the tranquil boots change and the riki ulti change really bother me if only because it makes him harder to control in pub games especially with the change to sentry wards... also if i'm reading right the jungling nerf is exp only so i think their may have been some overreacting about that although as support stacking is going to be harder and jungling will be slightly slower when leveling but i don't see that as necessarily a bad thing... also don't understand the shadowblade nerf did it really need changed?
Tranquil boots are stupidly bad while fighting - giving them a slightly better broken movement speed is good.
*Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them
* Swapped the medium pullable Neutral Camp with the small camp
* Satyr Mindstealer XP bounty reduced from 88 to 62
* Satyr Tormentor XP bounty reduced from 155 to 119
* Mud Golems XP bounty reduced from 119 to 88
* Mud Golems armor reduced from 4 to 2
The other change to the jungle is that the easiest camp is becoming the pull camp. Which means a double stack of that camp probably won't straight up deny waves as easily if at all. Additionally if you move into the range and contest the pulled camp you should also get exp off jungle monsters - think of a jungle monster as being an enemy creep (but its an enemy creep for both teams) Assuming I've interpreted this line correctly - if you go stand near the neutrals why they are denying your wave you'll get shared xp from the jungle monsters themselves (this works for all main jungle camps but not the ancients) This also begs the question on how it will affect teams that chose junglers that want to start on the small camp at 30 sec and 1 minute spawns. You might get a set of mud golems or centaurs at the "new" small camp. And that might be unkillable given the hero or at least efficiency prohibative. The new easy camp location now has two sets of spawns with reduced xp bounty as well. Only the centaur and triple ogre remain untouched and those pulls I think do more damage or are harder to kill than the mud/satyr. Its also a choice - you can't exactly split a double stack creep wave pull with your jungle and a safelane trilane. Jungle monster xp divided by 2-3 allied heroes and possible enemy heroes getting into range.
* A neutral creeps camp will no longer spawn the same set of neutral creeps twice in a row
* Dragon Ancient Neutral Camp now have flying movement capability
This also breaks the clever ways that medusa / windrunner (funnik) were doing ancients - the dragons will now fly across the gap instead of pathing through the trees - the change that disabled back to back spawning of the same creep camp takes more variability out of that strat - i.e if you spawned 4 sets of golems in a row it works - but if you spawn dragons it doesn't. The first change almost guarantees you'll see dragons in 3 stacks or less. most of the time.
Shadow Blade
* Shadow Walk cooldown increased from 18 to 28
The shadowblade change has more subtle effects - but a very simple one is that it makes shadowblade and teleport (NP) have desynced timers - there is at least an 8 second window where prophet doesn't have shadowblade to escape if he just raw teleports into another lane after being driven from the one he was pushing. That 8 seconds will slow down the push and the safety of it - and heroes on that side of the map can potentially net a kill without an invis item.
Sentry Ward
- Duration increased from 3 to 4 minutes
- No longer gives permanent vision around it
- Gives ground vision in a 150 area around it for 12 seconds when placed
The sentry ward change as far as I read it is that the ward itself will provide no natural vision after the first 12 seconds - the reason this change is good is that with clever position of sentries they were providing far more map control/vision than their tiny little radius implied. For example - on radiant middle - a sentry ward on that small gap of ground where toplane would come into gank under smoke would detect the smoke because the wards innate small vision is wide enough to cover that small strip of land - another place would be the roshan stairs to the dire ancients. There are many more locations like this - but you could combine sentry use with ward use - and have a great deal more map vision and safety. But now Your team must provide creeps - a ward or your hero to extend vision around the ward to take advantage of its vision - the +1 minute makes them cheaper to use against heroes in lane like riki that you mentioned. The sentry change affects smoke ganks in pro games a lot more than it affects pub games. You could still place a sentry for example on the dire hilltop just outside toplane rax that regularly gets warded and deward without needing an additional vision source (but that window is only 12 seconds now instead of the duration of the ward)