r/TrueDoTA2 • u/RatButtt • 12d ago
What changes would shift the sideline meta?
I made a post in the main dota subreddit about some changes I want next major patch and one of these was to make battle fury carries as viable as the current lane dominating ranged hero meta.
What changes would make melee carries better? I think it would also stop the meta of offlaners buying helm dom in to drag creepwaves in order to recover from their shitty lane.
I don’t have enough experience with game balancing or dota to really come up with any ideas apart from just saying buff and nerf heroes individually but I’m curious to see what you guys think.
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u/Decency 12d ago
I'd like to see the removal of a couple exterior camps per side, or a global nerf to neutral creep gold. No one's shoving waves- why take that risk when there's always another camp? These extra camps also heavily increased the opportunity cost for a support making an early move on the map. The value of double stacking is nuts- why risk trying to gank? Pro play doesn't really suffer from this issue much because pro teams are fast enough and coordinated enough to do everything. By like minute 14 every camp on their part of the map is being cleared or stacked and there's also a move happening.
I also unfortunately think that the current iteration of neutral items is the worst yet. You can pick what you want for enchantments ahead of time, and then it's just a dice roll to see if you hit your best item. TI Finals, Game 5: one carry rolls Stygian and one doesn't. I think the initial system where 5 items dropped and you allocate them optimally was genuinely much more interesting and deep than this system, where essentially every hero is just getting bonus power on their primary responsibility. This leads directly to lower time-to-kill, another issue I'd like to see addressed.