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Dota IMBA 7.00 patch notes

General changes

  • The in-game scoreboard now supports up to 10 players per team!
  • Incoming/outgoing damage numbers are now a bit larger than before.
  • Corrected some items being out of order in the shop (they are supposed to be organized by price inside their respective columns).
  • Helm of the Dominator is now classified as a supportive item in the shop.
  • Contributor effigies are back to the game - visit our Patreon to learn how to get one for yourself!
  • Added an option for the host to choose: No duplicates means that each player can control his unique heroes, and no one else can do it. Mirror Mode means that each hero can be taken once by both the radiant and the dire team. Free Mode allows everyone to pick who the hell they want, no limitations.

Heroes, abilities and talents

  • Maximum level is now 40 by default.
  • Heroes' basic abilities can now be leveled up to 7 times, and ultimates can be leveled up to 6 times.
  • At levels 5, 15, 25 and 35, heroes can pick from one of six generic talents. The six available talents are different for every hero.
  • Generic talents' bonuses are larger if you pick them up at a later level, but each of them can only be picked once.

Generic talents include:

  • Bonus damage;
  • Bonus attack speed;
  • Bonus to all stats;
  • Bonus to each stat (str, agi, or int);
  • Bonus armor;
  • Bonus magic resistance;
  • Bonus evasion;
  • Bonus movement speed and movement speed limit;
  • Bonus health;
  • Bonus health regeneration;
  • Bonus mana;
  • Bonus mana regeneration;
  • Bonus attack range;
  • Bonus cast range;
  • Lifesteal;
  • Spell lifesteal;
  • Cooldown reduction;
  • Spell power;
  • Bonus experience gain;
  • Bonus GPM;
  • Respawn reduction.

 

  • At levels 10, 20, 30 and 40, Heroes can pick one of two talents, each enhancing one of their abilities in some way. Those talents are always unique to the hero.
  • The above is always valid for IMBA heroes. For "lazy" heroes, a mix of unique and generic talents will be available instead. Right now, the talent manager doesn't fully support lazy heroes - stay tuned!

Mechanic updates

Attack speed no longer has a cap.


Physical damage block has been reworked:

  • Now blocks damage before damage reductions (was after reductions previously).
  • Block from different sources now stacks fully. Stout shield, Poor man's Shield, Vanguard, Crimson Guard, and Tutela Plate are all considered the same source and thus do not stack with themselves.
  • Block works at 60% efficiency on ranged heroes, e.g. a ranged hero with 100 damage block will actually block only 60 damage from each attack.
  • Does not work on illusions.

Universal damage reduction has been reworked:

  • IMBA sources of universal damage reduction, such as Crimson Guard or Centaur's Hoof Stomp buff, now stack multiplicatively (instead of additively).
  • The same goes for sources of universal damage amplification.
  • Vanilla abilities will be converted to this new calculation as we get them done.

Introduced a new mechanic: Tenacity

  • Tenacity reduces enemy debuff durations by a certain percentage. This means that 20% tenacity, for example, will make enemy stuns last 20% less time on you.
  • This mechanic was already present in items such as Tutela Plate, but it's now being standardized.
  • All sources of tenacity stack multiplicatively.
  • Roshan has 50% tenacity passively.

Spell lifesteal from different sources now stacks additively. All sources of spell lifesteal are now 50% as effective on creeps.


Autoattack (regular) lifesteal from different sources now properly stacks additively, and is always based on damage dealt after reductions (previously, this was a mixed bag between IMBA and non-IMBA sources of lifesteal).


Spell Power now works the same as regular spell amplification:

  • It works on physical damage spells;
  • It does not distinguish between magic or pure damage, increasing both by the same amount;
  • It has no effective distance limit;

In addition,

  • Some spells are affected by spell power in other ways (such as increased durations or healing);
  • Every 14 points of intelligence grants 1 spell power (as in vanilla);
  • All sources of Spell Power have been nerfed.

Power levels

Hero abilities now scale further into the game, and items' power has been reduced *when compared to heroes' abilities*. The point is for each hero to be unique, instead of just a chassi for players to build overpowered items on.

IMBA items and abilities now focus on providing extra effects and interactions, instead of simply increasing overall damage output.

The result of all this is that early game, heroes will feel weaker than before, but late game, they will be even more powerful than now.

New IMBA heroes!

Added several new IMBA heroes:

  • Alchemist
  • Bloodseeker
  • Disruptor
  • Lycan
  • Riki
  • Silencer
  • Slardar
  • Tiny
  • Ursa

Arena Mode

  • Tweaked the center arena and the secondary base exits to be slightly larger.
  • Arena Mode now plays with 12 players (6v6), instead of 16 (8v8).

Item changes

  • Several items with buffs which change dynamically, such as Armlet's Unholy Strength, now display their current bonus values on their buff tooltip.
  • Reduced the basic stats (damage, attack speed, movement speed, attributes...) of most items to match their vanilla counterparts.
  • Consumables, basic, and cheap items retain many of their IMBA properties, such as long-range ward planting, cheap/fast restocking gem/smoke, etc.

New IMBA items!

Added some new IMBA items:

Angelic Alliance

  • Solar Crest + Halberd + 1000 gold recipe. 7125 total gold cost.
  • Heavy defensive/anti-carry item, grants massive armor, strength and evasion, and disarms the owner's targets/attackers.
  • Can lose the passive benefit (akin to medallion/solar crest) to impart it to an ally or (negatively) into an enemy. Doing so reveals the target to the enemy team.

Curseblade/Hellblade

  • A second upgrade path for Diffusal Blade (separate from purgeblade/witchblade).
  • Active: transfers any purgable debuffs currently active on you to a target enemy; also slows and drains health/mana from them.
  • Passive (Hellblade only): whenever you attack an enemy, has a chance to transfer one random debuff active on you to the target.

Dust of Appearance

  • No longer a consumable!
  • Dusts nearby enemies as normal. Dusted, but still invisible enemies are slowed and revealed through the fog of war.

Javelin

  • Now increases melee attack range by 75. No effect on ranged heroes. Builds into Monkey King Bar, further increasing the melee heroes' bonus attack range.

Spellfencer

  • Azura + Oblivion Staff + 500 gold recipe. 3900 total gold cost.
  • Causes your autoattacks to deal magical damage instead of physical.

Morbid Mask, Mask of Madness and Satanic.

  • They now apply a brand new projectile for ranged heroes!
  • Satanic has a new passive, allowing you to keep souls of slaying heroes to boost your power.
  • Morbid and Mask of Madness will get their IMBAfication in the upcoming patches.

Battle Fury

Reverted Battle Fury to its vanilla version.

Battle Fury will gain an IMBA upgrade in the future.

Bloodthorn

  • No longer amplifies all damage instances on debuffed targets.
  • Now guarantees 145% damage crits on the affected target.
  • Each hit on the target while the debuff is up increases the critical damage of all further hits by 5%. This value is reset when the debuff expires.

Dagon

  • Dagons 6-10's damage no longer decreases by 10% per bounce.
  • Instead, bounces now deal a fixed 100/175/250/325/400 damage.

Desolator

  • Desolator's active projectile is now slow-moving, applies the armor and vision reduction, and deals minor damage.
  • Stygian Desolator does the same, but launches five projectiles in a cone.
  • Both can affect structures.

Mega Treads

Recipe is now treads (any) + Sacred Relic (5150 gold total).

Mega Treads grant a large boost to their chosen attribute, and increase that attribute's power by 50%:

  • Each point of Strength grants +10 HP and +0.005 health regeneration; or
  • Each point of Agility grants +0.07 armor and 0.5 attack speed; or
  • Each point of Intelligence grants +6 mana, +0.05 spell power and +0.02 base mana regen.

In addition, if the chosen attribute is the owner's main attribute, it also grants +0.5 damage per attribute point.

Monkey King Bar

  • Recipe reverted to demon edge + 2x Javelin (price from 5800 to 5400 gold).
  • Now grants 150 attack range to melee heroes; does not work on ranged heroes.

Octarine Core

Magus' Presence reworked.

  • Before: launched a 100-damage shockwave whenever a spell with mana cost over 140 was cast.
  • After: Octarine Core has a 10-second cooldown. Whenever it is off-cooldown, your next spell will launch a shockwave that deals 50% of its mana cost as damage to nearby enemies. Can be toggled off.

Pipe of Insight

Reverted Pipe to its Vanilla version.

Pipe of Insight will gain an IMBA upgrade in the future.

Radiance

  • While inside Radiance's burn radius, enemies now accumulate *afterburn* stacks. Those extend the Radiance's burn effect, even after leaving its area of effect.
  • Afterburn stacks accumulate at a rate of 1 every 3 seconds, and decay at a rate of 1 per second, meaning 3 seconds inside Radiance's burn radius = 1 extra second of burn damage.

Scythe of Vyse

  • No longer reduces the target's armor or magic resistance.
  • Can now be used on yourself; applies a basic dispel and hexes you, but grants very fast flying movement and makes you immune to enemy hexes for the duration.

Silver Edge

  • Now properly applies Break (instead of a hacky, barely-working Break analogue).
  • No longer detects nearby units.
  • No longer slows enemies on the invis-breaking hit.

The Triumvirate

Reworked the Triumvirate, and all its components. Each of the basic swords (Sange, Yasha and Azura) now has two passive attack effects:

  • An always-active, stacking buff/debuff; and
  • A chance-based proc, which triggers the item's 5-second cooldown.

The cooldown is shared between all the swords, and their upgrades.

Sange

  • Maim: slows target on every attack for 7% move/7 attack speed. Stacks 3x.
  • 30% chance to disarm target for 1 second. 5 sec CD.
  • +10 damage, +16 str.

Yasha

  • Battle Rhythm: grants you 5 attack speed after every attack. Stacks 3x.
  • 30% chance to gain +15% move speed for 3 seconds. 5 sec CD.
  • +8% move speed, +15 attack speed, +16 agi.

Azura

  • Soul Rend: causes the target to take 7% more magic damage with every attack. Stacks 3x.
  • 30% chance to silence the target for 1 second. 5sec CD.
  • +10% cooldown reduction, +16 int.

Sange & Yasha

  • Has Maim and Battle Rhythm, and both stack up to 4x. 30% chance to disarm and gain move speed.

Sange & Azura

  • Has Maim and Soul Rend, and both stack up to 4x. 30% chance to disarm and silence.

Azura & Yasha

  • Has Battle Rhythm and Soul Rend, and both stack up to 4x. 30% chance to silence and gain move speed.

The Triumvirate

  • Has Maim, Battle Rhythm and Soul Rend, and each stacks up to 5x. 30% chance to silence, disarm, and gain move speed.
  • +20 damage, +20 attack speed, +20% movement speed, +10% cooldown reduction, +20 to all stats.

Bonus movement speed and cooldown reduction from Yasha/Azura upgrades do not stack with themselves.

Vladmir's Blood

  • Recipe is now Vladmir's Offering + Perseverance + 600 gold recipe (4550 gold total).
  • Now completely overrides all of Vladmir's Offering's aura bonuses.
  • Aura now grants way less damage, but way more health/mana regeneration.

(Im)balance changes

  • Too many to list! Play and experiment! :)

Bug Fixes

  • Fixed Armlet/Octarine Core toggling automatically grabbing/combining items in your stash.
  • Fixed toggled Armlet/Octarine Core selling for half their normal prices.
  • Fixed Octarine Core not healing from spell damage if you hit an attack on the same game frame.
  • Fixed Blink Dagger/Blink Boots not blinking towards your fountain on double-self-click.
  • Fixed Town Portal scrolls sometimes leaving you stuck in cliffs or inside trees.
  • Fixed hero models glitching when being hexed by multiple sources at the same time.
  • Fixed missing item icons on the end-of-game scoreboard.
  • Fixed the little white/red damage numbers being missing.
  • Fixed Monkey King Bar's bonus attack range stacking with Dragon Lance/Hurricane Pike's.
  • Fixed Warlock and Pugna's wards being valid targets for Hand of Midas.
  • Fixed heroes' stats changing when dead, as if they had unequipped all their items.
  • Fixed an Armlet exploit which allowed quick regeneration of health.
  • Fixed missing Eye of Skadi range indicator.
  • Fixed Blight Stone being an unique attack modifier, and stacking with desolator/stygian desolator's armor reduction.
  • Fixed various bugs and tooltips.
  • Contributor statues are now colored grey to make them distinguishable from real couriers.
  • Fixed Sniper's Shrapnel raining on Roshan allowing him to snipe everything from everywhere on the map.
  • Fixed Lich's Sacrifice giving insane amounts of attack speed to nearby creeps.
  • Alchemist's Chemical Rage's Acid Aura now only applies on enemies with at least one stack of Sticky Acid on them. The Acid Aura's radius is the current Acid Spray radius. 
  • Fixed Riki's Blink Strike.
  • For now, Pudge is disabled, since it was not fully reworked yet. It'll be released on the very next patch.

And much, muuuuuch more! We've been very busy.
Just have fun! :)