It’s been almost a month since the release of the new patch, yet some players
still cling to ideas that don’t work. They might sound interesting and
exciting on paper, but regardless of the level of execution, most attempts
to implement said ideas in practice are doomed to fail. Today we want to
talk about some of the most tenacious bad ideas and argue against them, at
least for the time being.
Overvalued Concepts in the Current Patch
We get it: cooldowns on
Lucent Beam and Khanda align nicely and allow for a lot of safe burst damage
from afar, but looking at high level pubs, multiple region qualifiers and
our own games, we feel like this trend needs to die.
Luna is a high contact hero who will eventually want to be pretty close to
the enemy to utilize her ultimate. There is an argument to be made about her
Agh’s Ultimate upgrade, but it falls into the same category as her Khanda
build: there is maybe one game out of twenty where it is a good move, but
for the most part playing efficient default will net better results.
It is impossible to ignore things like
Mask of Madness and
Manta Style on the hero and it is pretty hard to play Luna without
Black King Bar. None of these items provide a whole lot of damage and as a
result, her Khanda build is just not good enough to burst heroes down and it
ends up being a waste of 5000 gold.
Khanda might be a big one to blame when it comes to Phantom Assassin’s
current Divine+ win rate, but we feel like the hero in general is simply too
weak. At the time of writing, Phantom Assassin sits at a very uncomfortable
~38% win rate in the highest level bracket, making her one of the worst
heroes to pick.
The game is seemingly too fast for the hero to flourish and if previously
she always had a game as a
Spectre counter with
Fan of Knives, now sher is simply outclassed by every single carry in the
game by default. And her specialisation isn’t as necessary, as it was in the
previous patch. All of the above on top of some pretty sizable direct nerfs
to the hero.
Despite that, she is still picked in roughly 14% of all games, making the
top20 most popular heroes this week. Yes, she is fun to play and her lower
bracket win rate isn’t as abysmal, hovering around 45%. But at the end of
the day, picking PA is a game-losing move that doesn’t make a lot of sense
outside of a couple of very specific scenarios.
To be frank, that isn’t a new patch problem or an Ogre-only problem, but
Ogre is the hero we’re seeing this mistake made on the most. Coming to the
lane with casual
Gloves of Haste is a blunder that is going to lose you the lane, give the
enemy free farm and possibly even delay your
Hand of Midas.
The worst part is that you don’t need it very early. In an ideal scenario,
where the enemy has a very weak lane, getting Midas minute ~6 into the game
will give you an extra use or two, compared to getting it after a successful
laning stage. But the trade-off is way too big: even the weakest of lanes
that itemises towards stats and something as basic as movement speed will be
able to punish a Midas rush.
Expect to either die in lane, or be forced to go into the jungle. This means
losing lane farm and ultimately losing gold and experience, while also
leaving the lane to your opponent and freeing up their support to rotate. You
might also lose your tower because of it and losing an Offlane tower early on
is giving away too much map control to the enemy team. In a relatively
fast-paced patch, losing offlane tower pre-minute 10 is more or less a death
sentence in most competent lobbies.
Juggernaut is a hero who is historically torn between two farming items:
Battle Fury and
Maelstrom. The last time the hero was relevant, the former was the main
reason for his success: Battle Fury allowed Juggernaut to farm fast, scale
late and deal a lot of physical damage, which stacked nicely with his
resistance-ignoring lifesteal.
Right now the hero is all about Attack Speed: every single point of AS gives
Juggernaut higher damage on
Blade Fury and extra attacks in
Omnislash. Hence the Maelstrom into Mjollnir progression makes a lot more
sense for both farming and fighting. With his lower than average BAT, you end
up with a very fast-hitting hero who can deal a respectable amount of damage
with his abilities and right-click procs alone.
It doesn’t really leverage Juggernaut’s Crits, but that’s why the current
meta is all about maxing out his first two spells for maximum sustain and
utility. Some players even opt for attributes, as opposed to extra
Blade Dance levels and we tend to agree with them.
What do you think of our selection of overvalued concepts of this patch? Do
you agree with them, or do you think we are exaggerating how bad they are?
Share your thoughts and maybe your own grievances in the comment section
below. Together we can weed out the bad ideas and end up with an even better
understanding of the current patch.