• Dota 2 General Chat XXV - Emergency OP
    81,668 replies, posted
I don't think the frog wants to change the meta too much because TI is right around the corner. I think this was just the first phase, we might see 6.79 right after TI.
[QUOTE=neos300;40846072]I don't think Brood's buff is going to make a difference, there's just too many ways to deal with spiderlings.[/QUOTE] Yes, but now there's also too many spiderlings to deal with. Sure, given some good AoE you can clean it up, but Brood wasn't made to throw her units around like that. Siege , retreat, jungle, scout, cover runes, trap people, etc. More Spiders allows for better execution of those. Sure, it's more potential gold they might gain, but it's not like Familiars provide little, or Bear gives less now. Spiders have benefit of expiring and being extremely quick on the Nets. Has anyone ever tried spreading out 3-4 spiders around the paths enemy come through while pushing with rest ? Having such scouts will provide ample room to leg it not just for Brood, but spiders too.
Brood is a fun hero until you get counterpicked by Earthshaker. On the flipside I love playing Earthshaker against Broodmothers. The massive earrape when you ult her and all her children instantly gives me a full fledged chub
Aw, shit, the old laning music started playing for me in the menu. God I've missed it.
[QUOTE=OutOfExile2;40846087]Is there an alternative to [URL]https://code.google.com/p/d2ric/downloads/list[/URL] I used to love this but I was wondering why it was never getting updated and I just noticed that the creator dropped it for some reason It's probably just easier for me to learn the code and add the final heroes myself[/QUOTE] Why don't you just use steam builds? You don't even have to publish them, just use them for yourself. I don't know how many heroes this patch is really going to just flat out remove from the meta. I predict Nyx will mostly leave due to the fact that mana burn isn't a 1 point wonder anymore. Magnus might leave due to lack of bottle crowing but we shall see how that turns out. I think Gyro might go down to a situational pick due to the Flak cd nerf and the bkb nerf. Lifestealer should stay, he may not be the absolute king of aggressive trilanes but he's still strong. I can't see Bat leaving, he may not be the king of the rosh pit anymore but lasso is still very useful and napalm wins lanes. Lone Druid might leave because now you can't do the cutesy stuff that Admiral Bulldog does that involves losing the bear, it's like giving up first blood. Clockwerk might drift out again. I think combined with the BKB nerfs and other anti carry item buffs that hard carries in general are going to fade away, and early aggression will be the name of the game. Huskar, if he ever gets into CM like this, might become our new steamtrain carry though. [editline]30th May 2013[/editline] Or rather, LD might fully transition into being a 1 and no longer a 3.
[QUOTE=neos300;40846092]I don't think the frog wants to change the meta too much because TI is right around the corner. I think this was just the first phase, we might see 6.79 right after TI.[/QUOTE] Necrolyte's anti-buyback ; Bear and armlet ; AC's armor aura ; BKB 4 sec ; Dust slow ; Wards decrease ; Sentry range decrease ; Bottlecrow speed debuff; unkillable gem ; Draft remade from 4 phases to 6 phases ; adjustmen to XP/gold bonuses (5 man doto slightly lesser) ; buyback +1 minute on CD ; Omni's Agha ; Tower bounty ; Centaur in CMode ; Clock's Cogs not knocking back magic immune targets ; Dazzle buff ; permaDoom ; ES affecting illusions with Slam ; Ember Spirit in cm (we have 2.5 months until TI3) ; Legion Commander buff and CMode enabled ; Lifestealer nerf ; Mirana buffs ; Pudge buff (TI3 is LAN) ; Nevermore's ult buff ; Spirit breaker tweak ; Tide's buff ; Man, he shook it. [editline]30th May 2013[/editline] [QUOTE=neos300;40846202] I think combined with the BKB nerfs and other anti carry item buffs that hard carries in general are going to fade away, and early aggression will be the name of the game. [/QUOTE] Hardest carries actually don't get BKB as it's clutch-moment item and not so much power-item. PL, Dusa, Spectre, Faceless, there are exceptions to this of course, but BKB change aims to hurt late-game spell avoidance so that guys like Tide, Shadow Demon, etc, still get to do something before dying and not having that negated by BKB completely.
[QUOTE=neos300;40846202]Why don't you just use steam builds? You don't even have to publish them, just use them for yourself.[/QUOTE] Don't you have to select those each time? I liked being able to edit the default items directly
so to anyone testing the changes out on wc3, does each swap in allrandom cost 100g or is it just a pay once deal because losing 200g to a 3-way swap sounds kinda rough
[QUOTE=Anonymuzz;40846474]so to anyone testing the changes out on wc3, does each swap in allrandom cost 100g or is it just a pay once deal because losing 200g to a 3-way swap sounds kinda rough[/QUOTE] I play pretty much only All Random and I am all for this. If you really don't want to play what you got, repick. It's allowed, but begging for Swaps is finally over.
[QUOTE=Tokagero;40846541]I play pretty much only All Random and I am all for this. If you really don't want to play what you got, repick. It's allowed, but begging for Swaps is finally over.[/QUOTE] i only play all random with friends so it's usually a case of switching out who can play a hero better or who likes a hero more, so i'm hoping it's not going to be too punishing for coordinated swaps
So how is SK's Mortal Strike gonna affect his lane play?
Hopefully now when people want me to swap with them after they random they won't try to get me to random their other hero as well
[QUOTE=Zoran;40845539]I wish that there were a way of letting people know you denied yourself on purpose. I'm getting tired of seeing, "lul nj killing self on neutrals, noob."[/QUOTE] If you die to neutrals while being chased it's obvious it was on purpose. If you are level 3, out of mana, out of hp, and want a quick teleport back home, then why bother explaining.
[QUOTE=Anonymuzz;40846625]i only play all random with friends so it's usually a case of switching out who can play a hero better or who likes a hero more, so i'm hoping it's not going to be too punishing for coordinated swaps[/QUOTE] Now, how about a different approach. When someone randoms a hero he doesn't know how to play well, but one of your friends does, then have that friend explain stuff and tutor the guy so he can learn the hero better. Such behaviour, especially via open dialogue on voice chat, will surely make it more pleasant and healthy for participants. Of course, if it's an extreme case repick is always there as well as Swap, except swapping for "eaiser heroes" or your favourites has a cost now.
you can edit the default recommended items already, click the little pencil icon above the starting items
[QUOTE=OutOfExile2;40846087]Is there an alternative to [URL]https://code.google.com/p/d2ric/downloads/list[/URL] I used to love this but I was wondering why it was never getting updated and I just noticed that the creator dropped it for some reason It's probably just easier for me to learn the code and add the final heroes myself[/QUOTE] You can just edit item builds directly from the txt files fairly simply as well.
[QUOTE=Dogchow33;40846643]So how is SK's Mortal Strike gonna affect his lane play?[/QUOTE] I doubt you'll want to level it much early on in lane. 20% steal is static (and counts from max HP), same for rest of the spell actually. 30 manacost is low, but given SK's manapool I'd consider Soulring even more now. I guess 1 point into crit will be very much there now just for the active ability. I am so hoping Valve gets some new voice lines for that ability. Actual effect ? Even more of a bitch to kill as for 7 seconds he gets 20% of someone's HP. Let's say NS tries to gank SK. If you can't kill him during silence, he'll either rez via ult, or stun + steal HP and still make it under tower or even kill you.
[QUOTE=Dogchow33;40846643]So how is SK's Mortal Strike gonna affect his lane play?[/QUOTE] Not a whole lot, you'd get one point in crits and then do the usual stats until you can make use of crits+lifesteal. It will probably be pretty good for first blood, one fifth of a heroes HP gone just like that. I could see it being pretty amazing late game for a huge nuke against high hp heroes.
I am not entirely sure about the mindset of these Huskar changes. I wonder what Icefrog was thinking.
[QUOTE=SgtWoodsy;40846849]I am not entirely sure about the mindset of these Huskar changes. I wonder what Icefrog was thinking.[/QUOTE] he's not allowed in captains mode now so it's obvious he knows he is really strong
[QUOTE=SgtWoodsy;40846849]I am not entirely sure about the mindset of these Huskar changes. I wonder what Icefrog was thinking.[/QUOTE] Removal from CM pool shows that it's a rework in steps. Huskarr is cool hero, but he lacks to work against smart players who'll abuse the way the is played. Low HP plays are great and all, but in competetive enviroment Huskarr will be priority target and kill off someone who basically hurts himself ain't that hard. And forgoing his orb isn't much of a method to prevent self-destruction (especially since it's strong orb). The magic resistance would negate damage from nukes that would be saved to kill Huskar when he hits kill-treshold. Now it won't work like that. And very few carries can keep up with Huskarr when his Berserker Blood kicks in, though now without it's damage component Huskarr might require more farm to actually excell.
[QUOTE=SgtWoodsy;40846849]I am not entirely sure about the mindset of these Huskar changes. I wonder what Icefrog was thinking.[/QUOTE] Truth; Huskar's kinda meant to be a bloodzerker of some sort isn't he? Y'know, like how berzerkers get more powerful when they get angry, and how blood mages use blood for spellcasting. Bottom line, the impression I got was that he'd hit harder when he gets hurt more; new iteration still has the attack speed going for it, but I dunno what Frog has in mind with replacing the extra damage with extra magic resist, unless Huskar's being redesigned to be near-unstoppable to magic users. Also, at least Skeleton King is getting more than one active, since even most other carry-style heroes have at least 2 actives; Mangina has Blink and Mana Void, Phantass has a slowing dagger and a blink that boosts attack speed, Riki can jump behind an enemy and drop Silencing smog, and Sniper has Shrapnel and Assassinate. It's honestly hard to imagine any other hero that has only one active ability, since that and auto-attacking is all that's available to you and makes it sound like a rather boring character to be honest. But now his boring crit dice have an active component with the taking of 20% of the enemy's Health, which could give him some good burst against other STR heroes, like cutting a fed Pudge down to size with that Mortal Strike.
[QUOTE=ironman17;40846977] But now his boring crit dice have an active component with the taking of 20% of the enemy's Health, which could give him some good burst against other STR heroes, like cutting a fed Pudge down to size with that Mortal Strike.[/QUOTE] I have a theoretical beef with this though. 7 Second duration. 25 second cooldown, during which Crit is disabled. Basically, if you wanted to keep your crit up in teamfights, you won't use it until very very end where you need the HP or can get a kill via 20% steal. I can see this going kinda like this : Fight -> Stun -> Die & Ressurect -> Stun -> Fight -> Go low -> Use Mortal Strike With Armlet you can make safer armlet toggles by stealing HP before or just after turning armlet off. But still, 25 seconds of no crit is quite hurtful. It is just 15% chance ,but it's still the crit of SK which has swung many battles around.
huskar is basically FUCK NECROLYTE with the change.
just noticed with that new patch disruptor cant push as fast anymore
[QUOTE=Tokagero;40847026]I have a theoretical beef with this though. 7 Second duration. 25 second cooldown, during which Crit is disabled. [Snip] But still, 25 seconds of no crit is quite hurtful. It is just 15% chance ,but it's still the crit of SK which has swung many battles around.[/QUOTE] [B] When the active is used, the critical strike is temporarily disabled for the drain duration HP Drain: 20% of Max (Not Lethal) Drain duration: 7[/B] You misread that. It's 7 seconds of no crit. During which you have 20% of someone's giblets.
[QUOTE=Suttles;40847065]huskar is basically FUCK NECROLYTE with the change.[/QUOTE] Or Lion. Or Lina. Or Skywrath. Or most of Invoker's stuff. Or Timbersaw. Or Dagon. Or Zeus. Get the idea ? It's fuck magic when he's low. Now of course magic damage immunity is likely too much like that, though disables still work and right-clicks even more so, but he's going places so that IceFrog can see how to make Huskarr work in more than just pubs. Hell, Bloodseeker with new changes might see play. [editline]31st May 2013[/editline] [QUOTE=Crazy Ivan;40847084][B] When the active is used, the critical strike is temporarily disabled for the drain duration HP Drain: 20% of Max (Not Lethal) Drain duration: 7[/B] You misread that. It's 7 seconds of no crit. During which you have 20% of someone's giblets.[/QUOTE] My theoretical beef got roasted, served and is now no more. Thanks.
Where can I check the changes to heroes for new patch? Can't find them on dotadev forum.
[QUOTE=SgtWoodsy;40846849]I am not entirely sure about the mindset of these Huskar changes. I wonder what Icefrog was thinking.[/QUOTE] Huskar sucked and now he doesn't suck. Pretty cool.
[QUOTE=LtKyle2;40847147]Where can I check the changes to heroes for new patch? Can't find them on dotadev forum.[/QUOTE] [url]http://www.playdota.com/changelogs/6.78[/url]
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