Gameplay update 7.06 brought some much needed improvements, with increased experience through an additional melee creep and creep denies for the mid lane and the revival of the jungle, where neutrals now spawn at every minute mark.
The most visible change across all skill levels and all games, however, will be the impact of the reworked siege creeps.
- Siege damage type vs structures increased from 150% to 250%
- Siege creeps HP increased from 550 to 825 Siege creeps spawn rate reduced from every 7th wave to every 10th wave.
- Extra Ranged/Siege creeps now spawn at 40 minutes instead of 45 (Every 5 minutes)
These changes will revive the potential of split pushing and space creating heroes, reflecting the direction taken in 7.05 which saw buffs for solo pushers.
Siege creeps are now monsters :
Prior to 7.06, teams could ignore an incoming creep wave on the other side of the map as they prepared to take a major objective such as Roshan or the high ground, as they would be certain the Tier 3 towers could defend themselves unless there was an enemy hero around to help the wave through.
However, with the changes to the siege creeps, they must now calculate the risk involved that a large creep wave could clear or cause serious damage to a Tier 3 tower in the event of a teamfight gone wrong.
The flipside, of course, is that early group pushing is now more difficult, because the first siege creep spawns later.
Seeing siege creeps cause trouble for teams is not new to Dota, but with these changes, they will add another element of strategy to the game. And potentially hilarious situations.