Dota 2 - ROG DreamLeague Season 8 Survival Guide


ROG DreamLeague Season 8 Survival Guide

Posted: 30 Nov 2017 07:37 AM PST

ROG DreamLeague Season 8

Presented by Dreamhack

Sponsored by ASUS ROG, Monster Energy, HyperX, OnePlus

DreamLeague is back with Season 8. The format has been extended to eight teams from all over the world will come together at DreamHack Winter 2017, allowing DreamLeague to become the second Major of the season. As such, participating teams will not only fight for a piece of the $1,000,000 USD prize pool, but also for 1500 Qualifying Points for The International 2018.



Streams

English | Secondary English Stream | Russian | Chinese


Talent

Alan "Nahaz" Bester - Host

Jake "SirActionSlacks" Kanner - Co-host

Owen "ODPixel" Davies- Commentator

Toby "TobiWan" Dawson - Commentator

Ioannis "Fogged" Loucas - Commentator

William "Blitz" Lee - Commentator


Prizes

The prize pool for the finals is $1,000,000 USD and 1500 Pro Circuit Points.

  • 1st: $500,000 | 750 pts
  • 2nd: $200,000 | 450 pts
  • 3rd: $100,000 | 225 pts
  • 4th: $70,000 | 75 pts
  • 5th-6th: $45,000
  • 7th-8th: $20,000

Teams

Team Liquid: MATUMBAMAN, Miracle-, MinD_ContRoL, GH, KuroKy, Coach: Heen

Newbee: Moogy, Sccc, kpii, Kaka, Faith, Coach: Li

Natus Vincere: Crystallize, Dendi, GeneRaL, RodjER, SoNNeikO, Coach: XBOCT

Virtus.pro: RAMZES666, No[o]ne, 9pasha, Lil, Solo, Coach: ArtStyle

Team Secret: Ace, MidOne, Fata, YapzOr, Puppey, Coach: Sunbhie

Evil Geniuses: Arteezy, Suma1L, UNiVeRsE, Cr1t-, Fear, Coach: SVG

Infamous: Kotarō Hayama, p4pita, StingeR, Scofield, Accel

Fnatic: EternaLEnVy, Abed, Ohaiyo, DJ, pieliedie, Coach: Adam


Format

  • Eight teams play in a double-elimination bracket
  • All games are Bo3 apart from the final
  • Grand finals are Bo5

Day 1 (Friday Dec 1)

ID Team vs Team Result Cntdwn (CET) PDT EDT GMT CET SGT AEDT Frmt
QF1 vs 10:30 1:30 4:30 9:30 10:30 17:30 20:30 Bo3
QF2 vs 11:00 2:00 5:00 10:00 11:00 18:00 21:00 Bo3
QF3 vs 13:30 4:30 7:30 12:30 13:30 20:30 23:30 Bo3
QF4 vs 14:00 5:00 8:00 13:00 14:00 21:00 00:00 Bo3
LB1-1 vs 16:30 7:30 10:30 15:30 16:30 23:30 02:30 Bo3
LB1-2 vs 17:00 8:00 11:00 16:00 17:00 00:00 03:00 Bo3
SF1 vs 19:30 10:30 13:30 18:30 19:30 02:30 05:30 Bo3
SF2 vs 20:00 11:00 14:00 19:00 20:00 03:00 06:00 Bo3

Day 2 (Saturday Dec 2)

ID Team vs Team Result Cntdwn (CET) PDT EDT GMT CET SGT AEDT Frmt
LB2 vs 10:30 1:30 4:30 9:30 10:30 17:30 20:30 Bo3
LB2 vs 13:45 4:45 7:45 12:45 13:45 20:45 23:45 Bo3
UBF vs 16:30 7:30 10:30 15:30 16:30 23:30 02:30 Bo3
LB3 vs 19:30 10:30 13:30 18:30 19:30 02:30 05:30 Bo3

Day 3 (Sunday Dec 3)

ID Team vs Team Result Cntdwn (CET) PST EST GMT CET SGT AEDT Frmt
LBF vs 11:30 2:30 2:30 10:30 11:30 18:30 21:30 Bo3
GF vs 15:30 7:00 10:00 14:30 15:30 23:00 2:00 Bo5

Countdown times are in CET. All times are subject to change based on the length of matches and delays.

submitted by /u/D2TournamentThreads
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Item Discussion of the Day: Nullifier (November 30th, 2017)

Posted: 30 Nov 2017 11:56 AM PST

Nullifier

A dangerous weapon pilfered from an inverse dimension.

Cost Components Bonus
900 Helm of Iron Will +3 Health Regeneration / +5 Armor
3800 Sacred Relic +60 Attack Damage
****** *********** ****************************
4700 Nullifier +5 Health Regeneration / +5 Armor / +65 Attack Damage

Ability

Nullify

Dispels the target and mutes them for 5 seconds. Anytime the muted target is attacked, it will be slowed by 100% for 0.4 seconds.

  • Cooldown: 14 seconds

  • Manacost: 100

  • Casting range: 600

  • Dispellable

  • The projectile travels at a speed of 1200.

  • Applies a basic dispel and mute on the target upon projectile hit.

  • The slow immediately triggers on the target upon projectile hit as well, so that it gets slowed on hit.

    • When the target already has the Nullify debuff, refreshing it with a new cast does not trigger the slow.
  • After that, the slow triggers on every successful attack hitting the target. This means missed attacks do not trigger it.

    • The slow does not trigger when the target turns ethereal before attack projectiles hit it.
  • The slow has no trigger cooldown, so that the target can get slowed for the whole duration if it gets hit by attacks at most every 0.4 seconds.

  • Can be cast on invulnerable units, applying the dispel and the debuff if the invulnerability can be dispelled.

    • However, if the invulnerability cannot be dispelled, only the dispel is applied, and the debuff is not.

Recent Changelog:

7.07

  • Created.

Previous Discussion

Soul Vessel (November 22nd, 2017)


Dota2Wiki page | Liquipedia page | Hero and item discussion archive

submitted by /u/Laccnow
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༼ つ ◕_◕ ༽つ GIFF ROSHAN SANTA HAT ༼ つ ◕_◕ ༽つ

Posted: 30 Nov 2017 08:42 AM PST

ヽ༼ຈل͜ຈ༽ノ FROSTIVUS IS UPON US ヽ༼ຈل͜ຈ༽ノ

୧༼ಠ益ಠ༽୨ BUT I INSIST WE DELAY ୧༼ಠ益ಠ༽୨

༼ つ ◕_◕ ༽つ UNTIL WE GET A SANTA HAT ༼ つ ◕_◕ ༽つ

ʕ•ᴥ•ʔ TO MAKE ROSHAN'S HOLIDAY ʕ•ᴥ•ʔ

submitted by /u/riningear
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Can we please equip Almond The Frondillo on Pangolier?

Posted: 30 Nov 2017 05:10 AM PST

Can we please equip Almond The Frondillo on Pangolier?

Similar species, Almond can roll whenever pango is rolling etc

submitted by /u/Drakesfjord
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7.07 Rubick

Posted: 30 Nov 2017 12:18 AM PST

7.07 Gyrocopter

Posted: 30 Nov 2017 12:34 AM PST

When Tidehunter reaches Level 25...

Posted: 29 Nov 2017 01:50 PM PST

Let's not forget.

Posted: 29 Nov 2017 11:58 PM PST

Regarding the current state of ranked matchmaking.

Posted: 30 Nov 2017 03:57 AM PST

Hello everyone, i'm gonna say that as a party only player (95% of the games in the last year) i'm very dissapointed by the new update. At this moment party feels useless, i know i may receive a lot of hate for all of this but let me make my thoughts clear.

Despite the fact dota it's all about team play, solo is considered "the real shit" by the vast majority of players, i know solo it's all about adapting to many variables & stuff and that's why is considered a more valuable skill indicator witch i have nothing against it and i agree somehow, but there's for sure a minority that considers party more valuable.

I know, party is irrellevant because people can get boosted to reach a certain amount of mmr, medal, whatever, then why isn't done something against this, maybe lower the mmr range at which players can party together to remove somehow boosting ? anyways, why do we even have party ranked at this point ? In the last 2 years, i've managed to climb to 7,3k party mmr reaching global top15. I've invested a lot of time and frustration & nerves in this and i definitely don't consider myself boosted, i played against the best players dota has to offer and i managed to win and sustain my mmr while playing carry/support/roaming you name it, i am satisfied with my overall game impact in games and i feel that i deserved what i have achieved.

Ok, so, outside of playing dota for fun, there's this thing called "ranked matchmaking" that's supposed to reward you for your skill, yes, i want to be able to show my mmr, yes, i want the avg mmr in games, and yes, i want my mmr to be displayed as highest while in drafting phase of the game, because i got used to it and because it makes me feel better, and i think i speak for many people while saying this, this is what i got used to and i don't like what happened now, there's just that additional hype i got used to it and now there's no more, especially in party games.

So, party being capped at Legend 5 i've decied to calibrate solo first to get a higher tier medal, and i've calibrated Ancient, because that was the F* mmr i had when i calibrated the account itself 10.000 years ago and because i don't play solo. Then why don't i just play solo, if i feel that i deserve my 7k should be easy to make it to divine 5, right ? No, it's an immense struggle in my bracket to make people listen to advices, so i've spammed pos 5, getting better scores/stats than my cores and ending up losing the games while supporting properly(i can add proof,np)

Recently i've calibrated my party, before the update i had 7,1k mmr after calibration ending up with 6150 WUT? okay, i've seen that higher mmr players dropped like 2-3k and the mmr inflation has been set back by a good amount, but creating all this mush combining players like that in solo rmm isn't fair at all for the ones who invested so much time into the game.

Therefore, i keep getting players in my party games that feel entitled to take a certain role or to give indications just because i'm "Ancient trash" and they are Divine Gods,who the hell cares about 7k, even better, who the hell even sees it ? At this point party ranked isn't any different from non-ranked party games, people trolling, not caring at all, just remove party ranked from the game because it's useless at this point. I'm not arrogant, i don't flame after winning games, i have nothing against anyone, i always say "GG" either it's a win or loss, but i like to enjoy my achievements quietly.

And NO, i don't want to adapt, i don't want to play solo i like to enjoy and tryhard while playing this game with my friends, minding my own buisiness and not upsetting anyone WHILE i have something that i feel it's worth fighting for, an objective.

I feel like all my hardwork and time invested was just erased. Thank you for reading !

Edit : I saw that many people are saying that the badge system is ok because all other moba type games have it and dota should have it too and also it's a good way to attract people playing other games by simplyfing the game and adding the same ranking system.

My personal opinion on this matter is that we got used to dota the way it always was, something different from other mobas, something superior from our point of views, something harder more challenging not a casual moba type of game, it's still the best moba game for me, but i want it as it always was, that's the game i fell in love with, no kappa.

submitted by /u/Sonya-
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Today was so embarrassing for me FML

Posted: 30 Nov 2017 04:18 AM PST

So i was just searching for a ranked game like normal people and then my friend called me to play some dotes i told him nah i will skip cuz i an studying (meanwhile i was searching for a game while showing offline to other friends) we kinda have similar MMR i have 200 more but i think he is not that good and doesn't suit my playstyle . Then baaaaam reading the name of my allies and OMFG it was him . I stood there speechless for 1 minute not knowing what to say . Then he said : yo what are you studying here ? The chemical reactions of salt and electricity (i was playing disr) fack

submitted by /u/END666
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Buying items before dying

Posted: 30 Nov 2017 04:05 AM PST

I have played many games where im at ~75-150 hp before dying and i make sure to quickbuy my items before i die. But this does not work when you buy something 1-2 sec before dying, I get the item in my stash for about a second before its sold again like i never bought it. This has a big impact since i might have 2 min more until my blink dagger timing for example. I feel like this needs to be patched asap.

submitted by /u/bemnet
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Support Life!

Posted: 30 Nov 2017 06:31 AM PST

Every time I go into demo mode to test something it turns in to this.

Posted: 30 Nov 2017 05:38 AM PST

Stop replacing my :D with a god damn emoticons, Valve.

Posted: 29 Nov 2017 02:44 PM PST

As the title says. I am fucking annoyed by this. I don't want to type a god damn :dead_eyes: fucking Medusa. I want to show that I am laughing and enjoing the damn game, like people usually do with emoticons.

Thanks.

submitted by /u/Hucufurus
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Display on feed when a friend gets a new medal

Posted: 30 Nov 2017 10:36 AM PST

It would be cool to know when my friend gets out of herald and comment with some pogchamps when he does

submitted by /u/luigi2597
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literally unreadable

Posted: 30 Nov 2017 01:07 AM PST

These new ranks look visually to similar

Posted: 30 Nov 2017 01:29 AM PST

I feel like i have to strain my eyes to see the difference ranks, feels like some of the worst art work valve has ever realesed. Even the badges look terrible.

submitted by /u/splashzxc
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Skulz's Competitive Hero Tier List November 2017

Posted: 30 Nov 2017 09:57 AM PST

Optic being consentient

Posted: 29 Nov 2017 04:44 PM PST

Project Mid or Feed: A Study on the Personality Traits, Gaming Motivations, and Hero Choices of Dota 2 Players

Posted: 30 Nov 2017 03:48 AM PST

Introduction

Hey guys, this is Lili! I conducted a survey for a research paper in my graduate class in Psychology about the personality traits, motivations for playing, and hero choices of Dota 2 players. I would like to share the results I got here, but please take note that this is done as a way for us to practice the survey research method. I am also not a licensed psychometrician or psychologist (yet) and I'm still on my second year in MA Psychology.

Note: If you want to see graphs embedded with the text, I made my patreon post available to the public.

Problems Encountered

First, I would like to outline several problems that I encountered in my study:

Reliability

The Big Five Inventory is widely used as a personality test, so we have no problems with that. However, the gaming motivations I used, wherein I combined items from Yee's Scale, Motivations for Play in Online Games, (2007) and Demotroviks, et al's Motives for Online Gaming Questionnaire (2011), plus my own, still needs to be checked for reliability and validity.

The Gaming Motivations Scale tackles 9 different components, but only were reliable. In simpler terms, the questions used for each of the motivation components being measured were consistent with each other in measuring the same concept. Here are the magic Cronbach alpha values:

  • Advancement: a = .790
  • Leadership: a = .830
  • Coping = .779
  • Escape = .895

With this, interpreting the results of the gaming motivations found to be unreliable (Teamwork, Competition, etc) should proceed with caution. In case you guys are still curious about them, I will still be sharing the results for each of the components of motivation. If you also want to see the distribution of scores for each question in the motivation scale, you may view this gallery I made.

Unequal Sample Sizes

Server

I posted the survey on Facebook groups where I managed to get most of the SEA participants. I also posted this on Discord servers and Reddit, but it didn't gain enough traction and thus I got less respondents from NA and EU. I'm working on another paper so please help me get a better sample for this hehe

Gender

At some point people would agree that there are more male Dota 2 players than Females or people that identify with other genders. From a pool of 916 valid responses, only 60 are Females, and 12 are from other genders, which I think is still too small. I think a bit more effort can be done on my part to get more respondents from other gender identities.

In total, the number of valid responses is 916, with more than half [N = 519] are people who mostly play in the SEA servers. Respondents range from 12 (btw) to 37 years old, but a majority of the respondents are around 21 years old [M = 21.253, SD = 0.126].

Overall Results

From here on I'll be discussing the overall results of the study. Tables and graphs for the visual people are uploaded in this gallery and for those who know how to read box-plots, I made one here to show the distribution of scores and outliers.

Hero Roles

Most Preferred Role chart

Pretty much balanced with 56% Core players and 44% Support players uploaded.

Most Played Role chart

51% of the respondents indicated that they mostly play Support than Core [M = 49%].

Hero Choices pref play

Since there are a lot of heroes, I included the top 1 most preferred and most played heroes. Both of which shows Crystal Maiden at the top, closely followed by Invoker.

Personality Traits of Dota 2 Players table graph

I used a 44-item Big Five Inventory Scale to measure the personality traits of a total of 916 Dota 2 players. As mentioned earlier, please take note of the different sample sizes per region as indicated in the table.

Extraversion

The worldwide average for Extraversion is 58.61% [SD = 0.158], which pretty much shows that there is a balance between introverts and extraverts. I would say that the notion that "all gamers shut themselves inside their rooms and avoids going out to socialize" is fake news. Extreme cases for both ends of the extraversion spectrum exist, but the majority is pretty much in the middle.

Agreeableness

Overall, Dota 2 players score 69.16% [SD = .118] in agreeableness. This trait tells us that high scorers are typically polite and will adjust their behavior around other people. Moderately high than what we expected, but I'll take it. Also, there's always the chance that people rate themselves highly but I trust you guys. On a brighter side, maybe your raging noob SF mid is actually an angel irl, but he's just having a bad day and he's just easily triggered. Or maybe he's Case no. 653 who has 28.9% Agreeableness and spams Venomancer. [True story bruh].

Conscientiousness

In general, Dota 2 players score 70.04% [SD = 0.140] in conscientiousness. This measures how hard-working or organized people are. I guess if we're still playing Dotes even if it's a complicated and infuriating game (that makes you want to quit 4676 times), then we're probably high in conscientiousness. Now you can tell your mom you're actually a hardworking person. wink

Neuroticism

I'm personally interested in this one, and I thought we'll probably have >80% neuroticism given all the rage-quitters and whiners that we have in Dota 2 and Reddit (huehue). Having high neuroticism means that people have a higher tendency to be moody, tense, depressed, or irritable. Sounds like your average Dota 2 player but according to my stats (stats don't lie*), the average player scores 58.01% in Neuroticism [SD = 0.145]. On a side note, it would be interesting to test this in a controlled gaming environment if it goes higher after playing with an Anti-Mage that goes shadow blade before boots.

Openness

Dota 2 players, on the average, scores 71.93% [SD = 0.138] in openness. Highest score we have on a personality trait. High scorers are people who like to seek and try out new experiences and are very creative. I would say these are players who like fucking around with their builds (Greaves on a support Razor or Viper, why not?) and people who are accepting of silly-build players. In general, we are accepting people. We may trashtalk our maelstrom Techies a lot, but in the end, it's just another weird match for us. It also shows in how we become verryyyyy accepting of patches am I right, Reddit?

Gaming Motivations graph table

To save space, I'll discuss the four components which scales I found to be reliable. The figures I linked includes all nine components but please take note that the five other components still need to be improved.

Advancement

This tackles how motivated a person is in gaining level and gold advantage in the game. The average score worldwide is 75.36% [N = 916, SD = 0.161] which shows to be valid in Dota 2, where getting a gold and experience advantage is rewarded, and throwing is heavily punished.

Leadership

On average, Dota 2 players score 69.21% [SD = 0.238] in leadership. When I presented the SEA results from my study [N = 519, M = 69.42%, SD = 0.230] for a Focus Group Discussion among Dota 2 players from our uni's gaming organization, they pointed out that they experience a lot of people in their games who are very demanding, which is not exactly a proper form of leadership. True leaders are rarer than players who merely like calling shots and commanding others to do what they believe is right.

Coping

This measures how people play games as a form of stress relief or coping mechanism. On average, most players are 70.62% motivated to play games to cope with real life problems. Games, especially Dota 2, takes a lot of concentration – 5 seconds looking away from the screen can be a missed creep or an incoming smoke gank – which makes it a really good distraction your shitty life. The problem is when people make the game too toxic, which even makes us feel worse.

Escape

Kinda similar to coping, but this one tackles more about playing to escape real life problems. It stands high at 76.80% [SD = 0.253]. I think the takeaway here is that, we have to remember that a lot of people play this game not just as a form of entertainment [Recreation, M = 83.48%] but also to cope with personal stuff, and more so escape the worries of reality. So, the next time you hit that find match button, please be more understanding of your teammates. We're all just s a d b o y s who just want to play some games and forget about reality for an hour (or so if you have Techies). If they flame you first just mute and report them lol.

Statistical Analyses

I made simple correlations with each trait and components of motivation but it needs more work. This semester, I'm also using this dataset for regression analyses in my psych stat class. I'm still working on it, and I hope I can share it here in the future.

TL;DR I made a study about Dota 2 player personalities, motivations for playing, and hero choices using the survey research method. I outline and explain the results and how I think it applies to Dota 2.

Researcher's Note and Request

Thank you to everyone who checked out my post and read through everything! If you have questions, I'm always lurking on Discord. By the way, if you like this kind of study, I would really appreciate it if you guys can help me on another paper I'm making for class. This time I'm trying to make a psychological measurement scale for esports players, and I need professional and casual players to answer my survey. If you're connected to some pro players I would be really thankful if you can ask them to answer the scale. T ^ T

References

Demetrovics Z, Urban R, Nagygyorgy K, et al. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43, 814–825. Retrieved from https://www.researchgate.net/publication/51046538_Why_do_you_play_The_development_of_the_Motives_for_Online_Gaming_Questionnaire_MOGQ Yee, N. (2007). Motivations of Play in Online Games. Journal of Cyber Psychology and Behavior, 9, 772-775. Retrieved from https://pdfs.semanticscholar.org/2d8d/3e2a295dea29a7f900033848039dcb55dbf7.pdf.

edit: formatting lmao how do i reddit

submitted by /u/LILIPUT_
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ESL Hamburg Major Champions invited to ESL Genting Minor

Posted: 30 Nov 2017 02:44 AM PST

After I started using mic in solo queue

Posted: 29 Nov 2017 02:59 PM PST

[Bug] Brewmaster's Scepter Ultimate Clap and Drunken Haze are unbinded

Posted: 30 Nov 2017 04:48 AM PST

Leaderboard updates every hour now, instead of every 24hours.

Posted: 29 Nov 2017 11:44 PM PST

SexyBamboe leaves HellRaisers.Dota 2

Posted: 30 Nov 2017 09:59 AM PST

Does Echoslam stun duration lower the more people hit?

Posted: 29 Nov 2017 08:29 PM PST

When I was playing a game as es vs ck, I echoslammed him and he was only stunned for about .4 seconds when it should have been about 1.2 with the strength status resistance (I checked after in the damage logs). He didn't have any status resistance items, and his strength wasn't high enough. It happened during a scrim, so I can't link the match.

Does anybody have any ideas on what happened? I tested it in demo and it looks like the more people hit the shorter the stun.

MATCH ID:3590024895 a bit after the 44:30 marker

submitted by /u/dramabuns
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