True Dota 2 - The International 2017 — Group Stage Day 4 Discussion


The International 2017 — Group Stage Day 4 Discussion

Posted: 05 Aug 2017 09:15 AM PDT

The group stage ends today—who will be eliminated!? Use this thread to discuss anything related to the event today, including the meta or the teams/players.

Please also consider paying our Discord channel a visit if you haven't already, and join in the live discussion!

submitted by /u/freelance_fox
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In TI7, why doesn't anyone get Crimson vs. these Visage core picks?

Posted: 05 Aug 2017 03:18 AM PDT

It's not a great item, I know, but still it pretty much neglects most of Visage toolset. The value of it should be well worth it.

So I'm here to ask more clever people than me what the reasoning might be.

submitted by /u/fREDlig-
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Lich +35 Frost Armor Talent on Towers. When to pick?

Posted: 05 Aug 2017 03:13 PM PDT

I'm just a 3k scrub. I'm just wondering in what situations would I pick the armor talent over the free skadi talent?

submitted by /u/I_Luv_Procastinating
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A proposal for a minor Tinker nerf.

Posted: 05 Aug 2017 11:02 AM PDT

He's a hero that builds BoTs as a core item. So why does he have above average ms? I feel like a scrawny blue midget with a massive gangly, unsightly backpack that shoots missles and lasers should NOT get to prance around the map as if he isn't weighed down by anything.

Does setting his ms to at least 285-290 seem reasonable? For the lore implications and as a way of expanding upon his biggest weakness of earlygame gankability in a stern but fair manner.

Besides, the Frozen Toad has been going on a base ms killing spree, so what's one more hero? The ms nerf proposal has no effect on Tinker once he has obtained BoTs and doesn't affect his competitive viability in the slightest.

submitted by /u/mason_vs_the_world
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Terrorblade Mask of Madness

Posted: 05 Aug 2017 10:05 AM PDT

I've seen players buy this a lot on TB at TI7 and I don't really understand it. It seems very bad in teamfights because you can't use Sunder when you're silenced. Sure it helps you farm, but your illusions don't benefit from it, so yasha for the same money is just way better right. Am I missing something?

submitted by /u/Nitronn
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Why Broodmother counter Inkover so hard?

Posted: 05 Aug 2017 11:33 AM PDT

Invoker mid vs PA

Posted: 05 Aug 2017 02:51 PM PDT

Just got completely crushed by a PA mid, what am I meant to do in this matchup? From level 2-3 she was jumping at me with dust so Ghostwalk was useless and at level 6 she was diving tier 2s. I wasn't extending past my side of the river even and she still gave me a really hard time.

Sidenote: I'm ~3k trash.

submitted by /u/jderm1
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LFY's Style at TI *Spoilers for series vs OG*

Posted: 05 Aug 2017 02:32 PM PDT

Another spoiler warning

So I just watched game 1 of OG vs LFY and OG got taken apart and lost in 20 mins. What I thought was interesting was that it very much reminded me of the VG/Newbee style of play at TI4. Early game aggression and heavy push to execute a quick win before the other team has chance to come online, using heroes like shadow shaman and veno.

I was wondering if anyone else thought the same, as it's a style of play I feel I haven't seen many teams employ, barring VP in some games. I was also surprised to see it so successful, especially as it's 'been done' as it were.

submitted by /u/victoryspin
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Noticed a trend.

Posted: 05 Aug 2017 01:29 AM PDT

So I'm not sure if I'm the only one, but since ti started the quality of my games has just gone suuuuuper down hill. Don't get me wrong I know this sounds like one of those tilted flame threads but its more of an observation / being curious if other people are experiencing it.

Out of the past 20 ish games I've played there's been a common factor in almost all of them, win or lose. Basically it comes down to highground.

Now this patch is notorious for having hard to breach high ground, yet my games lately have just been one team literally just kind of goes full retard and ignores a highground push, then lose a racks for almost no good reason in most of them. Like I'm talking full team alive shrines up not defending a 3 man push.

Has anyone else noticed weird behavior in their games? Like I feel like it's people who haven't played in ages coming back with no knowledge of patches and diving right into ranked. Had a guy yesterday claim he didn't defend a tower I solo pushed because he had no way to stop shrapnel damage on the tower sooo. Yeah. Anyone else getting stuff like this ? If so how do you deal with beginning to explain what they need to know for the current situation several patches behind mentally ?

submitted by /u/HailCthulhu
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Why do people still buy linkens on AM? (When tb and legion aren't in the game)

Posted: 04 Aug 2017 07:11 PM PDT

Isn't aghs pretty much superior I'm every way?

submitted by /u/racast5
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Building/playing Ember Spirit in the current patch?

Posted: 05 Aug 2017 11:47 AM PDT

Hey guys,

I used to play a lot of ember pre 7.00, and I played some of the new magic damage ember after the patch but eventually stopped as he falls off a lot harder when building magic damage as compared to physical. That being said, I think the meta has changed enough that multiple item builds/playstyles are viable on ember. So I have a few questions:

  1. Is veil essential like it used to be? I've seen a couple high level embers skip it in favor of aquila/wand and while it doesn't provide as many stats, its cheaper, and for a hero like ember that requires expensive items like boots and blink it definitely seems to be a good option.

  2. My second question is more about how to play magic ember. With old physical damage ember, you always kept a remnant as insurance, but with magic ember you often need them for damage. The problem is I often find myself remnant bombing to kill an out of position hero and then dying soon afterwards. If I'm sparing with my remnants I feel like I just don't do any damage and just wait for my sleight/chains to come off cd. Any tips on teamfighting from more skilled ember players?

submitted by /u/drfiz98
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What was up with the dominated mega creep at the end of Empire vs iG.V game 2

Posted: 05 Aug 2017 08:37 AM PDT

This was the super long 2-hour game where iG.V defended mega creeps for about an hour.

I noticed that not long after megas appeared, iG.V dominated one of them and parked it near their T4s. Clockwerk's flares kept damaging it and they kept healing it, but mostly it just sat there. The announcers occasionally laughed at it, but if they explained it I must have missed it while taking a leak or something.

What was the point of it? Was it there as an extra way to draw away the enemy creeps if no hero was around? Vision if no hero was around? Some aura or little-known HotD effect? Or were they just messing around in all the downtime? I really don't know.

submitted by /u/l33t_p3n1s
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Tips on Gyrocopter + How to Gyrocopter early game (with possible lack of being supported) ?

Posted: 05 Aug 2017 07:32 AM PDT

(My experience in the first paragraphs, possible suggestions please?)

So far, I have played very few games on Gyrocopter with lategame aghs build (phase boots, aquila, raindrop, morbid mask (MoM) as early game items).

In every won game I got someone who supported (even if he was standing next me - just making space). Or just outlasthitted my lane ally.

"Normally" (no quick stomp) I lost one game lately - was on safelane 1v1 against Phantom Lancer (got dumpstered and they even had Doom/Spirit Baker, so I had to get additionally Linken, which, with the fact we were behind was sad). A lot of other games I didn't pick him at all, because someone took the safelane. If it was only one lategame carry from our team (and even not good at fights - countered) we lost, otherwise we won.

Which means, sometimes I just gotta take him as another carry, because the pick has little opportunities to win even in lategame.

Main question:

How should I play him if I don't get respected farm priority? Sometimes it takes me long to get a morbid mask, which is very hard to cycle farm jungle with. I was 30 CS in 9 mins and then bought MoM and got into 141 in 20, but my team was making space by constant fighting, while we had kinda secured lategame.

With "respected farm priority" I mean getting shared some damage by my ally (if enemy(-ies)) rightclick focus me) - creating space.

So, I have 12 games on him (total lifetime) and still haven't figured out how to be able to farm by myself without first getting the boots-aquila-mask? The only harass I use is flak cannon (usually when wanting to regen). I feel like he has to have something good in lane - or is he just garbage against duo lane until hits 6?

submitted by /u/FerynaCZ
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Zeus Scepter needs to be looked into and rebalanced.

Posted: 05 Aug 2017 12:32 AM PDT

Zeus' scepter does not seem very balanced in my opinion. It has become a total game changer in almost every game.

I can already see the "get bkb" arguments coming but bkb can be easily kited out and while bkb has a CD of 50 seconds (rough estimate) nimbus has a CD of 35. Also 100% uptime if nimbus doesnt get taken down.

As some have stated before me, the idea of a global stun is just not fair. A 0.2 second stun can cancel TPs and key channeled abilities. A 0.7 stun means the ability becomes a huge area of denial ability. You cant ignore it and walk through it, as it will hit you and stun you twice at least, you cant effectively kill it in a team fight because it takes 16 hits. That is more hits than a phoenix ultimate and more auto clicks than not so tanky heroes.

Also, the ability's radius is larger than many hero's attack range and even after hitting it 4-8 times, it gives a meager 100 gold. A support trapped in the cloud is almost just dead. You cant easily walk out of it and you cant kill it. A techies mine is 50 gold for perspective.

An extreme example of this is you are a support and your TP is on cool down. You need to walk out of your base to help your team and you cant even walk out of the cloud fast enough and when you've walked out of it, you're low on HP. If you Hit the cloud then Zeus has delayed you by about 8 seconds further.

Furthermore, it increases the vision of Zeus's team by a lot. It provides true vision AND FLYING VISION. Any invisible hero caught in the cloud will have next to no means of escape. Any support hiding will be spotted out and killed.

I suggest a nerf to the radius so at least most ranged heroes can take it out from a distance, reduce the AOE and massively reduce the number of hits required to destroy nimbus.

TLDR, Nimbus can: Globally stop TP. Globally stop channeled abilities. Globally provide true and flying vision to a large area. Seriously disrupt a team fight globally. Tank 4-8 right attacks. Globally gank without any consequences. 100% uptime.

Downside: Zeus needs to get 4200 gold.

submitted by /u/HeTidehunter
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Batrider skillbuilds

Posted: 04 Aug 2017 04:14 PM PDT

Whenever I play Batrider, I almost always go 2-0-4 or 2-1-3 by Level 7(usually getting my ultimate at 6), but I see some Batriders go 4-0-2/3-1-2. What's the benefit going for this skill build, and when would you go for it? I always thought that maxing Firefly first helps you jungle faster and harass better in lane with more levels in it. Looking at the scaling in Sticky Napalm it looks like it's better for harassing in lane but worse for jungling? I'm not too sure.

submitted by /u/plsLefty
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