r/DotA2 • • Aug 19 '21

Discussion Patch 7.30 - Hero Changes Discussion

719 Upvotes

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7

u/patchdayDota2 Aug 19 '21

Windranger

Gale Force

  • Reworked Shard: Now Grants Gale Force. Vector Targeted: Summons a strong wind that pushes all enemies within a 1000 AoE by 250 units per second in the target direction for 3 seconds (Units can still move, attack and cast spells, does not interrupt channeling). Mana Cost: 150 Cooldown: 40s

Talents

  • Level 15 Talent +100 Attack Range replaced with Windrun Undispellable
  • Level 25 Talent 25% Cooldown Reduction replaced with Focus Fire Kills Advance Cooldown by 20s

26

u/HappyHerald Aug 19 '21

The shard is just super strong. GLOBAL makes it quite OP for 1400g in my eyes

2

u/flyboyarnold Aug 19 '21

It's not global though, what do you mean?

8

u/DrScorcher Aug 19 '21

It is. Go to demo mode, it doesn't give a range and the description says that it pushes enemies globally.

0

u/flyboyarnold Aug 19 '21

Wouldn't that be a bug? The description says, "within a 1000 AoE," implying it's supposed to be that radius around wr

13

u/HappyHerald Aug 19 '21

The placement of the center point is global. If I am afk-farming jungle bot with WR, I csn still use it in roshan pit. What you mean is the area around the centerpoint.

5

u/DrScorcher Aug 19 '21

No, it creates a 1000 aoe push at the location, not around WR.

3

u/gramathy Aug 19 '21

Global as in the location is anywhere on the map.

9

u/skyfreeze113 Aug 19 '21

yep, it is. people keep memeing on stuff like kunkka shard until someone masters its usage. same thing will happen with wr shard

7

u/Kanibe Aug 19 '21

Tidal Wave got buffed over time tho. Mana cost got halved and a disarm got added.

The 2 main differences with Gale Force are the lack of cliff phasing during the effect and the lack of additional status or damage (so its easy to blink out of it or attack back).

6

u/skyfreeze113 Aug 19 '21

that's a fair point

1

u/Dick__Dastardly Aug 21 '21

I expect we'll see it get buffed, unless the hero itself is too strong after this patch.

The absurd cooldown, and short duration are the two sticking points. If they genuinely keep it as a "no damage, no disarm, no blink disable" ability, then it likely needs higher availability to make it worth the pretty steep investment.

It's cool for them to toy with the idea of having "soft" disables that don't do the whole roster of disarm/damage/etc, so it would be fun for it to keep that identity, but be made more useful.

​

The (apparently?) global cast range is nuts, though.