Dota 2
Dota 2 Horde Mode
Diellan  [developer] Jan 31, 2017 @ 10:16am
v1.22 Discussion
1.22j
Fix to Enigma's Malefice
Fix to Queen of Pain's Shadow Strike
Fix to Naga Siren's Ensnare
Fix to Zeus's ultimate targeting illusions
Fix to Vengeful Spirit's Magic Missile
Changed Monkey King's Jingu Mastery to work like vanilla Jingu Mastery (but on creeps)

1.22i
Fix to Night Stalker's Void

1.22h
Fix to Skywrath Mage's Arcane Bolt

1.22g
Fix to Skywrath Mage's Arcane Bolt
Fix to Warlock's ability list
Fix to Wraithfire blast
Changed order of priority on Meepo boots

1.22f
7.05 parity!
Fix to stat collection for getdotastats.com
Modified several custom abilities to no longer ignore Linken's Sphere
Attempted fix to case where Vladimir's Cuirass aura would be removed
Fixed Meepo not duplicating the new boots
Orb of Venom duration reduced from 4 to 3 seconds
Boots of Power now grants 19 to all stats and 25 attack speed
Boots of Str/Agi/Int now grant 50 to the primary stat and 25 to other stats
Heaven's Halberd maim chance increased to 35%, cooldown reduced to 22 seconds
SnYnA's maim chance increased to 40%, now applies a root instead of a slow

// Ancient Apparition
-- Reduced Cold Feet mana cost to 125
-- Reduced Cold Feet cooldown to 10/9/8/7
-- Rescaled Cold Feet damage to 30/50/70/90

// Dark Seer
-- Wall of Replica no longer duplicates items

// Viper
-- Level 20 Talent changed from Poison Attack Effects Buildings (Didn't Work) to 20% Lifesteal
-- Level 25 Talent changed from 25% Lifesteal to +20 Armor

// Warlock
-- Replaced level 15 Shadow Word cooldown reduction talent with -10% cooldown reduction



1.22b
Another difficulty selection bugfix
Fixed Sniper's ult
Moved Building Upgrade to an actual visible spot

1.22a
Fixed courier crash
Tweaked difficulty formula
Synced with new Dark Moon update

// Axe
Increased damage of Counter Helix
Rescaled counter-helix cooldown to 0.75/0.7/0.65/0.6
Reduced cooldown of Culling Blade to 15/12.5/10
Reduced manacost of Culling Blade to 100/75/50
Reduced scepter cooldown of Culling Blade to 6/6/6
Slighly reduced damage threshold of Culling Blade
Changed level 25 talent from 25% spell lifesteal to +20 all stats

// Dark Seer
Fixed an exploit that let Dark Seer sell items from creep illusions.
Creep illusions no longer drop bags of gold

// Nature's Prophet
Reduced cooldown of Force of Nature to 30/26/22/18
Reduced mana cost of Force of Nature to 80/90/100/110
Increased number of Treants summoned to 4/5/6/7
Treant hit points increased to 850
Increased cooldown of Wrath of Nature to 80/70/60
Increased number of bounces to 32/40/48

// Leshrac
Rescaled damage and mana cost of Split Earth
Increased damage and jump count of Lightning Storm
Reduced mana cost of Pulse Nova
Increased radius of Pulse Nova

// Phoenix
Reduced Icarus Dive cooldown.
Reduced Icarus Dive hp cost.
Increased Icarus Dive damage per second.
Increased Icarus Dive movement slow.
Reduced Sun Ray’s hp cost per second.
Increased Sun Ray’s heal percent.

// Shadow Fiend
Reduced cooldown of Requiem of Souls to 100/90/80

// Storm Spirit
Removed base mana cost of Ball Lightning

// Tusk
Increased damage of ice shards
Reduced cooldown of ice shards
Increased ally damage bonus of snowball
Increased stun duration of snowball
Reduced mana cost of frozen sigil

// Venomancer
Scourge Ward now has Poison Blast ability
Scourge Ward damage reduced
Poison Nova cooldown reduced to 70/60/50
Poison Nova mana cost reduced to 100/150/200

1.22
Dark Moon parity!
Ultra late game difficulty ramp!

Added visual notification of current difficulty earlier on
Removed jungling Horde creeps
Various visual clean ups to the maps
Fixed Skadi particle effect
Scythe of Vyse and Heaven's Halberd now apply their abilities as an area of effect
Removed Heaven's Halberd 2 for ceremonial purposes

After the Final skeleton boss comes the Bonus Round!
From this point forwards, all enemies get access to the Bonus Round Skills system.
The BRS grants randomly selected abilities from a set pool.
The longer you take, the more powerful these abilities become.
See how long you can last... if you dare!

// Abyssal Underlord
Dark Rift cooldown reduced to 80/70/60
Dark Rift radius increased to 600

// Beastmaster
Fixed Axes damage talent

// Centaur Warrunner
Reworked Return so that it deals 20% damage against Buildings
Return now deals same damage as live: 16/18/20/22 base + 30/45/60/75% strength

// Crystal Maiden
Fixed Crystal Nova damage talent

// Dark Seer
Replaced Wall of Replica with Dark Moon version
Wall of Replica now summons illusions of regular creeps
Wall of Replica will copy any given creep only once

// Disruptor
Kinetic Field duration increased to 3/4/5/6
Kinetic Field formation time increased to 1.2/1.0/0.8/0.6
Thunder Strike damage increased to 40/80/120/160 per strike
Glimpse replaced with Dark Moon version
Glimpse is now an AoE
Static Storm mana cost is now a flat 175

// Ember Spirit
Sleight of Fist damage reduction reduced to 0
Fire Remnant charges changed to 3/5/7
Fire Remnant charge refresh changed to 35/25/15

// Gyrocopter
Increased rockets per second of Rocket Barrage from 10 to 12
Homing Missile damage reduced to 150/300/450/600
Homing Missile mana cost reduced to 60/70/80/90
Homing Missile now always deals max damage
Homing Missile stun duration increased to 2.4/2.7/3.0/3.3

// Invoker
Tornado cooldown reverted to 30 seconds

// Legion Commander
Ultimate is now Duel!
Duel works on any enemy unit, granting damage as normal
Aghanim's Scepter no longer makes units invulnerable

// Luna
Fixed Lucent Beam damage talent
Increased Moon Glaive bounce count to 2/4/6/8
Reduced Moon Glaive bounce damage from 75% to 65%

// Medusa
Changed split shot damage reduction to -35/-30/-25/-20
Increased number of split shot arrows to 3/4/5/6

// Monkey King
ENABLED!
Jingu Mastery is now flat damage and lifesteal
Wukong's Command replaced with Phantasm (temporarily)

// Phoenix
Icarus Dive cooldown rescaled to 20/18/16/14
Sun Ray cooldown reduced to 20/18/16/14
Creeps can now hurt the Supernova
Number of attacks required to destroy the supernova increased to 15/25/35 (25/35/45 with scepter)

// Rubick
Null Field now grants nearby allies bonus spell damage and resistance, instead of lowering the resistance of nearby enemies

// Sand King
Fixed sand storm damage

// Sniper
Reduced mana cost of Shrapnel from 50 to 35
Reduced charge restore time of Shrapnel to 24/22/20/18
Reduced damage and radius of Shrapnel
Assassinate replaced with Dark Moon version
Assassinate deals splash damage
Assassinate aghs works

// Techies
Proximity Mine cooldown reduced from 12 to 12/10/8/6
Proximity Mine mana cost reduced to 70/80/90/100
Proximity Mine activation delay reduced to 0
Suicide Squad cooldown reduced to 26/22/18/14
Suicide Squad hp cost reduced to 25%
Suicide Squad damage and range increased


// Tiny
Increased stun duration of avalanche
Reduced mana cost of Toss
Increased damage of Toss

// Treant
Increased number of living armor stacks to 10/15/20/25
Overgrowth moved to a basic power and replaces Nature's Guise
Leech Seed replaced with Dark Moon version
Treant has Great Protector ultimate - a self buff that increases damage and reduces movement speed

// Tusk
Snowball replaced with Dark Moon version


// Winter Wyvern
Reduced cooldown of ultimate to 45/40/35

// Zeus
Lightning Bolt damage reduced to 150/225/325/400
Lightning Bolt mana cost reduced to 75/80/85/90
Ultimate replaced with Dark Moon ultimate

(Special shout out to SeDGe for assisting!)
Last edited by Diellan; May 3, 2017 @ 7:19pm
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Showing 1-15 of 19 comments
Symphonic Metal Jan 31, 2017 @ 4:26pm 
This patch note is amazeballs, for lack of a better term.

Dark moon changes are really cool and appreciated. Bonus rounds are awesome, they will make lategame way more fun now after skelly is gone. Centaur, Legion and Medusa buffs fixed very well the heroes.
I gotta report a bug. I dunno if this is intented, but your Monkey King ( which we welcome ) 's new skill lifesteals off ANY damage, it is not normal lifesteal. It lifesteals off cleave, just tested in 2p solo lobby.
Also another bug, when choosing easy difficulty in solo lobby, the header says Ultra, but then when the match starts the difficulty is easy. I think it is a mere visual bug.

Overall very appreciated changes to every hero, im eager to try out fun builds with the new heroes in the meta ( dark seer, disruptor and the likes ) keep up the good work!!
TLP Feb 1, 2017 @ 3:27am 
Game is unplayable for me. I saw no one was playing (only 36), indicating a showstopper issue, and confirmed twice that game never starts, but goes directly to "Auto-disconnect" before even loading heroes. Just an empty map. The last time I tried the game crashed as well.
TLP Feb 1, 2017 @ 3:35am 
Aha, it is the courier that causes it. If you pre-buy it, or if you buy it later on. Someone figured it out in the bug report thread.

And by the way, that quote was not one of my funny ones.
TLP Feb 1, 2017 @ 3:59am 
As long as you do not buy a courier, game seems to work. But it just crashed the game (!) for me when it ended. Crash to desktop bug, that is. The damage recap that shows the damage you took when you die only said one thing, "Double edge 157".

The wolf bosses seemed to have the Enchantress untouchable, lowering attack speed by 130? It shows up as an effect on me, but not on them. Turns centaur into a statue, basically.
SiEgE Feb 1, 2017 @ 4:50am 
Diellan just fixed the vote menu, broken by Valve; And now, 12 hrs later Valve bucks up couriers..
Last edited by SiEgE; Feb 1, 2017 @ 4:50am
TLP Feb 1, 2017 @ 5:29am 
Just finished a game without spotting any major bugs. Tower upgrades are still OP, and people still don't buy them, despite them being better than most items. Perhaps instead of armor (boring and safe, no one notices) they could give a bit of attack speed aura (makes fighting at tower fun). And seriously, how do you know what level a tower is? The various skills it has all have a different level number. It would be nice with some indication, like "Tower level 8/10".

And it would also be nice with some indicator on how many tower upgrades you have bought.

Also, for some reason, people seem to always vote for Hard mode. If I selected Easy made no difference. Does it actually work?
TLP Feb 1, 2017 @ 6:25am 
I think the voting may be bugged, as it seems every game turns out to be Hard mode. The last game it was sitting on Medium, and when I clicked Medium too, it changed to Hard and started the game.
SiEgE Feb 1, 2017 @ 6:49am 
Originally posted by TLP:
Just finished a game without spotting any major bugs. Tower upgrades are still OP, and people still don't buy them, despite them being better than most items. Perhaps instead of armor (boring and safe, no one notices) they could give a bit of attack speed aura (makes fighting at tower fun). And seriously, how do you know what level a tower is? The various skills it has all have a different level number. It would be nice with some indication, like "Tower level 8/10".

And it would also be nice with some indicator on how many tower upgrades you have bought.

Also, for some reason, people seem to always vote for Hard mode. If I selected Easy made no difference. Does it actually work?
Tower upgrades as a purchasable items are just placeholders for a better, ui oriented tower upgrading. Upgrade system won't be tinkered, but completely redoed instead.

Right now, there are just 2 difficulties you might select:
Easy is actually Ultra
Normal = Normal
Hard = Normal
Ultra = Ultra

Someone probably selected Easy or Ultra, so you got an averaged Hard.
Last edited by SiEgE; Feb 1, 2017 @ 6:50am
TLP Feb 1, 2017 @ 7:14am 
Originally posted by SeDGe:
Right now, there are just 2 difficulties you might select:
Easy is actually Ultra
Normal = Normal
Hard = Normal
Ultra = Ultra

Someone probably selected Easy or Ultra, so you got an averaged Hard.

Say what? Easy is actually Ultra, Hard is Normal? How can we get Hard if Hard = Normal.

And also, I believe it says "Medium" in the voting menu still.
SiEgE Feb 1, 2017 @ 7:18am 
Originally posted by TLP:
Say what? Easy is actually Ultra, Hard is Normal? How can we get Hard if Hard = Normal.

And also, I believe it says "Medium" in the voting menu still.
The vote system still counts the average of votes, so if you got 3 Normal votes and 2 Ultras, you may end up with Hard.

Medium=Normal

For now, its impossible to get Easy(even though chat may announce it as easy, creeps will still have over 46 damage).
Last edited by SiEgE; Feb 1, 2017 @ 7:21am
TLP Feb 4, 2017 @ 7:24am 
Is it possible to fix the score screen so you can see some stats from the game? And what items people had and such. There is no way to check that stuff right now.
Diellan  [developer] Feb 4, 2017 @ 8:22am 
I don't think I can change the post-game screen, but maybe I can do a custom thing and have it go there? I'll have to see what other Custom Games are doing and crib some code.
TLP Feb 8, 2017 @ 3:34pm 
The voting system is currently being abused. People are voting "Easy" at the start, then changing their vote at the last second to force a "Hard" vote.

I have two comments on that:

1) The voting system sucks and should be replaced with fixed game modes.
2) The result of the vote should be visible only after all the votes have been cast.
3) Preferably, noobs should not be allowed to vote for anything except Easy
TLP Feb 14, 2017 @ 10:37am 
People just don't understand tower upgrades. They don't even think about buying upgrades and when prompted to do so openly refuse, or just ignore it. I think the upgrades need to be flashier, like each upgrade adds some ability to the tower, like heal, attack speed, magic immunity (every once in a while, or like bkb in aoe), lifesteal, etc. And preferably some graphical effect as well. Perhaps some global messages like "TLP just upgraded your mid tower!" or "The mid tower, with 5 upgrades, just died!" Even if this is "beta", some noticeable effect would hopefully give people the idea. Some people don't even know about the upgrades.
Last edited by TLP; Feb 14, 2017 @ 10:40am
SiEgE Feb 14, 2017 @ 11:48am 
Upgrades are overrated. Yes, they can be useful, but game is still winnable the old school way - by getting proper item and skill builds; And proper heroes.
I, personally, always tell people not to waste their money on upgrades, as they are wasting on even more money this way, since towers end up doing all the dirty work anyway.
One's team still may require tower upgrades if there is not enough damagers, or if you want to kill Spooki, and there is just too much money left. I'd up one T4 tower, just for it's aura.
Last edited by SiEgE; Feb 14, 2017 @ 11:50am
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