

In terms of talents for this revamped Bane, the left side is nice when playing as a support while the right side is nice when playing more as a carry.In addition, he becomes a great carry when paired with steroid supports like Omniknight and Chen, or even other allies like Dark Seer and Legion Commander. With this, hopefully Aether Lens becomes less of a priority, though even I doubt that. Buffs like the new Brain Sap and the retained Enfeeble attack speed talent, as well as items he already enjoys like Glimmer Cape, Shadow Amulet and Black King Bar. With the mana part of this moved to his basic ability to be less like Mana Drain, he now pauses the duration of buffs on himself. This lets it synergize well with Nightmare on the same target, letting him lock it down by himself at the cost of not allowing anything else to damage it, so this particular combo isn't always the right thing to do but is an option if he truly desires. Its damage pattern has also been changed to make it even less like Shackles and more reminiscent of Illuminate. Of course with allies who have stuns or preferably roots on their own, it can still mimic the old version. Fiend's Grip is now Grip of Terror, a very effective tool for literally pushing an enemy out of the fight like Terrorize rather than holding them down for his team to beat up.Note that the attack will still not be launched, so the attack will still not damage the target. Yes, that means Enfeeble's attack slow can hinder the ability for an enemy to wake up their ally, encouraging him to cast both abilities on different targets. What this means is that it is no longer transfers immediately upon issuing an attack and is now affected by the attacker's attack speed. The most important change here is when it is passed: As the attack point finishes, not when it starts. On the debuff itself, it remains more or less the same with more standardized power between levels. I've always found it weird since the change some time ago where Bane can no longer transfer it to himself, so I want to add that back in if really desires without impacting the reason why this was changed. The last change here is how it transfers Nightmare to himself if he chooses to layer them together, making it not always ideal to do so but if he does, puts him into a nice sleep where he regenerates health and makes him an even less enticing target to wake up. Because of all this, his base stats have been raised to drastic levels, making him a competitive hero without needing a spell that can immediately create a 600 health difference between him and an enemy. The healing it provides is overall higher but since it is now granted over time, it's no longer as immediately strong. While agreeably not as scary without its nuke, it is still effective at shutting down certain heroes by effectively silencing those with low mana pools. It might seem like a big nerf at first and it certainly is, but think about it: It's in the name, sapping one's brain really sounds like it should sap their mana, not health. If he wants to keep countering spell casters, the new Brain Sap lets him by now eating up mana instead of health.Meanwhile, Strength heroes become less durable and thus easier to kill while Intelligence heroes have their spell casting hindered as well. With the attack speed reduction still there, casting this on Agility heroes becomes even more devastating to reducing their DPS. So the status resistance reduction of this spell has been changed to primary attribute reduction like Whirling Death, making him a truly fearsome creature to face. This isn't inherently bad, I just prefer a Bane playstyle that is specifically encouraged to share the misery among priority targets based on the spell. More importantly, this encourages casting his spells on the same enemy. I will admit he is the best hero to add the 'Status Resistance Reduction' stat, but it certainly can feel really frustrating to play against. I'm not the biggest fan of the recent change to Enfeeble.
