Image by Fritz Mw
Another patch, another new game to learn. In the 7.23 patch, radical changes were introduced by Valve who is no stranger to radical shifts in the game. After several small patches to fix some issues, the 7.24 patch arrived and it brought more changes to deal with.
This patch seems like further iteration and refinement on the changes in the 7.23 patch. In this article we’ll be looking at some of the more interesting changes that effect gameplay.
When the 7.23 patch came out, many people were focused on the neutral item changes thinking that they would totally shift the balance of the game. Turns out the neutral items weren’t nearly as influential as everyone thought.
What did go under the radar though were the Outposts. As people played more and more games it became apparent that the major change of the patch were the Outposts. It forced coordinated movements across the map to capture new objectives that influenced XP gain which influences the power spikes of heroes.
So, with new changes in the 7.24 patch, only time will tell which changes are hugely influential and which are forgettable.
All GPM talents were removed. Heroes effected by this change are:
And many more as this list goes on and on. A total of 27 heroes had GPM talents that will be changed to another type of talent.
GPM talents were mostly for support heroes to help them scale into late game as well as improve their quality of life as a support buying wards, smokes, and dusts.
This seemed like an easy solution to the economy problem but as Cptn.Canuck mentioned in his article about Dota’s economy, the GPM talents were easy answers to the issue of Dota’s economic inflation.
With this change, it seems as if Valve is recognizing that simply increasing the passive gold of heroes isn’t the right solution to a larger inflation issue. Expect more changes to Dota’s economy in the future as Icefrog and co. continue to learn about Dota’s economy.
With 27 heroes being affected and new talents being added, this will undoubtedly affect the game in unseen ways. Some talents will emerge as overpowered and some will as underpowered.
Talents I find intriguing are the +60 mana drain from Lion at level 15, Puck’s huge Warning Rift AoE silence increase, and Earth Spirit’s +3.5s Geomagnetic Grip silence.
Lion could be used in a different way in team fights. Usually you’d want Lion to hide in the shadows and disable enemies as they jump but with this huge mana drain increase, Lion could be used to disable enemies in other ways. If an Invoker jumps in with a combo, Lion could drain all his mana quickly which would force Invoker to run away or lose all his mana.
Earth Spirit’s +3.5s silence increase is huge. That would make it a total of 7s of silence which put simply, is a long time, and it works in an AoE. A 5 man Geomagnetic Grip at level 20+ is stronger than a Global Silence.
Shrines are removed and the Outposts were moved to the primary jungles.
I’m personally a fan of this change because it promotes more aggressive Dota play.
When shrines were first introduced, they were in the high ground. This made pushing high ground much more difficult because teams could heal for a large amount of health while the enemy was trying to attack an already disadvantageous position. This led to drawn out games where high ground sieges were very risky which resulted in cheesy strategies like abusing illusion based heroes to attack high ground.
With shrines in the jungle, the same thing applied. Teams were afraid to attack into the enemy jungle because shrines made it harder to win fights there. Teams would simply avoid a part of the map because it wasn’t worth the risk.
Now with shrines removed and the Outposts replacing them, this promotes more aggressive plays from both sides. Outposts are hugely influential in the power spikes of heroes and provides free vision.
Instead of avoiding a part of the map because the risk was higher than the reward, the opposite now applies. The reward is higher than the risk because you want as many Outposts as you can get, free vision, and owning a part of the enemy jungle.
I like this change because I like PvP Dota more than PvE Dota and this promotes that.
It seems as if Valve is pushing the limit of changes and then scaling them back after realizing they went too far.
The 7.23 patch introduced neutral items with no restrictions and increased the backpack size when no one really asked for that. Now they’re scaling back the neutral items and backpack size.
I’m not too sure what to expect with these changes. The backpack increase mostly benefitted late game carry heroes that love having as many items as possible. Naga Siren, Medusa, Spectre, and Tinker players probably loved those changes but they were benefited disproportionately.
While supports were content with their GPM talents, carries continued to scale harder and harder.
Neutral items seemingly benefited supports because they got free items and cores would give them items that they didn’t need.
I personally don’t think neutral items were too influential in the game before but now they’re even less influential. Maybe Valve decided they wanted it this way.
I’m personally a fan of the changes in this patch. I didn’t like the direction 7.23 was headed in but 7.24 shifted the direction towards somewhere I’m liking.
Shrines being removed and Outposts replacing them promote more fighting and aggressive jungle raiding. GPM talent removal forces supports to be more mindful of their game play. The item slot changes nerfs late game carries slightly. These are all changes I like.
What do you guys think of this change of direction? Is Dota heading down a path you like, or did you like where 7.23 was taking the game?
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