Dota 2 - "slapping your ballsack against the keyboard waiting for the pretty bars above the enemys h
4,115 replies, posted
[QUOTE=Banned?;36109020]Doesn't matter. You're doing it to an entire team now. Even for "just" five seconds, that's five seconds of not using Blink Dagger, Force Staff, BKB, any kind of counter to an initiation despite not having access to your abilities [I]for the entire team[/I]. Then once that wears off, as soon as the enemy team casts spells it's another three seconds because of Last Word. Assuming people are trying to fight and counter-attack, that's [I]eight seconds[/I] of ability and item silence.
How do you not think that is overpowered?[/QUOTE]
Just being nit-pricky-nerd here: Silence doesn't prevent item usage in Dota, since you don't need [U]words[/U] to use your [U]fingers[/U].
[QUOTE=Belivo;36109049]Just being nit-pricky-nerd here: Silence doesn't prevent item usage in Dota, since you don't need [U]words[/U] to use your [U]fingers[/U].[/QUOTE]
uh ok. cool
[QUOTE=Belivo;36109049]Just being nit-pricky-nerd here: Silence doesn't prevent item usage in Dota, since you don't need [U]words[/U] to use your [U]fingers[/U].[/QUOTE]
Uhm...do you know what we're talking about?
[QUOTE=Belivo;36109049]Just being nit-pricky-nerd here: Silence doesn't prevent item usage in Dota, since you don't need [U]words[/U] to use your [U]fingers[/U].[/QUOTE]
[quote=The Silencer Agh's upgrade we're discussing]Stops all enemies on the map from casting spells [b]or using items[/b]. Any silence effect used by Silencer will also stop enemies from using items.[/quote]
[QUOTE=Rats808;36109086][/QUOTE]
Global full-body cramps?
[QUOTE=Captain Chalky;36086472]Just had a game where our Pudge used a force staff to get on one of those unreachable hills which are great for wards and trapped the enemy team's Earth Shaker there. In a pub.
Since when did this game start giving me good teammates.[/QUOTE]
Holy shit I think I was there
[QUOTE=RagerTrader;36108899][URL]http://www.playdota.com/forums/showthread.php?p=5473518#post5473518[/URL]
What do you guys think?[/QUOTE]
Eh. Doom is max 14 second 1 guy spell/ability/item disable with DoT.
This amounts to 25 (5 heroes x 5 seconds) seconds of damage-less Doom on cooldown longer by 5 seconds at level 3.
I think it's pretty much broken compared to a lot of other abilities, that at least require some sort of aiming, like Black Hole.
While it seems nice, Aghanim is supposed to "help", not "be essential part of your life". Yes, a lot of heroes go for Aghanim almost every game (Brewmaster, Warlock, Zeus, Invoker, ...), but it's not because it's so awesome, but because it fits their style or there is no other reasonable item for them to pick up. Invoker, as an example, get's it to reduce cooldown on Invoke, but it means he gets more mana intensive with all the casting. Chen wants Aghanim, but 30 second cooldown means more ultimates, i.e. more mana spend. Brewmaster wants his Aghanim for Teamfights, but at 50 minute mark his brewlings will still be weak compared to a carry with Butterfly and BKB.
Aghanim improves hero's performance at given role. Void is great disabler carry, thus he gets more disable on ultimate. Night Stalker is great ganker, so he gets vision to assist his other skills. Necrolyte has constant AoE output with single-target finisher, so his finisher get's more polish, as his AoE already scales greatly. Still, Aghanim on no hero means an instant swap of fates. Sand King has Aaghanim ? We still got BKB's and Pipe. Viper has Aghanim ? Tougher to kill, harder to escape from, but just a bit more than the usual viper with 4200 gold somewhere else. Tiny has Aghanim ? He suddenly has purpose in far late-game with pushing and heavy-hitting, where his nukes are not so lethal anymore. Dazzle has Aghanim ? We have to time our strike more, so we get it when there is brief room between ultimates, as it got trickier than before.
Aghanim doesn't win you games, and if it seems so, it's just you utilising item and team assisting you properly. When you think Aghanim, don't think "10x more punch". Think "More of X", where X is the hero. Invoker invokes more. Tiny utlises his ultimate passive bonuses more. Doom dooms longer. Bane is more of a bane. Witch Doctor's Death Ward is more deadly. Ogre Magi get's more occasions to try and Multicast.
Silencer should silence more, not "doom" people, even though it might seem like it's a "harder" silence. Reducing cooldown is right way to go, so that late-game, where teamfights happen often, he is more present, but in the same late-game items matter a lot. Untimely block on BKB or Forcestaff there means complete defeat, more so than early game. If we reduce cooldown ,we could spice up other aspects of Silencer, as his ultimate is already very powerful. Increase range on Last Word ? Add and effect or buff Glaives of Wisdom ? Make Curse of the Silent useful late-game, by possibly reducing mana-cost, maybe increasing amount of spells required to break it, I think that spell deserves a look at regarding Aghanim. Maybe even go as far as make it become a Passive with Aghanim scepter, adding health/mana burn to every silence coming from Silencer. Or we can be just a bit boring and grant a big cooldown decrease, like 50% or so.
I know, shitton of stuff to read, that's me when it comes to stuff like this.
I guess there is a lot to disagree with me on, but still, Doom on Global Silence ain't cool man.
[QUOTE=l l;36092864]-img-
this is why you don't play with facepunchers lol, childish in general and awfully arrogant, worse than your average pub tbh[/QUOTE]
I was almost in that game
Maruhai is on a dumb spree
does rupture+forcestaff work properly because ive had alot of matches recently with bloodseekers doing this thing.
[QUOTE=godfatherk;36109481]does rupture+forcestaff work properly because ive had alot of matches recently with bloodseekers doing this thing.[/QUOTE]
Don't ever do this.
Force Staff pushes 600 units : [url]http://www.dota2wiki.com/wiki/Force_Staff[/url]
Rupture does 60% damage at level 3 : [url]http://www.dota2wiki.com/wiki/Bloodseeker[/url]
60% of 600 = 360 Damage, that is worse than a level one dagon
[QUOTE=Captain Chalky;36109669]I don't need words to throw people with a rusty meat hook.[/QUOTE]
I always say a few words to God before I use meat hook. :/
can anyone promise that if there won't be a Warhammer 40k reference skin on Chaos Knight one of you will make it happen.
[QUOTE=Doughnuts;36109531]Don't ever do this.
Force Staff pushes 600 units : [url]http://www.dota2wiki.com/wiki/Force_Staff[/url]
Rupture does 60% damage at level 3 : [url]http://www.dota2wiki.com/wiki/Bloodseeker[/url]
60% of 600 = 360 Damage, that is worse than a level one dagon[/QUOTE]
I never did that just saw others doing it and i had doubts it actually works
FUCK I want my exams to be over so I can get back to dota :(
[QUOTE=Doughnuts;36109531]Don't ever do this.
Force Staff pushes 600 units : [URL]http://www.dota2wiki.com/wiki/Force_Staff[/URL]
Rupture does 60% damage at level 3 : [URL]http://www.dota2wiki.com/wiki/Bloodseeker[/URL]
60% of 600 = 360 Damage, that is worse than a level one dagon[/QUOTE]
but that's 360 PURE damage. while dagon 1 is 400 magical damage which is 300 or less actual damage against heroes, and also it's not like you can use force staff only with ulti
[QUOTE=OxIGeZ;36110637]but that's 360 PURE damage. while dagon 1 is 400 magical damage which is 300 or less actual damage against heroes, and also it's not like you can use force staff only with ulti[/QUOTE]
Getting Force Staff on Bloodseeker is still a universal way of saying "I suck and have no idea how to kill people without wasting an item slot to abuse this heroes gimmick."
[QUOTE=Rats808;36110665]Getting Force Staff on Bloodseeker is still a universal way of saying "I suck and have no idea how to kill people without wasting an item slot to abuse this heroes gimmick."[/QUOTE]
but if you get two force staves its like insta kill!!!!
PSA to no one in particular: Buy some fucking wards as Ogre Magi. Seriously.
[QUOTE=OxIGeZ;36110637]but that's 360 PURE damage. while dagon 1 is 400 magical damage which is 300 or less actual damage against heroes, and also it's not like you can use force staff only with ulti[/QUOTE]
Even so 360 Pure damage at level 16 with a cost of 2.2k is pretty shitty especially lategame. 2.2k could've gotten you anything from a hyperstone to a yasha. Force staff for anything else is pretty ridiculous, your chasing power is already extremely high and generally a support could have also built force staff.
[QUOTE=Doughnuts;36110755]Even so 360 Pure damage at level 16 with a cost of 2.2k is pretty shitty especially lategame. 2.2k could've gotten you anything from a hyperstone to a yasha. Force staff for anything else is pretty ridiculous, your chasing power is already extremely high and generally a support could have also built force staff.[/QUOTE]
force staff is da best item ever
How do you pan you camera like that?
[url]http://www.youtube.com/watch?v=jU3MNbh3Ju8&feature=g-all-u[/url]
[img]http://i.imgur.com/78Wvq.png[/img]
You're missing the other one.
[img]http://i.imgur.com/57Be9.png[/img]
is shadow demon a good counter to lancer?
[QUOTE=godfatherk;36111614]is shadow demon a good counter to lancer?[/QUOTE]
a better question would be: is he a support or a carry?
[sp]92.6% of Americans get this question wrong![/sp]
[QUOTE=godfatherk;36111614]is shadow demon a good counter to lancer?[/QUOTE]In the past two games I've played against PL, I've gone Bounty Hunter and they work fantastically. With his burst damage and almost guaranteed knowledge of which PL is the real one, he basically is a superior hero throughout the game.
[QUOTE=godfatherk;36111614]is shadow demon a good counter to lancer?[/QUOTE]
somewhat, also enchantress and od
[QUOTE=EliteGuy;36112308]somewhat, also enchantress and od[/QUOTE]
Morphling. Have your own army of lancers.
[QUOTE=godfatherk;36111614]is shadow demon a good counter to lancer?[/QUOTE]
Or earthshaker, kunkka, any aoe damage.
[QUOTE=Murdoco;36112602]Morphling. Have your own army of lancers.[/QUOTE]
You can do that with Shadow Demon and Enchantress without having the pressure to be a hard carry.
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