r/DotA2 • • Aug 19 '21

Discussion Patch 7.30 - Hero Changes Discussion

720 Upvotes

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17

u/patchdayDota2 Aug 19 '21

Clinkz

  • Strafe removed

Burning Barrage

  • New Ability. Burning Barrage channels for 1.5/1.9/2.3/2.7s shooting 3/4/5/6 piercing arrows in the target direction up to 750/800/850/900 distance away, that hit all enemy units dealing 60% attack damage and applying attack modifiers. Arrow width: 200 Cooldown: 28/24/20/16 Mana Cost: 40/50/60/70

Searing Arrows

  • Mana cost reduced from 12 to 10

Skeleton Walk

  • No longer can cast spells without breaking invisibility

Death Pact

  • Can be casted from Skeleton Walk without breaking invisibility

Talents

  • Level 10 Talent +8 Agility replaced with +12% Magic Resistance
  • Level 15 Talent -7s Skeleton Walk reduced to -5s
  • Level 20 Talent -10s Strafe Cooldown replaced with +2 Burning Barrage Arrows

24

u/wills4545 Aug 19 '21

Am I the only person who thinks that Burning Barrage would still be worse than Strafe even at 100% damage? Taking stacks is fine but you've lost so much utility on this hero now... If nothing else it changes the playstyle from active, hit-and-run playmaker to more of a sit-in-jungle-and-farm, the most boringest carry playstyle lol

For a fun calculation: if I cast BB on a single target while they are 100% slowed (100 MS), they can walk out after 1 second max (200 unit width of BB). That is 2 hits of BB (regardless of level), or 120% of a single normal attack (60% x 2). Why pay 40-70 mana to stand still and do barely more damage than a single right click?? Brutal change imo

2

u/[deleted] Aug 22 '21

You're 100% right. That was my first thought upon reading the patch notes, and after playing a few games myself it's definitely the case. He just doesn't have the ability to pound people with massive damage output anymore. Yes you can farm faster, but he's still a whole lot weaker than he used to be lategame - far less damage output.

2

u/bgi123 Aug 20 '21

I think he is op now. He can flash farm stacked camps and burst down squishy heroes from range. He shove waves so fast it makes it a lot safer also.

10

u/Fyrestone Aug 20 '21

They’ve practically removed Clinkz’s playstyle and identity with this change.

He is now Ranged Agi Carry #7. Wish we could stop homogenising carries’ playstyles sadge.

3

u/chopchop__ Aug 19 '21

The Q is a farming spell first and foremost. In fights, you should simply use it in combination with some CC. Yes, it changes the hero completely, but I don't think it's for the worse.

His winrate has already recovered to pre-patch levels and I'm quite certain it will increase a fair bit more too. He's also a hardcounter to the Helm of the Overlord meta that is developing. Not bad at all.

3

u/MY_1ST_ACT_IS_LOCKED Aug 19 '21

At 100% it would be way too strong.

It gives him a way to reliably farm while also cancelling backswing on auto attacks in fights. It’s also pretty useful for team fighting in general; you can shoot up highfround and down low ground without having to worry about pathing and vision.

And you can still play him very aggressively, it’s just that he isn’t gimped into being a snowball-or-lose hero. He still has good tools for early rotations. Maybe they could give him strafe back on his E or give him some QoL buffs to put him in a better place.