Dota 2 - Dota 2 Asia Championship Main Event Day 3 Match Discussions |
- Dota 2 Asia Championship Main Event Day 3 Match Discussions
- Just Some Bois Enjoying DOTA
- OG vs IG game 2, the first ever pro game to have 5 arcana in one team
- Hero8: Everything wrong with Batrider, part 1/2
- The Assassin and the Hunter
- Congratulations to the winner of DAC All-star game
- Hero8: Everything wrong with Batrider, part 2/2
- SCCC shares his thoughts on Envy
- Sccc give GH a nickname.
- Dongers have done it! Skadoosh boys! r/place
- Sccc's apology to EE
- Upset Father of 4
- Dota 2 Asia Championship 2017 - All Star's Match - Team China vs Team World
- Sccc's princess hug is booming in Chinese community
- The all-star match heroes are all hard carries, which in reality is just a typical ranked game in SEA.
- It's been 5 months since 7.00 and we still don't have timers for when you take an item out of your backpack
- Charlie's new title
- Hey Charlie, Pakistan is NOT in the Middle East
- Sccc knocking water over
- That's what Iceiceice feels about All Star match
- OG vs. iG post match discussion
- What the Chinese call Slacks...
- A simple, yet strong and necesary buff for Pugna: Night vision (explanation inside)
- The Strongest Treant this World's Ever Seen
- Arcana team (iG)
Dota 2 Asia Championship Main Event Day 3 Match Discussions Posted: 02 Apr 2017 05:35 PM PDT Dota 2 Asia Championship 2017Presented by Perfect WorldNeed info on the event? Check out the Survival GuideMissed Day 1? Catch up on the Day 2 Match DiscussionsYou can either Sort by new or use the Comment Stream.Streams:Day 2: April 2
Loser Bracket Round 3: Evil Geniuses vs Newbee Game 1 Winner: Result: 1:2 VODs: Game 1 | Game 2 | Game 3 Part 1 | Game 3 Part 2 Winner Bracket Final: OG vs Invictus Gaming Game 1 Winner: Result: 2:1 VODs: Game 1 | Game 2 | Game 3 Loser Bracket Round 4: IG.Vitality vs Game 1 Winner: Result: 0:2 VODs: Game 1 | Game 2 | Game 3
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Posted: 03 Apr 2017 06:48 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OG vs IG game 2, the first ever pro game to have 5 arcana in one team Posted: 03 Apr 2017 12:46 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hero8: Everything wrong with Batrider, part 1/2 Posted: 03 Apr 2017 04:03 AM PDT Hero 1: Abaddon part 1, part 2 Hero 2: Alchemist part 1, part 2 Hero 3: Ancient Apparition part 1, part 2 Hero 4: Anti-Mage part 1 Hero 5: Arc Warden part 1, part 2 Part 1 of 2: Bugs and tooltipsBatrider
other stuff includes inconsistencies, inconveniences and suggestions Bugs are sorted by order of severity. Bugs1. Flaming Lasso break range isn't based on the distance between Bat & targetFlaming Lasso's break distance is based on how far Batrider moved in an instance. So even if you blink towards your lasso target, the lasso breaks. Vice versa, you can do short blinks away from the target without breaking it, instantly pulling it over a short distance. Current behavior: Lasso breaks when Batrider instantly moves 425+ range into any direction. Expected behavior: Lasso breaks when distance between Batrider and Lasso target gets greater than 425. 2. Flaming Lasso breaks when target gets insta-moved, regardless of distanceWhen the target gets affected by any sort of instant movement (TPs, but also stuff like reality rift, x mark & glimpse), the lasso breaks, regardless of how far the spell moved it. So even a 0 range glimpse breaks the lasso. Current behavior: Teleporting the target breaks the lasso, regardless of distance. Expected behavior: Teleporting the target 425 range away from Batrider breaks the lasso. 0 range teleports or teleporting closer to Bat doesn't break the lasso. 3. Flaming Lasso gets canceled by Dismember & Walrus KickDismember fully cancels Flaming Lasso on cast. Walrus Kick also cancels it, unlike other sources of forced movement. Current behavior: Casting Dismember or Walrus Kick on a lassoed unit breaks the lasso Expected behavior: Neither Dismember nor Walrus Kick should break the lasso. Lasso should have priority. 4. Flaming Lasso causes Geomagnetic Grip to stop working until the target diesGeomagnetic Grip stops working on a unit completely when cast on it once while lassoed. Current behavior: Geomagnetic Grip's buff gets stuck when cast on lassoed targets, preventing future grip casts from affecting the unit. Expected behavior: The buff should instantly disappear when the target can't be moved. 5. Flaming Lasso interaction with ChronosphereBased on cast order, Flaming Lasso causes Chronosphere to malfunction on lassoed units. It works fine with Chronosphere affects the target first, but not when Lasso affects it first. The bug allows the target to use insta-cast spells like BKB or Refraction in between the disables. Current behavior: When lasso is cast first, Chronosphere fails to apply its debuff, so that once the lasso expires the target can cast spells before Chronosphere finally freezes it. Expected behavior: Regardless of cast order, Chronosphere should freeze the target (it still should not cancel the lasso though). 6. Aghs' secondary lasso doesn't break when the primary lasso gets dispelledThe secondary aghs lasso is supposed to break when the primary target is freed. This currently does not work when dispelling the first lasso. It does work when the target is freed in other ways. Current behavior: Dispelling the lasso from the primary target does not end the secondary lasso. Expected behavior: Dispelling the lasso from the primary target should also end the secondary lasso. 7. Flaming Lasso disarm ends when first lasso cast ends, instead of last castWhen lassoing multiple enemies, the disarm timing is off. The disarm disappears when the first lasso expires or gets dispelled, instead of lasting until all lassoes coming from Batrider end Current behavior: Lasso self-disarm lasts until first lasso ends. Expected behavior: Lasso self-disarm stays until all lassoes coming from Batrider end. 8. Upgraded Flaming Lasso stops dealing damage when refreshed on targetsFlaming Lasso refreshes itself when recast on the same unit. However, the aghs damage does not get refreshed and stops based on the first cast. Current behavior: Recasting lasso on the same target doesn't refresh the damage. Expected behavior: The damage should refreshed on recast as well. 9. Flamebreak is always off-set by 25 range, based on Bat's positionFlamebreak does not exactly hit the area you target. Instead, it's off set by a small amount. That small amount is big enough to fit an entire hero in between though. Current behavior: Flamebreak is off set by 25 range forwards, hitting 25 range further but missing 25 range between bat and the target area. Expected behavior: Flamebreak's explosion should be perfectly centered on the targeted point. If this is difficult to understand, this image should explain it well enough. 10. Recasting Flamebreak causes previous cast to explode at the wrong placeWhen recasting Flamebreak before the first cast finishes, the new cast interferes with the first cast and messes it up. Current behavior: Recasting Flamebreak makes the previous cast explode where the new projectile is, instead of where it was targeted. Expected behavior: Each cast should be completely independent and not mess up the locations of the previous casts. 11. Sticky Napalm not working for Bat when first stack wasn't placed by himSticky Napalm only works for whoever put the first stack on a target. Current behavior: When a Batrider Morph Hybrid places the first Sticky Napalm stack, Batrider cannot trigger Sticky Napalm, regardless of how many stacks he adds to the target. Expected behavior: Every hero who contributed to the stack should be able to trigger it. Alternatively, the Sticky Napalm debuff should update to the latest caster. 12. Flaming Lasso can be cast on Roshan, without affecting himRoshan is immune to any form of forced movement, so Flaming Lasso does nothing against him. Current behavior: Flaming Lasso can target Roshan, doing nothing, wasting mana and cooldown. Expected behavior: Flaming Lasso cannot target Roshan. 13. Multiple lassoes from different sources on the same target behave badlyFlaming Lasso doesn't update when second hero casts lasso on an already lassoed unit. What it does is, it disarms the new caster and refreshes the already existing lasso. The target is still bound to the first caster. Meanwhile, the disarm on the first caster expires normally and isn't refreshed. So what we have is a unit still lassoed to the first caster, the first caster no longer disarm and the second caster disarmed. Expected behavior: Multiple options:
In the video you can see how this scenario is possible in a regular game. It requires Anti-Mage with Scepter and Rubick. 14. Rubick instantly loses Firefly's flying vision upon losing the spellWhen Rubick has Firefly active, he gains the flying vision normally. But as soon as he loses the spell, he also loses the flying vision. All other aspects of the cast still work normally. Current behavior: On spell loss, the active Firefly instance still works normally, except for the flying vision, which gets lost. If you re-steal the spell while the instance still runs, you regain the flying vision. Expected behavior: The flying vision should be bound to the buff/modifier, not to the ability itself. Just like how all other aspects of the effect are bound to the modifier. 15. Firefly does not grant flying vision to heroes other than BatriderFirefly itself seems to not provide flying vision. It's more like an "activator" of flying vision. Batrider and Rubick are the only heroes capable of having flying vision, so the activator only works here. Any other hero does not gain flying vision with Firefly Current behavior: Firefly's flying vision only works for Batrider and Rubick. Expected behavior: Its flying vision should work for whoever casts the spell and stay until the buff disappears. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Apr 2017 10:01 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Congratulations to the winner of DAC All-star game Posted: 03 Apr 2017 06:46 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hero8: Everything wrong with Batrider, part 2/2 Posted: 03 Apr 2017 04:03 AM PDT Here is part 2, covering other stuff, like minor glitches, inconsistencies, inconveniences and some suggestions. Note that most of these are not considered bugs.Part 2 of 2: Suggestions and other minor things.Batrider
other stuff includes inconsistencies, inconveniences and suggestions Suggestions1. Allow lassoed units to be moved around by other moving spells, within the lasso's break distanceCurrently, a lassoed unit is basically frozen in place. Besides spell which move upwards (all impale effects, torrent and walrus punch) and walrus kick, absolutely nothing can move the unit besides Flaming Lasso itself. So e.g. Force Staff on a lassoed unit does nothing at all. This is kind of a sad interaction, because many spells are prevented from applying their effects on the lassoed units. Some (like said already, force staff) have no effect at all due to this. The suggestion: Make moving spells able to move lassoed units, but only within the lasso's break range. This would be similar to Slark's Pounce, which allows you to force staff or leap but only up to its leash range. Here is a demo of Pounce interaction with force staff and leap It would be more difficult to implement for Lasso, since the lasso does move as well. And here is a comparison between Warcraft 3 DotA and Dota 2. In WC3 dota, it worked like this, although a bit glitchy visually, it was more interactive and senseful. Note: This would first require a fix to the first 2 bugs mentioned in part 1 of hero 8. 2. Make Flaming Lasso provide shared vision over the targetThis is mainly to prevent a small visual glitch with the Lasso. Currently, when the Lasso target turns invisible, the lasso stops moving at the target's last known location. The target itself does get dragged normally still. Making the Lasso provide shared vision over the target would have almost no gameplay impact. You would see the target's silhouette and the lasso would draw properly. You could select the target with the mouse, but you can't target it with single-target order still, since it's not true sight. Video demo of current behavior and comparison to Last Word The suggestion is to make it like Last Word. 3. Add particle effects to the damage over time of FlamebreakFlamebreak is one of the very few damage over time effects without any particle effects. It should set the target on fire. I used the generic flames which are also used by Sticky Napalm for this Audio4. Suggestions for some unused responses of Batrider1. Enable Batrider's Sticky Napalm cast responsesWhat's the reason for them being unused? The lines are fine and fitting. They could be given a low trigger chance (like 5%) and have a downtime of like 30 seconds.
2. This line could be used as a general CastOrder lineSince Flaming Lasso is his only single target spell, it would only play upon giving that cast order
3. This failure response could be used as a rare non-repeating move responseIt's just too good to stay unused and fits well here.
4. This failure line could be used as a rivalry response towards female heroes in generalLegion, Brood, Drow, Luna, Medusa, Mirana, Naga, PA, Spectre, TA, Venge, CM, Death Prophet, Enchantress, Lina, QoP, WR, Winter, like a 5% or 10% chance
5. Edit/Cut the rivalry line towards Windranger to not mention the old nameThe current rivalry line towards WR is this * bat_rival_04: "Aw now Windrunner, you don't have to run from me." It uses her old name. The name part can be cut out, and the line would still keep its relevance towards WR, like this:
Tooltip stuffHis tooltip have several issues and are lacking in the ALT notes. Sticky Napalm:
Flamebreak: * Doesn't mention the knockback distance anywhere (it is not same as the explosion radius) and knockback duration * Debuff on enemies says it deals 50 DPS, which is not the case on any level * Add ALT note: Projectile speed (900) * Add ALT note: The knockback distance is dynamic, based on the proximity to the center * Add ALT note: Enemies are not disabled during the knockback * Add ALT note: Does not affect Roshan Firefly: * Add ALT note: The entire path disappears at once upon the spell expiring * Add ALT note: Multiple instances of Firefly fully stack * Add ALT note: Does not affect Roshan Flaming Lasso:
image comparing current to suggested link to the dota_english.txt and npc_abilities.txt changes Too keep this short, I'll sum the rest up quickly under visual glitches, audio glitches and cosmetics. Visual glitches
Audio glitches
Cosmetic item issues
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SCCC shares his thoughts on Envy Posted: 03 Apr 2017 06:38 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Apr 2017 04:11 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dongers have done it! Skadoosh boys! r/place Posted: 03 Apr 2017 03:02 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Apr 2017 07:14 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Apr 2017 11:49 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dota 2 Asia Championship 2017 - All Star's Match - Team China vs Team World Posted: 03 Apr 2017 05:37 AM PDT Dota 2 Asia Championship 2017Presented by Perfect WorldNeed info on the event? Check out the Survival GuideCheck out the Day 3 Match DiscussionsYou can either Sort by new or use the Comment Stream.Streams:All Star's Match - Team vs TeamFormat - Reserve Captain's ModeTeam China's roster - BurNing, Sccc, rOTK, fy, Faith_bianTeam World's roster - Miracle-, SumaiL, iceiceice, Agent 3154, JeraxGame 1Team World Victory!!
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Sccc's princess hug is booming in Chinese community Posted: 02 Apr 2017 06:31 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Posted: 03 Apr 2017 08:13 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Apr 2017 08:15 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hey Charlie, Pakistan is NOT in the Middle East Posted: 03 Apr 2017 05:47 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Apr 2017 10:26 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
That's what Iceiceice feels about All Star match Posted: 03 Apr 2017 06:49 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OG vs. iG post match discussion Posted: 03 Apr 2017 02:29 AM PDT https://twitter.com/team_empire/status/807611893024231425 (tweet from 10.12.2016) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What the Chinese call Slacks... Posted: 02 Apr 2017 06:19 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A simple, yet strong and necesary buff for Pugna: Night vision (explanation inside) Posted: 03 Apr 2017 08:26 AM PDT This suggestion is mostly based on the precedent we have on the Sniper changes (6.68/6.88) that increased his night vision range. Just like Sniper's and his basic attack, Pugna's fighting range, namely his ultimate (R) extend over the default night vision range (800) even at the first level of the skill (900 cast range). This means that Pugna is, by default, handicapped at nightime, since his ultimate is interrupted upon losing vision, and his night vision range is lower than cast range of his ultimate, which is possibly one of his strongest combat tools (specially with aghs). Let's analyze this with an extra layer of depth: If we look at the other single-target channeled spells present in the game, we find that they operate in an effective range of a maximum of 850 (Lion E, Oracle Q) which means that those spells, can still be used at 95% of their effective cast range at night. However, in Pugna's case, we have that Life Drain's operative range goes up 900/1050/1200, and it's also pretty normal to have Lens or cast range talent on him, which means that the effective range ability can be significantly restricted at night (up to 35-40% reduction, even more if any cast range bonus is present). Because of this reason, I suggest to buff Pugna's night vision range to 1200 at least, or even higher considering he can talent and itemize for a range increase, much like the 6.88b change did to Sniper (night vision from 1000 to 1100). That change indicates that this kind of buff was done expecting some degree of range buff via talent or item (dragon lance) since the base range plus passive range of sniper was already very close to his night vision range (950/1000). It would be really beneficial for Pugna too. This kind of buff might be a very good one to Pugna, since it will cover 2 of his weaknesses: fragility (due to increased map awareness through extra vision) and combat limitation at night. What do you think reddit? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Strongest Treant this World's Ever Seen Posted: 02 Apr 2017 06:47 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Apr 2017 12:40 AM PDT |
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