Getting beaten or abused by splitpush with a np with a shadowblade, is 100% the defending teams fault aka newbness. He abuses the inability of teams to properly defend split push and create windows to counter push. Prophet is a good hero that's fine, but he's not first ban material, not like he's being made out to be. I think most of the rage people have against him is how the hero drags out games and is easy to play at 85% efficiency in pub dota.
His TI3 Stats (I didn't verify the accuracy of the article) but I'm assuming its close. He was the 10th most contested pick, and banned just 39 times. Honestly, I think he's just annoying, so people hate on that.
Prophet won 33/68 games picked, less than 50%, just like his pubdota stats actually.
Let me make sure I have this right.
It's the defending team's fault if a character that can teleport anywhere on the map managed to split push and then escape? When you commit 5 people to a push and see NP split pushing dangerously, you have to not only send someone back, but send someone back you know who can kill him and have detection. Rubick can't really go back. It has to be someone with balls and if you want a kill it has to be someone with detection AND have ported back in such a way that NP doesn't see it.
FURTHERMORE
If NP is competent, either a port scroll or his personal TP will be off CD after you send someone back, meaning he can then join the teamfight your team committed to, making it 4v5 because someone from your side had to teleport away and had no way to get back.
This is the team playing against NP's "fault?" No. Pointing at his winrate in TI3 shows a lot of teams have no idea how to use him and some other teams do, just like in pubs.
And let me just head off some dumbass counterarguments right now.
But all t3h lanes should be pushed out before, that way if he tries to counterpush the creep are far away from the base!
Several problems with this. First, pushing out all the lanes individually takes time and getting them to the river doesn't even guarantee safety, it needs to be a little farther. At the point of the game that NP is a risk, losing a character is a real loss, so this push out would need to be done with multiple characters, inefficiently using their time. If solo characters push the lanes out, they stand at serious risk of dying. Let's not forget this pretends the enemy team is doing nothing but dicking around in their jungle. Secondly, if 4-5 people are in lanes, pushing them out, all that means is that NP CAN PUSH ANOTHER LANE CAREFULLY, undoing the work of "let's make sure our lanes are pushed before we teamfight!" It also means you have less of an ability to respond or control the roshan pit when you're worried about your lane at all times, and NP has no qualms about pushing a lane when roshan is up as he can instantly join the fight.
As to increasing the mana on his port, it wouldn't do much. By the time it's level 4 (and 200 mana or whatever) he doesn't give a crap, he probably has a decent item by then. Sure this could cut down on level ~12ish aggression, when he has a shadow blade and is still working on scythe, but as soon as orchid/scythe/whatever comes out, this is a total non-issue. And lots of times, he's porting from the fountain where he'll regen a good 150 of that just off fountain effects as he arrives, not even needing a mana-regeneration item.