True Dota 2 - The thing that some people might missed about Aeon Disk.


The thing that some people might missed about Aeon Disk.

Posted: 10 Nov 2017 02:55 AM PST

Its pasive effect is dispellable, so you can counter it with nullifier (or with any other form of dispel).

submitted by /u/irosReddit
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Are 7.07 games particularly snowbally or is it just me?

Posted: 10 Nov 2017 05:58 AM PST

I'm a 2-3k casual player so I don't play enough to get a real sense of the game in general but my games have all been really one sided. Either we have a hero that snowballs or the other team does. I haven't had a really good close game since the 7.07 patch.

I think it's the talents and the xp deny changes maybe. It's easier to get shut out of a lane for sure and there's not as many options to catch up. The insane hero talents also lead to some goofy power spikes and power spirals. For example silencer: if he doesn't get smashed for the first 15 minutes, he gets a midas, get his +4 int steal, stands near fights and ends up with +60 int at 35 mins and snowballs up high ground. Tiny is similar. Zeus too.

I feel like I'm just imagining things but it sure doesn't feel that way.

submitted by /u/qwortec
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Why does nearly everyone get battlefury on Monkey king in high mmr? When should you not get it?

Posted: 10 Nov 2017 04:09 AM PST

I was hecking dotabuff and saw that nearly every high mmr game with monkey king had him build a bf even when not agaisnt pl or something. What is the reasoning behind it? When should you go the echo sabre build instead?

submitted by /u/Tiencha69
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Safelane Meepo?

Posted: 10 Nov 2017 08:56 AM PST

I've only ever seen Meepo being played mid but with the removal of pms I feel like previously viable melee mids just don't work anymore (jugg, ember, etc.) with Meepo being one of them. He can't really take the harass or do anything to gain lane control. Would it make sense to run a safelane meepo or is the experience just too necessary to miss out on?

submitted by /u/Pintobag
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Meteor Hammer - Useless?

Posted: 10 Nov 2017 12:22 AM PST

So, I just played a game of dark willow and decided to break the mold and try the meteor hammer. The 3 second channel is ridiculous. You can hit someone with an atos and chain it with a thicket and they still manage to move out of the way or force staff away. I had the item for about 20-30 minutes and only managed to hit someone with it twice. The channel time and the fall time is just too slow to be effective.

Any thoughts on how to use it effectively? Bane ulti? Mirana arrow? are those really the only situations in which it can be used before the target is already dead or moved out of the way?

submitted by /u/Inous
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Under what circumstances do I buy Infused Raindrops?

Posted: 10 Nov 2017 01:51 AM PST

I'm talking on which hero, against what heroes, in what stage of the game, etc.

I never know when to buy it, but I think the item is really good. Nowadays I mostly play ranged 5s/4s like Witchdoctor, Lion, Rubick, CM, Warlock, stuff like that. Should I just buy it every game asap? Or just against magic damage lineups? Or only when we fight often?

submitted by /u/everythings_alright
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Whose the most OP hero in turbo mode?

Posted: 10 Nov 2017 01:11 AM PST

I know carries are really strong on Turbo mode but I just had a game where our team was strong because I was pushing waves as kotl and nature's prophet was destroying towers left and right.

submitted by /u/AwesomeAsian
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Theory crafting a new build - Juggernaut

Posted: 10 Nov 2017 12:04 AM PST

Early Game: Lane Winner

Phase Boots + Magic Wand + RoA

-> Straight forward lane winning items.

Mid Game: Ganker and Pusher and Fighter

Veil of Discord + Medallion + Shaodw Blade

-> Use shadowblade to roam into the enemy jungle. Cast Medallion + Omni Slash to kill.

-> If the enemy responds by Ghost Sceptor, use the Veil of Discord and cast Blade Furry to end it.

-> You can also sneak into the Roshan pit and solo aegis by using Shadow Blade + Medallion + Healing Ward.

Late Game: High Ground Initiator

Blink + Aghs + Refresher

Take +100 Blade Fury DPS at level 20 talent

Take +5 Omni Slash Strikes at level 25 talent

-> Open high groud team fights by blinking in, cast Veil+Medallion, and cast Omni Slash + Blade Furry. This will not only deal descent damage, but more importantly, you're granting vision to your allies while invulnerable -> Refresher Orb and do the same

submitted by /u/profHam
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Orchid vs. Nullifier on Clinkz?

Posted: 09 Nov 2017 07:04 PM PST

I have had some success with using a Nullfier on clinkz recently. The ability of muting items for Clinkz is really nice since it prevents items that normally counter him like force/blademail/manta/sb etc. Combined with his attack speed the enemy can't get away from you in its duration which was another big problem when going for orchid. Not picking up orchid however, means having a major lack of mana which slows down farming speeds (can't spam searing arrows). Not to mention the build up is a lot easier on orchid. You also theoretically get more damage from orchid if the enemy doesn't dispell it. I get the item is definitely situational, but situational under what conditions.

submitted by /u/willieb3
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Fight Fight Figth!!!

Posted: 09 Nov 2017 09:06 PM PST

Its in my nature that I always like to pick heroes who can constantly fight (like pudge, riki..) Whats yours all time fighting hero?

submitted by /u/head_hh
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A look at what Sakurai's comments on professional play in Smash 4 can tell us about the meta in Dota

Posted: 09 Nov 2017 09:38 PM PST

Introduction

When discussing the "meta" in dota, community consensus has been that the meta cements after a few months into a patch. In the pub meta, this is seen as the strong heroes to be picked or banned every match(Necrophos in 7.07, hoho haha sniper). In the pro meta, the meta advances beyond the pub meta because the increased strategy and execution of pro teams is sometimes a panacea to the problems pub meta heroes represent. An underlying theme I would identify is that people think "If a hero is strong, someone will be spamming it". This can be seen with broxy techies and then EG winning TI, or the time period around ESL one new york where everyone was using brood because a brood spammer decided to help out the pros. It seems logical to assume that the winningest heroes of pub and pro play are the strongest in the game at the moment. I believe this leaves room for us to completely miss strong heroes and strategies in a patch.

Sakurai's balance of Smash 4 and strategy

In the smash community, smash 4 is seen as less competitive by some players. Part of this is supported by the idea that Sakurai dislikes and avoided designing Smash 4 to be competitive. Consider Sakurai's opinion after seeing a smash 4 tournament:

"Recently, there was a tournament featuring the top Japanese and American players. In 1v1s, the natural tendency is to use low risk moves to gradually deal damage to the opponent. Smash attacks rarely came out, and the matches were prone to becoming long, drawn out affairs. When considering the variety of ways Smash can be played I think this is a shame, but the winner was certainly decided by skill."

Sakurai points out that to be competitive in smash, players use low risk moves to gradually deal damage to the opponent, while avoiding significantly more risky and easy to dodge moves like smash attacks. Although Dota 2 is a 5v5 game and in a different genre than Smash 4, I believe Dota 2's pro and pub scene is prone to gravitating towards low risk moves as well.

Low Risk in Pubs

Low risk in pubs can be explained partly by player behavior. Players of dota 2 have beliefs about the roles heroes should be played in, the items they should build(and in what situation they should build them, and how players should interact witg various objectives in the game. These players are also very vocal and forcing about these ideas through in game chat, leading to more and more players adopting those "winning" opinions that the players above them in mmr have. In some instances, players will give up after the picking stage or feed because a hero is being played in a strange role. My reasoning would be incomplete without mentioning that players imitate the pro scene and meta picks in an effort to gain mmr. This focus on imitating those successful significantly diminishes experimentation in hero choice, laning choices, and itemization.

Low Risk in the pro scene

In order to do this section justice, I would need to be a pro player. However, I will still attempt to give reasons for low risk play in the pro scene. The picking phase in dota 2 has nebulous possibilities. Teams can skip bans at any point during the drafting process, but tend not to. Skipping bans has possibilities for changing the hero pool to pick from if used by a team. "Not banning" is likely unused because of the idea that certain heroes are strong together, and certain heroes are strong in general or when played by a certain player and banning can stop that. Teams tend to play scrimmage matches and inhouses before playing tournaments to the benefit of both teams being able to work out their synergy. However, this is likely the only time a captain can experiment because later they will be publicly ridiculed by the dota community as a bad captain if they experiment in official matches. In addition, scrimming isn't a true time to experiment because of the fear that the other team will think the scrimming is a waste of their time because the other captain is trying out "joke strats". Finally, pro players use established strategy archetypes within the meta when their hero pools allow for it. Drow strats are an example of this. Teams can consider the way a regular draft will go and use that to steer into an advantageous drow strat - However, this is still just using a drow strat where you pick ranged heroes that can push fast, come online early, and get rosh.

Addressing Low Risk

I expect that many reading will not see a problem with the current state of Dota 2 in regards to risk. After all, using low risk to edge out victories in dota 2 must be the natural way to win games since everyone is doing it. However, Smash 4's low risk moves are different. You can easily compare the long smash moves with high risk and see how they would be punished. In Dota 2, we don't get to see the high risk drafts. There are numerous ways to try and get "greedy" drafts to work, including surprising laning strategies or unexpected rotations. However, players would rather see these drafts as greedy and draft in a less greedy way when they lose every lanr and easily get stomped than try to make these kinds of draft work with exactly the heroes they had picked before. Similarly, the stigma of heroes in certain roles is easily broken, and many people have a story about when they had a team of "5 supports" and won the game really fast. These strategies remain unexplored on the whole because people are averse to the idea that if their push fails, they likely have lost the game and becsuse it is much more comforting to the human mind if both teams can go late and the fights are decided by execution.

Because the drawbacks of the higher risk strategies in dota 2 are not experienced or seen in pro or pub play, we have no idea how well the game is balanced beyond low risk play. It is possible that the most highly regarded patches in terms of balance are truly horrific if you go mask of madness blink rapier medusa and try to end before 30 minutes. I kid(I'm not saying that is the high risk strategy we've been missing). Let us once again consider the end Sakurai's statement:

"When considering the variety of ways Smash can be played I think this is a shame, but the winner was certainly decided by skill."

I believe this applies to gameplay in Dota 2 as well - Considering the variety of ways Dota 2 can br played, I think it is a shame that we are so rigid in our strategy. Of course, the winners in current dota 2 matches is decided by skill. But the impression that you must get away from "meme builds" and your own builds is harmful to a development of more diverse and examined meta with an even larger collection of strategies that players can employ. There are awesome examples of what I am suggesting - an easy example is "The Only Way to Play" video series on youtube. However, I would like to see most players of both low and high skill doing these kinds of builds and trying out what works and what they can calculate and infer themselves. The "feel" of items and builds on certain heroes tell a lot more to you than just talking about 'em, and the "logic" of what heroes should be drafted to counter what drafts has been around so long that we can't possibly be sure if other ways of drafting will work. Get out there, and get experimenting!

-Bippzy(Someone who thinks they may be on to something by going two sage's masks instead of mana boots on tusk, and who wants to find out what other heroes can pull off battlefury besides nightstalker)

TL;DR I examined Sakurai's comments on smash 4 professional play and applied it to dota 2's meta, and found that that 1) Sakurai's comments about the use of low risk can apply to Dota 2 as well and 2) It isn't clear that high risk strategies are suboptimal in dota 2 like they are in smash 4, so let's try out high risk strategies and stop copying each other so much and yelling at each other for trying out new skill/item builds and heroes in different roles.

submitted by /u/Navebippzy
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Idea for Morphling’s weak ultimate

Posted: 09 Nov 2017 05:34 PM PST

Morphling after the rework doesn't seem to be as strong and has a fluid (very punny 🤤) place in the meta. His new ult seems rather weak, despite the synergy with having two healing wards or two Terrorblades on the same team. Which can only be achieved at level 20.

I have the idea that if he was not to die when morphed and just change back to normal morphling it would be a lot stronger. Potentially broken, which is why if he does die in the morph and changes back to normal morphling, his ult would be put into a much longer cool down.

Either that or let the ability to morph allies be an innate part of the ult and not a level 20 talent.

Cheers for listening. Any comments are welcome! 🙂

submitted by /u/Zyguard7777777
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