The bounty for melee creeps has been increased by 5 gold, bridging the value difference between ranged and melee creeps a bit. The impact of that lost XP will be felt more strongly in the early game. The amount of XP required to level up from level eight to 13 is being increased from to , to to Jungling might be coming back with this Dota 2 update. Finally, towers have been given a significant buff. No link spamming or signature advertisements for content not specific to Dota 2.
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Adds physical invulnerablity for a few seconds. Will target Towers, Barracks, and the Ancient. Categories : Outdated pages Units Game Mechanics. Hidden category: Pages with hard coded colors. Contact Us Send an email Chat with us Contact. This page was last edited on 17 April , at Licenses for other media varies. Arc Warden. Magnetic Field. True Strike does not affect buildings. Centaur Warrunner. Searing Arrows. Death Prophet. Dragon Knight. Elder Dragon Form. Faceless Void.
Liquid Fire. Diabolic Edict. Ice Armor. Can be cast on allied buildings to increase their armor for 40 seconds. Also applies a debuff that slows attackers. Naga Siren. Song of the Siren. Night Stalker. Ogre Magi. Guardian Angel. Aghanim's Scepter upgrade only. Nether Blast. Eye of the Storm. The armor reduction part of this skill does not work on buildings. Damage is reduced by the armor value only, not by the armor type.
Shadow Shaman. Mass Serpent Ward. Proximity Mines. Treant Protector. Living Armor. Plague Ward. Poison Attack. Deals full damage and slows buildings. Spirit Bear. Assault Cuirass. Assault Aura. Crimson Guard. Outpost XP reduced from 25 per minute to Updated various armor values to closely align with the new formula: Tier 1 Towers: 17 to 12 Tier 2 Towers: 19 to 14 Tier 3 Towers: 19 to 14 Tier 4 Towers: 29 to 21 Melee Barracks: 18 to 13 Ranged Barracks: 12 to 9 Ancient: 18 to 13 Fillers: 14 to 10 Shrines: 24 to Glyph is now on cooldown until the 3 minute timer in-game.
Melee Barracks team bounty reduced from to Tower denies now remove all gold instead of just half Ancient HP regen increased from 8 to Tier 1 Tower armor aura increased from 1 to 2. Shrines now start on cooldown and become available at 5 minutes Reduced Shrine count in base from 5 to 3 Removed the shrines from the top and bottom lanes behind the barracks Shrines mana regeneration growth per minute reduced from 1 to 0.
Towers base armor reduced by 2 Towers now gain 1 more armor per nearby enemy hero 3 total per enemy now Towers bonus armor based on nearby enemy heroes AoE increased from to Shrines base health regen reduced from to Shrines are now vulnerable after a T3 tower dies, rather than after all T2 towers die Towers no longer attack neutral team units. Tier 2 towers damage now same as Tier 3 Towers now grant an armor aura to allied heroes Tower True Sight range reduced from to Backdoor protection is not responsible for the invulnerability buildings have, so the buildings still stay invulnerable if their corresponding towers are not destroyed first.
Towers, Ancients and fountains, all have True Sight , the ability to detect nearby invisible enemy units. The radius' are different for between them. The Glyph of Fortification or Glyph in short is an ability usable by any player that causes all friendly buildings and lane creeps to become impervious to damage for a short duration, while also granting tier 2 and higher towers a multishot attack, allowing them to attack multiple enemies at the same time.
The effect has a rather low duration and very high cooldown, making the timing of usage very important. The Glyph is used strategically to stop enemy pushes or slow them down long enough to organize a defense. It may also be used offensively to secure a push by granting the creep waves damage immunity at the right time, or even for finishing enemies off by using the multishot attacks. The Glyph of Fortification can be activated by any player with a button at the right of the minimap or the shortcut they defined in the settings.
The Glyph's cooldown is shared by the entire team, meaning if one player uses it, it goes on cooldown for all players of the team. However, whenever a tier 1 tower falls, the Glyph's cooldown gets refreshed 1 second later. Dota 2 Wiki Explore. Main Page All Pages. Useful pages. Explore Wikis Community Central. Register Don't have an account? History Talk Old Abilities. Removed Buildings. Tower Protection. Ability Aura. Affects Allied Heroes. Increases armor and health regeneration of nearby allied heroes.
Radius: Persists death. Notes: The aura 's buff lingers for 0. Tier 1 towers can regenerate up to 60 health in one minute. Multiple instances of Tower Protection do not stack. Only affects allied heroes, creep-heroes , and illusions. Other allied units are not affected. Affects invulnerable but not hidden heroes.
See also: Lane creeps. Rejuvenation Aura. Notes: The aura 's buff lingers for 3 seconds. Can fully regenerate a unit's health within 20 seconds and mana within The aura also causes Bottle s to refill and provides invulnerability to the team's couriers.
Due to the aura lingering for 3 seconds, Bottles keep on refilling even when already outside of its range, until the buff is gone. Affects invulnerable but not hidden units.
Fountain Damage. Ability Passive. Damage Physical. Taking increasingly more damage from the fountain each time you are attacked. Attack Damage Bonus per Stack: 3. Notes: On each attack, first adds 1 stack and then deals damage based on the stack count. This means that the bonus damage is applied even with the first attack. The bonus damage is dealt in one instance together with the attack damage, and counts as attack damage as well.
Each successful attack refreshes the whole stack. Missed attacks neither place the buff, nor add a stack or refresh it. The number of stacks is visible on the debuff icon placed on attacked units. Does not work against wards. There is no description for this ability. True Sight Radius: Notes: Capturing an outposts causes its teams to get changed, so that it now grants vision, true sight and experience to the team that captured it. Can only be captured after at least one enemy tier two tower has fallen.
An outpost can be captured by ordering the hero to attack it. An attack order is given by right-clicking, or by pressing the attack hotkey and selecting the outpost as a target. Once the hero is within the capture range, the channeling for the capture begins.
Meepo clones , Tempest Doubles and an upgraded Vengeance illusion are also able to capture the outpost. Since a hero executing an attack order is required to capture it, it cannot be captured while disarmed.
However, getting disarmed while already channeling it does not cancel it. The capture time gets lower the more players channel it, equaling the given channel time, divided by the amount of players who channel. The same player channeling an Outpost with multiple heroes via clones does not speed up the channel time. While channeling, the enemy gains caster vision over the channeling heroes, so that the capturing heroes are always visible to their enemies.
Outposts grant experience to the owning team on each minute mark. Only one outpost may grant experience. When owning both outposts, the experience does not get doubled. The True Sight is provided within the whole area, regardless of the buildings actual vision. It is fully unobstructed. The True Sight is provided by an aura which affects enemies.
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