r/DotA2 • u/KawaiiSocks Dotabuff Writer • 14h ago
Article Next Patch Wishlist
https://www.dotabuff.com/blog/2026-09-01-next-patch-wishlist-compressing-the-playtime8
u/BeyondTheStars22 10h ago
Please let Shivas guard make opponents 20% more susceptible to magic damage again.
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u/TwynnCavoodle 13h ago
It's all about the buybacks tbh. Instead of an instant respawn, they should reduce the remaining death timer to like 5-10 seconds. Make them less useful offensively and give the other team some time to decide whether they want to keep fighting/pushing.
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u/Automaton17 13h ago
This is an interesting take. Never heard it before!
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u/TwynnCavoodle 12h ago
I was playing Deadlock some time ago and I didn't miss buybacks a bit. You never need to save your money and if you manage to kill a guy, he's actually dead for a while. It made me realise what a crappy mechanic it is in Dota, but unfortunately it's too fundamental to remove.
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u/Hey_name 11h ago
Removing buybacks make big spells too big and nerfs carries too much imo. Imagine ur 9 slotted TB gets blackholed by an Enigma with like half his networth and you just get throned 4v5
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u/zippopwnage 12h ago
I don't like buybacks either. I feel like sometimes in end-game, teams play passive just for the buyback timer to go back on and them to get some money.
It prologues the game so much for no fucking reason and I hate it. Maybe have 1 buyback per game for all players, and if you used it at some point, is over. You had your chance.
Also I hate that the Tier5 items are at 60minutes or whatever. They need to put all the jungle items sooner in the game, especially tier5. I personally hate 60+ minutes games. May be fun to watch into a TI final, but not when I play a fucking PUB game.
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u/Dustywalrus Pos44 11h ago
I think a limited # of buybacks could be a good approach. Still keeps the tactical element but makes it more of a risk.
Although… that would introduce a new way to grief your team
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u/noredditoptions 11h ago
get ready for 120 minute games
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u/TwynnCavoodle 11h ago
Buybacks are the reason for longer games. Nerfing buybacks, especially for the defending teams, should help with that, don't you think?
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u/chdixon90 10h ago
People are, I think, struggling with your use of offensively. I think you mean people buy back when their own HG is sieged and act offensively in their base.
People are reading it as people buy back when sieging and tping back in.
But I could be completely wrong 🤷♂️
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u/noredditoptions 9h ago
i get where you're coming from, i would expect people to start playing safer, so maybe longer games at higher MMR, shorter at lower ? its only speculation tbh, what you're saying makes as much sense if not more
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u/Adorable-Log2835 8h ago
Yeah but then games are super punishing and boring. Like if a game is decided over one smoke gank I think I'd just drop the game. Pros would basically just stay in base.
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u/TwynnCavoodle 7h ago
If you get caught outside of your base, 5-10 seconds would be enough to be back up to defend your high ground. I'm more bothered by the fact that if you're pushing T4s with two enemies dead, it can turn into a full 5v5 teamfight in an instant.
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u/Adorable-Log2835 6h ago
Oh sorry I thought you were suggesting removing buybacks entirely. Yeah a limit like that would be interesting to see.
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u/1nf3ct3d 11h ago
Making buybacks more expensive would make offense harder no? If any mistake you make killing enemy base you get punished even more and you would need to amass even more gold before taking such risks
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u/DroopyPanda 10h ago
Buybacks being a get out of jail free card is way to fucking cheap. You're not supposed to die and having. Insurance for buyback is incredibly easy and buy backs can be rewarding. This shouldn't be the case. The buyback penalty isn't really a thing either cause after you buy back and survive for 8 min youre just going to bb again so you don't even get the +15s buyback penalty
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u/TwynnCavoodle 11h ago
Not more expensive, just with a longer delay before you're back. It's true, this will make offense more difficult, but defending will be even worse if your core gets picked off and the enemy team has 10 seconds guaranteed to do whatever they want to your base
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u/NauticalInsanity 9h ago
I'd rather have a similar system to one that existed in the past, where buying back locked you out of earning gold until the end of your original death timer. I like having them to make gamestate less volatile, but defensive buybacks to hold highground swing network way too much.
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u/Partysausage 12h ago
Either that or prevent them from TPing to the enemy's triangle after buyback or using boots of travel.
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u/spyVSspy420-69 8h ago
Just do what HoN did: limit of 2 buybacks per hero per game. Makes you really think about if you want to use one or not.
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u/fiasgoat 7h ago
SOMETHING needs to be done. Valve has done everything but make the game easier to close out
All we got was minor banner buffs...which is good but going high ground is way too fucking risky until you are up 40k
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u/Infamaniac23 12h ago
Won’t this make going high ground harder than it already is?
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u/TwynnCavoodle 11h ago
High ground gets really scary because the "dead" TB can buyback and tp right into your face at any point while all your shit is on cooldown. If you get 10 extra seconds you can decide whether you want to pull back and make him waste his buyback, or whether you want to take your chances.
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u/Vegetable-Draw-8195 9h ago
Bring Halberd back to the game. Whatever they have been trying to do with it for the last couple of years simply does not work. As a result the item in it's current state might as well not exist.
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u/ThanksTeach 13h ago
I can't speak about how good these changes would be for the game but I like the creativity.
Disabling the defenders gates and nullifying their vision would make sidelane barracks a LOT easier.
Sidelane highground sieges would probably heavily play around the vision control of that area as free access there effectively nullifies the highground advantage at the cost of being positioned in a choke point.
It might be great, it might be too OP or it might make highground attempts just weird as every pro team would aim to get the mid barracks first and subsequent sidelane barracks would never be engaged from the front, creating weird gameplay with all attacking players except maybe one crammed up at the defenders gates.
Either way, that was an interesting read. Thank you!
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u/m4ru92 7h ago
Getting rid of defenders gates opens the possibility of a support smoking in and getting a reeeeally deep base ward that would otherwise be basically inaccessible. I'm super curious what impact that could have on the game or if pros would just always preemptively sentry their own bases once whatever condition was met that removed the gate on a side
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u/ardvak_ash 13h ago
Give me an obvious cdr item for supports. Str cores are way to op
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u/___Archmage___ 3h ago
Also make the blight orb cheaper and better or make something similar for supports, they need a way to make their harass meaningful against these tanky cores that can simply ignore it indefinitely
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u/sickomoder 7h ago
Get rid of those trees in the middle between the small and medium pull camps. just way too easy to play as a melee 5 when the offlane duo has to get around the other side of trees and into a super vulnerable position to stop the pull
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u/KeyiChiMa 3h ago
How about stop putting mega toxic griefers in my team after a day of nice teammates
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u/TomFoxxy 13h ago
I’d really like to see an intelligence and agility version of BKB kind of like our multiple blinks.
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u/Benjie110321 12h ago
I want boots of travel move to slot my God please valve
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u/nadseh 11h ago
I think slot management is an important meta game, and I would actually go the opposite way to your suggestion and remove some item upgrades. For example blink is so strong you should be choosing between utility vs stats
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u/calistaaaaabby 9h ago
I actually agree, slot management is part of what makes itemization interesting, especially when you have to choose between utility and raw stats
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u/Necessary_Material40 9h ago
Rework Omnislash to truly slash everything: Juggernaut goes invulnerable for the same duration while all enemies and buildings are hit with an attack that guarantees the Blade Dance crit.
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u/din-vazduh 9h ago
Increase tp price, stop giving free tp scroll on death and bring back the rat dota again.
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u/admin_password 11h ago
I’m low rank but my thoughts:
I like how it’s possible to come back, I do agree though pushing high ground feels really hard depending on your team right now.. perhaps that’s good though? 🤷♂️ maybe you’re meant to be making a team which includes something that can push high ground / avoid them being able to just sit there.
I do think banner could be a bit better somehow, perhaps disabling the side gates as suggested, I don’t feel I ever really get much value out of it, but again probably not using it optimally.
I like the idea of the shrines and buyback, that’s kind of neat.
I like how buybacks work currently, I think there is some skill to keeping gold for them, it often completely changes the game at my rank as people don’t when ahead.
I guess just overall I enjoy the game in its current state for the most part and I wouldn’t like to see it drastically changed just over how pros are playing games, as my games play out much differently 😂
Other thoughts: