Dota 2: The New Journey – why update 7.00 is such a MASSIVE game-changer


For an idea of how much Dota 2’s New Journey/7.00 update is A Big Deal, consider this: Dota, in general, has been in version 6.somethingsomething since 2005 – the Dota All-Stars mod days. It was around this time that the mysterious Icefrog originally took over development. That’s endured all the way through Valve’s Dota 2, right up until now, when all our expectations of the game’s patch number conventions crumbled like so many tango-munched trees.

Moreover, the preceding patch – 6.88 – is held in unusually high esteem by both the community at large and the professional/competitive scene. Other than the questionable strength of certain illusion-spam lineups, 6.88 was remarkably well-balanced, with almost no heroes considered unviable and a relatively broad range of strategies, from drawn-out split pushing to full-davai five-man gank rushes being employed in games at all skill levels. [Don’t worry about the terminology if you’re less steeped in on Dota slang – just know that 6.88 was really versatile! – Ed]

Nonetheless, Valve – and Icefrog – have held little back for 7.00, introducing not only a new hero in Monkey King, but the kind of fundamentals-altering additions that go even further than what skipping 0.11 version numbers would suggest. Perhaps the most impactful of these changes are Talents.


The ability to put skill points into upgrading your hero’s stats when you level up is dead. Instead, you can now put those points into Heroes of the Storm-style Talent trees, which give you a choice between two permanent buffs at levels 10, 15, 20 and 25. That’s all on top of your hero’s usual spells. In effect, that means every single hero has received potentially enormous buffs.

Seriously, listen to some of these options: an extra 300 gold per minute on Puck. Vengeful Spirit’s Magic Missile piercing spell immunity. -35s respawn time on Nature’s Prophet. +6 health regen for Slardar at level 10. Level 10!


Of course, most aspects of Dota 2 sound horrific on paper before turning out to be easily counterable or ignorable in-game, and it’s worth remembering that most games end without anyone hitting level 25. Actually, many end without supports even hitting 20. It’s therefore hard to imagine that the craziest Talents (which live at the top of the Talent Tree and will only come into play in these late stages) will form the basis of initial hero picks/bans or overall strategies.

Still, they’re definitely things to aim for, and I can see supports possibly playing a bit more sacrificially in order to avoid sapping that precious XP, helping to secure their carry’s level progression.

[As a Witch Doctor main, I checked his Talent Tree and one of the level 10 choices gives you +20% XP gain, so that could help stop you falling behind while prioritising a carry in this way – Ed]

In any case, the bonuses afforded by skilling Talents look set to open up new item build possibilities, to counter enemy capabilities (or synergise with allies) and negate the weaknesses a hero may have possessed since their inception; as a perennially weak, broke Crystal Maiden player, I’m particularly excited about kitting her out with +50 attack damage and +120gpm. The uncountable extra layers of complexity and strategy that Talents add may make for huge amounts of potential, or create a huge risk in terms of overpowered heroes, but one thing’s for certain: there’s a hell of a lot more to learn now.

Monkey King

Monkey King

At last, we have Sun Wukong, the Monkey King: Dota 2’s first hero not to have been ported from the original Dota mod. As is often the case for newly-added heroes, he feels very strong indeed; his Q ability, Boundless Strike, is a long-range staff slam that stuns everything in a line while also adding critical physical damage based on his normal attack attack, so it can double as a devastating area of effect nuke if you build heavy-hitting items on him.

He also has an excellent escape ability in Tree Dance, which lets him jump up to and from treetops where enemies can’t see (unless they have flying vision, which Tree Dance incidentally provides for Monkey King). This also sets up Primal Spring, whereby he jumps forcefully back to the ground, damaging and slowing heroes caught in a small radius.

His passive, Jingu Mastery, adds bonus autoattack damage and lifesteal if Monkey King lands four consecutive hits on a hero. This combos nicely with his ultimate, Wukong’s Command, which creates a formation of illusions to attack anything caught in its massive area of effect – while, again, boosting Monkey King’s attack damage.

Wukong's Command

His only duff spell, in my book, is Mischief. This applies a context-sensitive disguise to help hide from pursuers – he’ll turn into a tree if you’re in a wooded patch, or a rune if you’re stood atop one of the ward spots. It will rarely fool experienced players, sadly, and even newbies must surely notice something strange about a random tango or clarity potion lying in the middle of a lane. A simple autoattack will break the disguise, anyway. [You say this, and yet after spending two years accidentally picking up abandoned iron branches thanks to one particular friend I might be a little more vulnerable to the trap… – Ed.]

Valve reckon Monkey King is a carry, which is certainly a viable way to run him, considering his obscene physical damage potential. That said, his toolkit is versatile enough to make for a decent solo offlaner, too – Boundless Strike is well-suited for halting ganks, and Tree Dance is an effective escape mechanism provided the enemy can’t get vision over trees. Be wary of Timbersaws, though: if a tree is destroyed while Monkey King is stood on it, he’ll be stunned for four whole seconds; a probable death sentence.

Tree Dance


As well as a long list of balance tweaks, 7.00 has applied major reworks to a handful of heroes. Lycan, for instance, has had a timing element added, similar to that of Night Stalker: Howl’s new damage and HP buffs will have double the effect when used at night, adding an interesting dimension in terms of when exactly he should time a push or join a fight.

Infamous lane-annoyer Necrophos, meanwhile, has had his Sadist ability replaced by Ghost Shroud. Sadist was the one which let him gain health and mana when killing units. Ghost Shroud is about slowing nearby enemies while putting Necro in an Ethereal state – so he can’t attack, and is weaker to magic damage, but will have any HP or mana replenishment effects doubled AND you get an area of effect slow which affects nearby enemies. Since Sadist boosted Necro’s survivability, this replacement with Ghost Shroud looks like Valve is prodding Necro into a more clearly-defined support role, helping his team chase down kills at the risk of being blown up by magical nukes.

Another big change is to his Aghanim’s Scepter upgrade; using Necro’s ultimate ability when you have a Scepter no longer disables buyback on the hero you killed, making it a bit less game-winning in the ultra-late game [more on the importance of buyback in our Dota 2 guide! – Ed.], but it does now reduce cooldown on said ultimate to a minimum of 25 seconds – low enough that it could be deployed twice in a single fight. Scary.

Treant Protector got a boost to his surprise-attack potential, with Nature’s Guise turning from an active ability to a passive, turning him invisible whenever he’s near a tree for a few seconds (and gaining movement speed in the process). Break that invisibility with an autoattack, and it’ll apply a decent scaling bash stun to your target. That comes at the cost of easy escapes, though; the old Nature’s Guise had a 2s invisibility fade time, while this new version takes between 3-6s to kick in, depending on your hero’s level.

Techies’ Land Mines also got completely changed, becoming Proximity Mines. Undetectable to True Sight, these will actually reveal themselves to enemy heroes who move into close range of the mines. The mines don’t trigger immediately so you have a brief window to GTFO but if you stay within that range for 1.6s, they’ll explode. Proximity Mines can’t be stacked on top of each other, but have much higher damage to compensate.

This does sound like an improvement for all involved. Techies players won’t have to stand around slowly plopping nine mines all on the same spot, while foes will have a little grace period to avoid or destroy the mine before it insta-gibs them out of nowhere, as was the case before. I’m not too keen on Blast Off, the replacement skill for Suicide Squad, Attack!, though. With that one Techies quickly dart forward before non-lethally exploding, making it harder for victims to dodge. Besides dealing huge damage, it applies a silence to anyone caught in the blast radius – the most annoying debuff in all MOBA-dom.

There are tonnes of other, lesser changes, but it would be remiss to skip a mention of Riki’s new Aghs upgrade, which allows him to hide inside an ally when casting his ultimate, attacking from within his host. Fellow Dota nerds may recognise the origins of this in a legendary Reddit shitpost; a dumb joke made to pass the time between patches, now given immortality in the game itself. Still, hitching a ride inside a speedy Bloodseeker, Windranger or Slardar while casting Tricks of the Trade on anyone nearby could be an effective, and quite literal, pocket strat.


There’s also a new ‘backpack’ mechanic wherein you can carry an additional three items, but not use them or gain their effects. They can be swapped out with any of the items in your main inventory, but they’ll only become ‘active’ after a six second delay. It’s probably not a quick enough process to reliably switch items around mid-fight, but it is super useful for lugging around the component parts for a soon-to-be complete Upgrade item. I’ve found it’s especially useful when one of those components comes from the Secret Shop — you can just grab it and bag it while passing through, without needing to micro the courier when delivers the other parts.

General changes

Now that Talents have made XP gain much, much more important, Valve have very helpfully completely changed how experience and leveling is calculated. In short, most levels now require less XP to reach than in 6.88, and maxing out at level 25 requires less XP overall. To an extent, this is counteracted by lowered XP gains from denied creeps, but with higher, scaling payouts from things like the Tome of Knowledge item and more easily available Bounty runes (see below), expect to see core heroes level up faster, possibly leading to shorter, faster-paced games.

Root abilities have also been buffed. Root is a status effect that stops you moving but doesn’t disable you the way a stun would. Root abilities will now prevent ‘escape’ spells like Mirana’s Leap and Phoenix’s Icarus Dive from allowing them to move away. This is a great change – roots always felt like rubbish Poundland stuns, and while they’re still not sufficiently ‘hard’ disables that they break the heroes using them, it’s nice that slippery heroes can’t just brainlessly jump out of them. Speaking of which, many of the same leap/jump/dive spells no longer disjoint projectiles – how d’you like that, Slark? Jerk.

The map

Roshan has moved house again – he now resides in a new cave next to the top rune spot, right in the middle of an expanded bit of river. Hopefully this cuts out the Dire side’s advantage when it comes to claiming Rosh; previously, it was easier for them to sneak in (since they didn’t have to cross the river), and the Dire Tier 1 tower was so close it provided an easier route for teleporting heroes to join fights in and around the pit. This new placement definitely seems to level the field.

Roshan's new gaff

That’s not even the biggest change to the map, though. Every jungle area has been completely redesigned, with new neutral creep camp placements (and new neutral creeps), so prepare to re-learn your pull timings, plus there are Bounty rune spawn spots (ideal for risk-averse Alchemist players who don’t want to leave their side of the map) and a new building type, Shrines. These give a quick burst of health and mana regen, so you don’t necessarily have to trundle all the way back to base if you’re beaten up – another concession to faster-paced games.


The rejigged in-game HUD might be the iiffiest of 7.00’s changes; it’s tighter, cleaner and gives you better visibility of the map, but the smaller dimensions won’t be for everyone. You can increase the size of the minimap, but not other HUD elements and a lot of useful information is hidden behind presses of the Alt key. You’ll need to hold this to see your KDA, last hits and denies, and the gold required for buyback – all small figures which could have easily been included without the need for an extra keypress.

One rather brilliant change, however, is the unit query window. This pops out from the left side of the screen to show the items and, if an ally, the skill build of any hero you click. In the past, this info would obscure your own hero control panel, so the separate window is a very welcome change.

There’s also a nifty pregame screen whenever you lock in your hero at the start of a match. This gives you an extra 30 seconds to plan lane matchups, indicate likely ward placements and buy your starting items – a boon for those who tend to still be mulling over their initial purchases when the first creeps spawn. The anime-style shot of both team compositions which follows the pregame menu is an amusingly ridiculous touch, too.

The new pregame

Other stuff

Following much community grumbling, Slardar and Viper have had their hideous old models replaced with higher-quality, still-ugly-but-in-a-good way reskins. Also, Enigma is hench now, for some reason.




Tools for community-programmed AI bots are another happy inclusion. Valve’s own bots are, depending on difficulty level, either suicidally stupid or lethally psychic, so hopefully some clever fans can come up with something in-between.

I’m out of wordcount at this point, so:

New skybox (cool!)
Bigger trees and grass effects in showcase view (cool!)
Rod of Atos now roots instead of slows (cool, now that root doesn’t suck anymore!)
Quelling Blade and Iron Talon have a flat damage bonus instead of a percentage-based one (not cool if you’re a jungler!)

For the many, many other minor changes, check out Valve’s 7.00 minisite.

Despite some early trepidation regarding Talents, both they and (more or less) everything else about The New Journey seem like fine additions; my experience on the main client, which received the update in the wee hours of this morning, has been spent more on buzzing with new ideas on how to play than it has with fretting over potential OP-ness. Monkey King, too, feels dynamic and multi-dimensional in way that not all Agility cores do. It’s a great patch – here’s hoping we don’t have to wait 11 years for the next one.


  1. Hunchback says:

    Oh, time for the mandatory once-per-year comeback :D

  2. lasikbear says:

    Necro still has the sadist regen, they just built it into death pulse at the cost of a significant amount of damage (I think 60?). On the one hand now you don’t need to buy a ghost scepter, but it feels like you need to stay alive longer to have as significant effect in the fight.

  3. DeadCanDance says:

    The new hud although allowing more of the mp to be shown, shrinked the bottom life bar display, trashing my sense of survivability in team fights. I think the minimum required would be an option to revert the hud to the previous version. The top hero life bar is to little to give any real sense…

    • CallMeIsmail says:

      They can’t actually revert to the old HUD, unfortunately, due to issues with the software it used. A recreation of the old layout with some minor improvements would definitely have been more well-received, but it’s not the Valve way.

    • Vandelay says:

      I am surprised that the HUD seems to be least well received part of the patch.

      Personally, I have been longing for better visibility for so long and I am relieved they have finally given us this. For the most part, the new additions to the interface (the pop out hero info, new shop, easier courier upgrade, better mini-map, etc) are all really good features and I can’t see why anyone would prefer the old one, when the only downsides are that the health bar isn’t as prominent and you have to press alt to bring up stats. Both of these are fairly simple to improve without having to completely ditch the whole thing and returning to something that was antiquated 10+ years ago.

      Improvements I would make would be to get rid of the hero portrait (although might be useful to keep in spectator mode,) so you can put the str/agi/int stats there. HP and mana should be repositioned to the top of the HUD. There should be room to make the bars a bit bigger too, but I don’t think it needs to be by much.

  4. Vodka, Crisps, Plutonium says:

    Here’s a rude question: Dota articles keep popping up because a lot of people revolving around the game. But I don’t remember seeing more than 5-10 comments on any of those (articles).
    Where are all these people hiding? Or are they just the bots, which are interested in reading nothing but twitter #hashtags?

    • Raiyne says:

      I would think that most regular players get their news from reddit, and those who comment here are the more casual, on/off players or their who have quit.

    • Lars Westergren says:

      I think a lot of Dota players play that game exclusively, so a general game news site isn’t that interesting to them. They tend to hang at Twitch, and Reddit.

      I do read these articles with interest though.

    • ButteringSundays says:

      Similar to things like the ‘Overwatch character guide’ type articles I believe theyre more intended for drawing extra eyeballs from blog ads etc. than for the regular reader base. At least I assume anyway. The posts about moba competitions especially seem to attract 0 interest.

    • BooleanBob says:

      I’ve wondered about this too, but you see it for a lot of the massively popular games like Counter Strike, League etc.

      When a community grows that large and passionate, the discussion tends to move away from general interest games sites and onto dedicated third party sites and subreddits.

      Comments in general also seem to have dwindled a bit on RPS. If I can trust my memory, the average post of a few years ago would get anything from 50 to 100 comments, but looking back three pages today most struggle to clear 15.

      I can’t really think why that is – the site doesn’t feel less popular. I suspect it might be to do with articles slipping off of the front page more quickly.

      • Penguinho says:

        In my case, I recently started commenting. I don’t do so often. At the same time, I’m finding myself less and less interested in reading most of the articles. It’s not uncommon for me to check RPS, look at the games that are being written about that day and go elsewhere.

    • Horg says:

      I dunno about anyone else but I only comment if I have something to add to the discussion. There’s not really much point throwing a comment down just to say ”Uh-huh, yeah, all this information checks out”.

    • Brinx says:

      I can only speak for myself, but I like reading about Dota (and esports in general) but don’t have anything meaningful to say for lack of knowledge. Still fascinated though.

    • fabronaut says:

      I think there’s a fair number of us. we don’t always comment, but we do like reading this sort of stuff.

      popular subreddits tend towards cesspool status, and the main Dota 2 reddit is certainly an exemplar. for more useful discussion, check out the “true dota 2” subreddit. they tend to be more civil and less childish by a country mile.

      imminent thoughts on this update: Monkey King is insanely overpowered — 50% lifesteal (best in game by a long shot) and 200 bonus damage per hit after 4 strikes? a ministun nuke thing? an ult whose illusions can fucking BASH YOU if he has a skull basher / abyssal?

      new HUD is pretty confusing. I keep clicking to flip to the courier, but the button that used to be “select courier” is now “deliver items” so there’s no time like the present to actually start using the courier keybinds!

      I like the backpack a lot, but there are so many changes in here that it’s overwhelming. I’m actually a much worse player now since I spend way too much time faffing about confused, wandering around the map trying to figure out where I should be…

      • Banyan says:

        It took me 2 games before I figured out where the glyph button had wandered off to. Two games that I lost badly, at least partially because I kept looking at the patching rather than the pack of enemy heroes.

        All in all, I like it. People who scream about the talents are obviously forgetting that for most heroes adding stats was not a choice at all so talents make the game more complex, not less.

  5. Rwlyra says:

    I absolutely hated the hud, feels like LoL’s design aesthetic won over Dota. I could not find str/agi/int stats, they removed RTS-style frames for no reason and all the icons look way too small on widescreen (with no option to scale the UI like you can in other games).

    Played Dota on and off since 2006 but now not intending to come back to this :(

    • navendu26 says:

      Same here! Hate the new HUD.. hurts ma eye, in a way! Previous one was far better.. Plus.. I dont need that 2×2 (empty) space on both the sides of the HUD to show me some parts of the map! NOT USEFULL! Upgrading skills reminds me of LoL, HP-MP bar reminds me of LoL, Kill Notification reminds me of LoL, Small icons reminds me of LoL, Shop is annoyingly small! Didnt quite like the new map! I HATE THE NEW UI..! WeW..! But I do like most of the changes apart from these..!

    • Horg says:

      Stats are back in, they were supposed to show up when you held down alt but were bugged when the patch went up.

  6. Fappydabear says:

    Loving the new update. The game feels faster, yet still just as strategic. I think now more than ever that the better TEAM (not player) wins the game, and the new talent system allows much more diversity in builds. Heros that normally built butterfly for instance can get an evasion and agility talents and then build another item completely, making your options much more varied. The hud still needs some work but Icefrog and the gang are working tirelessly on it and I give them mad props. Takes a lot of balls to change the game that so many people love this much, but I honestly think they pulled it off. Heres to the start of something new, something….special.

  7. elderman says:

    [As a Witch Doctor main, I checked his Talent Tree and one of the level 10 choices gives you +20% XP gain, so that could help stop you falling behind while prioritising a carry in this way – Ed]

    The editor needs an editor!

  8. Neutrino says:

    The map is a cramped mess. They appear to be coding the HUD/UI after the release and most of it is buggy as hell. Talents are ridiculously imbalanced, eg. level 25 skill Queen of Pain 75% Spell Lifesteal compared to Shadow Shaman +1 Mass Serpent Ward Health lol.

    The sheer number of bugs that have appeared in just 2 days since release is astonishing. I don’t know how long they had this running on a test server for but it was nowhere near long enough.

    Hero build system is totally non-functional.

    Personally at this point I wish they’d roll it back. They won’t. Don’t think I’m going to be playing Dota for 6 months or so as I think that’s how long it’s going to take them to get this mess into any kind of reasonable state.

  9. dartt says:

    I think Mischief is great, especially as a free spell.

    – You can use it to immediately lose creep / tower aggro.
    – You can use it as a pseudo-smoke / blur as you disappear from the minimap.
    – You can use it to enter the enemy fountain and steal back gems
    – You can use the animal courier disguise to do a better creep block at the start because of the higher movement speed.
    – You can turn in to a banana.

  10. Luk 333 says:

    As a League of Legends occasional player, I am quite impressed by these changes. Modifying the talent tree for all the champions seems especially bold.

  11. Raypembar says:

    Smash Bros of the Ancients

    Extremely long matches, most lasting more than one hour
    Decrease of countdown for rebirth is the most ridiculous thing possible.
    The game is now a fight all the time. And whoever has a stronger late game wins. High ground you do not rise!
    Stupid buffs

    Fuck… All lv 25 to 30 minutes…

    • fabronaut says:

      there will be some heavy changes to come, no doubt.

      some of the Talents feel extremely underwhelming compared to others, or simply don’t seem to have as much thought put into giving compelling options. (seriously, when first reading the list, only a handful of Talent sets actually seemed to offer interesting choices at each threshold. I think Earth Spirit was one of them?)

      the map rework is really quite drastic. flipping around the location of most of the jungle camps, changing all the timers, adding more rune spawns AND the shrine, not to mention moving Rosh (pretty reasonable) but stuffing extremely narrow paths around it (particularly on the Radiant side) just feels odd.

      the heroes I tend to play don’t usually buy blink as a core item (except for Lion), but it sure feels like blink dagger will be insanely good considering how dense and convoluted some of the corridors in the jungle seem.

      pathing was never a strong suit for the engine… I’m sure it’s going to be so much worse now, given the ridiculous number of juke options in some spots.

      really though, it’s a matter of wait and see. it’ll likely take a good 4 – 6 months for them to really iron out the kinks.

      if they hadn’t switched to hosting Majors on a regular seasonal basis, it’s possible they would’ve released this not long after the International? which might’ve been a good thing. it sure feels like this needs a bit more time in the oven.

      lots of interesting, even great ideas… execution is severely lacking in many regards. I’m half convinced Monkey King is massively overpowered so they can sell a lot more of those expensive Arcana sets…

    • wengart says:

      My experience has essentially been your opposite.

      Most of my games are closing out around the 40 minute mark. With folks occasionally reaching lvl 25.

      Fighting has been increased, but I partially suspect that has to do with the increase in objectives. The enemies have the two outer wells which are important to knock out and with the jungle spawning ever odd minute its worthwhile to invade the enemy jungle to deny those camps. This all sets up more situations for fights to start in.

  12. Lighten675 says:

    This new dota(lol) sucks!!everything changed in a bad way..from level 20 to 25 you have nothing to upgrade(bring back +2 for those levels or make heroes 20 level only you already destroyed whole dota why not destroy it more) there is no place to ward so you can see enemy in offlane..maybe for radiant side there is but not fot dire side(poor dire)..trees are not well orgnised you can walk whole thrugh the towers with just cutting 1 tree.this map is made for pudge to eat you over and over.there is gold everywhere..there is no fun to have everywhere gold..there is no early rune fight anymore which was alot of fun for dota 2.there is alot changes which demolished the game..omni cant cast repel on enemies !! Which was a common mistakes and common mistakes make dota fun..sometimes it was usefull actualy to cast repel on enemies like brood mother.techies cant do anything after 20 minutes of game finished.when you press on enemy u see it from left side with that small hud!arc warden cant use consumbale practicaly no one gonna use him anymore..this ability to use consumable was abit good to make him atleast a bit strong unless he is piece of .hit…i think valve gonna loseeee alot of players for this map..i just played this new patch 3 times and then dissapointed and stopped playing and i heared from alot of famous players they are in same page with me

  13. Apologised says:

    If it was just the changes to the map, just the new UI or just the changes to the general gameplay, I could have maybe been okay with it.
    All three at the same time is too much, so for the first time since 2012 I have uninstalled. Maybe if they fix some of this stuff 6 months down the line I might come back, but I doubt it. The UI at least would have to be drastically redesigned, preferably by a human being as opposed to whatever came up with the current one.

    The gameplay changes have taken all skill and thought out of the game. There’s no need for builds or farming anymore as every game is just 5 minutes of laning followed by 20 minutes of teamfighting. If you don’t beleive me, just check out DotaBuff’s stats for this week. The LONGEST any game has run since the patch is 40 minutes.
    Thats LONGEST of ALL the games of DOTA played this week, not a SINGLE one lasted more than 40 minutes. In a game where it was an entirely normal or regular thing for games to last upto 70 minutes depending on where your skill bracket MMR was.

    The only point to the jungle any more is to gank other players who haven’t realised that the only way to play now is to group up in a 5-man and teamfight all the time, and it’s be redesigned accordingly.

    Honestly, has nobody told Valve that if we wanted a casual fast paced MOBA we would be playing League of Legends? And that generally speaking LoL players are unlikely to jump ship due to over a decade of rivalry and antagonism?
    Does Valve do ANY product testing or focus group discussions AT ALL anymore?

  14. trs2013 says:

    I’m here from LoL after 2 years playing and actually i play both so just wanna say that i don’t need more $[silence]it from u guys whoever reading my cmt.
    This new HUD (after three or two times Valve try to do some on it but still suck) really bother me. *Pissed off in somewhere in Toxic Server*. Looking that tiny stuffs! It used to a good looking HUD that i just need to take a look at a corner at i see LH/KDA, all i tem i just set in “quick buy” and TR and couier; easy to click on “brab all” and other things. Now they put KDA and LH/DN on the top-left, G and quick buy bar in both-right. Just imagine your eyes when playing.
    And the “item’s pic”(or maybe icon or something. My En suck as well as this new update for all the HUD and…). Small, it’s too small, it’s harder to find the item i need (i’m not gonna build by the way u show to me) and somehow i just feel it’s really to change between 2 tab of “recommend item” and rest.
    Valve just changed the way to show player stat of the target we click on back like before but it’s gonna make thing worse. Cuz the HUD is smaller than before and it’s hard to pay attention on it.
    I mean that u (Vavle) save these space for what? (Facecam and handcam for streamer *Lol*)
    I have not checked if there was any option to let me show hero stat without holding Alt but it’s nice to have it.
    And pls take a look at top-left of the screen! What is those 3-things? Do u prefer to press ESC to access to option tab or fking leave the game or have too pull your mouse up just for it. And well! I need a symbol for scoreboard am i?
    Thank you all for reading my pissed off cmt!

  15. says:

    This is really bad article. Review on all the pros without any cons…. This isn’t at all right! first of all there is no more balance at all. You can pick 5 carrys and still win easy without no supports at all. The HUD and map changes are massive, but not very positive. There are a lot of problems with the game right now, just a quick example: lagging if u open the chat box, and mostly, you can’t really chat because 80% of your massages don’t even show up. Did VALVE order this article rly? be honest please. As a gamer who is about to quit right after the battle pass expires, i believe that valve will now struggle very hard with the games core players not quitting it (play since 2012, and dota 1 since 2005). The only good thing that came out of this patch is the less resources needed to play the game, which is good, but that’s it…. nothing more. Many believe that the game has been replaced with something called league of storms 2, or something like that. You can see the drop rate of gamers registering already, which is a sign of slow death to the game itself. 6.88 was the best patch so far, 7:00 is the end of dota in my opinion at least. Any way, you need to cover more then just the pros of this game… It’s so far of perfection that it no longer exists in its registry!

  16. CapitanKaos says:

    This is a good hud, but i dont like every day have a two new upgrades this is a very big problem and this for me is not interesting please take off upgrade