[QUOTE=EliteGuy;40852936]Tobi still hasn't been invited to TI3[/QUOTE]
He has.
[QUOTE=Kendra;40853144]He has.[/QUOTE]
oops, read this article wrong [URL]http://www.joindota.com/en/news/9499-lightofheaven-to-cast-ti3[/URL]
said his co-caster had not yet been invited, not tobi
[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 think it's actually going to kill him in competitive. he can't get solo kills any more, so he's going to need someone to assist him, which hurts his offlane viability a lot. now he's really really awkward to lane in a lot of lineups (and he was falling off in use [I]anyway[/I]). on the plus side we might see more Enigma now!
[QUOTE=dual elites;40853160]i think it's actually going to kill him in competitive. he can't get solo kills any more, so he's going to need someone to assist him, which hurts his offlane viability a lot. now he's really really awkward to lane in a lot of lineups (and he was falling off in use [I]anyway[/I]). on the plus side we might see more Enigma now![/QUOTE]
Hah no. Magnus is still a beast considering, what might make him less used is the bottle nerf though.
Magnus offlane was kind of killed after the Skewer nerf, at least it became a lot less popular. He's already been trending downwards lately so I honestly think he's going to be a lot less used
I'm starting to get paired up with terrible players who call everyone except themselves noobs,insult eachother's mothers,yell easy after every game call everyone noobs etc.
I'm not even in low prio,3 days ago i was paired with normal people what the fuck happened?
Please tell me someone else was watching the Fnatic vs VP Defence game.
[sp]God damn...... that triple rapier gyro, and then there was the crystalis/MoM puck[/sp]
I didn't even know The Defense 4 started
JD studio is really out there
[editline]31st May 2013[/editline]
and by that I mean they've been figuring out how much lower the ball can be dropped
Doom aghs still increases damage, right?
[QUOTE=dire_luck;40853734]Please tell me someone else was watching the Fnatic vs VP Defence game.
[sp]God damn...... that triple rapier gyro, and then there was the crystalis/MoM puck[/sp][/QUOTE]
what the fuck
can you link me this??
[QUOTE=biodude94566;40852414]Veno has a 50% slow for 15 seconds. Spin to win + open brown boots = guaranteed level 1 first blood.
You could try DK for the 2.5 second stun but I don't Jugg would have enough DPS. Mirana, but hitting max arrows is hard and ten you have two carries laning.[/QUOTE]
its not 50% for 15 seconds
the slow decreases as time goes on iirc.
[QUOTE=Systema;40853777]what the fuck
can you link me this??[/QUOTE]
game ended just now, not sure if theres a vod up
[QUOTE=Systema;40853777]what the fuck
can you link me this??[/QUOTE]
It was on Tobi's stream, the vod will be up by tonight I assume.
[editline]31st May 2013[/editline]
[sp]the icing on the cake is that gyro bought all 3, none were dropped by other players.[/sp]
Alliance vs. Fnatic is on now on D2L
Time to watch Russian one with English sound
[QUOTE=Suttles;40853788]its not 50% for 15 seconds
the slow decreases as time goes on iirc.[/QUOTE]
Oh. Still, it's a really good slow.
Don't you love games where you brutally gank the enemy jungle and ward it constantly?
[editline]31st May 2013[/editline]
Also, is Soul Ring on Pudge any good? It seems kind of cool. Regen + you have the mana for a hook guaranteed.
Plus you can use it to speedily deny yourself in sticky situations.
[QUOTE=ironman17;40852413]Some of those things are perfectly fine and I can accept them, like the runes and the neutral camps, and the general human element is perfectly organic. That's the main thing; if it's organic and not something stitched onto your general faculties, dice can govern it.
With runes it's not like every few minutes a random hero gets a rune dropped on them; they have to race to grab the rune and keep tabs on the spawn-spots using wards or the occasional checkup jaunt, and with neutral camps all the varieties usually spawn, just in different places, meaning that jungle ventures are different each time, which is a good kind of randomness.
And even though things like crits and bashes can turn the tide of a teamfight, they are too important to be something that you have no control over, even if Dota's strategy origins are "impure" what with Warcraft 3 blending RTS with RPG. Having something like that be artificially unpredictable, where a bash or stun at random can end up hitting the wrong target, seems like a gross design flaw in a game where teamwork and strategy is required to win the war.
Even considering the notion of it's impure origins, even something like Dota should embrace it's RTS parentage and purge that kind of uncontrollable uncertainty from it's capabilities. When real people throw darts, they don't roll a dice to see where it lands on the board. And when I write my posts, I don't roll a dice to see how the quality of my writing turns out. So why should something like bashing someone's skull in or striking for massive damage be bound to the dice? You don't see Yurnero or Ostarian or Mortdred rolling a dice out in front of them before they hit their enemies, though I wouldn't put it past Chaos Knight, dirty diceroller that he is.[/QUOTE]
This actually reminds me heavily about TF2 crit debate. Not sure if you are familar with it, but TF2 communtiy always had a problem with Critical Strike and at some point Valve has adjusted that portion of the game but decided to keep it. During my TF2 days I had hard time finding servers that had the vanilla settings which allowed random critical chance, instead of "no crit" or "average damage" kinds of servers.
Just for comparison, in TF2 a "crocket" is pretty much worth a Mortred's crit in terms of influence. Of course, different kinds of games and a whole lot different rules, but there's the idea :
Every game can be mastered. Sets of rules can be learned, limitations and information can be digested, in a word, almost anyone can learn all that there is to any game, be it table-top, be it video game.
Following on that, most of such games could be reduced to a simple math problem. As long as you follow requirements and don't fall below minimal tresholds, you can achieve stuff. This is the basis on which Chess robots were created, as that game is rid of any uncertainty and only sure variables are present.
Now, what of games that also can be mastered, but they do have an element of complete and utter uncertainty, like most games involving cards, dice, etc ? How are they mastered, how do people compete in them, and more so, how do they have fun if all their grand efforts and thinking can be reduced to nothing by "snake eyes" or weak hand ? Let's take Magic : The Gathering game for instance. I can bet, that if there was a program that would analyse each deck of cards prior to game and knew order of cards, it would determine the winner in seconds. However, there are human tournaments of these things just as well as there is casual play. Does every time the dominant or stronger deck of cards wins ?
There's playing the game, the purest aspect of it, and then there's playing the opponent, the human aspect of it. Many games strive to keep balance between these 2 areas, but it's difficult given how they are bizzarely different.
Actual game follows math and rules. If we break down Dota in that regard, there's abilties, interactions, costs, cooldowns, ranges, values ,etc. Those things can be known, can be utilised and actual game is always aware of all of them.
Humans are a peculiar feature. We forget, we remember, we can be reluctant or overly assured, we can hesistate or act on a dime. Our thoughts, emotions and other goodies actually create the way we interact with everything else. Including other players, including games.
Now, when we combine that, and have humans playing with constant rules, we can come over quite a few problems. One of which is the reason for such random-chance "biggies" like Crits, Stuns, etc.
Dota is after all, a game. A product used for entertainment, and like most such products, it needs to avoid states of dissatisfaction. While community-part is constant problem that's being assessed since ever, the different problem got resolved ages ago.
How do you provide people, in enviroment of certain and learnable rules, hope despite the odds ? How do you have them attempt and play when things math-wise are vastly unequal ? There are subtle responses to that, some of which players learn eventually, stuff like waiting for enemy's mistake, baiting, playing the opponent, being uncanny in general, but they are not "apparent". Those are features people'll either learn over time or reject to aknowledge and the problem will persist at large.
Answer ? Well, since humans have to learn rules to play the game proper, memorise them like the actual game does, why not return the favor and have game be a little human ? Be a little random, have hiccups and moments of bliss ? Those are the RNG/PRNG values, this is the uphill misschance, this is the rune that spawns at the runespot you were standing on, this is the Mud Golems pack ruining your jungle. Those features cause game to have a "rule" of swinging odds. Result is something like this :
A static rules-based game with some random variables. Game will generally be sure of what happens, except for momentary spikes of uncertainty.
A non-static human players with some certain variables. Players will be constantly trying to comprehend what's going on, except for moments where they are able to unmistakenly deduce something.
An example :
Game will never allow SK's stun to miss if there was no condition for it to do so, but will sometimes randomly amplify his right-click based on Mortar Strike.
Human player is never sure where the enemies are with pin-point accuracy without vision, but will sometimes be able to deduce their movement and plan based on avaliable data.
This interconnected synergy makes for a lot of Dota's appeal. It's foolish to say that random crits or stuns are here just to make losers win sometines and vice-versa, or purely to introduce randomness into otherwise arranged scenarios. They are present for organic, dynamic purpose that forces very dynamic gameplay, reaching out to both players and the game and making them interact almost to a point where you could call the "Dota" itself 11th player. An all-knowing, well set, but sometimes twitchy, player.
Also, notice that IceFrog isn't oblivious to this state of affrais. Almost every hero has some RNG to him and each and one of them could function well even without it, but it's there for that intricate synergy that fuels part of the experience that is every match.
[QUOTE=TraderRager;40840866]Fine. It should be self evident, but whatever.
[b]PROBLEMS WITH THIS UPDATE:[/b]
Necrolyte's Aghanims Upgrade-
It's ludicrously situational, incredibly frustrating to play against, and a a really random, idiotic mechanical change for the sake of change. It will not make him relevant to the metagame in the slightest and only serves as a "But look what cool stuff THIS hero can do!" change.
Doom's Aghanims Upgrade-
Holy duly this overpowered as shit. In addition to removing the only heroes who were strong against Doom besides Medusa, PERMADOOM WITH SCEPTER.
I don't even.
Bloodstone Active-
Self-Denial on command is the worst idea I've ever heard. Hair-pullingly frustrating to play against, with a very, very tiny actual benefit to the user given that by the time it's relevant, it's already late game and a single kill means very little.
Skeleton King's Crit-
A hero beloved for his simplicity? Better give him an additional active that overwrites his steroid when used that has little to no synergy with him as hero.
Observer Wards changes-
You like playing solo offlane? TOO BAD.
Edit: And don't even fucking get me started on the captains mode changes.[/QUOTE]
Necrolyte can now have an excuse to make an Aghanim, i liked the idea, the user will not randomly spawn ult on anyone with low HP because of the buyback disable, making the game most interesting challenge.
Doom gained space on carry, but I don't think this will be hard to counter if you're in a Team Fight. Probably IMBA 1vs1 (like most of any other late carriers).
About Bloodstone, say that for your die in a Godlike streak that gives a lot of gold for other enemy players.
[QUOTE=justaris;40854190]
Doom gained space on carry, but I don't think this will be hard to counter if you're in a Team Fight. Probably IMBA 1vs1 (like most of any other late carriers).
[/QUOTE]
More than a carry I can see doom being more of an utility now, basing your build around chasing (shadow blade, yasha, euls, drums, aghanim, refresher) , rather than going for a carry/durable build (radiance/ac/earth)
[QUOTE=leonthefox;40854328]More than a carry I can see doom being more of an utility now, basing your build around chasing [B](shadow blade, yasha, euls, drums, aghanim, refresher)[/B] , rather than going for a carry/durable build (radiance/ac/earth)[/QUOTE]
That is one squishy and vulnerable to disables Doom that if attempts to run through team to reach Doomed target will be send back to hell in a box. How about BKB instead of Refresher and Heart instead of Drums, or at least Rod of Atos ?
Just got a 7 day low priority for seemingly no reason (got it when I was out of game, not been in a game for an hour or so). Fuck this, making a smurf account.
[QUOTE=leonthefox;40854328]More than a carry I can see doom being more of an utility now, basing your build around chasing (shadow blade, yasha, euls, drums, aghanim, refresher) , rather than going for a carry/durable build (radiance/ac/earth)[/QUOTE]
Travel + SeY + Scorched Earth and you have maximum MS for 16 Seconds.
[QUOTE=FlashMarsh;40854393]Just got a 7 day low priority for seemingly no reason (got it when I was out of game, not been in a game for an hour or so). Fuck this, making a smurf account.[/QUOTE]
If you are sure it's for no reason, why not send a ticket to support ? Bugs can happen, even with such systems, so if you are certain about your innocence go ahead and do it.
[QUOTE=justaris;40854422]Travel + SeY + Scorched Earth and you have maximum MS for 16 Seconds.[/QUOTE]
Sange end Yasha?
[QUOTE=Terin7;40852227]The key to beating bots is either crushing them with lane aggression, or split pushing. Bots really easily collapse under pressure in lane, it seems like they will only really get aggressive if there are creeps near by to assist them. If you fight them or harass them behind or between the creep wave, at mostly they'll cast a spell, but they'll usually let you get free hits on them.[/QUOTE]
(Sorry for the late reply) Bots aren't a challenge for me, winning a bot game is easy. The teamfights however is what makes me mad. Especially friendly bots, I was chasing an enemy bot once with Jakiro, I pinged the enemy as hard as I could, and the fucker just turns around and wastes his ice path on nothing. Worst part? He kept doing that for the ENTIRE GAME
[QUOTE=Gar~;40854431]Sange end Yasha?[/QUOTE]
You don't SaY.
Edit:
[IMG]http://facepunch.com/image.php?u=486844&dateline=1369846349[/IMG]
[QUOTE=biodude94566;40852414]Veno has a 50% slow for 15 seconds. Spin to win + open brown boots = guaranteed level 1 first blood.
You could try DK for the 2.5 second stun but I don't Jugg would have enough DPS. Mirana, but hitting max arrows is hard and ten you have two carries laning.[/QUOTE]
mirana is capable of being a support though
Is anyone else watching this next level courier micro in the Na'Vi vs VP game
[QUOTE=devon_wargod;40854482]mirana is capable of being a support though[/QUOTE]
yep
aoe nuke
5 second stun
aura buff
teamfight ultimate
shit base damage
poor agility gain
why not
Can someone explain to me why the navel mine is in the best sellers?
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