Right now drow has the same silencing power as the fuckin silencer himself + 60% slow, more survivability, damage buff for everybody and 80fuckin agility...
Now tell me silencer isn't shit.
[editline]25th October 2012[/editline]
[QUOTE=Tokagero;38182611]
He isn't hardest carry around, he isn't best support around, but he filles a great nieche. A hero who disrupts enemy spellcasters, or disrupts enemy's casting schedule in general, and whose duty changes fluidly from early game to late game.
Just saying he is bad/shit hero because he isn't best ranged carry around, or doesn't have tits like CM, is just being plain ignorant of his features and their synergy with other heroes in game and, worst of all, showing that you are narrowminded about heroes and their usage.
[/QUOTE]
The old silencer did this very well. The new silencer won't be able to have the same impact because the new skill is SINGLE TARGET. He might be more viable in pubs but he won't see competitive play in a million years.
[QUOTE=aydin690;38182613]Right now drow has the same silencing power as the fuckin silencer himself + 60% slow, more survivability, damage buff for everybody and 80fuckin agility...
Now tell me silencer isn't shit.
[editline]25th October 2012[/editline]
The old silencer did this very well. The new silencer won't be able to have the same impact because the new skill is SINGLE TARGET. He might be more viable in pubs but he won't see competitive play in a million years.[/QUOTE]
That aura became nothing the moment burst-casting heroes got BKB. It wasn't worthy of anything late-game and made thing just annoying to the enemy key-spamming wise.
True, Drow has Silence, Slow, global aura and agility.
Silencer can :
- Burn away mana and health of any opponent laning against him who can't spam spells (including Drow for example)
- He can force enemies to cast spells just to avoid losing mana/hp early, which can result in premature casts or stopping to cast while running
- He can deal pure damage
- He can orb-walk
- He can use new Last Word for variety of purposes, from forcing casting/bkbs to disarming carries. A cool combo I've though about is using Last Word on enemy so they have to cast something to avoid disarm and silence afterwards, and then using Curse as they've just cast a spell, so their mana and cooldowns are no in way.
- He has global silence, the most powerful silence (DOOM IS NOT SILENCE) spell in game. It pierces BKBs if they are active when it hits and doesn't require his presence.
- He can decrease enemy stats permanently
- His ability to steal enemy's intelligence promotes constant teamfights/skirmishes, which forces enemies to either take fights on (Last Word early on and Curse are strong) or have carry farm away from afar, while Silencer grabs more and more int
I am not saying he is faultless.
Weak damage early on and without bigger intelligence.
Spells easily removable by many enemies.
BKB giving a good way to avoid pretty much everything he does (Same can be said about many heroes, OD amongst carries)
He lacks natural toughness (new Rod of Atos seems sexier on him that ever before)
Ultimate has lenghty cooldown and hefty manacost
No hard disable, so he needs assistance in keeping enemies rooted
Still, he is good hero in right composition and hands. You can throw me examples of "better heroes", but all it will do is prove my point that you are narrowminded about this. No offence men, it's quite common amongst Dota players, but it is wrong. You think Drow aint faultless ? Maybe that Invoker is good in every situation ? Or that farmed AM can't be stopped ?
Dota is a wonderful game where everyone is OP and game ends when ancient falls, not before. Don't make it sound like 10-minute game, with 30 minute ending being dragged out by obvious winners, where victory is decided purely by stats and amount of stuns.
[QUOTE=aydin690;38182398]cd on his ult to like 40 seconds (to compensate for the fact that he lost his best skill).[/QUOTE]
[B]No.[/B]
Silencer is fine the way he is after the patch. I never found any use of Last Word before this update aside from stealing int from people. It's not as great as you think it is. See Tokagero's post for a decent explanation of why Silencer is fine.
[QUOTE=aydin690;38182398]The only way to make him viable is to beef up his stats and increase his movement speed and/or lower the cd on his ult to like 40 seconds (to compensate for the fact that he lost his best skill).[/QUOTE]
[quote]40 second cooldown, 6 second duration, bkb piercing, global silence[/quote]
Are you fucking high?
i kind of wish scepter did something on silencer
Like, an increase to duration, decrease to cooldown, or make it a true silence
the cooldown to me is fucking ridiculous for his silence. I mean drow and DP's silence does pretty much the same thing. sure its not global, but its not THAT much of a big deal. i mean the new hero pretty much has a global disable if you work with your team. Idk maybe i just dont know why a global silence for 5 sec with a 140 sec cooldown is pretty dumb.
[QUOTE=codemaster85;38184183]the cooldown to me is fucking ridiculous for his silence. I mean drow and DP's silence does pretty much the same thing. sure its not global, but its not THAT much of a big deal. i mean the new hero pretty much has a global disable if you work with your team. Idk maybe i just dont know why a global silence for 5 sec with a 140 sec cooldown is pretty dumb.[/QUOTE]
tbh, if the cooldown was less, like 100/90/80 it'd be fine
I pierces bkb though, which most effects don't. I agree that you could decrease the recharge and still have it be reasonable, but 40 seconds is patently absurd.
"a hero with a global 6 second silence [I]and[/I] a 12 second silence [I]and[/I] 6 second disarm [I]and[/I] 700 damage on their carry has no teamfight presence" - a thing somebody literally said
[editline]26th October 2012[/editline]
140 second cooldown?! well dang I guess Enigma and Tidehunter have no teamfight presence either!
I think it would make a great Scepter upgrade to silencer if the cooldown is reduced to like 90-80 seconds.
Taking into account that he has to farm it, and he doesn't have any real farming mechanisms either, it would balance itself over.
[QUOTE=dual elites;38189760]"a hero with a global 6 second silence [I]and[/I] a 12 second silence [I]and[/I] 6 second disarm [I]and[/I] 700 damage on their carry has no teamfight presence" - a thing somebody literally said
[editline]26th October 2012[/editline]
140 second cooldown?! well dang I guess Enigma and Tidehunter have no teamfight presence either![/QUOTE]
Having a AoE Lockdown spell which used right can stun entire teams, versus "just" a silence with the same cooldown is kind of obvious that lockdown >>> silence
(not even mentioning how idiotproof Ravage is to use properly)
[QUOTE=Belivo;38189847]I think it would make a great Scepter upgrade to silencer if the cooldown is reduced to like 90-80 seconds.
Taking into account that he has to farm it, and he doesn't have any real farming mechanisms either, it would balance itself over.
Having a AoE Lockdown spell which used right can stun entire teams, versus "just" a silence with the same cooldown is kind of obvious that lockdown >>> silence
(not even mentioning how idiotproof Ravage is to use properly)[/QUOTE]
You BKB for ravage and it's useless. You BKB for Blackhole and a lot of damage is negated, except for that of enemy carry (i.e. support's nukes and such are still negated for a while).
You BKB for Globa Silence, it pierces it. Silencer doesn't have ultimate as strong as Enigma or Tidehunter because Enigma and Tidehunter don't have scaling pure damage orb on their hands.
[QUOTE=Tokagero;38191070]You BKB for ravage and it's useless. You BKB for Blackhole and a lot of damage is negated, except for that of enemy carry (i.e. support's nukes and such are still negated for a while).
You BKB for Globa Silence, it pierces it. Silencer doesn't have ultimate as strong as Enigma or Tidehunter because Enigma and Tidehunter don't have scaling pure damage orb on their hands.[/QUOTE]
I don't really get why would you use BKB to counter the [I]damage[/I] on black hole. It's mostly for the lockdown, the damage isn't the main part on it IMO.
[QUOTE=Belivo;38191398]I don't really get why would you use BKB to counter the [I]damage[/I] on black hole. It's mostly for the lockdown, the damage isn't the main part on it IMO.[/QUOTE]
Silent killer. And you BKB to avoid other spells being thrown at you while you are black-holed.
Basically, everyone will cast as much as possible while you are vulnerable like that. BKB allows you to suffer only part of what they can do.
i am a meepo player and this update makes me happy )))
[QUOTE=Tokagero;38191418]Silent killer. And you BKB to avoid other spells being thrown at you while you are black-holed.
Basically, everyone will cast as much as possible while you are vulnerable like that. BKB allows you to suffer only part of what they can do.[/QUOTE]
If people are throwing disables at someone who is in a black hole, they are retarded. Damage abilities, fine, but just throwing everything at someone in a hole is kind of stupid.
[QUOTE=Zephyrs;38193397]If people are throwing disables at someone who is in a black hole, they are retarded. Damage abilities, fine, but just throwing everything at someone in a hole is kind of stupid.[/QUOTE]
Not exactly.
If you can kill them in black-hole with damage portion of disables (You don't use stuff like Meepo's Net, but Torrent, Light Strike array, alchemists's new stun due to it's AoE, etc) you ensure they don't get up and do shit like Time Lapse, rage, infest, cloud, etc.
+ Tell me you are always 100% rational and cold blooded while playing Dota. Adrenalin and emotions cause a good share of "impulse " stuff, especially during hectic and colourful times like teamfights. If you see 5 enemy guys in a blackhole your guts go "YEAAHAW", your brain goes "Hell yes" and your face will twist itself into a smile even if it would be painful to do so. It's easy to drop stuff just for the overkill pleasure, it's natural and it takes a lot of practice and preparation not to do this.
It does happen even during tournaments (exception : Chinese human-like androids) due to basic instics encoded within us and it happens in pub plays very frequently as we play for pleasure, and if our gut will let us have even more pleasure from something by doing something awesome or over the top, we will do it, even if after some consideration we might regret it.
Psychology applies [I]everywhere.[/I]
[QUOTE=nmagain;38192894]i am a meepo player and this update makes me happy )))[/QUOTE]
I'm a terrible player and this update makes me even more confused (((
the 3-player split was fun
[editline]26th October 2012[/editline]
5-time bounce is fun too though
[img]http://media.playdota.com/changelogs/1351380304.jpg[/img]
* Stampede cooldown increased from 65 to 120/90/60
* Stampede duration rescaled from 3/4/5 to 3.75
* Stampede damage slightly reworked from 100/150/200 + 2x str to 0 + 1/2/3x str (no base damage)
* Stampede mancost increased from 50 to 80
* Stampede AoE reduced from 120 to 105
* Drow's base armor decreased by 2
* Marksmanship focus AoE increased from 375 to 400
* Last Word manacost from 100 to 115
* Living Armor cooldown and duration decreased from from 20 to 15
* Living Armor manacost decreased 30/35/40/45 to 25
* Fixed an exploit with Enfeeble allowing it to be perma stuck on the enemy in some situations
* Fixed some lag when Centaur initially casts Stampede
* Centaur restricted from Captain's Mode
* Fixed a couple of bugs with -TagTeam mode
* Fixed Force Staff shop hotkey
* Fixed various tooltips
[img]http://media.playdota.com/changelogs/1351380304.jpg[/img]
* Stampede cooldown increased from 65 to 120/90/60
* Stampede duration rescaled from 3/4/5 to 3.75
* Stampede damage slightly reworked from 100/150/200 + 2x str to 0 + 1/2/3x str (no base damage)
* Stampede mancost increased from 50 to 80
* Stampede AoE reduced from 120 to 105
* Drow's base armor decreased by 2
* Marksmanship focus AoE increased from 375 to 400
* Last Word manacost from 100 to 115
* Living Armor cooldown and duration decreased from from 20 to 15
* Living Armor manacost decreased 30/35/40/45 to 25
* Fixed an exploit with Enfeeble allowing it to be perma stuck on the enemy in some situations
* Fixed some lag when Centaur initially casts Stampede
* Centaur restricted from Captain's Mode
* Fixed a couple of bugs with -TagTeam mode
* Fixed Force Staff shop hotkey
* Fixed various tooltips
[QUOTE=Malvodion;38218069][img]http://media.playdota.com/changelogs/1351380304.jpg[/img]
* Stampede cooldown increased from 65 to 120/90/60
* Stampede duration rescaled from 3/4/5 to 3.75
* Stampede damage slightly reworked from 100/150/200 + 2x str to 0 + 1/2/3x str (no base damage)
* Stampede mancost increased from 50 to 80
* Stampede AoE reduced from 120 to 105
* Drow's base armor decreased by 2
* Marksmanship focus AoE increased from 375 to 400
* Last Word manacost from 100 to 115
* Living Armor cooldown and duration decreased from from 20 to 15
* Living Armor manacost decreased 30/35/40/45 to 25
* Fixed an exploit with Enfeeble allowing it to be perma stuck on the enemy in some situations
* Fixed some lag when Centaur initially casts Stampede
* Centaur restricted from Captain's Mode
* Fixed a couple of bugs with -TagTeam mode
* Fixed Force Staff shop hotkey
* Fixed various tooltips[/QUOTE]
lol centaur nerf
[QUOTE=mr kjerr;38218938]lol centaur nerf[/QUOTE]
Centaur is fine now, he was way too powerful before. Late game is ult gets really silly though.
Drow's buff (trueshot) being on or off doesnt seem to affect the ranged creeps and heroes. The icon and damage shows no matter if its on/off.
[QUOTE=C47;38220317]Drow's buff (trueshot) being on or off doesnt seem to affect the ranged creeps and heroes. The icon and damage shows no matter if its on/off.[/QUOTE]
It being on or off will only affect creeps and siege units.
A point in glaives is well worth it for the free harass. Along with Last Word, you can easily get early kills or force enemies out of lane. Yes it delays his Last Word->Curse combo, but the general utility of the orb is worth it.
I've had a lot of success with him since the patch, his harass in lane is even better now, and his ability to ensure/interrupt ganks is (still) great.
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