps. Creeps in jungle are pretty powerful, and LC would have troubles farming in jungle in the early stage. However, he can transition into jungle whenever he pushes the lane, which prevents enemy's player to gank in jungle. If the enemies do tried to gank LC in jungle, they'll lose a lot of exp and gold while wave being pushes.
2) Slark; He's kinda weak in this patch, because some of his base dps as been reduced and he's not that good in the mid-lane anymore. Players usually pick someone like...semi-support carries such as puck, qop, earth spirit (yes he's broken), and etc. Slark is still pretty powerful in mid-late game, but it's also up to the player knowing what he's doing if he intend to play mid-lane. PS: I've seen a lot of people pick slark in the off-lane where he gets more golds from lane + jungle.
3) Bara; It's depend, if you can shut-down enemies's farm and control the lane. You're pretty much win the game. If not, you're pretty much useless for the rest of the game =(
4) Meepo; Still the best #1 pub-stomping heroes in the game. No major changes beside people picking heroes that counter him in the game. Although...winter wyvern, nyx assassin, and clinkz is a really hard counter against him in the late game. Nyx assassin's agh and abilities allowing him to low down any target for like almost 5 sec. Winter wyvern is the usual counter to meepo, but if the main meepo is not under his ulti - he can be saved. Clinkz can shred meepo in the late game due to desolator + mjolnir stacking + crit which makes meepo died in like 3-5 shots.
What about other heroes?
- 1) Sand king; king of laning and roaming and pretty much viable for any game. His 3rd passive skill is change quite a bit, but still work the same.
2) Centaur; Get agh + refresher on this guy, and pretty much everyone on your won't die, because it grant 60% dps reduction to any hero that affect under centaur's ultimate.
3) Razor; His ultimate can screw up any tower or rax. Early game is still pretty good
4) Batrider; No more urn + oil stacking bug. Still pretty good in every game.
5) Furion; his summon and necro does a lot of dps compare to v6.83d. His rat role is even more powerful, and his carry potential sky-rocketed thanks to desolator + mjolnir.
6) iO; his regen got nerf a bit, it's not the same as in v.683 where you can literally get the same regen w/ discharge.
7) Lycan; a hard carry that uses utility items such as book, helm of dominator, and etc. If Lycan get like necro book 3, he's pretty much can lock down the enemy's carries and win the game.
8) Timbersaw; Eh, it's alright, same as v6.83 but he doesn't have that casting delay anymore
9) Ancient Apparition; counter huskar, alchemist, and any heroes that rely on life-steal or regen =P Broken af.
10) Others heroes; still pretty much the same and it's all depend how you played them.