Dota 2
Dota 2 Horde Mode
This topic has been locked
Diellan  [developer] Aug 27, 2016 @ 11:41pm
v1.20 Discussion
1.20v
Units:
-- Mega Tower attack rate reduced
-- Spooki attack rate reduced
-- Spooki heartstopper aura reduced in strength

Items:
-- Fixed Boots of Intellect debuff aura

Heroes:
// Bane
-- Fiend's Grip is now an AoE

// Beastmaster
-- Reworked summons to use the vanilla powers (with vanilla mana cost and cooldown)
-- Hawk no longer can attack, but instead gains various auras as it levels: Centaur Cloak Aura, Thunder Lizard War Drums, Invisibility, Black Dragon Dragonhide
-- Boar and Hawk still have more hit points than vanilla (and Boar damage is still higher)

// Centaur
-- Hoof Stomp damage rescaled to 120/200/280/360
-- Stampede damage multiplier reduced from 3/6/9 to 2/4/6

// Dazzle
-- Shallow Grave duration reverted to vanilla
-- Poison Touch damage per second reduced to 14/28/42/56

// Kunkka
-- Torrent damage increased to 100/180/260/340
-- Has X Marks the Spot once again, removed Horde Rum

// Lion
-- Mana cost of Impale reverted to vanilla
-- Impale cast range reduced to 700/800/900/1000

// Nyx
-- Impale cast range increased to 700/800/900/1000
-- Cooldown of Impale reduced to 13/11/9/7
-- Impale damage increased to 100/200/300/400
-- Reduced cooldown of Vendetta to 60/40/20
-- Vendetta damage increased to 300/600/900

// Oracle
-- Fortune's End radius increased from 300 to 300/350/400/450

// Io
-- Increased pass damage of orbs to 16/28/40/52
-- Increased explosion damage of orbs to 50/100/150/200

1.20u
-- Mega Towers now have a 25% chance to perform a special bash that ignores evasion: it deals 1% of the target's hp per hit as magic damage in an area (also affecting the target)
-- Fixed Lich boss particle effects
-- Spooki Meme boss now has an inventory! His base stats have been reduced to compensate, but he is more difficult. Good luck!
-- Added simple inventories (mostly base damage and attack speed and movement speed items) to other bosses

1.20t
-- Fixed spawn point of friendly creeps
-- Fixed wave 7 and the final wave

1.20s
-- Finished merging all spawn code
-- Fixed tooltip of Puck's Waning Rift
-- Removed Rubick's ability to target himself with Spell Steal
-- Fixed blink dagger 1 sharing cooldown with dagon
-- Reworked Heart: it now always breaks for 2 seconds on damage, but only breaks partially (different between Ranged and Melee)
-- Fixed mouseover of Dazzle aura
-- Increased mana and hp regen of Aether Lens upgrades
-- Returned Reality to Spectre
-- Fixed difficulty scaling so that Easy and Medium are actually different (this means Hard and Ultra should both be harder now, good luck!)

1.20r
-- Remove gold bags from harpies
-- Large bears now have furbolg clap instead of reactive armor
-- Many enemies that previously counted as ancients no longer do so

// Bane
-- Brain Sap radius increased to 325/375/425/475
-- Brain Sap cooldown reduced to 14/12/10/8
-- Nightmare cooldown and duration reverted to vanilla

// Batrider
-- Reduced flamebreak cooldown from 15 to 12 seconds
-- Reduced Firefly cooldown from 40 to 30 seconds

// Puck
-- Waning Rift cooldown reduced to 12/11/10/9
-- Waning Rift damage increased to 100/180/260/340
-- Dream Coil damage increased to 150/200/250
-- Dream Coil break damage increased to 150/200/250
-- Dream Coil cooldown reduced to 75/60/45

1.20q
-- Made Bloodseeker movement speed buff unpurgable
-- Fixed Dagon level 2 actually being level 1

1.20p
-- Updated stats code
-- Fixed Silencer Global Silence tooltip to no longer mention Int
-- Added targeting radius to Laguna Blade
-- Increased damage bonus from Intelligence to 1% per 8 points. Tooltips do not reflect this.

1.20o
-- Starting implementation of statistics tracking (via getdotastats.com)
-- Fix bloodseeker thirst's movespeed cap removal going away upon death
-- Fix Vengeful Spirit nether swap not awarding kill gold
-- Quelling blade and its upgrades now share a single cooldown
-- Added ward attack damage to Pugna Nether Turret tooltip
-- Pudge now gets flesh heap stacks for targets he kills, regardless of distance
-- Added slow speed to Lifestealer Open Wounds tooltip
-- Fix to Boots of Intellect debuff tooltip
-- Fixed Haunt stolen by Rubick
-- Fixed tooltip on manta style 2

// Silencer
-- Now gains 0.2 int every time an enemy unit dies within 925 units or is killed by Silencer.
-- Global Silence no longer gives bonus intelligence.

1.20n
-- Blink Dagger now really has two upgrades that reduce the cooldown by 4 seconds apiece
-- Fixed tooltips on tower auras
-- Building upgrades now provide damage block

1.20m
-- Vladmir's Cuirass properly gives armor to the user, applies aura to buildings
-- Blink Dagger now has two upgrades that reduce the cooldown by 4 seconds apiece

1.20l
-- Pugna Life Drain fixed
-- Dragon Javelin fixed

1.20k
6.88e parity!
Axe, Bounty Hunter, Faceless Void, Shadow Demon unchanged
All other changes propagated

General:
-- Fixed boss skeleton's Doom
-- Fixed some tooltips
-- Fixed interactions with magic stick and invulnerable enemies (like those killed by Invoker's tornado)
-- Tower aura now grants a chance for true strike
-- Bosses now greatly prioritize heroes over buildings

Reworked mech wave:
-- Removed small catapults
-- Mech units are more numerous, but weaker (still fewer and tankier than the zombie or spider waves)

Reworked some bosses:
-- Reduced Ursa boss hit points
-- Ghost boss upgraded
-- Centaur boss upgraded

Items:
// Blink Dagger
-- Reverted cooldown to vanilla (cost is still only 900)

// Treant Protector
-- Living Armor damage block amount reverted to vanilla

// Windranger
-- Power Shot no longer deals less damage per target hit

1.20j
General:
-- Temporarily reverted tower accuracy change


1.20i
General:
-- Tower (both Player and Horde) debuff auras now reduce evasion chance
-- Storm Bolt stun from archer boss should be purgable
-- Hellfire stun from Skeleton boss should be purgable

Heroes:
// Abaddon
-- Only the damage part of Death Coil is an AoE

// Arc Warden
-- Building Upgrades and Moon Shards used by the Tempest Double no longer do anything

// Faceless Void
-- Illusions no longer bash

// Phantom Assassin
-- Stifling Dagger only performs a full attack with orb effects on the primary target, dealing only splash damage on others
-- Reverted Phantom Strike to vanilla

// Troll Warlord
-- Reverted Whirling Axe to vanilla
-- Reverted Battle Trance to vanilla

Items:

// Eye of Skadi
-- No longer grants splash damage to illusions

// Orb of Venom
-- No longer grants splash damage to illusions

// Shiva's Armaments
-- Increased attack speed slow to 45 (same as Shiva's Guard)

// Vladmir's Cuirass
-- Now buffs buildings attack speed and armor

1.20h

Heroes:
// Ancient Apparition
-- Ice Blast deals normal DoT damage now, including extended duration for aghs upgrade
-- Known Issue: Ice Blast DoT damage only works on bosses and mini-bosses

// Phoenix
-- Actually fixed the duration of Fire Spirits

1.20f
Removed sound for gaining assist gold

Heroes:
// Enigma
-- Fixed bug that prevented Midnight Pulse from doing % damage

// Phoenix
-- Fixed bug prevent fire spirits from having the proper 9 second duration

// Puck
-- Waning Rift now also reduces base damage of enemies by 20/30/40/50%

1.20e
Heroes:
// Lion
-- Hex is now an AoE

// Shadow Shaman
-- Hex is now an AoE
-- Shackles now has the same damage and cooldown as live, and is now aoe targeted instead of PBAOE

1.20d
Heroes:
// Phoenix
-- Fixed Fire Spirits not dealing damage for realz this time

1.20c
Fixed issue with illusions and clones getting extra XP and gold

Items:
// Dragon Javelin
-- Now has a 0.2 second cooldown

Heroes:
// Lone Druid
-- Synergy removed
-- Lone Druid now has a copy of Ursa's Earthshock as his third ability
-- Spirit Bear base armor increased from 3/4/5/6 to 4/7/10/13
-- Spirit Bear move speed increased from 320/330/340/350 to 330/350/370/390
-- Spirit Bear base damage increased from 35/45/55/65 to 45/75/105/135

// Phoenix
-- Fixed Fire Spirits not dealing damage

1.20b
Standard lane creeps now give Super Creep levels of XP and gold:
Rebalanced XP and gold from ghost and splitter waves
Rapier Ogre attack range increased to 300

Heroes:
// Bounty Hunter
-- Shadow Walk bonus damage increased from 30/60/90/120 to 100/150/200/250

// Death Prophet
-- Spirit Siphon flat damage per second increased from 18 to 30/60/90/120
-- Spirit Siphon percentage damage per second reduced from 1/2.5/4/5.5% to 0.4/0.8/1.2/1.6%

// Doom
-- Infernal Blade flat damage per second increased from 25/30/35/40 to 40/80/120/160
-- Infernal Blade percentage damage per second reduced from 1.25/2.5/3.75/5 to 0.5/1/1.5/2%

// Invoker
-- Forged Spirit melting strike now works

// Pheonix
-- Sun Ray fixed

// Underlord
-- Firestorm burn damage reduced from 0.75/1.5/2.25/3% to 0.3/0.6/0.9/1.2%

// Warlock
-- Aghanim's Scepter golems now properly have full hp and damage

1.20a
Fix to golem boss model
Increased difficulty modifiers:
Outgoing hero damage changed from 100/100/90/80% to 100/90/80/70%
Incoming hero damage changed from 100/100/120/140% to 100/120/140/160%

1.20
Gold and XP changes!
XP is now granted fully to all allies within a 1300 radius, instead of divided amongst them.
Assist gold is now granted for slain creeps, granting 50% of last hit gold to all heroes within a 1300 radius.
These changes should make the 5 Player Map less difficult than the 4 Player Map. This also means that players are less penalized for grouping up or defending at the tower.

Splitter Wave:
Giant Golem boss no longer splits, now has full array of Tiny powers
Giant Golem boss carries an Aghanim's Scepter and Vladmir's Cuirass
Reduced Giant Golem boss hit points from 30000 to 20000
Replaced ancient golems with Earthshakers
Reduced split spawn size from 3 to 2
Reduced large splitter hp from 7000 to 1000
Added Craggy Exterior to Large Splitters
Reduced medium splitter hp from 4000 to 750
Reduced small splitter hp from 750 to 500

Ghost Wave:
Reduced attack range of ghosts from 930 to 700
Reduced Ghost Boss hp from 30000 to 20000

Final Wave:
Skeleton King's Doom should now be properly blocked by Linken's Sphere
Last edited by Diellan; Dec 3, 2016 @ 8:57am
< >
Showing 1-15 of 35 comments
SiEgE Aug 28, 2016 @ 3:12am 
Stuff I saw:
- Sudden diffuculty drop.
Now its easy. Like, really easy. Its very newbie-friendly. Even Hard and Ultra are the same level of easy, so, Medium, Hard and Ultra beg for greater enemy bonuses.
- Gold bags no longer stop invisibility. The oldest bug there is, is fixed.
- Try playing Meepo. I dare you.
Last edited by SiEgE; Aug 28, 2016 @ 4:14am
azwethinkarien Aug 28, 2016 @ 4:31am 
my opinion on this update
- too ez for all difficulty.
- golem splitter wave not to horde anymore (i miss my old golem splitter, change it back please)
- gold sound too much noisy

+ XP 2 hero at the same lane not divided
+ assist gold
Diellan  [developer] Aug 28, 2016 @ 7:57am 
My primary goals here are: make 5-manning worthwhile; make dual lanes not autolose; make Easy mode something that is attainable with pub lobbies without playing the crazy good heroes that I'm probably going to nerf at some point. I have always disliked the part where people fought over having solo lanes and hated having supports come help: support help should be welcomed, not despised.

Now, of course, I can start implementing a more meaningful difficulty curve. :)
Diellan  [developer] Aug 28, 2016 @ 7:58am 
Originally posted by Siege:
- Gold bags no longer stop invisibility. The oldest bug there is, is fixed.

Yeah, that was fixed a couple patches ago when I changed gold bags (aka made my own gold bags instead of using the ones that Valve provides).

- Try playing Meepo. I dare you.

Oh god. I didn't even think of that. I'll have to add the IsRealHero() check.
WesternSpy Aug 28, 2016 @ 11:55am 
golem wave was ez enough. only trash players died like literally this mod wasnt hard just have at least one carry player who is good and you win.
SiEgE Aug 28, 2016 @ 12:26pm 
Oh, yeah, totally forgot - Golem wave boss(Tiny) appears as a red ERROR model.
SiEgE Aug 28, 2016 @ 9:54pm 
Originally posted by Siege:
- Gold bags no longer stop invisibility. The oldest bug there is, is fixed.
nvm. some goldbags still affect invisibility.
April Aug 29, 2016 @ 1:10am 
the old golem waves and ghost waves are much better than those in new patch. how about keep patch 1.20 as easy with short range ghost and low life golems, higher difficulty will buff the ghost range and slow , same to golem , split to 3 or 4 with higher hp depend on the difficulty ?
April Aug 29, 2016 @ 1:14am 
underlord , doom and death prophet need nerf , as their skill base on max %hp way too strong against bosses. skelly died within 10sec O_O where is the fun ?

players can abuse cliff attacking ogre magi for free rapier , its nor fair for ogre : (
Last edited by April; Aug 29, 2016 @ 1:18am
WesternSpy Aug 29, 2016 @ 10:11am 
i tell you mod was fine just add more wawes now its ot interesting at all no strugles. its not horde mode more like garden. :D
Pory Aug 29, 2016 @ 12:21pm 
This is a fantastic update. The numbers seem to be causing some controversy, but I think you hit a great spot regarding the gold/XP changes that will make subsequent updates really enjoyable going forward!

I think you're talking about moving forward and re-doing the difficulty curves based on mode, and I think that now would be a great time to re-balance a few heroes and add some new creeps!

A few suggestions:

Base Mechanics

- Total experience for lane creeps reduced by ~20%
- Hero last hits give 100% gold for player, allied last hits give 50%, creep/tower last hits give 25%
- Gold Bag bounties reduced from 50 gold/player to 40 gold/player
- Radiant Defender attack damage reduced from 41-47 to 32-36
- Rapier Ogre attack range increased from 150 to 300 (can reach up cliffs)
- Tower and Barracks buffs increased by ~50%, bounties decreased by ~50%
- On higher difficulties, all bosses now hold Aghanim's Scepters (Roshan given Atrophy Aura, Bear given Enrage, Nerubian still has Finger of Death, Ogre Tank given Multicast, Giant Ghost given Chain Frost, Giant Golem as is, Centuar given Stampede, Giant Archer given Focus Fire, Giant Skeleton given REINCARNATE (incentive to end game quickly or buy diffusal)
- Higher difficulties give creeps new abilities or summon additional (possibly new) creeps
- I.e., Gnoll/Troll wave now has ranged archers, Zombies now have Feast and are accompanied by a mini-Nai'x with Open Wounds, Spiders will have a Geminate Attack weaver creep, Bears will have a Lone Druid that casts bloodlust, Kobold Healers now cast Ensnare, Flaming Golem/Hellbear wave now has a Warlock with Upheaval, etc.)

And I wrote some stuff about underutilized heroes again, feel free to ignore. Thanks!

Heroes

Abyssal Underlord

- Firestorm damage rescaled from 25/40/55/70 + 0.75/1.5/2.25/3% of max hp to 25/50/75/100 + 0.3/0.6/0.9/1.2% of max hp

Ancient Apparition

- Ice Blast cooldown reduced from 40/35/30 to 25/20/15

Bane

- Fiend's Grip duration increased from 5 (7) to 8 (30)

Bounty Hunter

- Shadow Walk backstab damage increased from 30/60/90/120 to 100/150/200/250

Brewmaster

- Primal Split duration decreased from 16/18/20 to 8, cooldown decreased from 140/120/100 to 60/45/30

Chen

- Holy Persuasion can now target Golem creeps
- Test of Faith (ally) cooldown reduced from 24 to 24/21/18/15
- Hand of God cooldown reduced from 160/140/120 to 90/80/70

Clinkz

- Death Pact duration increased from 35 to 45 seconds

Dark Seer

- Wall of Replica duration decreased from 10/20/30 to 6, cooldown decreased from 70 to 40/30/20

Death Prophet

- Spirit Siphon damage rescaled from 14 + 1/2.5/4/5.5% of max HP to 100 + 1/1.5/2/2.5% of max HP

Doom Bringer

- Infernal Blade damage rescaled from 25/30/35/40 + 1.25/2.5/3.75/5% of target's max hp to 50/60/70/80 + 1/1.5/2/2.5% of max hp

Earth Spirit

- Stone Remnant maximum charges increased from 6 to 9

Wisp

- Tether duration increased from 12 to 60

Legion Commander

- Gladiators, Unite! Replaced by Duel, granting 60/90/120 damage per victory, only usable on bosses (or a 6/9/12 damage version that you can cast on normal creeps?)

Leshrac

- Pulse Nova manacost reduced from 20/40/60 to 20/30/40

Lone Druid

- Leveling Spirit Bear will no longer disable the bonuses from Synergy until you resummon the bear/level Synergy again

Morphling

- Morph bonus stats increased from 3/4/5/6 to 5/9/13/17

Nyx Assassin

- Mana Burn's damage and mana removal components are now independent, will always deal full damage
- Spiked Carapace stun duration increased from 0.6/1.2/1.8/2.4 to 1.5/2.1/2.7/3.3
- Vendetta will now instantly kill non-boss creeps, and/or damage increased from 250/400/550 to 1000/1600/2200

Ogre Magi

- Fireblast is now AoE
- Unrefined Fireblast manacost reduced from 60% to 30% of current mana

Phoenix

- Icarus Dive cooldown decreased from 17 to 12
- Sun Ray is currently bugged, only has the percentage heal component from vanilla
- Current: heals 0.625%/1.25%/1.875%/2.5%
- Corrected:

Base Damage per Second: 10/15/20/25
Max Health as Damage per Second: 1.25%/2.5%/3.75%/5%
Base Heal per Second: 7.5/10/12.5/15
Max Health as Heal per Second: 0.625%/1.25%/1.875%/2.5%

- Damage type changed from Pure to Magical

Puck

- Waning Rift now applies damage reduction like Death Prophet's new W instead of Silence

Queen of Pain

- Sonic Wave damage type changed from Pure to Magical

Razor

- Static Link duration increased from 8 to 10, duration increased from 18 to 30
- Unstable Current bonus movement speed increased from 4/8/12/16% to 7/14/21/28% (now hits 415 MS with Manta + max E and no boots)

Silencer

- Glaives of Wisdom will give 1 stack per creep kill, functions same as Flesh Heap for STR.
- Bonus Intelligence from Global Silence removed

Spirit Breaker

- Greater Bash is now AoE like Faceless Void's Time Lock

Techies

- Land Mines damage type changed from physical to magical
- Suicide Squad, Attack! respawn time reduction increased from 50% to 90%

Treant Protector

- Root now applies to all enemies in an AoE just like Faceless Void's Time Lock
- Trigger chance from 10/15/20/25% to 25% at all levels, duration rescaled from 6 to 2/3/4/5

Undying

- Zombie movement speed increased from 100 to 320
- Casting frenzy will affect all zombies in group (is this spell based on Visage's Familiars? Right now, each one has to be tabbed over because they register as different units, unlike Chen persuading 4 Satyrs)

Keep at it, this is a great mod. Makes me wish I knew how to program...
Last edited by Pory; Aug 29, 2016 @ 12:29pm
Diellan  [developer] Aug 29, 2016 @ 1:27pm 
I have ideas for adding new powers and buffs to enemies on higher difficulties, but I have to figure out how to make added abilities play nicely with mob AI. I'll figure something out.
TLP Sep 5, 2016 @ 6:32pm 
I was wondering what this means in English:

"Shackles now has the same damage and cooldown as live, and is now aoe targeted instead of PBAOE"

My guess is: Shackles now has the same damage and cooldown as vanilla, and is now aoe targeted." Would that be true?

Per Bonus Affected Other Entity? Perfectly Baffling Abnormal Out-Effects?
Diellan  [developer] Sep 5, 2016 @ 6:55pm 
Point Blank Area of Effect (terminology used in MMOs). Before this update, Shackles affected every enemy within 400 radius of Shadow Shaman; now it affects every enemy within 250 radius of the target enemy.
TLP Sep 5, 2016 @ 7:12pm 
Aha, thanks for clarifying. Shackles is one of those "not so useful" disables, since it also disables you.

Also, I was looking forward to Golem boss to drop Aghs and Vlad's Cuirass, but alas he did not.
< >
Showing 1-15 of 35 comments
Per page: 1530 50