Dota 2 6.82 Patch Review (Hero changes to Bloodseeker and Phantom Lancer)

Update: 6.82 Analysis to changes to all heroes. 6.82 Analysis to change to Map

So the new Dota patch has a lot of changes and on top of the map changes, there are 2 heroes who got major revamps that will drastically impact the way you play them.

They are Bloodseeker and Phantom Lancer. I'll quickly go through both of the changes and put my thoughts on how this impacts the gameplay.

Removed from Captain's Mode
Base movement speed from 300 to 290
Nothing major here. It’s only normal to remove new or reworked heroes from Captain’s mode.

Reworked Bloodrage
Old Bloodrage New Bloodrage
Increases base damage, silences and deals damage over time.
- This also dispels the target.
- Buff cannot be dispelled
- Duration: 6/7/8/9
- Base Damage Bonus: 30/60/90/120%
- Damage Per Second: 20
- Mana Cost: 80
- Cooldown: 12/10/8/6
- Cast Point: 0.4
Cannot target Spell Immune (but Spell Immunity does not remove it)
Amplifies all damage taken and dealt (including spells)
A hero affected by the Bloodrage buff who kills a unit will be healed for 25% of the dying unit's max HP, however heroes affected by Bloodrage when killed will heal 25% of their max health to their killer
- This no longer dispels the target
- Buff can be dispelled
- Duration: 9/10/11/12
- Amplified Damage: 25/30/35/40%
- Mana Cost: 0
- Cooldown: 12/10/8/6
- Cast Point: 0.2
Can target Spell Immune (but Spell Immunity does remove it)
Notes: This no longer silences or does damage over time.
This new bloodrage has potential to be awesome. It used to be that the old bloodrage would increase your base damage, but this one includes ALL damage dealt which would include like say Lion’s finger or death prophet ulti. This is a double-edged sword though since it makes the hero super vulnerable as well. The unit also gains the ability to bloodbath so you can heal a little bit after killing. The silence and damage per time removal is a welcome change since that should not be how BS kills.

Replaced Blood Bath with a new active ability, Blood Rite
Targets an area. An effect that is visible to enemies appears on the ground. After 3 seconds, enemies in the area are damaged and silenced.
Area of Effect: 600
Cast Range: 1500
Silence: 3/4/5/6
Damage : 120/160/200/240 Pure Damage
Mana Cost: 100
Cooldown: 29/26/23/20
3 seconds is a long time to hit this spell, but Bloodseeker has the ability to stop people from their tracks anyway c/o Rupture. It’s a huge pure damage nuke that also silences.

Thirst visibility and true sight are granted only when the target is at or below 30% HP (instead of 50/25% for vision/true sight)
Thirst now shows a debuff and a visible effect to the enemy when they are revealed
Thirst movement and damage bonuses are now proportional to how low the enemy's health is
Thirst movement speed and damage bonus increased from 5/15/25/35 to 10/20/30/40
The 30% instead of 50% makes more sense. Now people can farm creep camps in peace without worrying that they'll give away their position. That thirst debuff notification will help me from keeping on doing my math while playing. The movement speed bonus scaling makes more sense now. The weaker the enemy is, the faster BS runs.
Rupture no longer deals initial damage
Rupture duration increased from 7/8/9 to 12
Rupture cooldown reduced from 70/60/50 to 60
Supports rejoice! You’ll actually have time to use your TPs against Bloodseeker before you get hacked. The increased duration to 12 seconds is huge as well.

Overall I think BS will now be more useful in team engagements rather than just be a 1v1 hero and wait for pickoffs. The removal of thirst will mean that BS will now need regen items but this is a minor setback compared to what he got in return.


Phantom Lancer
Removed from Captain's Mode
Agility gain reduced from 4.2 to 3.0
Base Agility increased from 23 to 29
Base Strength increased from 18 to 21
Again, the removal from Captain’s mode isn’t anything new. The Agi gain reduction is a huge difference though. It means that PL will need to farm his attack speed and damage items that much harder.

Phantom Rush: a passive basic ability for Phantom Lancer, or his illusions, to quickly close the distance to an enemy
Passive with cooldown. Triggers when issuing an attack order on an enemy unit outside of attack range. Grants bonus movement speed and Phase until Phantom Lancer strikes his target.
Minimum distance to trigger: 300
Maximum distance to trigger: 600/700/800/900
Cooldown: 16/12/8/4
Note: Illusions also have this passive.
Note: If the attack order on the original target is canceled, the speed bonus is lost.
What this means is if the skill is not on cooldown, when you right click an enemy, PL gains a speed boost to enable you to quickly chase after them and hit them. You need to make sure you don’t re-click a different target though or the buff is removed. It’s not clear what the movement bonus is though, but it enables your illusions to quickly chase after heroes to make sure you hit them with your diffusal blade.

Doppelganger: a new ability for dodging immediate danger, and confusing enemies with deceiving illusions
Target an area. Phantom Lancer and all nearby illusions will disappear for 1 second, then have their positions shuffled into the target area. This also creates two illusions of opposite types.
Illusion 1: Deals 0% damage and takes 100% damage.
Illusion 2: Deals 20% damage and takes 600% damage.
Illusion duration: 8 seconds
Cast Range: 600
Target Area Radius: 325
Illusion Gather Range: 900
Mana Cost: 50
Cooldown: 25/20/15/10
Note: This ability dodges incoming projectiles.
Note: Allies can see which illusion takes 100% damage.
PL no longer is able to turn invisible, instead, this skill (which can disjoint spells) will now cause 3 of you to appear. One takes the normal illusion damage % and the other takes the normal hero % damage. So this makes the opponent have a 33% chance of hitting the right target. Even if they cast an AOE, they still need to pick between 2 targets that took the same damage. This is an interesting skill but makes PL a bit easier to kill rather than always needing true sight to catch the real one.

Juxtapose: now his Ultimate, and allows both Phantom Lancer and his illusions to create more illusions
Grants Phantom Lancer, and his illusions, a chance to create an illusion when attacking.
Max Illusions: 6/8/10
Illusion Duration: 8 when created by the Phantom Lancer, 4 when created by his illusions
Hero Chance: 40/45/50%
Illusion Chance: 8%
Illusion Damage Taken: 500%
Illusion Damage Dealt: 16%
Note: Juxtapose illusions attack the target that the passive triggered on.
4 second illusions makes me so sad. This is a huge debuff and takes away much of PL’s pushing power. It’s for the best maybe to encourage more team fighting instead of split pushing.

Overall I think PL got a huge nerf. His escape mechanism is still ok since it’s only 50 mana at all levels, but his late game is less than reassured even with excellent farm.

Update: 6.82 Analysis to changes to all heroes6.82 Analysis to change to Map
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