In spite of the variety, one item is
more desired than any other: Blink
Dagger. Blink Dagger is unique, because it does not make a
hero stronger by increasing strength, agility, or intelligence. It
doesn't add damage, or evasion, or armor. Instead, when used, it
allows the Hero to blink (teleport) from one space to another space
instantly. The hero moves 1200 units, which is about as far
as seven inches on my 23inch screen. If the player tries to blink
further than the max distance the hero will only blink 960 units
(three quarters of the max distance).
After
use Blink Dagger is disabled for 12 seconds, and is also disabled for
3 seconds every time the Hero is damaged by enemy Heroes (not towers
or creeps). It has a few other idiosyncrasies, such as it disjoints
(also called dodging) some projectiles (spells that don't instantly
hit), but probably not all. That's a rule of Dota. If something
says it makes you spell immune, it doesn't mean all spells. If a
spell's description claims it removes all debuffs, there are
definitely debuffs it can't remove. Dota is full of exceptions to
the rule. Note: Blink Dagger neither removes debuffs, nor makes one
magic immune.
Blink
dagger is the
item that all sorts of heroes pick up. Heroes that are initiators
buy it, like Enigma and Tidehunter. They both have critical aoe
ultimates that require being in the middle of the enemy team. A
Blink Dagger helps them get there. Blink Dagger is so common on
these two, I was astonished to see during the ESL One Manila Secret
vs Empire neither
bought it.
There
are other types of heroes that normally buy a Blink Dagger. Heroes
that need perfect positioning for spells such as Lion or Crystal
maiden buy it. Melee carries buy it so they can jump into range to
attack, like Sven and Legion Commander. Pushing Heroes that want to
attack a tower and then hide like Nature's Prophet and Shadow Shaman
will get it. Heroes that can use it to escape from tricky situations
such as Puck and Outworld Devourer will buy it as well. And these
are just two examples from the many different types of heroes that
consider blink core (necessary). Of the 111 heroes, about half
consider it an important, if not necessary item. In the image below, all heroes without a red circle consider Blink Dagger an item worth buying.
The
heroes that don't buy it are the ones where positioning for spells is
not quite as crucial, and those who can escape or engage without it.
For this reason, ranged carries, as a group, are unlikely to buy
Blink Dagger.
In
pubs (public games), I've seen nearly every hero purchase a blink
dagger. There was the game where a Skywrath Mage bought one.
Another time, Viper had one, and I can't think of a reason why either
of them need one. They are both ranged Heroes that don't have
precision spells. It's not that Blink Dagger is bad for these
Heroes. They were stronger than if they didn't have it, but they
spent some of the gold, when they would have been better to buy a
different item.
Items
in Dota cost gold, and Blink Dagger costs 2250 gold. That makes it a
mid-game item. Mid-game items are items that is not too expansive,
but not too cheap. And because of this, most heroes will buy it in
the mid game, 15 – 30 minutes. Blink dagger is odd in that it is a
core item, but isn't built by combining other items. It is also one
of the most expensive basic items. Only basic items from the secret
shop cost more (Core items generally cost 1,000 – 5,000).
If
Blink is popular in pubs, it's even more popular in the professional
scene. Partly this is because pros are better at earning gold during
a game, so they have more to spend. But crucially, it is because
Blink Dagger is the play-making item. It's the item that allows
professionals to make the key plays, and look cool doing it. It's
like the glove of Muhammad Ali, the sneakers of Lebron James, and the
helmet of Tom Brady all rolled into one. Watching highlights of Dota
on YouTube is mostly watching a compilation of Blink Dagger plays.
Currently
Blink Dagger is the second most held item at the a game, only out
purchased by Power
Treads (the most common shoe item). It beats the ever
popular Aghanim's
Scepter, BKB, and it's rivals Shadow Blade and Force Staff.
And even though it is purchased by almost a third of players, it
still has a 56 percent win rate. That's pretty good for a 2250 gold
item.
As
hinted above, there are two items that sort of do what Blink Dagger
does. Shadow
Blade is a similarly priced item that allows a hero to be
temporarily invisible and do bonus damage on attack. It is better
for heroes that want to roam around the map and pick off solo heroes.
Blink Dagger is better for heroes that need precision positioning
for spells, making it preferable for teams interested in fighting as
a team. For this reason, Blink is much preferred by pros, but pub
players like Shadow Blade nearly as much.
The
other item that is similar is Force
Staff. Force Staff has some health regeneration, and
provides extra mana, but the main effect is that it pushes the
targeted hero or creature 600 units (half a Blink Dagger), in the
direction it's facing over one second. Unlike blink it can be
targeted on others, in addition to oneself. It's mostly used by
heroes that want more mana, in addition to movement. It is also
popular on supports. They can use it to rescue an ally in danger,
even if they are stunned or disabled. But it isn't as good for
initiation as Blink Dagger because it's not instantaneous, and it
doesn't allow the hero to travel nearly as far.
In
spite of it doing only one thing, and having no stat bonuses, Blink
Dagger is overpowered. The item has received a number of nerfs and
buffs since Dota began. Mainly these revolved around distance,
cooldown, damage disabling use, and mana requirement for cast. At
it's inception it was a truly expensive item, but much more powerful.
It had a 2 second cooldown, a distance of 1,300 units, and was not
disabled for 3 seconds when hit. But it cost 3900 gold. It was
quickly made cheaper but weaker. It has bounced around a bit since
then, but the current trend is a series of buffs. Since about 2008
it has received mostly buffs, including: increasing distance from
1000 to 1200, cooldown reduce from 30 seconds to 12 seconds, and
elimination of mana cost (was 75 mana per use).
Blink
Dagger is picked by one third of players, is bought by multiple
players each game, and is the favorite item of pros at every
tournament. Only boots and Aghanim's
can compare. It's time that Blink Dagger receives a nerf. It could
be a reduction of any of the buffs mentioned before. The best
solution is a reduction of range, requiring players to use greater
skill to position themselves, rather than an item. If the developers
would prefer to restrict its use to casters, and not carries, they
could reintroduce a mana cost that would discourage Heroes with low
mana pools from buying it. And if developers want to reduce its
escape capacity they could increase the cooldown. Any of these would
restrict one of the types of heroes that use it, and put it back in
the category of good item for some heroes, but not all.
Which
is where all items belong.
Comments
Post a Comment