• Dota 2 General Chat XXV - Emergency OP
    81,668 replies, posted
the new background music for dota gives me the feeling that I'm playing wc3 again
Seems like a big benefit for pubs where everything is a bit of a mess, but surely most competent Huskars (lol) will get a BKB anyway, at which point you'd get much more use out of 112 attack damage?
[QUOTE=Tokagero;40846671]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.[/QUOTE] we've all played plenty enough games by this point, especially with each other. it's not a matter of who doesn't know a hero as much as who knows a hero the most you can certainly try to teach things like muscle memory, but it's much easier to just take the heroes we like and focus on the game i'm not objecting to the cost, i'm just hoping that it doesn't stack
[QUOTE=Tokagero;40847026]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.[/QUOTE] Eh, personally I have beef with the whole crit thing to begin with, and the whole dice thing in general, because of it not actually being in your control and you don't know when you're going to crit, as well as that it has less to do with skill. It just doesn't feel natural for something as important and tide-turning as a crit or a bash to be bound to arbitrary numbers that can't be directly influenced. If it was like dealing damage added to a meter, and when the meter filled your next auto-attack would be a crit, it'd be a bit more organic; similar to PRD yes, but at least it wouldn't be almost completely random and uncontrollable. Or alternatively crits and bashes could work kind of like Kunkka's Tidebringer or Gondar's Jinada, with the whole proc-on-hit, then go on cooldown thing, though that system makes it so that you always open with a critical hit. Neh, having the crit trigger once you fill up a bar would make it easier to predict and manage, like hitting things enough times for the "rage bar" to glow red, prompting you to click the desired enemy target rather than let your valuable crit/bash end up hitting a creep who isn't worthy of such a powerful smash. It honestly seems like it'd work, and could help make things like crits and bashes less random and more controllable, which allows for more clever plays where a well-timed autoattack on the right person can make all the difference, which in the end would make autoattacks more tactical than just the bread-and-butter of MOBA combat, with the abilities being like the ham and pickle and cheese. Also, being able to jump to higher elevations as a default function of most Heroes (excepting the flying ones) would certainly open up the battlefield, but it'd certainly turn Dota 2 into something completely different from the classic MOBA we're used to, and being able to do this thing on cue by default would mean that Dota players would technically have to partially relearn how to play the game. (in that case probably best that it stays in Smashmuck Champions for the time being)
dat explore 2 music loop so awesome
[QUOTE=nmagain;40847219][URL]http://www.playdota.com/changelogs/6.78[/URL][/QUOTE] those invoker changes 35 cooldown for ghost walk oh my god holy fucking shit that omniknight scepter ability.
snip~
no he didn't [editline]30th May 2013[/editline] fuck you
[QUOTE=ironman17;40847280]Eh, personally I have beef with the whole crit thing to begin with, and the whole dice thing in general, because of it not actually being in your control and you don't know when you're going to crit, as well as that it has less to do with skill. It just doesn't feel natural for something as important and tide-turning as a crit or a bash to be bound to arbitrary numbers that can't be directly influenced. If it was like dealing damage added to a meter, and when the meter filled your next auto-attack would be a crit, it'd be a bit more organic; similar to PRD yes, but at least it wouldn't be almost completely random and uncontrollable. Or alternatively crits and bashes could work kind of like Kunkka's Tidebringer or Gondar's Jinada, with the whole proc-on-hit, then go on cooldown thing, though that system makes it so that you always open with a critical hit. Neh, having the crit trigger once you fill up a bar would make it easier to predict and manage, like hitting things enough times for the "rage bar" to glow red, prompting you to click the desired enemy target rather than let your valuable crit/bash end up hitting a creep who isn't worthy of such a powerful smash. It honestly seems like it'd work, and could help make things like crits and bashes less random and more controllable, which allows for more clever plays where a well-timed autoattack on the right person can make all the difference, which in the end would make autoattacks more tactical than just the bread-and-butter of MOBA combat, with the abilities being like the ham and pickle and cheese. Also, being able to jump to higher elevations as a default function of most Heroes (excepting the flying ones) would certainly open up the battlefield, but it'd certainly turn Dota 2 into something completely different from the classic MOBA we're used to, and being able to do this thing on cue by default would mean that Dota players would technically have to partially relearn how to play the game. (in that case probably best that it stays in Smashmuck Champions for the time being)[/QUOTE] I used to hate the dice too. Unseen , all-powerful RNG mechanic that has no base for it's decision. However, go back to the time of paper-rpgs, or even just play modern tabletop games with dices in them. It makes for fun, it makes for moments, it makes quite a bit of character for the game. Sure they are bitch to rely on and bitch to fight against, but that is what makes them unique. You know they'll change the outcome at least slightly, you just don't know if and when, prompting more dynamic gameplay instead of planned out one. Sure BH's crit is "more useful" in that you see when it's ready and can plan an attack, but that first-hit crit from PA allowing her supports to remove your Enigma just changed the game so much, you feel the need to force that marvelous play. RNG has it's place. The compromise between that and more balanced gameplay was PRNG and I'd let it be that way for sake of keeping the pace, the spirit and the dices. Those fucking dices, and sometimes, those FUCKING dices.
[QUOTE=Suttles;40847422]pl was nerfed..[/QUOTE] yeah my bad. misread it as damage taken.
[QUOTE=Tokagero;40847437]I used to hate the dice too. Unseen , all-powerful RNG mechanic that has no base for it's decision. However, go back to the time of paper-rpgs, or even just play modern tabletop games with dices in them. It makes for fun, it makes for moments, it makes quite a bit of character for the game. Sure they are bitch to rely on and bitch to fight against, but that is what makes them unique. You know they'll change the outcome at least slightly, you just don't know if and when, prompting more dynamic gameplay instead of planned out one. Sure BH's crit is "more useful" in that you see when it's ready and can plan an attack, but that first-hit crit from PA allowing her supports to remove your Enigma just changed the game so much, you feel the need to force that marvelous play. RNG has it's place. The compromise between that and more balanced gameplay was PRNG and I'd let it be that way for sake of keeping the pace, the spirit and the dices. Those fucking dices, and sometimes, those FUCKING dices.[/QUOTE] Eh, I can kinda see your logic there, but I still feel like they're a relic from the age of pen and paper when there was no way to reliably and rapidly simulate all these systems and mechanics that we have nowadays. But for singleplayer games they're marginally acceptable since if you get screwed over by the dice it's only really you who got screwed over, whereas in a competitive team-based strategy game, luck and randomness are not exactly ideal for plans and strategies since you cannot accurately predict when you're going to bash or crit or dodge or cast a spell multiple times (if Multicast functioned similar to "adrenaline", like a meter filled up as spells were cast, and when the meter reached a certain point you could press Multicast to make your next spell be cast multiple times, that'd be more strategic than just hoping for the spell to hit multiple times, and I'd be a lot more interested in Ogre Magi). Also, a "first-hit crit from PA allowing her supports to remove your Enigma" doesn't quite strike me as "marvellous play" and more of "jesus you got fucking lucky there", like you simply cannot plan for that kind of crit. I prefer it when things go right because of plans going well, using what you have in the right place at the right time on the right enemies, so that when things do go well, you feel awesome because your plans succeeded and you adapted to the changing situation, which is pretty much how strategy games are meant to play out, even "action RTS" like Dota 2. I just cannot find joy in a lucky crit or a coincidental dodge, since even if things go right because of a random proc, it wasn't me or an ally or the enemy that made that happen, there was no skill or quick thinking or strategy involved in dealing that extra damage or dodging that hit. Even having to tap the button in time would involve more skill than just hoping for the computer to generate a random number, since even in real-life with a real dice, there is no such thing as luck; only elemental chaos and obfuscated variables, like what side of the dice is facing up, the composition of the dice, the force and direction behind the throw, the texture and structure of the table, all these things that normal human minds aren't known to accurately predict or take into account, but if you can take them into account and do your throw accordingly, in theory you could more or less predict what you could end up with. I just don't like important things being held in unintelligent hands; if it's something I can do I want to be able to do it through skill, not through hoping for some arbitrary uninfluencable value to determine whether I succeed or fail.
Unfortunately that's the exact purpose of crits. To spice things up outside of planned and accurate play. Reason for that is that Dota is born from but not pure strategy game. It is also action, it is also sporadic. Besides Crit there are things like Runes, random neutral camps, just general human element x10 (with most strategy games focusing on 1vs1), they are out of your control if we are talking on-the-spot control as well, but that sudden haste or DD swing the tides and its' very much healthy for the game. Not as much for the masterminds, but for sure for the variety and dynamics. There's a way to play around it, as in just not take it into account and play : 1). With it like you don't have it, so if it happens it's just a bonus. 2). Play agaisnt it considering uptimate much higher than % chance. Of course it calls for much more, possibly making heroes like PA or Jugg/Brew hard to deal with.
Crits aren't even that random in Dota It's basically just a semi-reliable DPS booster, you just see a crit and either build damage or attack speed to get more out of it The only crit I'd say is pretty crazily random is Kunkka with Tidebringer and Crystalis because that can make or break a game
On the topic of Huskar, the buff to his orb is terrifying in the laning phase. The majority of people completely neglect it currently and I think in its current state one of the best orbs to harass with. Now it's getting better. Level 2 spears will do 70(up from 56), Level 3 105(up from 84) magic dmg per application with zero CD. Coupled with the new reworked passive, he's going to be chucking spears faster than before. Now I won't regret buying his first item set :v:
[QUOTE=Unisath;40844427]I'm like 99.99% sure I just played against titopei :v:[/QUOTE] I think that was the game where I made a bet with my friend that I would commit to every attack and still win
[QUOTE=titopei;40848392]I think that was the game where I made a bet with my friend that I would commit to every attack and still win[/QUOTE] were you centaur warrunner?
[QUOTE=Unisath;40848400]were you centaur warrunner?[/QUOTE] Yeah, I was still running in when I had like 200 hp or something
Yet another game lost as a support because "fuck our gay supports that can't win gg"
I don't know why I bother playing supports sometimes, it's just so bloody frustrating and painful when we eventually lose. It feels like I'll accomplish the same thing by forcing thumbtacks down my fingernails and that way I don't have to spend an hour doing it.
I'd rather people not play supports when they don't like to Had a guy buy all the wards and put them outside of the jungle and none inside it for some reason, so basically we just kept blindly running in to try to kill their Meepo and getting counter ganked
[QUOTE=Unisath;40847229]the new background music for dota gives me the feeling that I'm playing wc3 again[/QUOTE] Especially the track "explore" or whataever is called
I just played an ARAM of DotA (wc3's) lastest version. The enemy got both Arc Warden And Oracle. They are sooooooooo annoying together. Thankfully their furion just farmed in jungle all day and we managed to gank their tinker until he ragequit.
[QUOTE=Tokagero;40847089]Or Lion. Or Lina. Or Skywrath. Or most of Invoker's stuff. [B]Or Timbersaw[/B]. Or Dagon. Or Zeus.[/QUOTE] Timbersaw gives no fucks about magic resistances, that's why we love him.
I think doom got he biggest buff. [editline]30th May 2013[/editline] He can now easily solo kill pretty much anybody early-mid game. [editline]30th May 2013[/editline] Whoops nevermind, that's the aghs upgrade. Still, way better than the current upgrade.
Jesus at first glance I didn't like the new Berserker's Blood but, just realized nukers won't really do the job against him anymore.
[QUOTE=Jojje;40849672]Jesus at first glance I didn't like the new Berserker's Blood but, just realized nukers won't really do the job against him anymore.[/QUOTE] huskar 2.0: "manfight or go home"
[QUOTE=jp_rsardeto;40848677]Yet another game lost as a support because "fuck our gay supports that can't win gg"[/QUOTE] I'm pretty sure I saw a team that had Bounty Hunter building a Battlefury and a Pudge who went bottle first that blamed AA for losing game. But playing support is rewarding sometimes,[URL="http://dotabuff.com/matches/207655612"] like here.[/URL] Captain asked for anyone who could play Wisp and I was confident in my Wisp play so I decided to go for it.
[QUOTE=MaxisOp;40849823]I'm pretty sure I saw a team that had Bounty Hunter building a Battlefury and a Pudge who went bottle first that blamed AA for losing game.[/QUOTE] [url=http://dotabuff.com/matches/206114313]you did[/url] [editline]31st May 2013[/editline] my team spent the entire earlygame telling me to "use ulty" when it was on cd/I was out of mana [editline]31st May 2013[/editline] oh well at least chen is one of the most fun supports
What are your guys opinions on the Magnus nerf? I mean it was obvious he was getting one but i think its a strange nerf. I love the battle Trance nerf, Clockwerk cog nerf and the Open Wounds nerf. other people probs disagree but w/e. Im glad they also reworked the starfall second target thing but imo that should have been handled ages ago
[QUOTE=Gar~;40850333]What are your guys opinions on the Magnus nerf? I mean it was obvious he was getting one but i think its a strange nerf. I love the battle Trance nerf, Clockwerk cog nerf and the Open Wounds nerf. other people probs disagree but w/e. Im glad they also reworked the starfall second target thing but imo that should have been handled ages ago[/QUOTE] i don't think it's the one he needed but i think it could be sort of a "gateway nerf" depending on how it's received by the community
Sorry, you need to Log In to post a reply to this thread.