Map Objectives
Tormentor
First Spawn Time increased from 15:00 to 20:00
Tormentor: Unyielding Shield: Base barrier decreased from 2100 to 2000
Tormentor: Unyielding Shield: Barrier regeneration gain per minute of game time decreased from 5 to 3.5
At 20 minutes: barrier decreased from 2500 + 140 regen to 2400 + 110 regen. At 40 minutes: barrier decreased from 2900 + 240 regen to 2800 + 180 regen
Roshan
Slam: Hero Duration increased from 2s to 4s
Slam: Non-Hero Duration increased from 4s to 8s
Roar of Retribution: Incoming Damage Buff Duration increased from 8s to 12s
Roar of Retribution: Health Trigger threshold increased from 80% to 85%
Roar of Retribution: Now cast even if Roshan is Silenced or Stunned
Roar of Retribution: Now gives Roshan a strong dispel on cast
Roar of Retribution: Now triggers a message visible to everyone (similar to when Roshan's Banner is planted)
Strength of the Immortal: Armor Bonus per minute increased from 0.375 to 0.4
Strength of the Immortal: Attack Damage Bonus per minute increased from 6 to 7
Terrain Changes
The Radiant Safe Lane small pull camp has been moved to the north, and trees added above it
Many trees have been moved and adjusted in the Radiant Safe Lane pull area
The top Radiant Tier 2 and the cliff to the right have been shifted to the west slightly
The Radiant triangle ramp leading behind the top Radiant Tier 2 has been shifted north
The ramps on the east side of the Radiant Triangle have been shifted to the north and east, and trees around them subsequently adjusted
A ramp has been added leading from the Radiant Triangle to behind the middle Radiant Tier 2
The mid Radiant Tier 2 tower has been shifted away from the Triangle, and trees around it have been adjusted
A juke path has been added to the trees east of the Radiant mid tier 2 tower
The northern cliff edge, ramps and Hard / Ancient camps of the Radiant triangle have been moved slightly southwest
The cliff to the southwest near the ramp to Radiant midlane and the river has been slightly reduced in size
The ramp directly south of the bottom Roshan Pit has been moved north slightly
A path has been added closest to the Dire Bottom Tier 1 tower from the lane to the lotus pool
Several trees have been added and adjusted near the Dire mid tier 2 tower
Several trees between the two neutrals camps on the easternmost region of the Dire side have been removed
The Dire bounty rune has been moved slightly to the east
The ramp leading from the Dire triangle area to the river and bottom Roshan Pit has been moved slightly north and simplified to remove two small unpathable ledges
The Dire triangle watcher has been moved slightly to the north
The bottom lane lotus pool has been moved to the north and to the west, and many of the tree paths have been adjusted
The top lane lotus pool has been moved slightly to the north, and some of the tree paths have been adjusted
The Top Roshan Pit has been adjusted to be closer to the center of the Radiant / Dire cliffsides
The Bottom Roshan Pit has been moved northwest slightly towards the middle of the map
The Bottom Roshan Pit has been slightly rotated to face more towards the middle of the map
A dead spot has been fixed in the Bottom Roshan Pit
Flooded camps in main jungles near the bounty runes have had their pull timers reduced
Watchers now can't be activated before the start of the game
Watchers no longer display the green AoE ring/potential vision when hovering sentry and observer wards
Watchers now only display their potential vision areas when holding Alt
Lifesteal Amplification and Spell Lifesteal Amplification have been removed and a new umbrella stat has been created in their place: Health Restoration
Provides a percentage increase to the health gained from Lifesteal, Spell Lifesteal, and Health Regeneration
Also decreases those values when negative
Positive and Negative sources of Health Restoration stack diminishingly with each other
"Stacking diminishingly" is the same behavior as evasion and magic resistance. Given N sources of positive Health Restoration, the final value will be calculated as: 1 - (1 - n0) * (1 - n1) * ...
For example, if you have a Sange (16%) and a Tier 4 Neutral Item with the Crude Enchantment (20%), your total Health Restoration would be 1 - (1 - .16) * (1 - .2) = 32.8%. In other words, multiple smaller sources are less effective than one single large source.
Negative sources of Health Restoration are stacked the same way, and then the positive and negative values are added together for your final Health Restoration.
Health Restoration cannot go lower than -100% and cannot go higher than 100%
Sources of Heal Amplification now stack additively with each other instead of diminishingly
This includes both Incoming Heal Amplification and Outgoing Heal Amplification
Heal Amplification cannot go lower than -100% and has no upper limit
Effects that root and disarm are now considered Bind Effects and will have the status effect "Bound" overhead
Example: Crystal Maiden’s Frostbite