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Dota Patch 6.74: What's next for Dota 2?

By Hendrik 'chsn' De Backer
Mar 13, 2012 01:20

ImageDota receives a new version, we take a look at some of the changes and discusses its impact on Dota 2.

Very recently the original Dota got patched up to version 6.74. The patch contained some very interesting hero changes, and these changes are almost certain to carry over to Dota 2 as Icefrog’s vision is to have the two games shadow each other as close as possible. Please note these patch changes are NOT in Dota 2 yet, however once you read them you will realise they are the solution to many of the problems Dota 2 is experiencing at the current state of the game. The full patch notes can be found over at playdota, however below I have selected some of the major Dota 2 relevant changes and also briefly gone into my opinions on them – certainly something to discuss in the comments below!

1. Hero Changes


- Power Cogs HP/Mana drain increased from 55/70/85/100 to 60/90/120/150

A change that will hopefully make my favourite hero see more action at a pro level. This change makes his cogs a much more feared skill in an offensive situation, with a 50% increase in the amount of hp/mana drained at it’s max level!

Doom Bringer

- Level Death bonus damage increased from 250 to 275

Crystal Maiden

- Freezing Field AoE increased by 100 (Explosion AoE adjusted to keep damage probabilities equivalent)

Dark Seer

- Wall of Replica illusions take 300% damage (up from 250%)
- Wall of Replica Aghanim bonus no longer creates allied illusions
- Wall of Replica Aghanim bonus now increases illusion damage from 70/80/90 to 100/120/140% instead

A hero currently regarded as ban or pick, these changes focus on Dark Seers ultimate, in specific how it functions with Aghanim’s. First change is a slight nerf to the illusions in general, with them taking more damage from all attacks. The next two are the big changes. Just as it says Aghanim’s will no longer allow you to make illusions of your allies when they walk through the wall. In trade off for this there has been an increase in the damage the illusions do. This means less illusions, but ones that hit harder – however they do die a little bit easier than before. I personally view this as a very minor nerf, requiring more skill in the ult itself as you own team can now longer walk through an make illusions. Can guarantee the Seer will still be high on the banning list if you ask me.

Drow Ranger

- Silence AoE increased from 275 to 300


- Black hole now prevents heroes being Forced out with Force Staff

Tobi Wan’s favourite change of the patch – now more chance for epic black holes!


- Wrath of Nature mana cost increased from 150/175/200 to 150/200/250
- Teleportation mana cost no longer decreases per level (constant 50)


- Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35
- Chaos Meteor land time decreased from 1.5 to 1.3
- EMP can no longer hit Invulnerable/Tornadoed units
- EMP cooldown increased from 25 to 30 seconds
- Sun Strike damage type changed from Magical to Pure
- Sun Strike now reveals the area it will hit before the damage impact
- Tornado cooldown increased from 25 to 30 seconds
- Tornado Damage decreased from 77.5+(Wex+Quas)*23 to 70+(Wex+Quas)*20

Big changes! Very well deserved ones too if you ask me. EMP no longer hits people which are invulnerable or in the tornado. His most OP combo of moves was always going to get a nerf, we all need it, however do not fear as a truly good invoker will still be able to land a good EMP, he will just have to time it for when they land from the tornado rather than fire it straight away. The whole Wex/Quas invoker has generally taken a hit, with some small buffs to other skills which will hopefully result in us seeing some more skill combinations from invokers from now on.


- Omnislash now gives Juggernaut 200 flying vision during its duration


- Torrent AOE increased from 200 to 215
- X Marks The Spot cooldown decreased from 20 to 16 seconds
- Ghost Ship stun duration increased from 1.2 to 1.4

Small buffing love to a much missed out hero that, much like Clockwerk, I wish we could see getting a bit more action at a pro level.


- Fiery Soul attack speed bonus increased from 30/40/50/60 to 40/50/60/70
- Fiery Soul movement speed bonus increased from 3/4/5/6 to 4/5/6/7%


- Voodoo cooldown increased from 13 to 15
- Voodoo manacost increased from 110/140/170/200 to 125/150/175/200
- Voodoo duration increased from 1.25/2/2.75/3.5 to 1.75/2.5/3.25/4

A good half second added to Voodoo from level one, with a trade of for a bit more cooldown and mana cost. Should help early game more than anything else.


- Moonlight Shadow cooldown decreased from 180/160/140 to 160/140/120


- Ethereal Jaunt now dodges projectiles
- Phase Shift autocast removed
- Phase Shift manacost removed
- Phase Shift level 4 duration increased from 3 to 3.25 seconds
- Aghanim Upgraded Dream Coil no longer increases the manacost from the base spell

Most likely in response to the bug linked to Pucks auto casting phase shift (look it up if you do not know the story behind it). A great change with ethereal jaunt now dodging projectiles, just a very minor niggle I have always had with it in the past. Small buffs for phase shift and dream coil with Aghanim’s leave puck pretty much unchanged, albeit now fixed and hopefully bug free.


- Decrepify cast range increased from 550/600/650/700 to 700
- Life Drain damage increased from 100/150/200 to 120/160/200 (with Aghanim's from 175/225/275 to 180/240/300)

Good small buff to decrepify and also more health from life drains, that extra 20hp drained at skill level 1 could really make a difference in the early lane phase.

Queen of Pain

- Shadow Strike initial damage increased from 50/70/70/100 to 50/75/100/125

Teams have players already unlocking the potential of Queen of Pain in dota 2 so it really makes me wonder how this buff will be perceived? Quite possibly will push Queen of Pain into the top tier of the hero list.

Shadow Fiend

- Necromastery now gives 6 souls for killing a hero (instead of 1)
- Necromastery soul count increased from 8/16/24/32 to 12/20/28/36

Another of my personal favourite heroes, and one that again I feel is overlooked by many pro teams as a viable mid carry. 6 souls for a hero kill mainly effect this hero when recovering from dying, which loses him 50% of his soul count, drastically dropping his damage. Now a good place ult that snags a kill or two will pay off allowing Shadow Fiend to continue the team fight at near maximum damage even if fresh out of the well.


- Headshot damage increased from 30/30/40/50 to 30/40/50/60

Storm Spirit

- Ball Lightning now properly dodges projectiles


- March of the Machines duration increased from 5 to 6 seconds


- Poison Attack damage increased from 6/12/18/24 to 10/16/22/28
- Fixed Poison Attack damage not being lethal


- Infernal's Permanent Immolation damage increased from 20/30/40 to 30/40/50 per second
- Shadow Word duration increased from 8 to 9 seconds

Buffed not too long ago if I remember correctly, but regardless here he is with a decent buff. Steady addition of damage from infernal permanent and shadow word should make the hero a little more appealing to people wanting to try out Warlock.

2. Item Changes

Animal Courier

- Courier cost decreased from 170 to 150

Flying Courier

- Flying Courier cost increased from 200 to 220

Small transfer of 20g cost from the start of the game to the mid game. May seem like nothing but potential is there to open up some slightly better starting item builds, mainly for the support heroes who usually buy the courier.


- HP regen increased by 1 to equal the sum of its parts

Ethereal Blade

- Ether Blast slow increased from 60% to 80%

Eye of Skadi

- Cold Attack slow duration increased from 2/4 (range/melee) to 3/5

Flying Courier

- Flying Courier cost increased from 200 to 220


- Mjollnir's Static Shock can now be cast on non-hero units as well (like Infernals)

Veil of Discord

- Discord duration increased from 15 to 20 seconds

Tranquil Boots

- Can now be disassembled
- Damage instances before breaking increased from 3 to 4
- Rejuvenate heal increased from 150 to 170

Sange & Yasha

- Sange and Yasha can now be disassembled

Changes to disassembling items which finally make sense! Tranquil boots now potentially a good pick up for support heroes early on; simply disassemble them and make them into other boots plus some other stat items – the heal is such an overlooked item on these boots and it would be interesting to see them fit into the game more often. Taking Sange and Yasha apart after merging them opens the potential to make one/both of them into higher tier weapons if you are getting fed more than Dendi playing Pudge mid!

3. Gameplay Changes

- Courier death team bounty can only trigger while no couriers are dead
- Courier death team bounty from 150 to 175
- Added a new ability on the courier to go to the secret shop
- Removed Unexplored Fog of War
- Cheese no longer requires 5 mana to use
- Range creeps mana pool increased from 300 to 500
- Harpy's Chain Lightning cooldown from 6 to 4 seconds
- Satyr Trickster purge manacost decreased from 150 to 120
- Satyr Hellcaller HP regen aura increased from 3 to 4

*Please note there is little chance the bug fixes/UI changes will make it over to Dota 2 for fairly obvious reasons*

Thank you very much for reading this quick guide on what is to come – potentially – in future Dota 2 patches, some interesting changes I am sure you will agree! Discuss it all at your leisure in the comments section below!

Article by: Ghostchanter

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