Dota 2 - Siltbreaker Guide + Rhyzik Kill


Siltbreaker Guide + Rhyzik Kill

Posted: 13 Jun 2017 12:08 AM PDT

Hello All,

As someone who's gotten a bit older and had to retire from full time hardcore gaming (and a former beta EQ and WoW Vanilla player) I am absolutely in love and enamored with Siltbreaker. It's like a mini-WoW raid without the grind or the months of drama, scheduling and farming.

The reason I'm writing this little guide is that I love and am passionate about leading raids and was a raid leader in everything from EQ Nagafen to PoP Rathe fun all the way to the top Oceanic guild where my videos on YouTube were always an inside joke, especially C'Thun. Haven't felt inspired until now to crack my knuckles but I really understand the stress of people that are used to played DOTA working on a new game format like this (especially as someone who solo quere's).

By no means is this the end all be all guide, and I'm sure there's better strategies on a daily basis (as you can see by the finish times by pros, speed runners and min maxers) but this is a general guide for 4 people that really just want a notch on their belt of winning this and are having difficulties (likely with Rhyzik).

So, the unfortunate news is that for an artifact-less team (or minimal ones) you really are locked into very few choices in team comp. I believe this game should be balanced so multiple stacks work, but honestly, for your first Rhyzik kill you have to stack Magic and go with the comp that led the bulk of the first main finishes.

Abaddon/Drow/WD/Jakiro

Abaddon's main purpose is obvious as a tank and support and he should be aiming to build the following by the end of the game (Heart, Octarine, Aeghs, Refresher, Boots of Travel, Dagons 5, and i personally like Glimmer also)

Drow should be going for Dragon Lance, then Maelstorm & Aegs, eventual Daedlus, Satanic, and MKB or Butterfly. I have found more success with MKB (atck speed really causes more mana issues than you're already dealing with), Boots of Travel and selling your Aegs and pooling money for a Heart at last shop.

Witch Doctor needs to build an Aether, Vlads, Octarine and towards end of game transition to a Veil of Discord, Etheral Blade and Dagon's 5.

Jakiro in early game needs to rush an Aegh's. Any drops through North wing need to be given to Jak to support an Aegh's before Spider wing which shouldn't be a problem. Eventually a Refresher, Dagons 5, Octarine, Heart, Boots of Travel

Zone by Zone Guide

-For the first area, take your time....if you want to 3 star this, pick another comp and trash the place but this comp takes a few levels to find it's groove and a few stupid wolf packs jumping you during an ogre fight can put a damper on the whole round. It's worth clearing the whole zone and finding all of the various chests and leaving this zone with over 1k gold and a few Books's.

-Once at the Garrison, pretty much everyone should buy a Magic Wand. They are charged by every ability monsters use and you'll have constant charges to save your butt and refresh your mana. Skip on upgrading your boots if you're Jakiro and rushing an Aegh's but on someone like Drow you should be able to leave the Garrison with Phase Boots, Magic Wand and a Dragon Lance. Don't forget to circle the outside of the Garrison for the special chests and to break all the boxes for gold and treats.

The west and east waves start with wolves and move onto ogres and werewolf guys, north just starts with ogres. Abaddon to me is best north and Drow and Jakiro on the West and East. WD can bounce between everyone doing what he can. Do not die trying to protect the towers towards the last waves. Everyone can start to fall in to the center, let the Garrison captain tank some stuff for you and utilize your new levels to AoE down the group.

Once the boss comes, it's fairly simple to dodge his main swipe attack as he winds up fairly slowly and then just swipes in front of him. If you've pulled aggro and are tanking, you must trust your teammates to handle the damage and simply keep dodging his attack as long as he's on you; a few extra hits by you and risking losing a third of your health per hit isn't worth it. He will also charge a random direction occasionally and most annoyingly spit a fireball that puts Bloodskeer like Ult on you where you can't move without taking damage. Like all of these fights, stay calm, don't rush it, handle the adds when they spawn and try and keep steady damage on him. If mana or health is dipping, remember you have a shrine on the south side of the garrison.

-Once defeated, let whomever had some bad luck and died take the life rune (always award the life rune to the person with the least remaining lives; you't win much in this place with 3 players), give the rings to Jakiro (to work on refresher) and start heading west.

-The reason you do the west wing next is that there are very minimal monsters to fight and you're fully capable at your current level 7-8 to take them on. The reward for completing this wing will be 3-4 levels, lots of gold and items to help you conquer the Ogres easier. You have to do this wing no matter what so you as well take advantage of it now.

I think the key to this wing and almost all of the avoidance mechanics in here is something simple calling clicking once. When playing actual DOTA matches, I'm a click crazy monster, dancing around creeps until I want to last hit; it's counter productive here... You want to always try and line yourself up on the wall opposite the fire spitting head and just click once past it. Clicking like a mad man only increases the likely hood you'll run into a pathing issue and end up back in the fire. Another big tip is to make sure you have High settings on as a minimum. The 'red fire' on low settings is really hard to gauge in regard to it's hitbox. On high settings, the blue fire is far easier to see what you should be avoiding.

You have to read and be patient with all of the fire traps yourself and make sure you understand the patterns before you get too cocky and just charge them. The most success I've had is when you let one person go at a time with a good amount of space so you're not accidentally clicking on someone and running into pathing issues as mentioned earlier. The monsters shouldn't prove to be a problem.

If as a worst case, you're towards the end and someone dies, you can still press on. Abaddon is best to go behind everyone as he can ult through the fire and complete the mission himself. When he triggers the checkpoint at the end, everyone will be ressed and you'll have completed the side and can move back onto killing stuff. (be sure and grab the orb as well)

-After shopping again for the item direction mentioned above, it's time to head North to the Ogres. Before you go, please note that the team needs to start buying and spreading out Tome of Knowledge to ensure you're 25 for the final boss fight. If you have the 15% Exp Artifact, I've found that using it through the spider wing + 2 Tome's usually gets me to 25 before Rhyzik. They have a time on them so start investing in them now, 2-3 for everyone so that when you reach the final vendor, there will be 3 in stock for anyone that's stuck at halfway through 24.

Now back to the North wing, the item's I've seen drop there the most are Mithril Hammer and items to make an Agh's. If at all possible, I try not to purchase any of those and see what drops in this wing to help me complete the item; still keeping in mind we're trying to pool an Agh's to Jakiro and a Mithril Hammer to Drow.

The Ogre's have a bash ability that doesn't hit anything right in front of them but stuns and hurts quite far ahead of them. The goal should be for Abaddon to run them around and dodge their butt stomp and Drow to tear them down with Dragon Lance from out of range. Jakiro and WD are there to heal, nuke and support.

Once you've cleared all the camps, gotten all the chests and and have 10/11 guys rescued you're ready for the Ogre boss. If you're new to this, you can go back to town and buy some key items, but if you're fairly comfortable up to here prepare for Ogre Boss. He does the same abilities as a normal Ogre but he starts off Bloodlusted and and moving and smashing quite fast. Abaddon should run in and start dodging as usual while everyone circles the room to the sides and back and drops every living thing they have on the three channeling Ogre's, making sure not to get him. Once the 3 Ogre's are down, the boss is simply a slightly faster normal Ogre that you've been clearing the whole area. Easy.

-Now that we're back at the Garrison getting items, Jakiro should have an Aegh's, WD maybe an Aether or Vlads, Drow possibly a Lightening Strike or Aegh's also (depending on what dropped).

-Heading South into the Spider wing you'll start to see Drow's damage start to really take off and split shot just tear down entire groups in moments. There's nothing really to worry about except mana problems with Drow from keeping split shot on for too long and the few big black spiders that will show up and try and drag someone away to the boss's lair. When they show up and go after someone, be sure and stuff or Abaddon can release them with his abilities. I would recommend clearing all the way past the Spider Boss lair (the stairs down into the pit) and the ledge above the pit until you reach the checkpoint to the next area. You can check-in here and shop, as well as get new lives and prepare for the Spider Boss.

There are several strategies people employ on the Spider Queen, some cheese, some not, but I think the best one is to pull her like you're heading to the new checkpoint. Spider will stop at the stairs to the ledge area and start walking back slowly if done right. This pathway should be Macrofyre'd twice and Drow should be up on the ledge tearing her down. The ONLY thing that can really kill you in this fight is if people get hit by her spider egg sac spray. Typically when pulled, she will spawn a bunch of trash spiders to help her and between 3-4 seconds after that, she sort of moves up and down and spits little green egg sacks. She shoots them at the location you were when she shot so like lots of the abilities we've seen thus far. When she starts the animation, just run in a single direction for 2-3 seconds yourself and they should fly past where you just were. If you wipe, or if she paths all the way back to her lair, regroup and heal up. Burst a few eggs on the ground and make your way back to her lair where she should hopefully be below 50%. Now this is slightly cheese, but have Jakiro Macrofyre (twice if possible) down to her lair and her. She won't move and will sit there in it for the duration and it will take off 35-40% of her life if 2. If she has anything left, pull her and burn her down.

Spider drops several life runes usually so recharge anyone that's had some trouble dying but everyone should leave Spider being near or close to full lives.

-When moving North into the Temple, it's now somewhat of a hybrid between the West wing an the Spider wing. You'll encounter waves of monsters in groups that can be burned down by drow split shot easily, but also some new traps that will insta-kill you. Move slow, read and understand the best strategy to besting each trap and have someone like Drow or Abba go ahead a little and pull large groups of Gargoyle's back to the party. Keep in mind Abaddon's ult will protect him from the trap arrows, so utilize it when needed (such as the second to last treasure that has quite a long hallway to safety to get a chest; just have Abba use his ult and be safe. Another trick is to not click like a crazy person to make it past a corner; simply prepare yourself by clicking the box right before the trap, and the clicking the exact box around the corner to safety. Moving like you would in a match will get you killed. This trick is one of the key things to beating Rhyzik later.

When you finally reach the hallway that;s shaped like a long letter S with a little single file hallway on the left have someone naviagte the trap to the top single file hallway and pull the gargoyles back to your group until the hallway is clear (1-2 pulls), then move everyone up to the hallway. Clearing out the next room will be a sinch.

For the Twin Knights, have Jakiro lay down 2 Macrofyre's like a giant X in the room right after you've activated them. Then have Abaddon tank them both in the middle of the room with refresher and BURN down the left one. The only thing you should need to worry about is if Abaddon dies and they come to smash you or their boomerang swords. You should be able to dodge both quite easily. Once there is only one remaining (should be fairly low if he has been in Macrofyre this whole time) burn him down and be ready to run from floor bombs once he starts channeling. Remember that once a bomb has detonated, that part of the floor is safe now; this always saves me...

-The next section is the Escort section and people should be getting close to some of their major items we detailed earlier. A Heart on Abba is very helpful, Guardian Greaves on WD are great, Jakiro should be close or have Octarine/Refresher/Agh's and Drow should have some combo of damage items and/or crit based off what has dropped and some life steal, even just a mask of madness.

DO NOT give the Escort guy a wind lance, boots, etc. This is not a good strategy. What's important to know is that monsters don't respawn behind him really, so you need to rush ahead of him the second you can and start clearing the way. Before he makes it to the first U-turn, you should be tearing down the archers at the end of this canyon that would usually be decimating you right now. He'll typically catch up to you right before the large valley before the end which is where you should have held your major cooldowns for.

I like to have Jakiro either Macro along the wall in either direction, or double macro on the left behind the trees. You need to keep monsters down and not attacking our escort as best you can to keep inching him forward so that he enters town. Follow him into town, clean up any stragglers behind you and you'll be done. Drow needs to save mana the first 3/4 of this using split shot sparingly (lightning strike and Agh's should be able to take down most groups quickly) as holding down the whole valley and clearing it will need Split Shot desperately.

-For the Desert, Drow is helped incredibly by finishing Satanic or being close to it. You're going to exit out the top gate (don't forget to grab the cheese hidden in a vase on the far right side of town) and head right. Abaddon needs to be leading the way by a few inches of screen space as thinks can get hairy very quickly out here. Enter the first valley south you can and you'll find a Centaur camp. There are only 4 major Centaur groups you have to deal with and are the hardest. Jakiro should Macrofyre immediately and WD should ult. Drow can tear down the bulk of the group quickly with split shot but be ready to shift focus to remaining single baddies when the large Centaur uses his Blademail. Usually you can finish off the large Centaur quickly after his Blademail goes down. If you head further south into this area you'l find a special chest, but it's not quite what it seems. It's will turn into a scarab and run away and it drops massive amounts of gold based off attacks and damage done to him. I recommend dropping a Macrofyre again right before clicking on him and having WD lead with a Maledict and ult. Hopefully you should be able to exhaust the bug's gold and life before he gets by you and you're chasing him into Centaur's out in the desert over a few hundred gold.

Everyone will receive a significant amount of gold from this bug and you should goto town to finish some larger items. From there, circle the rest of the desert slowly and deliberately finding the 3 other Centaur camps and the 8 large Scarabs that have a stun just like Nyx. Every so often you'll get ambushed on two sides by roving packs of centaurs. Try and be ready for them and hope they don't decide to show up during a fight with one of your objective monsters as the fight can turn to shit quickly (that's when Macrofyre and Satanic need to be popped).

There will be one last money bug before you leave the area due North, prepare the same way and don't let him get away!

-Now you're finally at an Assault Camp where final items need to start coming together for Rhyzik as you'll only get about 2k off the final leg. Dagon's should be assembled, even if not fully level 5 on everyone but Drow. Everyone should have a Heart if at all feasible and you need to start strategizing how best to sell items, buy items for others trade things to use your gold and un-needed items most effectively.

Once ready, you will have to fight through an attack on the gate to the boss by fighting forward to 3 golems, waves of monsters and catapults that wreck shop. The push up the hill is less urgent than you're led to believe as there really isn't any pressing need to move fasted than you feel is necessary. I like to concern myself mainly with the hordes of monsters as Drow and everyone else focus on taking down the catapults quickly. Their bomb shots can quickly ruin a run as they hit very very hard. Drow can handle herself with a timely Satanic here and is fairly safe with how quickly everything dies around her. The Golem's will also fight you each third of the way up. They start off simply attacking, then will root someone and Phoenix Star Blast them and finally Blademail. Drow will be the main damage here as usual; Abaddon has to dedicate himself to free'ing whomever gets rooted in the Sunblast and WD should Ethereal, Maledict, Dagon Ult, while Jakiro Macro and Dagon's as well. Taking down the Golem's fast and dodging the Catapults is literally the entire challenge. An Abaddon with Refresher should have no problem taking a Golem forever provided he doesn't eat a Catapult shot. Take your time up there, bring a ward even maybe for the final staircase so Drow can rip down catapults and make the last golem fight much easier.

-We're now at Rhyzik's gate. If all has gone well, farm has been good, some good items have dropped that have let you build team items you needed and everyone should have max or close to max lives. You have a final chance to pool money, build items and make sure everyone is as ready as possible. I mentioned what everyone should hopefully h ave now at the start of this, so hopefully you're close. Buying a few wards for the areas in Boss room that are above ground is helpful once again as well. Drow for example should at this point have sold Dragon Lance (ages ago) and Aegh's (now or last camp) and have Heart, Boots of Travel, Daedlus, Mjolner, MKB/Butterfly, Satanic

If you've read this far I'm sure you've beaten your head on Rhyzik and likely have also watched a few videos and understand the mechanics. I'm going to just give the details I feel have helped me out from each heros prespective:

Abaddon- Your goal in life is to tank Rhyzik when he's in the Melee phase. When you enter the room he will do his burrow and dive attack that's simply in a straight line from where he dives so it's fairly easy to avoid. Typically after 3 dives you know where he'll pop up and that's where you want to get to. From what I can tell, his aggro is entirely proximity based.

Once he's in melee mode, let the debuffs occur, use your Dagon's when you can but you should be concentrating on managing your ult and refreshed to stay alive for as this entire phase. For the tornado phase you have the life to live through an encounter with one so try and do things like toss heals on anyone who does get hit by one. When you get to the tail/beetle attack phase, simply stay near the tail and try and pick bugs off that come close and don't let Drow pull the aggro. Shockwave is self explanatory; run.... Rinse and Repeat.

Drow- During melee phase, feel free to contribute a little DPS and just stay out of harms way. I like to go up on the platforms if I can. Tornadoes and Shockwave are just survival. But your job is really to own the Beetle phase. I like to run up to about half my attack range and stop there and trigger attack on ground to just start lighting up every bug in the area headed for the tail. I alternate when split shot is on or off to conserve mana and when the bugs are winding down, start hunting and sniping the little healing beetles. Once phase is over, get back to survival mode, your physical damage is minimal Your priority is to just stay alive for the beetle phase; if you're dead for it, it's game over. I would recommend that as a 100% Need To Buy Back situation if you're dead and beetle phase is starting with no ress imminent.

Witch Doctor- Your job is to Ethereal and Maledict during melee phase once Abba is tanking, then Dagon and Ult. Everything else should be to just stun beetles when you can and keep healing aura on whomever needs it.

Jakiro- Your job is to Veil of Discord (easily done before WD hits both his debuffs) and then Dagon and use one Macro during melee phase. Your Macro will typically be back up at beetle phase when you'll want to Veil the tail and drop double Macro here. If you can lay them in differing axis, great, but don't die or risk your life for a perfect 'X'.

If you rinse and repeat this 3-4 times, you'll finally have your win!

I think it's a great and challenging fight and does a great job making you learn lessons through the whole 'dungeon' that you need for the final boss fight. For example, I would frustratingly get hit by shock waves occasionally because I was running for my damn life and clicking like a mad man. I finally told myself that the lesson I learned in the Temple wing of just 'click the box you need to get it' worked wonders on the shock wave phase. Instead of clicking around in hyperspeed I just wait to see where they're coming, and calmly click once. Once I've made it a decent distance from the center, I might click 3-4 times total for the rest of it's duration.

All the boss fights have one final thing in common; they all require patience. There really is no need to rush the Rhyzik fight by trying to land one last attack or one last spell. The key to success is just surviving, not making mistakes, being calm cool and collected, and slowly wearing the boss down efficiently. You will doubtfully get down Rhyzik on your first try, but a good tip is to Pause every time someone dies and evaluate what happened and what the game plan is going to be to recover. It was such a strange discovery to me that in what feels like a raid is actually something you can pause at any time during.

Best of luck and I hope some of the above helps. It's obviously not the only strategy and I'm sure plenty of people will say it's not the best but I think it's an A-B-C guide for success and I hope to see you using :siltbreaker: soon!

-Drak

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That was fast.

Posted: 13 Jun 2017 06:05 AM PDT

Dear Valve: Please Stop Only Giving Heroes 3 Cosmetic Slots

Posted: 13 Jun 2017 05:36 AM PDT

This is an issue that has been happening slowly for a while now; heroes that are being newly broken down for cosmetics are being incredibly gimped in terms of customisation, being given only a couple of slots for items where we used to see far, FAR more. This is already frustrating as it kills one of the most fun part of hats, mixing and matching different parts of different sets in order to get a unique look that you like, but is likely to become a bigger issue in the future due to immortals.

I don't pretend to know the reasoning behind this, whether it's to avoid too many different sets clipping, the flood of worthless "commons," or whether it's just a matter of ease to put in less slots, but it really feels like a step in the wrong direction in terms of how hats work, pushing us closer to the whole "skins" concept where you just equip a single item to change a whole hero.

This issue was brought up as far back as the Templar Assassin immortal, where people argued the item deserved to be on a weapon slot, rather than taking over the shoulder piece. At the time, Valve agreed and added the extra slot.

More recently people have taken similar issue with Undying's immortal, arguing that the immortal only adds detail to one hand, leaving the other arm bare and wasting the potential of sets like Grim Reformation which have a lot of detail on the other arm.

So, getting to the major point; almost all heroes that have been recently broken down for cosmetics are being ripped off in terms of slots, abandoning the older "each part of a set is its own item" for "Head, Weapon, Everything else" slots.

 

Briefly, here are some of the heroes and how they have been split:

Arc Warden has Arms, Shoulder and Back, and is the ONLY hero who is broken down to not even receive a "head" slot. This means that basically any helmet must come with the shoulder slot, and people have already been annoyed with his single item set as they may like the shoulders and hate the helmet or vice versa. At the very least, he should have a head slot like every other hero.

Troll Warlord and Monkey King have been broken down very similarly to each other, receiving "head," "weapon" and "armour" slots. Looking at each of their sets, would it really hurt so much if Monkey King's Armour were divided into armour, bracers and belt? It basically is already besides the fact that you can't choose one piece without the other. And look at Troll, anything that isn't his head or weapons is just mushed into one big "armour" item despite his old model originally even having space for two sets of weapons for his ranged and melee stances.

Underlord, too, has this "head," "weapon," "everything else" breakdown, and being such a large hero, this means about 80% of his body is one item. Let's compare this to a physically similar hero, Centaur Warrunner, who in addition to head and weapon has shoulders, belt, arms, back and tail, and of course room for a pet on top of that. I'm not saying Underlord needs ALL of them, and in fact Centaur could probably afford to merge a few slots, but surely there should be some room for mixing future Underlord sets with the existing one.

Lastly we have the "Bird" heroes, and they're probably suffering the most from this. The very lax position has been taken with Phoenix, Viper, Visage, and Winter Wyvern, that they get "head" and "everything else." (Granted Visage has summons, and Phoenix has an egg.) Assumedly, this will also apply to Jakiro. The only one this really works for is Viper, who basically is just a head with wings, Phoenix and Wyvern should definitely have a tail slot, the way Puck already does, and Visage's hands/weapons should also be separated out. I for one have been waiting for a long time for Jakiro cosmetics, and if it happens that I can't even mix one set's ice head, with another's fire head, I'm gonna be pretty disappointed. (And let's be honest the heads should be separated if only so spell effects can be split between them.) Winter Wyvern has already amassed 4 sets, with a particle-infused headpiece, and has had rumours of an ice-castle immortal. So do we basically have to choose between wings we like and a cold embrace spell effect?

 

This is perhaps my biggest issue; in the coming years, we are all but guaranteed at least one immortal for most, if not all, heroes. These items are usually the most radical, and have the best (or at least most flashy) spell effects besides arcanas, and are very often seen equipped by anyone who plays the hero a fair amount, assuming they get hats at all. With heroes being cut down to 2-3 item slots, up to half of the hero's potential for customisation will be taken up by a single immortal item.

It also shouldn't go without saying that the current system may affect Valve negatively. We can see it already with Winter Wyvern that new sets are less and less appealing, because if you have even a single item that you like for her, 50% of the reason to buy a new set is gone. I'll admit I'm guilty of picking up a set like Pudge's new Jolly Reaver just for the tentacle arm, or Kunkka's Seaborne Reprisal to laugh and blame my missed boats on two eye-patches. With the new system, these sort of impulse purchases just won't happen.

I'm not arguing that every hero needs an excessive amount of slots like Kunkka and Pudge, and I know that with Keeper of the Light and Chen, an effort has been made to cut down on slots by merging mounts with mount armour, and besides the murdering of "the One Horn" I'm all for that. But heroes should still have room for customisation, it's what makes our cosmetics great compared to one-size-fits-all "skins" in other games. Please Valve, break down these heroes, and those in the future, just a little bit more, before there's way more items for them and the job takes ten times as much work.

 

TL;DR: Heroes having only 2-3 slots for hats is a bad system.

submitted by /u/anarchy753
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Bulldog realises his ancient is being destroyed

Posted: 13 Jun 2017 02:26 AM PDT

Can we have basshunter at TI7?

Posted: 13 Jun 2017 02:54 AM PDT

I mean, who doesn't want him to sing that nostalgic dota song right?

submitted by /u/forpetesake568
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Razor Waga kills mid SB from bot lane

Posted: 13 Jun 2017 08:25 AM PDT

EPICENTER appreciation and feedback thread - Dimitri edition

Posted: 13 Jun 2017 06:36 AM PDT

Hey all! This me, Dimitri!

It's been a hell of a week! We went through fire and water, servers outage and static electricity in our headphones. Nevertheless, we've all done our best to entertain you, make this event to stand out. It's been a great pleasure and a great honor to be a part of this event, work together with the brightest personalities of the Dota 2 community like LD, Toby, Godz, both Merlinis, ODPixel, Fogged and Purge. I'd like to apologize for a number of issues you've unfortunately had to witness. I promise all the experience I've got this time will be used to make sure the next EPICENTER runs better than ever!

That's why first of all, I'd like to thank all of you. You've been a great audience, your reactions in twitch chat and on social media helped us keeping up every day!

Next goes to /u/machine- Alex is a beast. Not only he's a perfect host, spending his free time watching replays to understand the game better, practicing his improv game and amazing rapping and beatboxing skills. He's been supporting our production crew during tech issues, coping up with my ill communistic mind and keeping calm whatever happened. Great professional and a great IRL person. Show him your love whenever he's on your screen, he deserves this 146% (Russian memes are so Russian).

Being a CS guy, I wouldn't get anywhere without /u/Tobi_Wan_Kenobi lending me a hand. It could be a DISASTAH, but his majestic voice got us through. Also, if you ever get a chance to see Toby rocking a karaoke, don't miss it! This might be the only thing he's even better at.

N0tail and Fly. I don't even know what to say here. I was really worriad about the showmatch being enjoyable to watch. They've rocked it. You, sirs, deserve all the tortilla chip-shaped guitars!

Now, I would like to hear your feedback. What did you like, what went not as good? How can we improve for the next season? Let me know and I'll make sure to pass the message through!

submitted by /u/Dimitri_Epic
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As a non-dota player, Siltbreaker is really really fun

Posted: 13 Jun 2017 08:29 AM PDT

My dota/cs friends invited me to play it, and it was super fun and super well designed. The map design looks like it was right out of torchlight and diablo, the fire/arrow traps where really innovative and cool, and the game was easy to pick up, enough for a beginner to play with a few experienced friends. Also the rain effect is so awesome, like I dunno it just really fit into the game well.

Besides the final boss of the first act being impossible to beat(the scorpion guy), this gamemode was probably the best $10 I've spent on a video game in recountable history.

submitted by /u/3i9i9
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Valve, just put some Slitbreaker artifact drops as compendium level rewards.

Posted: 13 Jun 2017 06:26 AM PDT

Fill some empty levels, appease the community, people still have to work for them, win-win-win.

submitted by /u/Levitz
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UPDATE: WE DID IT REDDIT! (Kunkka's new items don't clip!)

Posted: 13 Jun 2017 07:30 AM PDT

Hello valve can you show us how much time we should wait?

Posted: 13 Jun 2017 06:58 AM PDT

26.7MB Patch?

Posted: 13 Jun 2017 08:58 AM PDT

Sir bubbabear ...? (u/sirbelvedere)

Mystery patch KEK!

submitted by /u/eko_kratos
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Semi-daily hero tips. Day 94: Tinker

Posted: 13 Jun 2017 05:18 AM PDT


DISCLAIMER

A lot of you probably know about the weekly hero discussion, but that often ends up in a meta discussion (whether or not the hero needs buffs, etc) or a meme war than actual tips to play, itemize and build the hero.

This is what I'd like to do. Please discuss any notes I made and possible improvements while also giving tips of your own if you have them.

The roles, skill builds and item builds, as well as a lot of the notes are my opinion on matters and should not be seen as a must do or don't. Also remember that almost every single build or role is situationally possible.

A lot of the tips on heroes were also mentioned in tsunami's amazing hero tips series he did over the last couple of years.


Tinker

Notes:

  • Laser does pure damage which means you can ignore huskar berserker's rage and penetrate AM spell shield
  • Laser's blind is a big deal. Use it early for when a right clicker dives you or to get an edge in last hitting when you feel safe, in teamfights, always target the enemy right clicker. When ganked, decide between laser or march first for which will help you most.
  • March of the machines is magical and does not pierce spell immunity as of 6.82, so you can no longer march ancients.
  • Watch your mana, don't starve yourself so you can't rearm TP anymore. ALWAYS soul ring right before rearming.
  • The best way to level rearm is just starting to level it when you get your BoT and after that when you have the mana to support it (probably whenever you get the chance).
  • March is amazing for taking down neutrals, which is a reason for you to take it early if you're not looking for early kills
  • When taking down a stack, don't TP out before it's gone. Stay for the XP
  • Soul ring stacks mana on top off your full mana pool, but it doesn't regen, so don't use it in the fountain
  • Farm the hard places, not the safe ones where your carry needs to farm. If you feel really unsafe, get yourself into the treeline and march from there
  • Use fake TP's to scare enemies
  • BoT TP time doesn't increase from TP'ing in multiple heroes
  • Counter: Mass blademails (stand in march)
  • Heat seeking missiles can be disjointed
  • Getting blink allows you to split push from the trees
  • Counters: Storm (get lotus orb as Tinker), Clock (get force), AM, Slark, Nyx (Can gank you in mid/late game), Pudge (Can easily gank you in lane), Doom (DOOM), LS, Jugger (magic immunity), Zeus (Nimbus)
  • Learn the spots to double stack/farm the jungle
  • Good versus: SF, OD (blind + high burst + illusive), TB (agh's blind + high magic burst + march)
  • Friends: LS (infest bombs), BS (plenty of vision for long range lasers and rockets), Beastmaster (hawk BoT)
  • Get a ward for the enemy mid high ground if you want to get a kill with rockets. (/u/ferrar1)
    • Find the right angle to march in. March backwards to hit creeps or heroes asap, march diagonally to get as much march hits as possible when creeps are standing in a line somehow. (/u/ferrar1)

Role: mid

Skill build:

  • Always skip rearm until you get BoT
  • Nuke build (most prevelant right now): laser --> rockets --> march
  • Farm oriented build with neutral stacks: lvl 1 laser, March --> rockets --> laser
  • Early kill into farm/split push build: 2 levels in laser and rockets --> max march --> rockets --> laser
  • High harass build: laser <-> march --> rockets

Item build: Null, (bottle,) soul ring, BoT, Blink dagger, Aether Lens, (Agh's, Sheep stick, Shiva's, eBlade, dagon, Bloodstone, BKB, Linken's, Lotus, Force)


PREVIOUS HEROES

submitted by /u/Jeten_Gesfakke
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Minimap hitbox is still bugged since the update, and no one is talking about.

Posted: 12 Jun 2017 04:24 PM PDT

What if Invoker can't sunstrike at Night Time ?

Posted: 13 Jun 2017 04:31 AM PDT

Why it be a huge nerf to this hero ?

submitted by /u/GonHunterxHunter
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Invoker in Siltbreaker

Posted: 13 Jun 2017 04:01 AM PDT

I was feeling good and decided to gamble, so I bought the gift and it ended up dropping a reaver. I didn't need the reaver so I tried to drag it to my drow (who was standing beside invoker as well), and suddenly my reaver was neither in my inventory Nor in drow's inventory.

When I click on invoker, that fucker was holding my reaver FEELSBADMAN

submitted by /u/Maplestori
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The hero turning around randomly bug is back. Clicking on the left side of the screen sometimes causes your hero to move in the opposite direction for a second. Pathing in general seems a bit wonky as well.

Posted: 12 Jun 2017 07:44 PM PDT

No idea what's causing it, it's not the map hitbox going outside the actual map size like it was a few months ago or at least I think it's not because it's been happening on clicks near the center of the screen. I've only seen it happen when clicking anywhere left of center, but mostly near the center of the screen. It's been happening a lot while trying to block creeps after the horn.

Also noticed my hero sometimes has these little indecision moments when your path is near a fork in the road so to speak where there's one path left and right, it freaks out and wobbles back and forth until you click closer to your hero.

submitted by /u/MrTheodore
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I burned myself doing this and I hope this will help you finish Siltbreaker Act 1.

Posted: 13 Jun 2017 02:53 AM PDT

Dota 2 Update - MAIN CLIENT - June 12, 2017

Posted: 12 Jun 2017 03:51 PM PDT

A new patch has been dispatched for the main client. More info will be edited in as I analyze the patch.


Analysis Status: Done


Official Changelog

  • Fixed a Brewmaster bug introduced a few weeks ago that causes the passive cooldown based component of Drunken Brawler to malfunction

SILTBREAKER - Act I Updates

Hero Updates

  • Tiny's armor has been increased from 1 to 2.

Item Updates

  • Treasure Box item cost increased from 500 to 750.
  • Sign of the Arachnid required level changed from 13 to 14.
  • Sign of the Arachnid bonus movement speed changed from 20 to 15.
  • Unhallowed Icon required level changed from 14 to 15.
  • Unhallowed Icon life steal changed from 20 to 15.

Unit Updates

  • Rhyzik's Sandstorm speed has been changed from 300 to 325.
  • Rhyzik's Storm step speed has been changed from 25 to 40.
  • Rhyzik's Storm movement speed has been changed from 300 to 325.
  • Radiant Captain, Radiant Soldier, Injured Contact, Townsfolk and other misc units no longer has Breathe Fire an ability.

Drop List Updates

Drop chances for items from the following units have been improved / balanced. This applies to all items mentioned below. Additional changes are also listed.

Ogre boss

  • Chance that the artifact is a baldric from 3/6 to 6/10 (50%->60%)
  • Chance that the artifact is a femur from 2/6 to 1/10 (33% -> 10%)
  • Chance that the artifact is a cudgel from 1/6 to 3/10 (16% -> 30%)

Wolf boss

  • Chance that the artifact is a paw from 3/6 to 6/10 (50%->60%)
  • Chance that the artifact is a pelt from 2/6 to 3/10 (33% -> 30%)
  • Chance that the artifact is an amulet from 1/6 to 1/10 (16% -> 10%)

Spider boss

  • Reduced artifact drop chance from 25% to 15%
  • Chance that the artifact is a sign from 1/3 to 6/10 (33% -> 60%)
  • Chance that the artifact is a skull from 1/3 to 3/10 (33% -> 30%)
  • Chance that the artifact is an icon from 1/3 to 1/10 (33% -> 10%)

Temple bosses

  • Increased artifact drop chance from 5% to 8%
  • Chance that the artifact is a shell from 3/6 to 6/10 (50%->60%)
  • Chance that the artifact is a gaze from 2/6 to 3/10 (33%->30%)
  • Chance that the artifact is treads from 1/6 to 1/10 (16%->10%)

Sand king boss

  • Chance that the artifact is a carapace from 3/6 to 6/10 (50%->60%)
  • Chance that the artifact is an eye from 2/6 to 3/10 (33%->30%)
  • Chance that the artifact is the caustic finale from 1/6 to 1/10 (16%->10%)

Trial of Gallaron Invoker boxes

  • Chance to get an item reduced from 100% to 85%
  • Max possible gold from these boxes reduced from 1500 to 1.
  • Boxes are now much more likely to drop branches, clarities, pms, int robes, str belts, agi bands, chain mails and gloves (therefore, much less likely to drop any of the more expensive items)
  • Relic drop chance nerfed from 3% to 1%

The other Invoker boxes

  • Same item drop chance nerf (100% -> 85%)
  • Same item chances (much more likely to drop cheap items, therefore, much less chance for expensive items)
  • Max possible gold from 2000 to 1.
  • Relic drop chance still at 3% for this one

Ability Updates

  • Multishot mana cost changed from 6/8/10/12 to 6/12/18/24
  • Multishot damage reduction changed from 35/33/31/29 to 40.
  • Gush damage has been rescaled from 110/160/210/260 to 100/200/300/400
  • Gush negative armor changed from 3/4/5/6 to 3/5/7/9

UI Updates

  • A notification has been added for if and when there is a confirmation pending from one of the players.

Other

  • Game interactions now also check if the interacting unit is an illusion.
  • Game now checks if the Artifact's are in the backpack or not.
  • Fixed a bug with the working of Carapace of Qaldin.
  • Fixed a bug where the Spider boss would not gain vision on the units that are causing damage to it.
  • Localization has been added for Siltbreaker for a ton of languages.

String Updates

Tooltip Updates

  • Added a missing tooltip for +14 Bonus Intelligence.

Misc

  • Health Bar divsions are NOT back yet.

Related Links

  • Official Changelog: None yet

Patch Size: 178.8 MB (with Tools)

submitted by /u/SirBelvedere
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Siltbreaker counts towards hero averages

Posted: 13 Jun 2017 08:57 AM PDT

This isn't really that big of a deal but some silt breaker heroes are ones that I play quite often in normal games, and I enjoy seeing my average xpm, gpm, hero kills etc. Siltbreaker counts towards these statistics and its kind of ruining them. It would be great if the dota devs could make this separate, or even remove them all together, as they are not necessary for the game mode.

submitted by /u/LongStrangeTrips
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An incredible rampage by canceL^^

Posted: 12 Jun 2017 06:09 PM PDT

"Why would Riki get arcana if he is invis most of the time?" - My GF, Yesterday

Posted: 12 Jun 2017 11:40 AM PDT

Gifted my gf a battle pass yesterday, she dropped this truth bomb when looking through the arcana voting

EDIT: Why point out that my gf said this? - she has like 5 hours of dota gameplay and I have too many yet this never occurred to me...

Realistically speaking how would a Riki arcana not be significantly devalued by the fact that it would be invisible to half of the people in each game

IO on the other hand is visible all of the time, and is a bit of a unique hero in its abilities and appearance, giving valve some room to do some cool things with the cosmetic

submitted by /u/guitarcrazy408
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Valve pls reduce the time on Binding Agents quest

Posted: 13 Jun 2017 09:44 AM PDT

450 for 3 stars is waay too much. I think lowering for 100 seconds would be doable since for this quest you need a good team (with lion/shadow shaman since its not possible without at least one of these in the team) and to just spam spells. If all star requirments were lowered for 100 sec (so the result would be 150-250-350) it would be so much better

submitted by /u/Fm-nameless
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Siltbreaker update broke a lot of custom games

Posted: 12 Jun 2017 06:25 PM PDT

Many custom games don't work since Siltbreaker update due to a critical bug that causes crashes.

Basically, any map that contains npc_dota_neutral_spawner entity on it (neutral creep camp) won't run. Game client will just crash. I assume a lot of custom games use maps with neutral creep camps, and they are all affected.

Valve doesn't seem to care about anything happening on DevDota forums nowadays, so I'm posting this on reddit. Hopefully the bug will be fixed.

submitted by /u/Ia_grib
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Can we get game timer at each zone of Siltbreaker?

Posted: 13 Jun 2017 08:35 AM PDT

It is hard to know the time left to complete the zone for stars.

submitted by /u/garybaby
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