Dota 2 6.82 All the Hero Changes Review

The Dota 6.82 patch change is here with changes to how the heroes work. These are always welcome since they make the game better and more balanced. Or at least try to.

You can also read about my other review parts:
6.82 map changes
6.82 hero rework for PL and BS

Mist Coil mana cost rescaled from 75 to 50/60/70/80
This is mainly for the support Abaddon which IMO is how he should be played. With his low mana pool, this enables him to cast this spell a few more times at lower levels.

Acid Spray negative armor increased from 3/4/5/6 to 4/5/6/7
Minor buff. But might not be enough to catapult him back into competitive play

Base strength increased from 20 to 22
Extra 38 health and 0.06 HP regen. This makes AM take slightly more punishment in the early game.

Counter Helix chance to activate increased from 17% to 20%
Culling Blade no longer ignores Linken's Sphere
Don’t you just hate these double negatives. It means that culling blade will proc the Linken's Sphere. I also like the 3% increase in spin chance. The more spins the merrier.

Aghanim's Scepter Fiend's Grip now also causes anyone who attacks Bane while he is channeling to be afflicted with Nightmare
This is awesome. While it's not always fun to farm an Aghs on Bane, this will serve as a nice alternative to a BKB to ensure that Grip duration is maximized.

Flaming Lasso cooldown increased from 90/70/50 to 90/75/60
Why? The Batrider hate continues. At least he's not banned in every game anymore.

Wild Axes damage type from Composite to Physical
Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160
Primal Roar side knockback radius increased from 250 to 300
Primal Roar side damage same as primary damage now (100/200/300 to 200/250/300)
Primal Roar push distance increased from 240 to 300
Primal Roar side push duration increased from 0.4 to 0.6
This is a buff I think, they reduced the Wild Axes damage but changed it to Physical which means it doesn’t get reduced further by magic resistance so it should do more damage late game. Primal Roar now does stuff to the non-targeted heroes. The Roar damage being the same as the primary hero is VERY nice. It's now a legit nuke.

Bounty Hunter
Shuriken Toss now bounces to all Tracked units within a 900 range
This is big. With some planning, you could track everyone in a team then shuriken everyone either during the fight or when running away. Remember that Shuriken has a mini-stun which cancels stuff like TPs. BH could actually be useful in team fights now.

Drunken Brawler's critical strike/evasion timer increased from 10 to 16/14/12/10 seconds
This nerf on Brew slows down his early farm for his blink dagger. IMO this should be even longer.

Spin Web now has 1/2/3/4 charges with a 40 second replenish time, instead of a 30 second cooldown
Spin Web time to enter hidden mode after taking damage increased from 3 to 6 seconds
Spin Web movement speed bonus is doubled whenever Broodmother is in hidden mode (having not taken damage recently)
Spin Web phasing and speed bonuses now work on Spiderlings
Spin Webs are now selectable and have an ability to destroy themselves
Spin Web can now be cast from anywhere as long as the new web touches another
Whenever Broodmother is taken out of Spin Web's free pathing, she destroys nearby trees
The change in how spin web works is a welcome change so you can actually quickly spin a few webs when switching lanes instead of having to wait a long time. The time to hide time increase will make Brood players think twice about hit and run tactics. The selectable webs and the ability to destroy themselves I also like because it allows players to choose which web gets blown up instead of just the oldest one.

Centaur Warrunner
Stampede mana cost increased from 80 to 100
This increase means Centaur players have to be at full mana if they want to do both the stomp and stampede. Or just hold a magic wand.

Chaos Knight
Phantasm Illusion duration increased from 24 to 34
This significantly increases CK's pushing power. Team fights will also need to end fast going up against CK, those illusions aren't going away any time soon.

Penitence duration rebalanced from 7 to 5/6/7/8
Penitence slow and damage amplification rebalanced from 8/16/24/32 to 14/18/22/26
Penitence now amplifies a damage source directly instead of attempting to re-deal a percentage of the damage taken as Physical damage
Penitence cast range increased from 600 to 800
Holy Persuasion is no longer restricted from targeting Spell Immune neutral creeps
Aghanim's Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)
Penitence changes means you have a few seconds less to slow someone and nuke him down at early levels. The change in the computation method also means damage dealt will do more and stay as the same type of damage. The change in Holy Persuasion made Chen players all over the world rejoice, now the mud golems are not to be feared any longer. That Aghs change… be prepared to see dragons and giant golems joining the fights. These guys are like 2k hp so it's quite significant to have 3 of these pushing with you.

Searing Arrows is no longer an Attack Modifier
Mjolnir and other damage modifier items can now be put on Clinkz. This also means that you need to be careful when harassing heroes using Searing arrows since it now causes creep aggro.

Hookshot now pulls Clockwerk to neutral creeps normally like any unit
Easier to escape with CW now using neutrals as targets. I didn’t realize this wasn the case before

Crystal Maiden
Frostbite damage interval from 70 per 1 second to 50 per 0.5 seconds (total damage now 150/200/250/300) [?]
Freezing Field explosion radius increased from 230 to 250
It used to be that you can leave frostbite at level 2, but now, you have to level it to level 3 to get the additional damage. The wider Freezing field AOE is minor but I guess hits more people.

Dark Seer
Vacuum cooldown rescaled from 28.0 seconds to 28 seconds
No idea what changed here… might just be a Valve joke.

Aghanim's Scepter Weave armor reduction per second increased from 1/1.25/1.5 to 1.25/1.5/1.75
This means that you need a few less seconds to start casting this for the full armor reduction effect… if you can farm up the aghs. Nothing really new here.

Death Prophet
Exorcism cooldown increased from 115 to 135
This means that your towers have 20 more seconds to live. This nerf was very much needed.

Doom now requires Aghanim's Scepter to disable passives
Doom ability cast point increased from 0.3 to 0.5
So Doom no longer removes passives like PA's blur. You also have 0.2 more seconds to react before you get doomed and nuked down by a blinking Doom.

Drow Ranger
Frost Arrows slow increased from 11/24/37/60 to 15/30/45/60
Hopefully this makes the early Drow chase people (and kill) more effectively

Earth Spirit
Added Aghanim's Scepter: Grants Earth Spirit a new ability, Enchant Remnant, which lets him temporarily convert a hero into a Stone Remnant.
Enchant Remnant:
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.
Cast Range: 600
Mana Cost: 150
Cooldown: 45
Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.
This skill is very interesting. Earth spirit could actually use it to save his teammates from the invulnerability then kick them to safety. He could also use this to initiate by kicking the initiator into the middle of the fight with the 300 dmg nuke then a hoof stomp or echo shock, or even use it to hold enemies in place.

Boulder Smash unit targeting now only selects units
Boulder Smash point targeting now knocks back the closest Remnant (within 200 area of effect) in the direction selected [?]
Geomagnetic Grip silence rebalanced from 2/3/4/5 to 2.5/3/3.5/4
Geomagnetic Grip damage rebalanced from 100/150/200/250 to 50/125/200/275
Geomagnetic Grip pull speed on allies reduced from 1000 to 600
Stone Remnant drop range reduced from 1400 to 1100
Fixed Stone Remnant being unable to travel as a projectile through Chronosphere
Fixed Stone Remnants not appearing in fog of war
Magnetize search radius increased from 300 to 400
Magnetized Stone Remnants disappear after 8 seconds instead of 5
Made a few changes to how Boulder smash works then a slight nerf to geo grip except for lv4. Earth spirit was always a difficult hero to use but in the right hands, he can be quite formidable.

Fissure no longer has unit targeting
Fissure is no longer blocked by Linken's Sphere
Ignoring Linken's sphere will make the late earthshaker initiations that much more effective.

Elder Titan
Added Aghanim's Scepter: Causes units that are pulled in by Earth Splitter to be disarmed in addition to being slowed. Slow/disarm duration increased from 3/4/5 to 4/5/6.
Natural Order armor reduction increased from 25/50/75/100% to 40/60/80/100%
Natural Order magic resistance reduction increased from 8/16/25/33% to 12/19/26/33%
If you get hit by Earth Splitter (3+ seconds cast time), then you deserve to die. Now you get disarmed on top of being slowed. The Natural Order buff also allows a more powerful early to mid-game killing potential.

Base movement speed increased from 310 to 315
Minor buff.

Midnight Pulse cooldown increased from 25 to 35
Black Hole max damage rebalanced from 60/100/140 to 50/100/150
Black Hole max damage area of effect increased from 150 to 200
Black Hole min damage rebalanced from 30/50/70 to 25/50/75
Black Hole min damage area of effect reduced from 500 to 400
Black Hole mana cost rebalanced from 250/350/450 to 275/350/425
No more multiple midnight pulses in a single fight. They also reworked black hole to make it a little better. There's a bigger chance for you to do max damage to a unit in the black hole now.

Faceless Void
Chronosphere area of effect reduced from 450 to 425
Chronosphere flying vision area reduced from 1000 to 425
Chronosphere no longer disables passives
Chronosphere's effects no longer linger for an extra 0.5 seconds (like normal auras do) at the end of its duration
So passives like PA's blur now still work inside the chrono. This nerf was much needed since FV's been seeing so much pro play.

Homing Missile Maximum damage increased from 110/220/330/440 to 125/250/375/500
Minor buff to the homing missile damage.

Inner Vitality cooldown reduced from 25 to 25/22/19/16
Berserker's Blood attack speed bonus increased from 8/12/16/20 to 14/16/18/20
Life Break cooldown reduced from 45/30/15 to 12
Life Break damage reduced from 50% to 35% [?]
Life Break self damage rebalanced from 40/35/30% to 35%
Life Break slow duration rebalanced from 5 to 4/5/6
Lifebreak slow rebalanced from 50% to 40/50/60%
Huskar just can't catch a break. Hopefully these changes will make him more playable. This means more life breaking action in a single team fight. The life break damage is now at 35% so you're not always guaranteed a kill. Aghs is now worth it on Husk which makes the damage 65%.

Tornado flying vision area reduced from 1200 to 600
Tornado damage from 2*Wex+Quas to 3*Wex
Another minor Invoker nerf. I knew he was too OP. The damage computation change makes more sense since you're most likely to have more Wex (atk speed) than Quas (HP) early game.

Dual Breath movement and attack slow rebalanced from 30% to 28/32/36/40%
You now need more levels into Dual breath early on.

The following abilities no longer cancel Blade Fury: Chronosphere, Toss, Black Hole, Global Silence, Doom.
Blade Fury cooldown from 30/27/24/21 to 30/26/22/18
Blade Fury is now better. The magic immunity finally goes through some of these spells. This makes him better by a lot.

Keeper of the Light
Mana Leak mana removal percentage increased from 3.5/4/4.5/5 to 5
Mana Leak duration increased from 4/5/6/7 to 5/6/7/8
Recall can now target invulnerable allies (e.g. allies affected by Song of the Siren)
Blinding Light knockback distance from 250 to 400
Mana leak is now better. But KOTL still isn’t.

X Marks The Spot cooldown from 13 to 14/13/12/11
You now need at least 2 levels of X marks. It’s better at higher levels

Legion Commander
Enabled in Captain's Mode
Duel no longer disables passives
Overwhelming Odds base damage from 60/100/140/180 to 40/80/120/160
Press The Attack mana cost from 80/90/100/110 to 110
Slight nerf for Duel not being able to disable passives. Then a bunch of nerfs for her other skills. I think this is fine. LC was too strong early game.

Pulse Nova damage increased from 80/120/160 to 100/130/160; Aghanim's Scepter damage from 100/160/220 to 160/190/220
Pulse Nova activation cost reduced from 110 to 70/90/110
Aghs is now too good not to put on Leshrac. That pulse nova damage will just tear through the enemy team if you can farm Aghs and keep Leshrac alive.

Ice Armor now slows ranged heroes for the full amount (instead of half)
Slight buff to his support armor skill. Supports rejoice.

Light Strike Array cast range increased from 600 to 625
Light Strike Array stun duration increased from 1.6/1.7/1.8/1.9 to 1.6/1.8/2/2.2
Wow. As long as you can hit the AOE stun, it should turn fights. And you can cast it from a safer distance.

Earth Spike damage increased from 60/130/200/260 to 80/140/200/260
Better at level 1.

Lone Druid
Spirit Bear now has 300 mana
Spirit Bear using Hand of Midas now grants the XP to Lone Druid
Ooohhh…Now the bear can cast more stuff with a larger mana pool. This is a nice buff that will hopefully make LD more played in the competitive scene.

Shapeshift no longer grants 1.5 Base Attack Time
Shapeshift cooldown increased from 100/70/40 to 120/90/60
Shapeshift speed increased from 522 to 650
Shapeshift now has a 1.5 seconds transformation time
That 1.5 second transformation time is a huge nerf. They also increased the cooldown. To make up for it, they made him run faster in wolf form.

Empower is no longer removed by Spell Immunity
Empower mana cost increased from 40 to 30/40/50/60
Empower now goes through BKB.

Mana Shield damage absorption rate increased from 50% to 60%
Mystic Snake outgoing speed increased from 633 to 800
Mystic Snake return speed reduced from 833 to 800
Mystic Snake mana steal increased from 20/30/40/50 to 20/35/50/65
You now run out of mana a bit faster, but live a bit longer.

Meepo clones' boot item slots now match whichever slot Meepo Prime has his boots in
This buff is for Meepo micro. If your boots hotkey is in R, then your clones will also have it in R. It used to be that it would reset to the top left slot.

Leap speed reduced from 2000 to 1600
Leap distance rebalanced from 630/720/780/870 to 600/700/800/900
Leap is now worse at lower levels. The leap speed is a welcome change for minor balance.

Nature's Prophet
Nature's Call Treant magic resistance reduced from 20% to 0%
Treants now die faster from AOE nukes.

Reaper's Scythe added respawn time penalty from 30% to a constant 30 seconds
This makes the scythe better at lower levels when respawn time is only at 40 seconds (3% of which is only 12) and worse at higher levels when respawn time is at >100 seconds.

Night Stalker
Hunter in the Night attack speed increased from 45/55/65/75 to 45/60/75/90
Darkness duration increased from 25/50/80 to 40/60/80
Better ganking potential at level 2 onwards. The Darkness is now useful at level 1.

Ogre Magi
Base HP regeneration increased from 0.25 to 2.5
Fireblast damage reduced from 80/145/210/275 to 60/120/180/240
2x Multicast chance increased from 25/40/50 to 40/50/60%
Multicast spread interval increased from 0.3 to 0.4 (affects Ignite and Fireblast)
That base regen change is huge. I’ll do the math, this means that you’ll be getting 150hp per minute instead of 15hp. This makes Ogre a legit tanky INT support since you don’t have to keep going back to heal. The starting items also can focus more on support and mana rather than hp regen.

Base armor increased by 1
Purification damage area of effect increased from 240 to 260
Just makes Omni a wee bit more annoying with that range increase.

Outworld Devourer
Essence Aura chance to activate increased from 10/20/30/40% to 40%
Essence Aura percentage of mana restored reduced from 25% to 10/15/20/25%
Aghanim's Scepter Sanity's Eclipse now always triggers the mana drain
Lower mana restored but higher chance to restore. I’ll take this any day so at least I have a reason to level this skill up.

Phantom Assassin
Blur minimap hide now has the opposite effect, and is active when no enemies are near
This makes much more sense than the old effect.

Added Aghanim's Scepter: Allows Phoenix to cast Supernova on an allied hero, bringing both into the Sun to be reborn together. This does not refresh either hero's ultimate. 500 cast range. If the Sun is destroyed, both heroes will die.
Wow. This is more like an all-in since you’ll get 2 heroes that are newly reborn with full hp and fresh cooldowns for their skills except ulti. Terrorblade?

Turn Rate improved from 0.5 to 0.7
Ok. Faster hooks.

Dream Coil no longer ignores invisible units or Illusions
Aghanim's Scepter Dream Coil snap stun now pierces Spell Immunity
Aghanim's Scepter Dream Coil snap stun duration increased from 1.5/2.25/3 to 1.5/3/4.5
It’s good that Dream coil catches invi heroes now. And now there’s more reason to get Aghs and be careful of the Dream coil since the stun is now at 4.5 seconds… that’s a long time to be standing still.

Life Drain can now be targeted on allies, allowing Pugna to drain his own life into them
I like this skill. You can now save allies from dying from 850 range! Not sure if you can also use this to deny yourself.

Queen of Pain
Base Attack Time improved from 1.7 to 1.6
Removed unit targeting from Sonic Wave
Sonic Wave final area of effect increased from 300 to 450
Easier to hit your ulti now with the wide AOE at the final area.

Plasma Field minimum damage from 60/100/140/180 to 30/50/70/90 [?]
Static Link no longer ignores Linken's Sphere
Static Link mana cost from 20/30/40/50 to 50
Eye of the Storm no longer lingers through aegis reincarnation
Some bug fixes for Razor. These changes all make sense. Stay near him when you see the static field. And that ulti cloud staying around after Aegis was really weird. Glad to see they’ve fixed it.

Base movement speed reduced from 300 to 290
Base damage reduced by 10
Base HP regeneration reduced from 1.5 to the default 0.25
Permanent Invisibility is now a basic ability
Permanent Invisibility fade delay from 3/2/1 to 8/6/4/2
Permanent Invisibility now provides 4/5/6/7 HP regeneration while invisible [?]
Blink Strike is now an Ultimate and can target Spell Immune
Blink Strike bonus damage from 30/60/90/120 to 50/70/90
Blink Strike now has 3/4/5 charges, with a 30 second replenish time, instead of a 20/15/10/5 cooldown
Blink Strike mana cost reduced from 50 to 40
Blink Strike cast range increased from 700 to 800
The invi change is interesting, now Riki can be a viable solo hero. the HP regen is also a very welcome change. Then having charges on the blink strike means that you don’t have to wait for the cooldown when chasing a hero who can run fast. But you can only do it 5 times max. This makes Riki play a lot differently now, you’ll need to think twice about revealing yourself because of the long fade time.

Shadow Demon
Soul Catcher now amplifies damage by 20/30/40/50% instead of attempting to re-deal 20/30/40/50% of the damage as Pure damage
Aghanim's Scepter Demonic Purge charges increased from 2 to 3
Meh. This reduces the amount of damage dealt slightly. The 3 demonic purges is a minor change. no one is going to get an Aghs on SD.

Shadow Fiend
Necromastery soul cap increased from 12/20/28/36 to 15/22/29/36
Requiem of Souls debuff is now applied when the wave hits units instead of in a slightly smaller area independently
Requiem of Souls slow increased from 20% to 25%
Better soul gathering at lower levels. Very minor changes. The animation change might also disorient some old SF players

Shadow Shaman
Shackles mana cost rebalanced from 110/130/155/185 to 140/150/160/170
Mass Serpent Ward cooldown increased from 110 to 120
A nerf on the shaman worthy of his ancestors complaining. Shakles now can be spammed less in lower levels.

Glaives of Wisdom percent intelligence to damage from 30/45/60/75 to 30/48/66/84
Global Silence mana cost from 250/350/450 to 250/375/500
Glaive damage increased in higher levels. The Global silence mana increase is minor. If you’re doing well, by the time you get to higher levels, you have a high INT steal anwyay.

Skywrath Mage
Concussive Shot movement slow rebalanced from 40% to 30/35/40/45%
Concussive Shot is now disjointable
Mystic Flare damage is now dealt over 2.2 seconds instead of 2 seconds
Minor nerf on concussive shot. The ulti also kills a bit slower. Shouldn’t change the fact that he’ll still be picked in pro games.

Slithereen Crush stun duration increased from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5

Slark is no longer visible inside Chronosphere during Shadow Dance
This nerf is really for FV.

Headshot now causes a 0.5 second 100% MS and AS slow instead of a 0.25 second stun
Shrapnel area of effect increased from 400 to 450
This reduces Sniper’s annoyability by 50%. There’s no more TP interruption and sniper can now kite his opponents reliably instead of waiting for an RNG.

Spectral Dagger movement speed change increased from 5/9/14/18% to 8/12/16/20%
Spectral Dagger projectile speed reduced from 857 to 800
Minor buff to the dagger.

Spirit Breaker
Charge of Darkness cooldown reduced from 35 to 12
Charge of Darkness cooldown is now triggered when Charge hits its target or is cancelled, instead of when cast
Empowering Haste can now be cast to improve the Aura by 50% for 6 seconds. 20 second cooldown. After it is used, the aura is 50% weaker while the ability is on cooldown. [?]
Greater Bash damage from 10/20/30/40% to 22/28/34/40% of movement speed
Looks like we’re going to see more Bara action in pubs. The Charge can now be used more often as long as his mana pool can sustain it. The empowering haste is a built in mask of madness. The Greater bash change also makes him stronger at lower levels.

Storm Spirit
Ball Lightning mana cost per 100 units from 10 + 1% to 12 + 0.7%
Less mana spent if zipping long distances. But for short engagements where you zip short distances just to get the buff, it’ll eat up more mana.

Added Aghanim's Scepter: While activated, God's Strength grants an allied aura (900 area of effect) for 40/60/80% of base damage. [!]
This is insane when used in team fights. Essentially, everyone in your team near you becomes like Sven. On the flip side.. no one’s getting Aghs on Sven.

Land Mines cooldown from 25/20/15/10 to 19/16/13/10
Stasis Trap stun duration from 3/4/5/6 to 2.5/3/3.5/4
Stasis Trap activation area now matches stun area (200->450)
Stasis Trap duration from 270/300/330/360 to 360
Remote Mine duration increased from 8 to 10 minutes
Remote Mines vision reduced from 900 to 700
Remote Mines area from 400/410/425 to 425
Batrider in Firefly, Visage's Familiars, Beastmaster's Hawk, and Flying Couriers no longer trigger or get hurt by Land Mines
More land mines early on. The stasis trap duration nerf was also a welcome change since a 6 second stun was just bananas.

Templar Assassin
Psionic Trap cooldown from 11/9/7 to 11/8/5
Meh. Makes TA able to chase more at high levels.

Enabled in Captain's Mode
Sunder cast point improved from 0.5 to 0.35
This change gives you slightly less time to react to his sundering. But come on, 0.15 seconds decrease really isn’t going to mean anything at pub level play.

Anchor Smash damage reduction reduced from 60% to 45/50/55/60%
This slightly hurts Tide’s offlane farming. Slightly. Since you’ll be maxing Anchor smash immediately anyway.

Added Aghanim's Scepter: Grants Timbersaw a second Chakram.
This is insane as long as you have the mana. You get an extra skill slot and literally a second Chakram. Getting an Aghs slows down your bloodstone though.

March of the Machines no longer affects Spell Immune units [?]
A much needed nerf. It’s going to take longer for Tinker to farm up those Boots and dagger.

Treant Protector
Nature's Guise mana cost reduced from 90/80/70/60 to 60
Added Aghanim's Scepter: Grants a new ability, Eyes in the Forest, which allows Treant to enchant trees to spy on his enemies and expand the area Overgrowth affects.
    Eyes In The Forest:

    Treant Protector enchants a target tree. Enchanted trees grant 800 unobstructed vision. If Overgrowth is cast by Treant Protector, units near an enchanted tree will be ensnared and damaged.
    If the enemy has true sight, they will be able to see visual effects on both the affected tree and the 800 area of effect around it.
    Cast range: 160
    Cooldown: 55
    Overgrowth Bonus Damage: 135 damage per second (3/4/5 ticks)
    Mana Cost: 100
    Note: Overgrowth only does damage if it comes from an Enchanted Tree.

They brought back his old spell. Treant Aghs is now legit. It’s basically a free ward every minute. Enemies can easily deward it if they know where to look. But this spell is too good to pass up.

Troll Warlord
Ranged Whirling Axes cooldown from 20 to 20/19/18/17 seconds
Acquisition Range increased from 600 to 800
Better attack range and lower whirling axe cooldown. Very minor buff.

Ice Shards no longer stops when it hits a hero
Ice Shards now travels until the cast location and creates its blockade there
Ice Shards cast range increased from 1500 to 1800
Ice Shards no longer destroys trees
Snowball bonus speed per hero increased from 75 to 100
Allies can now click in the snowball to jump into it
Ice shards is now a legit nuke. But it makes it a bit more difficult to gank since the enemy doesn’t get trapped automatically. The snowball right click now makes more sense so the team gets in faster.

Tombstone area of effect increased from 400/600/800/1000 to 600/800/1000/1200
Aghanim's Scepter Flesh Golem damage amplification increased by 5% at all levels, both min and max [?]
Flesh Golem slow aura increased from 9% to variable from 5% to 15%, based on distance to Undying (same mechanic as the damage amplification)
Minor buff to tombstone. Your zombies will be able to reach farther enemies. Minor buff also for Aghs.

Vengeful Spirit
Nether Swap range increased from 650/925/1200 to 700/950/1200
Minor buff.

Poison Nova applies its debuff on Spell Immune enemies [?]
Veno now is actually useful late game even for BKB heroes.

Corrosive Skin now only affects enemies within 1400 area of effect
Corrosive Skin damage cannot be reflected multiple times
This is a nerf, but makes corrosive skin more fair. The AOE range means that an invoker who hits his sunstrike on viper from the other end of the map won’t get hurt by corrosive skin.

Familiar Stone Form cooldown from 30 to 26
Minor buff on familiars.

Fatal Bonds now shares the same damage type that is dealt to it, before it is reduced [?]
Fatal Bonds damage percentage from 20% to 25%
Golem attack range increased from 100 to 225
Golem Base Attack Time improved from 1.35 to 1.2
Golem HP regeneration increased from 15/20/25 to 15/30/45
Golem Immolation area of effect increased from 250 to 300
Golem Flaming Fists chance reduced from 60% to 40%
Warlock buff and he’s even better now. The change in how fatal bonds work means that it’s now damage instead of HP removal so it interrupts salves and urn charges now. Golem can chase better. The Flaming fist chance reduction makes him a more hero focus instead of killing everyone in sight.

The Swarm duration increased from 8/12/16/20 to 14/16/18/20
Shukuchi no longer ignores invisible units
Shukuchi damage reduced from 90/110/130/150 to 75/100/125/150
Geminate Attack can now proc items
Geminate Attack cooldown increased from 6/5/4/2.5 to 6/5/4/3
Swarm buff means you can put just a single level early on and chase. The Shukuchi catching invi is a good buff. Geminate attack now proc’ing items just means that you can have a chance to bash twice as much, desolator twice or trigger maelstrom twice. Love this.

Shackleshot max latch distance from 525 to 575
Windrun duration increased from 2.75/3.5/4.25/5.0 to 3/4/5/6
Minor buff to WR. it’s a bit easier to hit the shackleshot.

Witch Doctor
Maledict area of effect increased from 165 to 180
Death Ward bounces now behave the same as the Death Ward attacks with regards to Blademail (neither redirects damage to Witch Doctor)
They corrected the way the Aghs ward does damage. So the bounce source damage isn’t WD any more so it doesn’t get reflected.

Wraith King
Reincarnation mana cost increased from 140 to 160
More mana needed for WK to resurrect. As if he didn’t have enough mana problems.

Static Field area of effect increased from 1000 to 1200
Minor buff.

Overall I think the changes are good and should make things more interesting. Let’s hope the metagame changes and we see different heroes.

You can also read about my other review parts:
6.82 map changes
6.82 hero rework for PL and BS
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