Dota 2 - Meet Your Meme-ers: BurNIng |
- Meet Your Meme-ers: BurNIng
- DOTA2 has turned into a psychological game where you have to babysit your teammates so they don't tilt morally
- You can right click courier button to recour to whoever else was using it to deliver their items instead of saying "re-use cour"
- Now that Slardar and Jakiro got their models updated, can we get an rework on these ugly fuckers?
- Four man deny
- The Dota 2 workshop and its ecosystem are dying: here's why
- Can Broodmother finally have a Web counter, like Silencer has a counter for stolen int?
- Febby cliffs Invoker and cancels his tp
- Another post about a cheater (Spirit Breaker Charge Script) Screenshots provided
- sir action slacks fanart wip
- Gaming organization looking for a team to sponsor.
- Valve why do you continue to match Solo Ranked against Party ranked?
- An article for Burning posted on SG <No Turning Back> (please tolerate my bad English)
- Dota 2 bar
- Waga gf: "What are you doing!?" Waga: "Beautiful beautiful girls"
- Just played against a clock with hookshothack or maphack (Proof provided). After all of this time valve should really start real bans.
- Please fix the Meepo portrait highlight bug!
- What would you like to see in Spring Cleaning update?
- Really undervalued item on Troll Warlord
- What do you think about having normal/quick cast tied to the unique items instead of item slots?
- Meanwhile in a 4k
- Another desperate effort to make Valve listen
- Hero select needs to clear after bans
- All you need to know about 7.04
- Valve are you serious about re-allowing us to report enemies?
| Posted: 30 Mar 2017 08:35 AM PDT Hello and welcome to our latest sticky 'Meet Your Meme-ers'! We take a quick look at some of the most prominent figures in DotA's history and bring our fellow LoL players up to date with the superior memes. Be sure to check out our previous threads: Becoming B God The story of Chinese dota started almost a decade ago. Throughout the years, the Chinese scene has shown us brilliant strategists, flawless team plays, and merciless discipline, but one player stands out as the figurehead of Chinese dota: Xu "BurNIng" Zhilei. Let's rewind to 2008. These were the days of DotA all stars, when Windrunner and Admiral Proudmoore were just being added to the game and when items like magic stick and dust of appearance were just making an appearance. This was the backdrop of BurNIng's early successes. After a short few weeks with his first team CaNt, BurNIng joined 7L, a team with veterans LongDD and N3komatA and formed by Pan "Ruru" Jie, who is now considered the "Queen of Esports" in China and is a name familiar even to us folks in the west. In the early months of 2009, 7L defeated EHOME to win the G-League tournament and Vigoss, ARS-ART and PGG's team PS, to secure the Tianyi Cup for his first international achievement. Unfortunately, with these successes came conflicts between the team management and players about earning distribution, and 7L disbanded. During the latter half of 2009, BurNIng found himself drifting team to team, with many disbanding due to management incompetencies and poor gaming conditions. In spite of these challenges, BurNIng stood out as one of the best carries of his generation, and became a hot commodity on the Chinese dota professional circuit. EHOME.Gigabyte.AAA and China's Golden Age
At the start of 2010, BurNIng joined EHOME, donning the tag AAA. The year of 2010 became the golden age of Chinese DotA. Rivalries between EHOME, LGD, and Nirvana produced spectacular matchups, and their three carries: LGD.ZSMJ, EHOME.AAA and NV.zhou all gained legendary statuses. The matchup between LGD and EHOME was known as "Dad vs Mum", because LGD was sponsored by 老干爹, chili production company whose name means "Old Stepfather", and EHOME sounds like 后母, which means stepmother. EHOME, in particular, stood out above the rest. They brought one of the best supports and shot callers in 820, stable offlaner KingJ, and the legendary coach "Master 71," who is the coach and CEO of EHOME to this day.
- Liquipedia DotA Kings It seems that all good teams must end with a great shuffle and EHOME was no exception. Allured by an unprecedented amount of 50,000 RMB at a time when the typical Chinese gamer salary was 1000-2000 RMB, BurNIng and KingJ left EHOME for Team DK to join Yaphets (PIS), BenZ, and KSSSSS. Because they were considered an all-star roster, the Chinese fans referred to them as "Battleship of the Galaxy" or "Galacticos." Despite this, Team DK's performance in the first half of 2011 was very poor, eventually leading to his teammates' departure and retirement and resulting in BurNIng's absence at the first International. As their performance dwindled, they became instead referred to as "Submarine of the Galaxy." Enter rOtk. Alongside his new captain, the rising star Super, and veteran and ex-EHOME teammate LongDD, BurNIng and the revamped Team DK saw great success. By using lineups centered around Lone Druid and Lycan and emphasizing jungling, Team DK secured 9 championships, displaying dominance similar to that of EHOME in the previous year. Incidentally, the success of DK at the time is widely considered as the reason for the reformation of IG.Y and IG.Z into one team, the Invictus Gaming that would later win TI2. DotA 2 Team DK's transition to Dota 2 was far from smooth. Despite being the first team to be invited to TI2, the team was fraught with internal issues, and eventually falling to IG. Despite his team's unstable performance, BurNIng's play on Anti-Mage impressed fans around the world and "BurNIng Antimage" became a household saying. The post-TI2 shuffle saw a new DK with the addition of 357 and MMY. However, due to the rules imposed by the ACE, Chinese teams of 2013 had little opportunities for practice and 2013 became the year of Western dota with Alliance dominating the scene. At TI3, Alliance won all but one match leading up to the finals, that one loss being to the BurNIng Antimage. Dream Team Following the Chinese scene's humiliation of 2013, Chinese scene scrambled to recapture their past glories. This came with the formation of the new Team DK, combining the TI3 1v1 champions and runner-up iceiceice and Mushi along with EHOME's star player LaNm and coach 71. The dying months of 2013 saw the beginning of the decline for Na'Vi and Alliance and the rise of new power houses. At MLG Columbus, Team DK defeated Na'Vi and Alliance, but fell to the anime dream team, earning second place. Early 2014 saw an epic best of seven between Team DK and IG with Team DK down 3 games and performing an epic comeback to win the series 4-3. At TI4, Team DK faced pressures outside the game, including a scrims boycott and having their strategies leaked. During the post-TI3 shuffle, BurNIng was considered to have "one kicked four" his teammates. Ironically, those who he kicked, super and rOtk, would later form Vici Gaming and eliminate Team DK at TI4 for 4th place. In the post match interview by a teary eyed rOtk, he described BurNIng fondly as the
And so, BurNIng retired. Big God As we all know, Chinese retirements are never quite retirements. At the start of 2015, BurNIng alongside other "retired" players xiao8, rOtk, LaNm, and a pub star iceice (and later TI6 champion) shocked scene by finishing 3rd with little preparation. Since then, BurNIng unretired, joining IG for TI5 where they finished 9-12th, and then joining Vici Gaming, where he found relatively little success having failed to qualify for TI6. He did however, find some success casting with his teammate rOtk post-TI6, in a duo that Chinese fans refer to as "R&B" After rejoining IG in September of last year, BurNIng has given his old fans a new reason to be excited with the team already qualified for the Manila Masters, Kiev Major, and of course, DAC 2017. Memes from Across the Sea Dota Dynasty Due to his legendary carry status and numerous fans, BurNing was considered to have build a Chinese dota dynasty, in which he is considered as the one and only Emperor aka Emperor B. Practically almost all tier 1 Chinese players or players have been included in the dynasty:
Whenever, fy eliminate BurNIng from a tournament, it was said to be an usurper. Atom Bombs Like /r/dota2, the Chinese scene often write posts on sgamers encouraging and criticizing their professional players. One such post flamed BurNing's lack of contribution despite having the most farm. It was defended by the fans using a comparison of BurNing to the "atom bomb" (i.e. BurNIng is a strategic threat to the opponent team). Along with the fact that BurNIng's fans are often very vocal in placing blames on BurNIng's teammates and "bombing" them with criticisms, BurNing fans are called "atom bombs." Champion by Vote Due to his popularity, BurNing rarely loses in any kind of popularity or voting contest, so much so that he was described as having six billion fans, the world's population at the time. As such, when DK was eliminated from TI4, many Chinese fans mocked them said that Newbee stole the championship from the DK and that "DK is the TI4 champion (by vote)." Unrelatedly, here are the maid cosplay photos that BurNing partook in for IG to win the Summit 3 Redemption Vote. Here's an artist's rendition of the event B-poison After the failure of multiple all-star lineups that revolved around BurNIng, he was described after TI4 as having an aura that makes his teammates underperformed or become stupid, especially his mid. "Evidence" include:
The aura is also known as the "B-poison". Players who underperform after they are no longer teammates of BurNIng are often to be still affected by the "B-poison". Other Fun Facts
Achievements Shoutout to /u/ergsws_2 for his help. [link] [comments] |
| Posted: 30 Mar 2017 08:12 AM PDT What the hell has happened with DOTA? It seems that if you are down 5 kills at 10 minutes, you have lost the game, and it's time to feed couriers. It's time to sell your items and just run down mid, we are 5 kills down at 10 minutes, so we are 1k behind or something, we lost! Why do I feel like every game I play I have to morally babysit people who are unstable mentally? All they do is cry when someone makes a mistake (in the 5k bracket mind you), blame people, and never own up to their own mistakes. The change to the report system is definitely to blame I believe. For the past 2-3 weeks I have not gotten a single report back from "Thank you for reporting...". I have only gotten <1> report per week, and I feel like toxicity is completely at it's highest it's been in a VERY long time. There is no more threat of low priority, and even if low priority would come, you would just pay $0.4 and play 4-5 games of low prio with some bots and be out of low prio in ~25 minutes. Low priority should DETER people from being toxic/whining crybabies. Reports should have weight to them, so should commends. Commends have been useless since their inception, it's just a worthless stat that doesn't do anything, we get unlimited numbers of those - but things like reports to punish people that ruin games? Yeah, you get ONE a week. Nearly every single game of DOTA that I seem to play more and more I understand that this game is 75% if not more how you look at the game. If you tilt from minute one cuz you got ganked on mid by two roamers and yell at your team you will play garbage and you will probably lose because you don't do any favours to your team for such a whiny cunt. Try to be nice and not tilt. For the record, my behaviour score is 8.9k. TLDR: No more threat of Low Prio, toxicity highest it's ever been, reports do nothing. [link] [comments] |
| Posted: 29 Mar 2017 11:16 PM PDT |
| Now that Slardar and Jakiro got their models updated, can we get an rework on these ugly fuckers? Posted: 30 Mar 2017 05:30 AM PDT |
| Posted: 30 Mar 2017 05:01 AM PDT |
| The Dota 2 workshop and its ecosystem are dying: here's why Posted: 29 Mar 2017 01:31 PM PDT Hello everyone. This thread was written collectively by many artists of the Dota Workshop community, and we're going to talk about a few serious issues that have, as of late, severely hurt it. First off, let us say that we all love the Workshop and deeply appreciate that Valve has created an environment where artists can contribute to games that are held in such high regard by the community. It is amazing to see how high the bar for quality has been raised since the early days of the Workshop. With no time constraints and a competitive environment, we are able to take pride in our work and set our own deadlines to produce the highest quality assets possible. Second, we'd like to dispel the notion that Workshop artists are millionaires. Most of us have, until now, been able to make a decent living, and it's been a comparable, sometimes superior alternative to freelance work for those of us who have been successful at it. We will get to the real draw and appeal of the Workshop later down this thread. Third, for those unaware, here's a quick summary of how the Steam Workshop works for Dota 2. Artists can create item sets for your favorite heroes, couriers, wards, etc. and if, after the community votes on it, Valve decides they want to put your item in the game, you receive a portion of the sales of your item, or the chest your item is in. If your item or item set goes into a treasure chest that had 10 things total in it (e.g. 8 sets, 1 ward, 1 courier), you get 1/10th of the artists' share (by default, 25%) of the net profits of that treasure. If you got 2 things (e.g. 1 courier + 1 set) in that 10-things chest, you get 2/10ths. Rarity does not factor into this. Once an item is accepted, it's out of the artists' hands, and it is entirely up to Valve to determine how and specifically in which way it is sold, bundled, implemented, and whether they want to make modifications to it (e.g. particles). So. As we've said, there are big issues happening in Workshop land, and we have been unable to get a response from Valve about it. Many artists are becoming disheartened, feeling like we have no recourse (besides talking about it, hence this thread), and as such, many feel it is time to move on from the Workshop entirely, and many already have. Some of us have been a part of the Workshop since the beginning seven years ago, and have been part of the Valve games community through modding long before that. Promoting the growth of the Workshop as a unique opportunity for game artists is something we've invested years into, and the last thing we want is to see this unique concept disappear. Now, let's take a step back and look at this issue's origin, and how it got to this point. PART 1: BETWEEN TI5 AND THE BOSTON MAJORAfter TI5, in the fall of 2015, Valve announced there would be three Dota 2 Major tournaments around the world leading up to TI6. Workshop artists were excited by this prospect. It finally promised more structure to treasure chest releases, something that, during 2015, had become almost entirely controlled by third party tournaments. It looked like Majors would revitalize and improve not only the Dota 2 competitive scene, but also the way cosmetic items would be sold! Shortly after the announcement, e-mails rolled out for the first Fall 2015 Major treasure. This was unusual at the time, because Valve would usually just put your set in the game without the need to notify you. The reason they needed to notify you for this was because you were now required to agree to give them half of your 25% share of the revenue, bringing our share down to 12.5%, while introducing a different way to split the revenue among artists. With the Majors system, our work is included either as part of the Battle Pass itself (level-up gifts, quest path rewards), or in its treasure chests. How does it work? All artists who are included in the Battle Pass and its treasures earn a portion of the 12.5% of the profits, that is to say, the treasure sales AND the sales of the Pass itself, regardless of whether their item is a quest path reward, a chest item, or a level-up drop; profits from the Pass and the treasures are thrown in a global pool. EDIT HERE TO FURTHER CLARIFY: if a solo artist made a courier that got included as a level up reward, if another solo artist made a set that got selected to be a quest reward in the Pass, and if yet another solo artist made a set that was included in one of the treasure chests, then all of these artists get paid the same amount. If there were 100 items included overall across the pass and the treasure chests, each of these items awards 1/100th of the "global revenue pool" of the artist's share (12.5%) of the major's profits, to the artist or artists who created the item. And obviously, if you got more than one item in the pass/chests, then you get your part of the 1/100th for each item you worked on (or all of the 1/100th, if you worked solo, but solo artists are very rare). (we realize this may sound complicated but it's in fact a very cool simplified system) This was a really great and fair system to all the artists, since the sales of the later chests logically can't reach the sales of the earlier chests of the Major's timeframe, and more importantly because the level-up rewards in the Pass include at least one of every treasure. By the time the 3rd and 4th treasures are released, many of the owners of the Pass have already earned several of the chests and therefore buy fewer of them. However, since all artists are part of this Pass "pool revenue system", regardless of when their item (and its treasure chest) is made available, artists are still fairly and equitably compensated; the revenue is evened out across items. Everyone involved ended up doing just as well as they would have on any other Valve treasure release, because, as expected, the Battle Pass and its associated treasures sold quite well. There were lots of positivity regarding the structure of this new standard going forward because some much needed stability was implied. As 2016 crept up, things were still working out all right on our end. People were getting paid similarly to what they would expect, Valve appeared to have delivered some semblance of structure and control that many had asked over the course of 2015. We did, however, start to lose some artists because of the significant gap between opportunities to break in and get paid. If you didn't get anything into one of these Majors, you were going six to eight months without income. Then they failed to produce anything for the Spring 2016 Major. It's understandably difficult to plan for something being held so close to the massive effort that is TI6, and they've remedied that particular issue for 2017. Not a problem in and of itself at the time if you already had items accepted in previous Majors, but we'll get back to this later on. With Valve forgetting to invite Workshop artists at TI6 until the last possible minute, meaning that few people could make it (note: they fixed this for TI7, invites are already out), and the lack of any Workshop-related events at Key Arena, most of us became concerned about what the future of the Workshop was going to be like. PART 2: THE NEW SYSTEMEnter the Fall 2016 Major. E-mails have become the standard Workshop agreement at this point. With the Majors being the only real opportunities to get anything in-game, you're basically forced to agree to these terms. The alternative is having already worked for months on submissions that will never get in-game because these are your only opportunities. Unless you like working for free, you can only say yes to the e-mails, always. Valve holds all the power in this situation, artists have zero leverage, but for the most part, until this point it had been working out for everyone involved. When the sales data became available to us for the Fall 2016 Major (note: it only becomes available once every single item that's part of the global revenue pool has been added to the game, that is to say, once the last chest is released), most Workshop artists became suspicious of the much lower than expected numbers, and on close inspection, it became clear that, unlike before, we had not been compensated in any way for the Battle Pass sales, even though they were a very significant part to the total amount paid out to Workshop artists. At first, some of us thought this was a mistake that would later be remedied. When contacted, the Dota 2 team quickly made it very clear that this was intentional, but declined to answer any questions or concerns. They have continued to ignore us since. However, we were absolutely and undeniably a part of the Battle Pass! Not only people needed to buy the Pass before they were allowed to purchase its treasures, but our contributions were prominently featured inside of it. And of course, don't forget that the treasures, where the bulk of the artists' work is present, were given out as rewards when players level up their Battle Pass. By level 60, owners of the Battle Pass had no less than 17 treasure drops, in addition to 5 community-made courier/ward drops. We feel that the Battle Pass relies heavily on our work and that it makes little sense for artists that have contributed all its cosmetic items to not see a cent of it anymore. And with the Pass not contributing to the revenue pool being paid to contributors, this effectively means that the artists who created any items that were only available in the Pass (anything not in chests) have been paid by further diluting other artists' revenue. While it's hard to estimate the exact amount of money that we are losing out on, we can tell you that the Battle Pass sales contributed to roughly half of the revenue pool paid out to artists. It removed more than half of the available income from the Major and gave it to Valve, on top of the half Valve already claims for the sake of funding the Major. Without exaggeration, we went from a 25% revenue share to roughly 6% over the course of a single year. The same issues continued through the Winter 2017 Battle Pass with even worse results. Not only does this Pass only have three treasure chests instead of four, but the sales for these three chests are significantly lower than last year. For example, even if you got 3 times as many items in the Winter 2017 major compared to Winter 2016, you'd only be getting half the money. This means things are effectively 6 times worse as before, and to say this hurts the viability of the Workshop for artists would be a massive understatement. This is information that we wish to put out there not only for the members of this community, but also other artists who have not been in the know about what has been happening, or who have considered joining the Workshop because they heard lots of great things about it. PART 3: THE VIABILITY OF THE WORKSHOPWith only 2 majors serving as opportunities to get something in the game, and a single Collector's Cache in TI, all spaced some 4 months apart, you're going 4 months between opportunities for income, and missing even one event is something most full-time artists can not survive. When the resulting pay is then no longer substantial enough once you finally do get something in, who will be left to produce the kind of quality and quantity of content required to fill treasures and fund Majors? In the midst of all this, the Call to Arms for TI7 has just been announced, and it is aquatic- themed. There is nothing wrong with a themed Call to Arms event, but when it's for the TI7 Collector's Cache, and we know that's the only chest that's going to be released within the next 5 months, what do we do with the sets we've been working on and have released since the beginning of the year with hopes of making the Collector's Cache? It's hard to get excited for something that nullifies the chances of getting anything you've worked on so far into the only available chest until the unannounced Fall 2017 Major, an event that may or may not happen, that you will not get paid for until January 2018, almost a year from now. On top of that, it's hard to imagine that Valve will not find a way to claim a bigger share of the Collector's Cache than expected, because that's exactly what happened with the New Bloom / Lunar New Year 2017 event. Everyone was led to believe the Lunar New Year chest(s) would be sold separately, and compensated for, without the 12.5% Major funding cut going to Valve. Instead, it was pushed into the Winter 2017 Battle Pass, with the results we mentioned above. We have heard people claim the Workshop was never intended to be a full-time job. Not only has Valve touted it as a full-time job through articles in the past and the revenue they've distributed to artists, but that revenue is the biggest thing that has kept the Workshop competitive and productive enough to be successful as a funding engine for Dota 2 for all these years. It has attracted and continued to enjoy AAA talent for that reason, talent that is now forced to exit the Workshop because it is no longer viable compared to other work. It has always been a huge risk, but the Workshop only functions when the rare payouts you only have a small chance to get are worth the extensive work you have to produce to get those opportunities. We've tried continuously to reach out to the Dota 2 team, Gabe Newell and Erik Johnson about these concerns over the past six months, but we have received no response. It has been particularly hard to read quotes like this being released in the midst of trying and failing to get answers for why the Dota 2 team is digging further and further into our revenue: "The scarce commodity here is not money -- it's how many hours there are in a day" In this quote from an interview with Gamasutra, Gabe Newell is being honest; we have no doubt of that. In fact, our only hope, lately, has been that maybe he would see what's going on and take some action to preserve the Workshop, as he has always seemed like an enthusiastic proponent of UGC as a business model. The CS:GO Workshop is still being run (and monetized) successfully without any cuts to artist revenue, and in fact, those artists have typically always earned more than Dota's. Artists have increasingly been giving up on the Dota Workshop over the past six months. Everyone has been reluctant to speak publicly about what's going on. A fear of the consequences of speaking out has been a very real thing. The Dota 2 team has, over the past year, become increasingly faceless, unresponsive and impossible to communicate with. Why do some of us care so much? Because we truly believe that the Workshop is the most incredible engine for funding a free-to-play game that has ever been conceived, and some of us have been a cheerleader for the model to everyone we've met since we started contributing to the game. It's a completely community driven effort on both the side of the creators and the consumers. It is, at its best, a successful signature product of Valve experimentation and implementation, something that should be nourished and grown, cared for and held up as a legitimately amazing form of a successful UGC driven economy. It has empowered 3D and 2D designers, both amateur and professional, to take full charge of their own designs and compete in an environment filled with other top-grade artists from around the world. It has given artists who might have problems fitting into a standard rigid work schedule, for reasons physical, medical, or mental, a platform on which they can not only support themselves, but thrive. We've always assumed the success of Workshop artists, the community, and Dota 2 as both a game and an esport, would all go hand-in-hand. It has become depressingly clear over the past eight months that Valve, or elements within Valve, think this is not the case. If the Workshop was to fail as a full-time job prospect, we would expect and want that to be a result of a market dive, the failure of cosmetics we create to drive the economy of Dota 2, and not seemingly artificially imposed cuts to our share of the revenue to line other pockets or avenues for undisclosed reasons. After all the above, for many of us, the Call to Arms for the TI7 Collector's Cache represents a final breaking point of the Dota 2 Workshop. Those of us who manage to get something in it may be able to continue doing this through the year into a further uncertain future. Those of us who don't are going to have to call it quits. We don't have any sort of leverage, and we have essentially been ignored by Valve. And some of us fear that, if we were to continue to press the issue with them, we might get essentially blacklisted from the Steam Workshop, so we have been left with little choice but to bring this matter to your attention directly, in a collective manner. We hope that, with attention brought to this issue, we can see some systemic change, and even maybe a better future for Dota cosmetics as a whole. Thank you for reading! [link] [comments] |
| Can Broodmother finally have a Web counter, like Silencer has a counter for stolen int? Posted: 30 Mar 2017 05:28 AM PDT Yeah what the title says, it's so annoying having to count your little green dots on the minimap all the time so you don't place too many webs. Why can't we have an icon like Silencer has for his stolen Intelligence, or Pudge and LC have? [link] [comments] |
| Febby cliffs Invoker and cancels his tp Posted: 30 Mar 2017 09:30 AM PDT |
| Another post about a cheater (Spirit Breaker Charge Script) Screenshots provided Posted: 30 Mar 2017 07:38 AM PDT This is the match: https://www.dotabuff.com/matches/3083813961 [link] [comments] |
| Posted: 30 Mar 2017 06:14 AM PDT |
| Gaming organization looking for a team to sponsor. Posted: 30 Mar 2017 02:29 AM PDT Hello fellow redditors, my name is Uros and like you, I am a passionate Dota player. For years, it has been my dream to own a gaming organization and help grow e-sports to new highs. Finally, I have taken action and steps to achieve this goal. Currently I am the co-owner of a new gaming organization from Slovenia. We have secured funding and sponsors and now we are looking for Dota squads to sponsor and help them grow to be the new Ad Finem . Sadly I have found out that this is harder than expected, since I do not know how to get in touch with good players (since I'm a 4k noob :/) This is where I would need your help. We are looking for good Dota squads to join our organization. We have a lot of experience in growing business and business development and our goal is to grow into a big gaming organization. As mentioned, we have secured funding and sponsors for this task. If you are interested or if you know somebody who is, please do not hesitate to contact me at my email: uros.jevsek@itera.si or just PM me and I'll let you know all the details. Thank you for your help! Edit: Thank you guys for the tremendous support. Unfortunately I'm busy with different project so I won't be able to reply to everyone right away, but I promise I'll replay to everybody if not today, I'll do it tomorrow or over the weekend the latest. Thanks for understanding. [link] [comments] |
| Valve why do you continue to match Solo Ranked against Party ranked? Posted: 30 Mar 2017 06:22 AM PDT Hey guys, I'm sure this debate has been discussed many times but why do Valve continue to match Solo Ranked players with and against Party Ranked players? I'm sure there are many factors that are present on this issue but the two biggest game breaking ones of note to me at the time of writing this are 1) A large portion of the playerbase take Party MMR a lot less seriously than Solo MMR, this is pretty much almost factual. Most of the time people don't care about losing in Party Ranked because Party MMR means very little if anything to them so instinctively they don't give 100% to win most of the time so this immediately puts the Solo Queuer at a big disadvantage based on what kind of teammates they receive or the enemy composition. 2) Party MMR counts the same as Solo MMR but in actual fact a lot of party ranked players are boosted by their friends (don't flame, it's true) so party MMR does in no way reflect game skill yet 3k Party are matched with 3k Solo and more often than not there is a big bridge in gap. It happens in Counter Strike also and I just don't think it's fair that the solo queuer continues to be matched with or against parties. [link] [comments] |
| An article for Burning posted on SG <No Turning Back> (please tolerate my bad English) Posted: 30 Mar 2017 03:35 AM PDT Original post http://bbs.sgamer.com/thread-13311840-1-1.html *Maybe you should check /u/flash2351's translation in the comment, his translation is better "So jealous", Xu Zhilei (Burning) looking at Shadow's AM, his engage, his movement, his harvest, his chase. "So jealous" "He plays like me, does he?" "Recognize your position, you are this VS!" "HAHAHA" (quote from Burning's cast with ROTK) Yes, AM still has my name, but such engage, movement, harvest, chase never belongs to me, too hard too complex, all I know is simple stuff. "So jealous" Back to that time, AM was not hard to play, 4 protect 1, everyone is poor except the core. All I need to do was watch opponent's key spells, kill support with 2 hits, I always out farm their carry. Because I'm not lazy, more treads switching more efficiency, lane, jungle, lane, jungle, push, kill, like a chain of program, I'm a screw on the assembly line. It's actually really easy, pay attention to detail, detail is good, I never get tired of it. All I need is simple stuff, I like being simple. Stun, treads switching, right click, treads switching, wave of terror, treads switching, right click, treads switching, stun. Ultra Kill. I'm this VS, tanky, stocky, simple, I like being simple. I play this hero better than anyone, just like that time. I keeping winning champions at that time, sometimes I feel a little trance, like he is someone else. "So jealous" Didn't win anything for a long time, qualify….Ok even quality is hard now. But I see hope again. "You pick Naix, Jug, Spec, seems like you only got 3 slots for your memory, are you trying to forget AM and Naga Siren? Yes?" This is one thread on Sgamer, I feel speechless after reading it. AM is too hard, when I blink they always have glimmer cape and force staff, endless control, I still have the highest net worth, but I can't get any kills now, even with abyssal. Too hard, I keep watching Shadow's beautiful engage, he only has one manta. "So jealous" See AM in my dream, long time no see. Recently I had a nightmare, my Jug couldn't blade fury in time, I wake up with cold sweat. Spoils from the Shifting Sorcerer Bundle, with the name Burning on it. What a pretty. I stroked AM's armor, I'm so familiar with this. I used to be you, but now I forgot you. I was cheering when we qualified, I want to win a champion. "DAC, Kiev, If I win any of these two I will give away everything in my inventor! TI? If I win TI I will give away myself !" (quote from Burning's stream) I want one champion so badly, I had every champion at that time, was that me? I forgot you. I'm proud, my name is on AM, I'm the best carry, that's my pride. Of course, a person can abandon his own failure in the past, but I have to abandon all of my most glorious past. AM does not belong to me, champion does not belong to me. I forgot you. So hard, so painful, but I still want to win. I start to play Naix, Jug, Spec, Weaver, easy for team mates to support, easy to engage. I like the simple win Time to go, no turning back, no turning back. So many beautiful new sets for AM…." I still prefer this self-made set" I say it quietly, feeling a little bit…upset? But I won't turn back. "So jealous" But I won't turn back Author's word: I'm not writing this article to boast IG or boast B-emperor. Last game when IG lost with AM, B-God looks a little trance, he was not happy about his AM play. This was what touched me "what used to be most proud of, the most confident with, the most worthy of relying on, the most give me a sense of security suddenly fallen apart". B GOD still played well in the second game, but I guess he finally has to accept or already accepted this cruel reality. People say everyone have three times to become mature in their life: The first time is to realize that you are not the center of the world; the second time is to realize that something can't be achieved even if you put all your effort into; the third time is to realize that your hard work will goes in vain but you still put all your effort. ROTK said Xu Zhilei is the most naïve man, but I think this naïve kid is growing slowly, AM used to be Burning. He was our ultraman, but ultraman always beat down by the monster. But this is touching, he fell down, he accepted this fact, and keeps showing his fangs to his life. [link] [comments] |
| Posted: 30 Mar 2017 10:40 AM PDT |
| Waga gf: "What are you doing!?" Waga: "Beautiful beautiful girls" Posted: 29 Mar 2017 07:37 PM PDT |
| Posted: 29 Mar 2017 05:57 PM PDT So we just played this game where enemy clock was using either maphack or hookhack (dunno what the hell it was). I was playing tinker , the guy hooked me 3 times in the fog without wards after having blinked 2-3 times. I know you can argue that someone was really good and do it but considering the angles and the fact i blinked 3-4 times away before teleporting it was very suspicious. Match id is 3086047018
For good measure we won that game so woo! Dotabuff : https://www.dotabuff.com/matches/3086047018 Small edit : Checking his profile , apparently he has managed to snatch aegis quite a few times which gives it even more away. [link] [comments] |
| Please fix the Meepo portrait highlight bug! Posted: 30 Mar 2017 08:15 AM PDT Explanation: So if you're playing Meepo or LD then on the left side of the screen there are portraits for all of your units. Previously, whenever you selected Meepos it would highlight their respective portraits and darken the nonselected ones so you knew which were selected. It doesn't do that anymore. In my screenshot I have Meepo 1+3 on the left selected and Meepo 2+4 on the right unselected, but you can't tell that! All it does now is put a tiny white border around one Meepo's portrait that you have selected. This is super annoying! Especially when you have one Meepo chilling at base for something and you have no fucking clue what one he is to bring him back to the others. You have to manually go select him which wastes time and is inefficient. [link] [comments] |
| What would you like to see in Spring Cleaning update? Posted: 29 Mar 2017 10:53 PM PDT In addition to the bugfixes valve traditionally does, I'd like to see Inscribed Gems and Name Tags/Description Tags get an update as well. A lot of heroes are missing individualized inscribed gems and they are hard to show off. Sniper still has a "shrapnel damage done to towers" gem in 2017 lul. It'd be cool to have the tf2 style announce when a gem hits a milestone, maybe only at the end of the game with certain gems (money gem could give away your networth, ward gem could give away that you're warding.) [link] [comments] |
| Really undervalued item on Troll Warlord Posted: 30 Mar 2017 03:03 AM PDT Is mask of madness, his Q gives him just about the armor the active of it takes. He doesn't mind getting silenced as long as you use both of the active axes right before using MoM. Some people could argue that you need to switch forms sometiems. I reall beg to differ when you got mom activated, phase and SnY you are at max movement speed, later down the line you should get BKB and Skadi so I just don't see a way of you getting kited and if so it will probably be because of ghost scepters/force staffs and glimmer capes, which brings me to the point: switching forms wont help you there if you can't catch them with max movement speed. If you don't feel comfortable using it in fights, then at least using it for farming ancients & jungle creeps, splitpushing towers or killing rosh is SUPER valuable and saves you a lot of time. In most of my games I see my trolls going plain morbid mask which is pretty frustrating when for just 700 gold more you can get basically a moonshard. I've had a great deal of success with it in my 4,5-5k games I'm not saying that you should get it every game, but at least consider it when thinking of what to get. There were some games I just felt like getting lifesteal isn't going to help me, that's when you should get HotD instead for it's passive hp regen and the dominated creeps are very nice on troll as well. EDIT:
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| What do you think about having normal/quick cast tied to the unique items instead of item slots? Posted: 30 Mar 2017 10:13 AM PDT I like to use quick cast on Blink, Dagon, orchid, veil, eblade, hex, and abyssal but only keep one quick cast item slot since in most games, I will only have one of them by 30 minutes. I use normal cast for all other items However, sometimes I do have more than 1, and I have to go to my settings and open another slot to quick cast and change it back for the next game. I think it'd be cool that normal/quick cast could be assigned to the item itself rather than the slot. So no matter where your TP scroll is in your inventory, double tapping it will always send you to the fountain and no accidental quick cast TPs, and I wouldnt have to change settings so frequently. [link] [comments] |
| Posted: 29 Mar 2017 08:06 PM PDT |
| Another desperate effort to make Valve listen Posted: 30 Mar 2017 01:00 AM PDT Dear Valve, can we please have a server in Western/central Africa? It is about time people in this region can play your game. I know we are few, but we are good friendly players who never go lc jungle. I promise [link] [comments] |
| Hero select needs to clear after bans Posted: 29 Mar 2017 01:22 PM PDT Its confusing because it can make you think that someone wants to pick someone they actually just wanted to ban. Starts arguments that don't even need to be started in select. [link] [comments] |
| All you need to know about 7.04 Posted: 29 Mar 2017 05:29 PM PDT |
| Valve are you serious about re-allowing us to report enemies? Posted: 29 Mar 2017 08:38 PM PDT |
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