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Introduction
With every major Dota 2 patch, players expect a fresh meta that reinvigorates gameplay and balances the hero pool. However, Patch 7.35 introduced a seismic shift that, rather than balancing the competitive landscape, magnified long-standing issues surrounding hero viability, item dominance, and role ambiguity. This article dissects how 7.35 has disrupted the competitive meta by focusing on specific changes—particularly the overwhelming dominance of universal heroes, the broken state of items like Harpoon and Meteor Hammer, and the neglected state of hard support roles. This is not just about balance; it’s about how Valve’s design philosophy is shifting—and what it means for the future of Dota 2.
The Rise of the Universal Hero: A Dangerous Trend

The Creation of the Universal Hero
Patch 7.33 introduced the Universal hero attribute, enabling heroes to gain equal damage from all stats. By 7.35, this design decision matured—and started to rot. Heroes like Void Spirit, Windranger, and Lone Druid have exploited the Universal status to scale damage absurdly with tanky or utility builds, bypassing traditional drawbacks of stat-focused scaling.
Why This Breaks the Meta
The versatility granted to Universal heroes nullifies one of Dota’s oldest balancing levers: stat trade-offs. Traditionally, Strength heroes had high HP but low damage scaling; Intelligence heroes had mana advantages but were squishy. Universal heroes dissolve this paradigm. The result? Drafts skew toward universal cores, and off-meta heroes lose competitive relevance.
Item Overload: Harpoon and Meteor Hammer Abuse
Harpoon’s Overloaded Utility
Originally designed as a melee-centric Skewer tool, Harpoon has evolved into a default pickup for many Strength-based heroes like Bristleback and Dawnbreaker. With low cooldowns, added mobility, and synergy with other gap-closing abilities, Harpoon disrupts positioning-based counterplay—especially for squishy supports.
Meteor Hammer Reborn—and Abused
The reworked Meteor Hammer now benefits from cast range buffs and quick channeling, allowing heroes like Dark Seer and Underlord to apply siege pressure and disable combos with near impunity. What was once a meme item now has meta-defining power. The result is stagnant laning and a farming race, not aggressive skirmishing.
The Collapse of the Support Role
Hard Supports as Gold-starved Wards
Despite tweaks to passive gold and neutral item drops, hard supports in 7.35 remain economically handicapped. With fewer active team fights and an emphasis on greedy position 4s (like Hoodwink and Earth Spirit), position 5s like Lion or Dazzle are relegated to glorified ward bots with minimal agency post-laning phase.
Impact on Competitive Drafting
In pro games, teams opt for tanky, utility-rich supports (Undying, Treant Protector) or those that scale better into the late game. This leaves classic disablers or squishy healers out of the meta, further homogenizing drafts and making competitive matches feel predictable and repetitive.
Neutral Items: Creeping Power and RNG

The Problem With RNG in High-Stakes Matches
The neutral item system, introduced in 7.23, was meant to offer dynamic game progression. However, by 7.35, the list of “must-get” items—like Specialist’s Array and Gossamer Cape—has grown. This creates an unbalanced ecosystem where the wrong item drop can decide skirmishes or Roshan fights, regardless of mechanical skill or drafting strategy.
Fixes That Missed the Mark
Valve attempted to mitigate RNG by limiting the number of items in each tier and allowing recycling. However, this band-aid solution doesn’t address the core issue: some neutral items are simply too strong for their accessibility, creating game-defining moments that feel unearned.
Map Shrinkage and Vision Control
The Return of Chokepoints
Patch 7.35 subtly altered map geometry, especially around Roshan and jungle paths. These changes reinforce control over specific choke points and reintroduce the infamous “Triangle of Death,” enabling teams with better early vision to snowball more aggressively than before.
How Vision Determines Outcomes
Due to the rise of vision-dependent fights, heroes like Night Stalker and Beastmaster, who control vision inherently, become prioritized in drafts. Meanwhile, vision-deprived teams struggle to contest objectives, making comebacks rare and compounding the imbalance between radiant and dire sides.
Smokes and Objective Timing
Overemphasis on Predictable Smoke Ganks
With the meta favoring slower-paced games and fewer tower dives, smokes become the default tool for making plays. This results in repetitive gameplay patterns where teams “smoke at minute 12” to contest runes or set up Roshan, creating a formulaic rhythm devoid of creativity.
Consequences for Viewer Engagement
This predictability has affected the watchability of pro games. Fans are noting a lack of unexpected plays or high-risk maneuvers. When every match plays out like a script, the magic of Dota—its chaotic unpredictability—suffers.
The Shrinking Hero Pool in Pro Play

Where Are the Forgotten Heroes?
In Patch 7.35, certain heroes like Meepo, Tinker, and Arc Warden have completely disappeared from competitive play. Even once-stable picks like Queen of Pain or Tidehunter are rarely seen, victims of indirect nerfs and synergy breakdowns.
Statistical Snapshot
According to Dotabuff, the top 20 most-picked heroes in pro games account for over 70% of all games in recent tournaments. This is the lowest hero diversity in years, suggesting a dangerously narrow meta that limits strategic experimentation.
Lane Dynamics and the "Golden XP" Era
Early Game Becomes a Farm Festival
Experience gains from lane creeps and jungle camps have made early aggression less rewarding. Safelane carries can now secure levels safely with minimal pressure, encouraging passive laning and late-game farming strategies over aggressive rotations.
Midlaners as Passive Buff Bots
Instead of the high-impact, high-risk role of old, midlaners now often pick wave-clearers with innate escape (like Puck or Pangolier) and build auras or utility. The era of explosive midlane dominance from heroes like Storm Spirit or Lina has waned.
Roshan Control Becomes Binary
Roshan Timer and Map Priority
Roshan’s new respawn mechanics encourage tighter map control rather than skirmish dominance. If one team secures vision and outposts before a Roshan window, the opposing side has little recourse. This binary win condition overemphasizes one objective over others.
Impact on Comeback Mechanics
Comebacks in Dota used to hinge on creative smoke ganks, split-pushing, or surprise teamfights. Now, missing one Roshan often means giving up the next two objectives. The game becomes a checklist rather than a sandbox of opportunity.
Valve’s Design Philosophy: Power Creep Over Counterplay
From Chessboard to Playground
Dota 2 was once about counters: outdrafting and outplaying opponents through subtle choices. 7.35 and its predecessors lean toward a playground mentality—give players power, not problems. But without friction, skill expression suffers.
The Dota Identity Crisis
Valve seems torn between making Dota more accessible to casuals and preserving its esports prestige. This has led to a patch philosophy that feels like short-term entertainment at the cost of long-term balance. Power creep is exciting—until it breaks the game.
Conclusion
Patch 7.35 is a case study in how well-intentioned changes can go awry. While it brought excitement and novelty, it also exposed deeper cracks in Dota 2’s design: overpowered universal heroes, stale hero pools, broken items, and reduced support agency. If Valve continues prioritizing spectacle over stability, the soul of competitive Dota may be at risk. Players deserve a meta that rewards creativity and skill—not one dictated by a narrow band of overpowered options and formulaic objectives.