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All the interesting changes in Dota 2 7.06

All the interesting changes in Dota 2 7.06

by LouisMay 16, 2017
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Meta game change from out of nowhere.

A pleasant surprise has arrived from Valve earlier this day, and one that was totally unanticipated, as they deploy the new 7.06 version update for their hit MOBA, Dota 2, which brings about a lot of new changes to gameplay, and is perhaps the first major version update in the new 7.0 era which started late last year during the aftermath of the Boston Major.

As 7.0 bought about a large overhaul to the many of the game’s base mechanics by introducing Shrines, which act as mini regenerative fountains of Mana and Health placed both in the jungle and the inside the base, and as well as the new Talent system which replaces the old Attribute system and lets you spend ability points on skills that augment your hero’s capabilities in many ways, players have been somewhat torn between what’s good and what’s bad, causing in a rift in the game’s fanbase and affecting concurrent player numbers ever since the patch deployment.

The new patch, 7.06, will hope to bring about a positive change to Dota 2 as what many are saying now, and will perhaps bring the game to it’s “good ol’ action packed days”, by adding critical changes that affect aspects such as pushing, jungle farming, Roshan and high ground defense, and will look to speed things up in terms of game length both in pub matches and in pro games.

Last hit practice? More like deny practice.

deny

The Deny mechanic is one of the very features that separate Dota 2 from other MOBAs as it grants the ridiculous ability to kill off your own ally units, whether it’s your fellow hero (under certain circumstances), your own creeps or your own structures, denying your enemies of the pleasure of gaining the gold bounties, hence the term “deny” (duh). Although a common mechanic to the game, its significance has been largely elevated in version 7.06 as it now grants XP to the denying team, and take note, denying team, not player, from what was previously 0%, and this basically means that aside from gaining XP from last hitting creeps, players can now also gain more XP or experience points from denying creeps in the lane which is also shared to any teammates that are within the experience gain range.

Now, you might be thinking “Yay, more reasons to deny creeps while on mid lane”, but in truth, this change impacts the safelane more as this means additional XP for supports, ensuring that they hit their important levels once the critical moments in the game occur such as the mid-game phase where most of the fighting and the pushing occurs. Although at some point, the change can also ease the lives of solo laners at the offlane position, since the XP penalty was increased from 50% to 70% so, unless they are really harassed out of the lane, they can still secure levels and a bit of farm even with heavy denies from the enemy team.

Welcome to Rat Dota v 2.0

Back in update 7.0, Dota 2’s most famous pushing hero Nature’s Prophet received one of the most ridiculous talents in the game, and that is having the option to add 6 more summoned treants at level 25, which was then tweaked to only spawning an additional 4 but can be obtained at an earlier level which is 15, now at 7.06 Nature’s Prophet’s pushing, or shall we say his Rat capabilities, have received a very critical, and perhaps a very ridiculous late game buff and that is the cooldown removal of his Teleportation ability, which means that he can spawn anywhere in the map, whether to target lone heroes or to dive into the enemy base, spawn a ton of creeps, push towers, teleport out and call it a day.

Apart from Nature’s Prophet though, a buff towards Siege Damage for creeps was also implemented, with the 250% damage increase against structures, and as well as an HP increase which means that the push would come faster and harder.

At 825 HP this thing is definitely a damn tank.

At 825 HP this thing is definitely a damn tank.

But it’s not only Nature’s Prophet and the Siege Creeps that’s getting a buff for pushing lanes and towers, there are also a few hero and gameplay changes that both directly and indirectly affect the game’s push mechanic, one of them for instance, is Chen’s new talent which grants an additional 1000 HP to creeps that are controlled using the Holy Persuasion ability, and since Holy Persuasion can also control Ancient-class creeps with Aghanim’s Scepter, we definitely would have to pray for the sad lives of any team who is looking to quickly clear Chen’s Ancient army, made tankier with an additional 2000 HP (talent plus additional HP from max level Holy Persuasion), and the Ancient Granite Golem’s Granite Aura, because you definitely wouldn’t want to push without an Ancient Granite Golem in tow.

Lone Druid is also one of those who gets indirect pushing buffs with the increase in duration for one of his abilities, Rabid, which increases the attack speed of him and his bear, together with a more rescaled duration and reduced cooldown. Aside from Lone Druid, Nature’s Prophet and Chen, Beastmaster also gets an indirect pushing buff as his new talent option at level 15 enables him to summon one additional boar, giving him 2 in total, and since the duration of the summoned unit is twice the length of its cooldown, Beastmaster can literally bring a pack of not just 2 but 4 boars, (make that 6 with a Refresher’s Orb), together with his usual army of Necronomicon minions, to tear down towers with ease and needless to say, looks like AdmiralBulldog should be very pleased.

bulldog

You might as well just invite the guy and whatever team picks him up next TI.

Jungle City, defending the high ground, and securing Roshan

The introduction of shrines has really changed the pace of the game for many players, as it affects most of the critical stages of the game, from the laning phase to the late game high ground defense. A new “nerf” towards the Shrines may look to make the high ground wall easier to climb as it reduces the shrine count inside the base from 5 to only 3, which means that any accidental Shrine trigger could mean doom to any team who doesn’t want to lose their Tier 3s.

Go on click it...

Go on click it…

Apart from the new change in the shrines, Dota 2’s other objective, Roshan, also receives big change, as the securing the second Roshan respawn now grants the Cheese, an item which instantly restores 2500 HP an 1500 mana points on activation, which means that the big guy in the pit would expect to witness a lot more contest when it comes on who will take him particularly during his second spawn. The Cheese, together with the Aegis can then grant additional survivability options for the team that obtains them and would come very useful in critical moments such as teamfights or game-ending push.

Shrines, Roshan, Siege Creeps, Pushing, in addition to all the changes present in these aspects of the game, the Jungle also receives a much appreciated change, and that is the Neutral or Jungle Creeps spawning at EVERY MINUTE, and not at Even or Odd intervals. This means that stacking has become more easier for both Supports and Carries, and that Junglers are granted steadier income both in gold and XP, making them go online much, much faster.

All in all, the new changes in the 7.06 are designed to mix the old and new experiences that are now present in Dota 2, with a big overhaul and potentially a very major change in the meta game, one that is, as of the moment, largely and positively welcomed by the fans of the game. As such we can expect more more fast paced matches and perhaps a new diversity in hero picks and bans now that 7.06 has rolled out, and maybe even a potential comeback of long forgotten pros.

 

 

 

 

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About The Author
Louis
Gaming know it all, dresses like a thug at conventions, loves to spam Spiritbreaker in Dota 2, and only owns video games because of free keys and game codes.

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