One article was not enough to go through all the changes of the 7.22 updates so let’s have a further look at all the changes.
Killstreak XP bounty increased
This is possibly the best change of the game. Since now you will get a huge experience boost when you get a kill. This will surely encourage teams to make early game rotations and take on fights. Meanwhile, it will also improve chances of comebacks in the late game. So we should see some exciting games in the upcoming tournaments.
Multiple Siege creeps changes
Instead of 30 minutes, two units of Siege creeps will now spawn at 35 minute mark. Also the the siege creeps can no longer be converted, enchanted or dominated.
Both of these changes mean that the length will increase. We believe that Valve and IceFrog have finally realized that TI will only be entertaining if the games last longer. In the past competitions like TI4 were not very exciting to watch since the games lasted for very short intervals. While memories of TI8 are still fresh since it had very long game with tons of remarkable comebacks. In 7.22, if a team manages to win a teamfight around the same time a double siege creep spawns then can quickly wreck havoc on the opposition’s page.
— Wykrhm Reddy (@wykrhm) May 25, 2019
Delaying the double siege wave by 5 minutes, mean that the team will now player slower. They will also look to draft late game lineups for this purpose. Moreover, the inability to convert the Siege creeps is a big blow to the items like Helm of Dominator. They will also reduce the effectiveness of heroes like Chen and Enchantress. We believe that Kuroky raking racks at the 12the minute mark against EG at MDL Disneyland® Paris might have encouraged this change to siege creeps. Now Secret and Kuro will have to think of another way to play aggressive in 7.22.
The damage of the Tier 3+ towers has been increased by 20. The developer has been increased aura armor bonus by one of the Tier 1 and Tier 2 towers. Lastly the most exciting change is the multishot attack of the towers when glyph get activated. It will cast ranged attacks to two nearby targets.
This change is a lot like the patch 7.00 when pushing the high ground was hard with the introduction of active shrines. Now sieging will be quite difficult and plays an awesome role in pushing the games to late stage. The boost in armour aura make it a bit difficult for the teams to make early ganks. The increase in tower damage and the introduction of multishot will make teams think twice before engaging in the high ground push.
Overall this makes things quite interesting and will completely change the meta of the game. These changes along with the Scepter update will make things a lot more exciting in the International 9.