• Dota 2 General Chat XXXII - 6.88 will make the ancient summon robot miners and TPs will be free
    5,001 replies, posted
jokes on everyone, i prepared for this by playing against 10 unfair lion bots (this is possible)
There is just should be an option to disable new stun indicator imo; I like when my game looks clean, cosmetic effects is one thing but huge text and numbers just ruin overall look, plus I think some people have tend to read text first which may create distraction from actuall gameplay (?).
[QUOTE=Clovis;51245573]If you guys dont like this stun timer thing then you are just salty you got chainstunned[/QUOTE] Nice Ad Hominem. I just think it should show for the person that got stunned only. I couldn't give less of a shit about me getting chainstunned.
[QUOTE=Clovis;51246270]youre just assuming its ad hominem because i dont like you? get over yourself[/QUOTE] Well I don't know, it just seems like an attack on anyone who is complaining about the stun indicator in general. Stop making this out as me feeling insulted / attacking you.
1v1 sf mid loser leaves thread
[QUOTE=Clovis;51246320]That's what my post was in the first place, and then you replied saying "nice ad hominem", which is the opposite so what is your actual point[/QUOTE] That the stun indicator should be for the person that is stunned only? The only reason I mentioned Ad Hominem is due to the statement seeming very aggressive towards anyone who feels negatively towards the current stun indicator bar.
[QUOTE=Clovis;51189453]yeah ive uninstalled, going to reinstall when theres an update worthy of reinstalling. would be cool if dota would bring out an update to make me eat those words, it would give me something to do in my spare time :V[/QUOTE] Last played 6 days ago This post a week ago Makes u think [editline]22nd October 2016[/editline] No flame intended
I just played my first game of dota in a week how do I get rid of these stupid damage numbers and debuff indicators.
I never lose at dota
that's pretty impressive, I've lost once or twice
I've won once or twice
[QUOTE=Yahnich;51245906]you're right, i wish i could disable showing hero health and mana bars; actually thats still too cluttered, i wish i could remove the hero models and replace them with small boxes with the hero icon on it do u not realize what ur saying[/QUOTE] You seriously think having the word "STUNNED" written in 2003 text displayed over your head in bold italics and floating red and white damage numbers isn't an obnoxious piece of screen-cluttering shit?
Yeah I dunno what the the CC text is for. With the exception of Taunt we already had very obvious indications for being CC'ed. CC bar itself is fine IMO. Damage numbers are really obnoxious clutter.
I barely noticed the numbers when paying attention to them. But when I needed to see them, I could read them fine.
They made bad particle effects which do not indicate the duration of the skills (unlike with OD Astral Imprisonment). Also the cosmetics with new skill particle effects adds the problem of skill identification. This ui is just fixing the problems that valve made themselves. However it doesn't fix those problems entirely and it adds new. I made much [URL="https://www.reddit.com/r/DotA2/comments/58xed9/it_is_not_the_ui_that_needs_to_be_fixed/"]longer post on reddit[/URL] if you are interested.
[QUOTE=majan222;51247519]They made bad particle effects which do not indicate the duration of the skills (unlike with OD Astral Imprisonment). Also the cosmetics with new skill particle effects adds the problem of skill identification. This ui is just fixing the problems that valve made themselves. However it doesn't fix those problems entirely and it adds new. I made much [URL="https://www.reddit.com/r/DotA2/comments/58xed9/it_is_not_the_ui_that_needs_to_be_fixed/"]longer post on reddit[/URL] if you are interested.[/QUOTE] your post was removed by nazi fascist communist mods
Ok I will copy all the shit here then: First of all I don't know why it is ok now for the enemy to know exactly when the disable ends. It was clear that you didn't want to do that when OD have separate particle effects of Astral Imprisonment for his allies and enemies. But ok, let's assume that we want both to know the same stuff now and we want to indicate the duration more clearly. First problem of recent UI solution. You can only indicate the duration of one disable. For example silence will override disarm. It is a problem because the one can be more important than the other depending on the hero. With the caster I'm more worried about the silence rather than disarm but with rightclicker it is the opposite. It is especially troublesome because UI text and duration bar obscures most disables icons and gives us information only about one. The text with AOE disables adds unnecessary clutter. For example we do not need text to black hole since we got massive particle effect, screen frame, and heroes with special animations. The text is redundant and can possibly cover up other disables especially with more than one heroes under AOE effect (and you always want to have as many enemies affected as possible). Not all roots are the same. CM disable have initial stun (which causes annoying text flash) it also disarms the victim for entire duration. Instead of helping the newer players it could confuse them even more since the text "ROOTED" doesn't mean the same thing every time. --- The thing you want to change instead of the UI are [B]the particle effects of skills and items[/B]. The Astral Imprisonment ally particle effect is exactly what you should do. You should have the timer merged with the particle effect. Why? Because then you can have multiple disables with multiple timers and with less clutter. Some examples of implementation: * Lion's hex could have it's animation changed like this. The frog would start the tongue animation only when the hex is about to expire (let's say 0.5s). * The generic stun "hurricane" could slow down and eventually stop when effect is going to end. It could change it's color to indicate that instead. Or it could start to get smaller. * Silence icon could have it's X slowly removed when expiring. * Disarm particle effect on hands could get bigger for a brief moment before expiring. * ET sleep could have it's ZZZ slowly disappear one by one. * SS would have a new animation when Shackles channeling is about to end. * etc. The exact time of the new animation/particle effect/fade is of course subject to tests 0,5s is just a suggestion. Also simple update of some skills/items particle effects could be helpful in making their effect more clear. Like mentioned before CM root. It could have additional disarm ice particle on victims hands (of course could be different color to that of Heaven's Halberd). Shadow demon doesn't have duration indicator even though it is very similar to the OD spell. Bloodthorn should have different particle effect to Orchid. Every skill should indicate what it does distinctively. It is a different skill after all. Labeling disables by text isn't good idea just because of that. This way of doing things will be helpful but it still would be good to know exact durations/effects of the spells. The feedback for the player would be more subtle but it would feel more natural. --- The problems of this solution. It requires more work so it could come in waves instead of one update. If done wrong those could cause fps drops more than text indicator. Also cosmetic skills. People want them and buy them. They can and do fundamentally change the particle effects. With that timing portion of those effects (however the OD immortal keeps it cool). Maybe that is the reason Valve wants those text indicators? So they can go a bit more wild with skill cosmetics. We don't know, they do not say that.
I don't see the issue with damage numbers or the stun bar, I've been playing for a long time and I personally like them. The only real argument I can think of against the stun bar is that it's easier to not stack stuns and stun enemies for longer.
It's people complaining about skill cap bullshit. It helps new people get into the game a bit easier, which is good for the game overall.
They aren't terrible, just terribly implemented. Played a pudge game last night and I could randomly rot and get white numbers against invis heroes. There's also a post on reddit showing people getting tipped off because of Necro aura before Necro even appears. You can still see abilities through fog and then they go and add more broken shit. Really wished theyd fix the fucking game instead of messing with the UI and making chests to promote other games. Valve's priorities are fucking wack.
I like the idea of this but I really wish there were options to disable this stuff. Most of these new UI elements just seem out of place.
[QUOTE=Weirdo009;51249836]I don't see the issue with damage numbers or the stun bar, I've been playing for a long time and I personally like them. The only real argument I can think of against the stun bar is that it's easier to not stack stuns and stun enemies for longer.[/QUOTE] the debuff timers already existed in the buff bar if you clicked on the enemy hero. The new bar is just easier to see. Like, all they've done is move the timer animation.
[QUOTE=SXBIG;51251601]I like the idea of this but I really wish there were options to disable this stuff. Most of these new UI elements just seem out of place.[/QUOTE] It's shocking to me that people don't understand that they are forcing these changes so they can get feedback. If Valve allowed you to disable them they wouldn't get feedback. [QUOTE=Eluveitie;51252178]the debuff timers already existed in the buff bar if you clicked on the enemy hero. The new bar is just easier to see. Like, all they've done is move the timer animation.[/QUOTE] They're more accessible, every single player can see the timers more easily and with more accuracy without even needing to select a hero.
[QUOTE=Weirdo009;51252228]It's shocking to me that people don't understand that they are forcing these changes so they can get feedback. If Valve allowed you to disable them they wouldn't get feedback. They're more accessible, every single player can see the timers more easily and with more accuracy without even needing to select a hero.[/QUOTE] I agree with half of this post. First half I can't agree with because it's potentially damaging the player's experience if a change that may or may not work is forced upon the players. Second half I agree with. People seem to forget that those little status square didn't exist. Which is funny because anyone claiming to be experienced and complaining about how easy it is to chain stun someone is probably "i have 24 hours of playtime so i must be pro" experienced. If you seriously can't chain stun a hero with at most 0.5 seconds in time between stuns, then you're not experienced.
[QUOTE=Yahnich;51253125]so what you're saying is the burden of knowledge is decreased and this change is doing exactly what it's supposed to? oh no i don't have to click a hero any more to chain stun perfectly (because using hotkeys doenst even require having your hero selected when looking at an enemy unit), surely removing this single button press changes dota completely, dead game people will still fuck up chainstunning due to greed or miscommunication; all this does is help people sub 3k who don't know what the fuck they're doing and lessen the burden of knowledge on them. this actually means overall competence will go up because suddenly people that aren't used to being chainstunned and who got away with dumb shit in the offlane etc are getting punished for their mistakes and they will be forced to learn from them[/QUOTE] Are you alright? I'm not exactly sure what you're trying to say with this post.
Does anyone else catch themselves trying to dehumanize teammates? I'm starting to think of the psychology of labeling people by their hero's name, instead of their in game name. Like does anyone here actually call non-friends by their screen name at least once?
I just want the option to turn them off. I've been playing without them for years, to me they're just clutter and pointless distractions. This is going to be a terrible analogy, but here it goes. it's sort of like how racing games have assists if you don't know how to control your car to help you catch up with other people. But only the racing game forces you to play with all the assists on and there isn't an option to turn them off, even though the game is capable of letting your drive with them off. This is a terrible analogy because assists fundamentally change the driving experience and the feel, and challenge of the cars, and these hud changes, to me are more akin to annoyances that distract you. I know the duration of most stuns, silences, hexes etc. in dota. Having a bar that tells me how much is left is distracting because if I trust my gut, I'll get it right. But if I try to follow along with the debuff bar it breaks my timing because I stop trying to follow my gut and I have to shift my focus to a tiny bar in a teamfight. [editline]24th October 2016[/editline] [QUOTE=ROFLBURGER;51255241]Does anyone else catch themselves trying to dehumanize teammates? I'm starting to think of the psychology of labeling people by their hero's name, instead of their in game name.[/QUOTE] It's not dehumanizing it's convenient. Instead of trying to remember the name of this one guy who's playing shadow shaman who I'll never see again. I'll just call him by the hero name that I know, and I know he will respond by. [QUOTE=ROFLBURGER;51255241]Like does anyone here actually call non-friends by their screen name at least once?[/QUOTE] See above, it's not worth looking up and remembering someone's name when there's more relevant things to keep track of to win the game. If someone's cool add him after the game and make friends and then memorize his name. Unless you wanna do that every game why bother. You're making a big deal out of nothing. Calm down lol.
[QUOTE=Rockeiro123;51255273]It's not dehumanizing it's convenient. Instead of trying to remember the name of this one guy who's playing shadow shaman who I'll never see again. I'll just call him by the hero name that I know, and I know he will respond by. See above, it's not worth looking up and remembering someone's name when there's more relevant things to keep track of to win the game. If someone's cool add him after the game and make friends and then memorize his name. Unless you wanna do that every game why bother. You're making a big deal out of nothing. Calm down lol.[/QUOTE] How did my post convery anger?
[QUOTE=ROFLBURGER;51255446]How did my post convery anger?[/QUOTE] I never said you were angry lol, I just said you're making a big deal out of nothing. You're saying things like [QUOTE=ROFLBURGER;51255241]dehumanize teammates?[/QUOTE] and [QUOTE=ROFLBURGER;51255241]the psychology of labeling people by their hero's name, instead of their in game name[/QUOTE] and trying to apply it to a game where you're never gonna see your team mates again, because of the nature of matchmaking. you would know this, if you read my post instead of assuming things i never said.
[QUOTE=Rockeiro123;51255607]I never said you were angry lol, I just said you're making a big deal out of nothing. You're saying things like and and trying to apply it to a game where you're never gonna see your team mates again, because of the nature of matchmaking. you would know this, if you read my post instead of assuming things i never said.[/QUOTE] You told me to calm down, and now you're being rude. The way you read a post in an argument is important because it actually changes how you view that post so I was very confused and unsure of what you meant. For the record, I simply posted because I thought it was ~thought provoking~ and not because I had an emotional crisis. I don't think it's that big of a deal, which is why I posted calmly with little adjectives as possible, in a thread where I know that people don't take things seriously in the context of showerthoughts. I too call people by their character name and think not much of it, and for the reason of it being easier to pronounce their 15 character meme name. I was just wondering if that actually had an impact on how people play.
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