How many heroes left in dota 2




















Change language. Install Steam. Store Page. Dota 2 Store Page. Showing 1 - 5 of 5 comments. Originally posted by Road to Valhalla :. Underlord was the last one. They already confirmed a hero made "by" Valve.

Even through it's wrong because that hero is one of the first "original" DotA heroes. LoL is not balanced in any regards, so why do you want to bring unbalance into Dota?

Is LoL not a good example for unbalanced heroes? There aren't any left besides the ones deemed to OP aside from monkey king who is coming this fall. All Pick: Drafting has been reworked. Each team now picks two heroes per round before they are revealed, rather than just one. The final round is a single selection. Hero ban count increased from 10 to First two rounds now have 5 extra seconds for hero picking.

Duration per pick and ban reduced from 35 seconds to Reduced Random Draft hero pool from 40 to All Pick: When in a round both players pick the same hero, that hero now gets banned instead, and the round restarts. Reduced hero selection time from 25 to Reworked All Pick picking system: Now conists of 5 picking rounds, where one player of each team pick their hero at the same time.

Picked heroes stay hidden until the next picking round. If both players pick the same hero, the player who picked second gains some extra time to select another hero. Previously half of all nominated heroes would get banned randomly.

If less than 10 heroes got banned, heroes get automatically rolled for banning based on their ban rate at the match's MMR bracket, until 10 heroes are banned. Reduced Random Draft hero pool from 50 to Captain's Mode: Added Mars and Io. Captain's Mode: Increased drafting time from 30 to All Pick: Bonus hero count increased from 10 to Randoming now grants a Faerie Fire instead of an Iron Branch. All Pick: Drafting time per hero selection reduced from 30 to 25 seconds.

Added Turbo Mode. Picking from among these heroes grants the player a free Enchanted Mango Randoming now randomly chooses from among the 10 daily heroes and no longer grants bonus gold. Instead the player gets a free Iron Branch. New draft interface for Ability Draft. Reduced Ranked All Pick hero selection time from 35 to Reworked Ranked All Pick: Before the picking phase begins, there is a 15 second voting phase to ban heroes. Each player votes for a different hero. Two players cannot vote for the same hero.

Afterwards, half of the heroes that were voted on will be randomly selected and banned. The game displays heroes as they are voted on, but not who voted.

The number of bans is equal to half the total number of votes. If there is an odd number of votes, the number of bans is randomly rounded up or down. The random ban selection will choose at most 3 heroes from one specific team's votes, so it's more evenly split. Reduced All Pick drafting time from 40 to 35 seconds per turn. Ranked All Pick initial planning phase reduced from 40 to 30 seconds Private Lobby games now use the Captain's Mode creep spawn timer when in All Pick.

In Captain's Mode, the 3rd ban phase order is swapped Reworked how All Pick works in Ranked Matchmaking Picking starts after a 35 second strategy period. Teams alternate picking. Whenever it is a team's turn to pick, anyone on that team can pick for themselves. Teams have up to 30 seconds to pick a hero. If the timer expires, each player that hasn't selected a hero will lose 2 gold per second.

The selection will stay on this team until a hero is picked. Once a selection is made, it immediately switches to the other team to pick.

Initial starting team is random, but known at the start of the strategy period. Random Draft hero selection pool increased from 22 to 24 Captain's Draft hero selection pool increased from 24 to 27 8 per type to 9 Captain's Draft hero bans increased from 4 to 6 Meepo is no longer available in Ability Draft.

You now lose one gold per second if you haven't picked a hero after the selection timer runs out in All Pick All Pick selection time increased from 60 to 75 All Pick pre-creep time reduced from 90 to Team 2 now bans second instead of first in Ban Phase 2. Team 2: Ban [40 sec]. Team 1: Ban [40 sec]. Team 2: Ban [40 sec] Picks: Team 1: Pick [40 sec]. Team 2: Pick [40 sec]. Team 2: Pick. Team 1: Pick [40 sec]. Team 1: Pick. Bans: Team 1: Ban [50 sec]. Team 2: Ban [50 sec]. Team 1: Ban [50 sec].

Picks: Team 1: Pick [40 sec]. Team 2: Ban [30 sec]. Team 1: Ban [30 sec]. Bans: Team 2: Ban [30 sec]. Picks: Team 2: Pick [40 sec]. Centaur restricted from Captain's Mode. Added a new game mode -TagTeam -tt You are assigned two random heroes different hero classes. You choose which to start the game with.

You start with the same bonus gold as all random. You have an ability that lets you swap heroes, has a 3 minute cooldown. You can swap while your current hero is dead to resume with the other hero. Any gold you gain is added to both heroes. Any gold you lose on current hero is lost on the other hero as well. Each hero has their own independent item inventories.

Each time you swap heroes, the XP gain is synchronized. You have to be in the fountain to swap heroes use -tt. Captain's Mode first ban phase now has 2 bans instead of 3 Captain's Mode second ban phase now has 3 bans instead of 2 Random Draft Mode hero pool count increased from 20 to 22 Goblin Shredder and Skywrath Mage added to Captain's Mode. Pitlord is now in CM restriction list. Reworked the -CM Ban and Picks process Instead of 4 bans and then 5 picks, now it is 3 bans and then 3 picks followed by 2 bans and 2 picks.

Old CM: Summary: 4 bans then 5 picks. Ban Phase: Each team bans 4 heroes. Process: Pick Phase: Each team then picks 5 heroes. Process: 60 seconds of extra time is provided in each team's time bank. New CM: Summary: 3 bans then 3 picks then 2 bans then 2 picks.

Ban Phase 1: Each team bans 3 heroes. Process: Ban Phase 2: Each team then bans 2 heroes. Added a -ub -Unban game mode to override the default -cm changed hero restrictions. You use this in combination with cm, -ubcm The autozoom restore function in -zm is increased to give extra time to temporarily zoom in.

Implemented a new mode for observers -zm -zoommode. It pulls the camera outwards to see more action at the same time. Implemented a new game mode -cp -capturepoint This game mode requires more teamwork and coordination than you might expect from your usual funmode. After 10 minutes, 6 capture points appear at fixed locations around the map. Once the capture points are created, those areas are permanently visible to both teams for the rest of the game. To capture a point, you have to be standing on it for a certain amount of time.

The more heroes standing on it the faster you gain control over it. There cannot be any enemy heroes at a point you are trying to capture. With 5 heroes it requires Heroes cannot be invisible while on a capture point area. Illusions do not count as heroes when on top of a Capture Point.

There are 3 types of capture points, if you get 2 of the same type then they stack. Duplicates of each type are available on opposite sides of the map.

The game announces when an enemy captures a point. It is also visible on the minimap which areas you have captured and which areas the enemy has. For example, if you have both Combat you get 28 bonus damage and 8 bonus armor. Added a 15 second wait period before the drafting begins in -CD to give both teams a chance to look at the heroes. Switch now only works as long as the items of the leaver remain intact.

Once someone leaves, the inventory of that hero becomes locked. Players can use an -unlock command, but once that is done switch cannot be used on that hero anymore. Once this feature is used enough to be considered stable, switch will be usable by default -so mode won't be required with the restrictions described above. The gold that the leaver is carrying is also frozen until the hero is either unlocked or swapped. Restored -mc, but with more detailed statistics to match up with the recently changed Multicast chance system.

Increase the buffer time in -CM from 45 to 60 seconds This means 15 seconds total for each player, not 15 seconds for each turn New and reworked heroes are temporarily unavailable in -CM. Day and Night cycle is synchronized across all game modes now Implemented HCL protocol for game hosting bots to control game modes. It is now like RD in its hero distribution. Each team has a total time bank of 2. Your timer is shown in red when it is your turn to act.

I am considering implementing a new order for the bans for this mode in the future. The bans would not all happen before the pick process, it would be in between picks.

I decided to keep it the traditional way for now and get some feedback on alternatives. Added a new game mode -rs -randomside to randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge. It gives you less bonus gold than the bonus gold the regular -random gives you.

Normal mode can now pick from their team's heroes plus neutral heroes. Added a new experimental mode Experimental Runes -er This temporary mode changes the rune system to a more experimental one. I will be changing how -er works from version to version to try out different ideas. I don't plan on any one version of the new runes to replace the current system directly, so do not panic. Well Instead, it will be used as something to create discussion, spark ideas, find flaws and playtest different concepts over time.

How -er works for this version: Runes spawn simultaneously on both sides at 3 minute intervals instead of 2. Again I have no plans to make this permanent. RD selection area now becomes unexplored after the pick phase is over. A random side starts the process you can customize this, see below Ban Time: Pick Time: Extra Time: Each captain removes up to 4 heroes. Running out of time does not result in a random hero ban.

Each captain picks the heroeshis team will use. If at any time you run out of time, you start to use up your extra time. If you run out and you are in pick phase, you get a random hero.

Creeps spawn 90 seconds after the pick draft phase is over. Right after the hero pick phase ends, the 5 heroes for your team are presented with a checkmark on them RD style allowing players on your team to pick which one they want to be. The captain that starts this process is random. If you want to give the starting to Sentinel, type -cm 1 or -cm 2 for Scourge after the game mode is entered. The picks, bans, timers, etc are all presented in a board for easy viewing by team mates and observers.

Added a new mode -fastrespawn -fr that causes respawns to take half as much time Changed -SD time to be the same as AP. Added a new fun mode -mi miniheroes that creates the heroes at half size Dummy lineup units in RD now show player name Improved hero selection process in RD Player turn indicator for RD is made clearer. Completely reworked and improved the way RD hero picking is done. Added a new game mode -singledraft or -sd swiss. Lowered initial wait time before drafting starts in -rd.

Allowed swaphero to be used after the -rd draft If you don't pick a hero in -rd, one will be randomed for you for the same gold cost.

You now have more time to repick from Added -reverse -rv mode WTF Mode no longer requires voting. New mode -vr -voterandom, like -ar except you get to vote on which hero combinations are used Repick in -ap or normal mode now lets you pick a new hero instead of randoming it.

Cost reduced here since you would need to buy a hero. Added -samehero -sh mode If blue isn't playing, the next available color will be allowed to enter the game mode. Improved the game mode entering system. Modes are now entered on one line like "-apidsh" or "-dm -ar -sc".



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