Dota 2 - First comic of 2018 is dedicated to dota2


First comic of 2018 is dedicated to dota2

Posted: 02 Jan 2018 07:59 AM PST

Tobiwan leaves joinDota and Freaks4U Gaming to become an independent talent.

Posted: 02 Jan 2018 06:05 AM PST

Xiao8 teams up with BurNIng, Ferrari_430 to form Big God 2.0

Posted: 02 Jan 2018 01:58 AM PST

Behold the Pope of Pestilence - A Necrophos Fanart

Posted: 02 Jan 2018 05:44 AM PST

How to cheat in DOTA2: Morphling edition

Posted: 02 Jan 2018 10:07 AM PST

'SEA' Server

Posted: 02 Jan 2018 01:17 AM PST

Valve employee /u/vMcJohn gives an explanation about the recent "catbot" VAC ban on Linux.

Posted: 02 Jan 2018 04:06 AM PST

SingSing master sniper confirmed

Posted: 02 Jan 2018 06:53 AM PST

Ranking all heroes by power level, lore wise

Posted: 02 Jan 2018 10:16 AM PST

We can distinguish different classes of heroes and usually, heroes belonging to a higher tier are definitely more powerful than heroes of lower classes:

1) the Fundamentals of the Universe, beings that are the very foundation of our reality. The death of one of them can potentially modify the entire universe.

2) Multidimensional beings: these heroes belong to other dimensions in the universe and can usually move from one to the other. The Dota world belongs to one specific dimension of this universe.

3) Kings of realms: they belong to the world of Dota, but they also reign over the various realms of this world: hell, nether realms, Olympus etc.

4) Creatures of the world: for lack of better words, these are heroes that are basically born from the planet itself in various ways: they may be children of Mother Nature (Treant protector for instance) or Elemental forces (ember, storm, Earth Spirit)

5) Puny mortals: born and raised in this world, these are basically the excellent warriors. That said, it doesn't mean they can be more powerful than other classes of heroes.

Mortals and Creatures of the World can and usually share same power, or anyway nothing stops them from being more powerful than the other group (most of the times). Multidimensional beings are typically extremely powerful, but that doesn't make them necessarily OP, as in the case of Spirit Breaker.

Fundamentals are on top of the hierarchy for obvious reasons.

Now let's get into it, shall we?

First things first, I'm gonna make some big groups of heroes belonging to the lowest tiers, since it would be way too difficult if not impossible to sort them all out (like deciding who's more powerful between Brood and Magnus) Heroes are ranked from weakest to strongest.

1) Shadow Shaman, Techies, Alchemist

These are with no doubt the weakest heroes in the game: Shaman was the assistant of a conman, and used his powers for evil when his master was killed. Techies are literally some dudes who happen to be quite good at making bombs. Alchemist is a little guy who can do some nasty shit with potions, but his biggest achievements are making an Ogre more powerful (he never actually managed to turn a big mass of matter into gold)

2) Venomancer, Ogre Magi, Magnus, Batrider, Viper, Witch Doctor, Jakiro, Enchantress, Dark Willow, Broodmother, Ursa, Chen, Beastmaster, Dazzle, Gyrocopter, Timbersaw, Treant Protector, Meepo, Troll Warlord, Tusk, Bristleback, Lifestealer, Nightstalker, Slardar, Sand King, Tiny, Crystal Maiden, Pudge, Winter Wyvern, Warlock.

These heroes are quite hard to classify: scholars, Giant beasts, warriors and, in other cases, people with innate abilities. One hero that stands up here is Treant Protector: despite being extremely ancient, he can't claim to have a particularly high power.

3) Axe, Centaur Warrunner, Sven, Brewmaster, Legion Commander, Clockwerk, Tinker, Sniper, Antimage, Windranger, Juggernaut, Disruptor, Drow Ranger, Bounty Hunter, Riki, Tiny, Huskar, Phantom Assassin, Bloodseeker, Slark, Queen of Pain, Skywrath Mage, Naga Siren, Lina, Kunkka, Medusa, Templar Assassin, Lycan, Luna, Mirana, Phantom Lancer, Pugna

Mostly skilled warriors, who trained through the years. We could sum them up by calling them Hunters and One Man Army: they're either warriors imbued with a greater power (usually given by a god/goddess) or soldiers who distinguished themselves in battle

4) Dragon Knight, Omniknight, Abaddon, Nyx Assassin, Clinkz, Bloodseeker, Razor, Tidehunter, Wraith King, Undying, Vengeful Spirit, Silencer, Underlord

They're not too different from the heroes belonging to class 3, it's basically the lore that suggests they're more powerful. Special mention to Silencer and Omniknight, 2 of the most powerful scholars in the game.

5) Morphling, Lone Druid, Monkey King, Phoenix

Finally a smaller group: Morphling is a multidimensional being who can take the look and the power of any foe he's facing so it should be clear why he's so powerful. Phoenix is ancient, like immensely ancient, he stores the power of stars in himself and that's something. Mk and Lone Druid are probably the most powerful mortals whose abilities don't rely on magic. They're both old as hell - Druid lived for eons and it's implied mk is almost immortal - and their knowledge is almost unmatched.

6) Death Prophet, Bane, Shadow Fiend, Lich, Leshrac, Invoker, Rubick, Necrophos, Shadow Demon, Nature's Prophet, Dark Seer, Lion, Spectre

They're either some of the most skilled Mages of the world or have some power that can potentially destroy every other hero from the previous classes (Bane for instance could trap in his nightmares the entire population of the earth)

7) Visage, Puck, Terrorblade, Outworld Devourer, Doom, Spirit Breaker, Faceless Void

Powerful entities, usually able to shift beyond dimension, ignoring time and space

8) Storm Spirit, Earth Spirit, Ember Spirit, Earthshaker

They are the elemental powers of the Dota World. Unfortunately, the 3 Spirits are partially limited since they took form using a human body as host. Earthshaker, instead, literally carries the power of the Earth in his totem

9) Arc Warden, Oracle

Arc is made of the same substance of the Ancients. We're talking of a hero who is literally born from the same things that started the war of Dota. Oracle isn't super powerful per se, but his knownledge of the past and future allow him to manipulate others and basically avoid any kind of danger.

10) Elder Titan Titans are actually the first beings to set foot in this world. Elder Titan is the oldest creature we see belonging to this world. His power is amazing but just like Zett, he is limited by the fact his soul is split.

11) Zeus

This is kind of a no brainer: he is a God, nuff said.

12) Ancient Apparition

Kaldyr is basically eternal, he is the force of Entropy in this universe: when nothing will exist anymore, he'll be there. Unfortunately, he's only a representation of the real Kaldyr, so he is also less powerful than the original.

13) Keeper of the Light

One of the 4 Fundamentals, the very basis of the entire universe. The lore states that CK actually was victorious in one of his fights against KOTL.

14) Chaos Knight

Chaos Knight is described as the oldest Fundamental, forever hunting KOTL through dimensions. And wherever he rides, Death soon follows

16) Io & Enigma

What makes Io stronger than CK and KOTL is basically the fact that he is the sum of all the forces of the universe: if CK represents chaos and darkness while KOTL represents Light, Io is both things and even more. Enigma is quite similar, in the sense that he is the exact opposite: we don't know of his past until we hear a specific line from Arc Warden who states that Enigma is actually a Fundamental.

Actually determining whether Io or Enigma is more powerful is quite hard: they're equal and opposite.

Extra - Weaver

It's actually impossible to judge Weaver's true power, because we have to make one assumption. Weaver is one of many weavers who maintain the entire fabric of reality. The problem is, he decided to create new realities and that alone should give an idea of what he can do: entire universes can be created by this little dude and his current goal is to destroy this reality and make a new one. Now we have to understand whether "reality" is just this universe or every dimension known to us. If it's the former, we can place Weaver at the same level of Arc Warden or maybe even Elder Titan. If he indeed can destroy and recreate EVERYTHING though, he is basically the MOST OP hero you could possibly imagine.

Thanks to u/literallydontcaree for the reformat.

submitted by /u/kn0bbulo
[link] [comments]

No Dota 2 :[

Posted: 01 Jan 2018 05:49 PM PST

50 Second shackle)

Posted: 01 Jan 2018 09:01 PM PST

Exclusive offlane guide by Liquid.MATUMBAMAN

Posted: 02 Jan 2018 10:52 AM PST

Here is /u/TalonP's colored version of his Pangolier SketchArtwork

Posted: 02 Jan 2018 01:07 AM PST

On 16th of February the next chinese New Year will start. Can we get New Bloom back? I miss the new bloom terrain from 2 years ago! Would pay for it!

Posted: 02 Jan 2018 09:49 AM PST

Venomous Gale's Tooltip is wrong, it is dispellable with any dispel.

Posted: 02 Jan 2018 05:05 AM PST

BH Is too much outdated

Posted: 02 Jan 2018 04:38 AM PST

If you look at BH's lines, 2 shows that Gondar hasn't been up to date in a while: this first one

You can't buy this kind of power

Shows that he's still living in 6.86 when the tome of knowledge didn't exist yet, since that item make that sentence completely false.

Then we have this one:

You can't hide in your web forever

Shows that our hero didn't bother checking even the major updates and changes, 7.07 removed the invisibility from the web, but since he talks about hiding in it BH seems to not know that yet. On one hand it was kinda prophetic considering that this patch made it impossible for brood to hide her web, but embracing this now he should just say "Told ya" now.
I know that every DotA2 player should read the patch notes, but If volvo shows that not even the heroes in the game have any idea about all the changes their world has undergone, how are players supposed to be motivated to do so?

submitted by /u/Cacho_Tognax
[link] [comments]

When they pick squishy heroes

Posted: 02 Jan 2018 10:29 AM PST

LVT disbands sad to see! I really enjoyed watching them

Posted: 01 Jan 2018 10:41 PM PST

Does anyone else feel this way about CM Arcana?

Posted: 02 Jan 2018 06:55 AM PST

https://streamable.com/rn6ah

To me the CM arcana feels kind of pay to lose. I told my friends about it who didn't really agree with me until I uploaded this, so I thought I would share.

Not only does it show a clear perimeter of the spell with a faint circle, but shows you a small circle on where the CM is actually located, begging "impale me please." The non arcana is also pretty unclear where the effect of her ult ends.

submitted by /u/fx72
[link] [comments]

(OC) Dota 2 Website Landing page re-design.

Posted: 02 Jan 2018 04:46 AM PST

Dota IMBA nearly died, the shitstorm passed.

Posted: 01 Jan 2018 02:48 PM PST

Hey there, IMBA lead-dev here.

Posting here to inform you about an issue we've ran through 2 days ago, basically players were not able to play Dota IMBA as the loading time was increased by 2-3 times, players were queuing for 30-45 minutes before being able to play a game (they were always 2-3 players never been ready on time. Afaik on Europe, Singapore, China, US were fine.). I have no idea what was the cause, i've changed nothing in the mod that would increase the loading time (according to my knowledge and ModDota's answers). The cause is now that IMBA is out of top 10, yet it has still more player counts than Dota 10v10 wich is 2nd most played.

So i'm there to inform you that i've "fixed" the issue by precaching the mod using a different method (rather than the one used since IMBA exists), everything is back to normal even though the real issue hasn't been fixed, i hope it won't come back later on.

PS: Thanks for all the positive feedbacks on my last post about the Battlepass and MMR included in IMBA, was really useful to improve those! Please forgive my bad english, as it is not my native language.

submitted by /u/EmberCookies
[link] [comments]

Hero18: Everything wrong with Clinkz, part 1/1

Posted: 01 Jan 2018 06:04 PM PST

Links to heroes 1-10

Hero 11: Bounty Hunter part 1, part 2

Hero 12: Brewmaster part 1, part 2

Hero 13: Bristleback

Hero 14: Broodmother part 1, part 2

Hero 15: Centaur Warrunner

Hero 16: Chaos Knight

Hero 17: Chen part 1, part 2


Clinkz

  • Total number of subjects: 14
  • Number of bugs: 6
  • Number of visual glitches: 1
  • Number of cosmetic item issues: 2
  • Number of suggestions: 4
  • +1 tooltip stuff

Bugs


1. Multiple attack range bonuses do not stack for manualy cast active attack modifier

Attack range bonuses also increase the cast ranges of active attack modifier. However, there is a stacking issue. When having multiple attack range bonuses, only the highest bonus affects the manual cast range of the attack modifiers.

This bug affects every active attack modifier (Arcane Orb, Burning Spear, Frost Arrows, Glaives of Wisdom, Impetus, Infernal Blade, Liquid Fire, Petrify, Poison Attack, Searing Arrows, Tidebringer).

Repro:

  1. Get Dragon Lance on Clinkz
  2. Cast Searing Arrows from maximum range (manual cast, not autocast)
  3. Mark the max range
  4. Now level up the +100 attack range talent
  5. Repeat step 2. and 3.

Result: With just Dragon Lance, the manual cast range is (640+140=) 780, as expected. But when choosing the +100 attack range talent on top of it, the cast range is still 780.

Expected: When having both, Dragon Lance and the attack range talent, the cast range should be (640+140+100=) 880.

Note: Auto-casting the abilities works fine and uses the stacked attack range. Only manually cast active attack modifier do not work properly.

In this video, I increased the range bonuses to 200 for Dragon Lance and 400 for the talent, to make it more obvious.

Video demo


2. Strafe disjoints allied Mist Coil/Fortune's End/Ethereal Bade and attack projectiles

While Strafe is active, an allied Abaddon cannot heal Clinkz with Mist Coil, neither can an allied Oracle hit the Clinkz with Fortune's End to dispel him and hit enemies around him. Ethereal Blade doesn't work either, not even a self-cast one. This puts the team in a disadvantage when picking these heroes together. It also makes Clinkz weaker against Veno, Doom and QoP, because his spell prevents ranged allies from denying him.

Repro:

  1. Cast Strafe
  2. Get targeted by an allied Mist Coil/Fortune's End/Ethereal Blade
  3. Alternatively, get attacked by a ranged ally (in attempt to get denied)

Result: Strafe disjoints the allied projectile, wasting the spell and one charge. During Strafe, ranged allies cannot deny Clinkz.

Expected: Allied projectiles should not be disjointed by anything (currently also an issue with other disjoints than Strafe, but Strafe has it worst).

Video demo


3. Strafe charges get wasted by Naga Ensnare/ PL Spirit Lance fake projectiles

Naga Siren's Ensnare and Phantom Lancer's Spirit Lance cause all their nearby illusuions to launch fake projectiles towards the targeted unit. These fake projectiles currently trigger Strafe, which disjoints them and wastes charges on them.

This means, currently, a well positioned enemy Naga or PL can easily remove all your Strafe charges immediately, without their spell getting disjointed (by positioning 3 illusions closer to Clinkz so that the real projectile hits as 4th)

Repro:

  1. Cast Strafe
  2. Get targeted by Ensnare/Spirit Lance while they have illusions of them near you

Result: The fake projectiles are fully counted by Strafe, wasting charges on them.

Expected: The fake projectiles should not be counted/should be ignored by Strafe.

Video demo


4. Casting spell Steal during Strafe causes Rubick to lose a Strafe charge

Rubick's Spell Steal creates a projectile which flies from the target to Rubick. This projectile is normally not disjointable (i.e. when you blink, it still homes in onto you). But Strafe can disjoint it, and lose a charge to it. This means when Rubick uses Spell Steal while having Strafe active, he will lose a Strafe charge for nothing.

Repro:

  1. Spell Steal Strafe
  2. Cast Strafe
  3. While having the S trafe buff, cast Spell Steal

Result: As soon as the Spell Steal projectile reaches Rubick, he loses a charge on his Strafe buff. This has no effect on the Spell Steal cast, but wastes a Strafe charge.

Expected: Spell Steal's projectile should not be disjointable.

Video demo


5. Strafe does not disjoint Marksmanship split arrows & Bedlam attacks

The split arrows from Drow Ranger's Scepter upgrade on Marksmanship and the projectiles launched by Dark Willow's pet during Bedlam are normally disjointable. But Strafe cannot disjoint them currently.

Repro:

  1. Cast Strafe
  2. Get targeted by Marksmanship split arrows or by Bedlam
  3. See if the projectiles get disjointed
  4. Try to disjoint them with e.g. Blink as a comparison

Result: Blinks and other disjoints can disjoint the split arrows and the Bedlam projectiles normally. Strafe, however, cannot disjoint them.

Expected: Strafe should be able to dijoint the Marksmanship split arrows and the Bedlam projectiles normally, like other sources of disjoint.

Video demo


6. Most active attack modifier still cost mana or go on cooldown in free spells/wtf mode

The following active attack modifier still go on cooldown or consume mana in free spells/wtf mode

  1. Searing Arrows
  2. Glaives of Wisdom
  3. Impetus
  4. Frost Arrows
  5. Liquid Fire
  6. Petrify
  7. Tidebringer

Repro:

  1. Turn on -wtf mode
  2. cast one of the named attack modifier

Result: The attack modifier still uses mana, or goes on cooldown.

Expected: Neither of them should use mana or go on cooldown in free spells/wtf mode

In the video, I set the mana cost and cooldown of all the attack modifiers to 100 / 5.

Video demo




Suggestions


1. Make Strafe work against lane and neutral creeps

Strafe is currently completely ignoring non-player units, meaning it won't protect you against towers, lane creps, neutral creeps (not dominated by players) and fountains.

This may be intended to prevent early tower dives with Clinkz. In this case, it would be better to make it work like Bristleback's passive: Make it not work against towers specifically, but allow it to work against lane creeps and neutral creeps (and maybe fouintains).

Video demo


2. Buff Death Pact's visual effect on Clinkz

Death Pact can potentially be a very strong buff, but all it does visually on Clinkz is, it adds a small white glow to his head. The effect is too weak for a buff of this strength.

Here is a suggested effect, more fitting to Death Pact's power. I added an effect to his weapon, which now spews fire like Clinikz himself.

What I also did is, when the targeted creep has more than 875 hp, the visual effects are stronger. The white glow gets amplified and his entire body starts emitting fire. Creeps with more than 875 hp which can be eaten are: 1. Centaur Conquerors 2. Hellbears 3. Hellbear Smashers 4. Wildwing Rippers 5. Dark Troll Summoners 6. Satyr Tormentors 7. Greater Treants 8. Siege Creeps

So basically, the stronger visual effect would be used only when big neutral creeps or siege creeps are eaten.

Video demo


3. Give Clinkz a different attack & stance animations during Strafe

Currently, Clinkz has no different animations during Strafe. He uses his regular attack animation, which looks weird when shooting fast. It would be better if he'd use a different attack animation during Strafe so it doesn't look so choppy.

It could be done like how it was done for Windranger, who has a different idle animation during Focus Fire. But Clinkz would also require a new attack animation to go along with it, since the current one is adapted to the default idle animation. So he would need an idle animation where he holds his bow higher up (ready-to-fire position) and an attack animation which starts from that position (and is shorter than the default attack animation).

This is how it currently looks when he attacks during Strafe.


4. Put arrows in the quivers of Clinkz' cosmetic items

Why is Clinkz carrying around an empty quiver? This includes his default set, as well as several other sets:

  1. The default set
  2. Cloak of the Fallen set
  3. Compendium Scorched Fletcher
  4. Scorched Fletcher
  5. Demonic Vandal's set
  6. Crypt Guardian's set

The quivers of these sets are empty and contain no arrows. The quivers of other sets of him (or set-less quiver items) do have arrows in them.

(the top left img is the default set)

Image of Clinkz quivers without arrows




Visual glitches


1. Strafe's status buff always shows full charges at all times

When Strafe disjoints a projectile, the value displayed on the status buff icon does not update to reflect the remaining amount of charges. It always shows max charges, no matter how many are left.

The displayed value should update upon disjointing a projectile.

Video demo




Cosmetic item issues


1. Scorched Fletcher set pieces have broken descriptions

The bow, gloves, quiver and pauldron items of the Scorched Fletcher set show something in their description they aren't supposed to show.

The helmet is completely blank (same for the set item itself, and the all components of the Compendium Scorched Fletcher set). So I assume they have no descriptions, and should be blank like the helm.

Image of broken descriptions


2. Some of Clinkz' cosmetic items are missing backfaces

Some of the cosmetic items of Clinkz are missing backfaces.

The following items are missing backfaces

1. His default set: Missing backface on the thing hanging from the left shoulder pad.

2. Crypt Guardian set: Missing backfaces on the helmet from below, and on his left bracer.

3. Demonic Vandal set: Missing backfaces on the both shoulder pad (including the cloth hanging down his back from the left pad), and right arm sleeve.

4. Lost Hills set: Missing backfaces on the entire insde of the helmet, and on the third segment of the left shoulder pad.

5. Nomad of the Burning Decree set: Missing backfaces on the inside of the helmet, on the sides of the kilt, and on the right arm bracer.

6. Scorched Fletcher / Compendium Scorched Fletcher set: Missing backfaces on the quiver, and on the right arm armor.




Tooltip stuff


Strafe:

  • Reworded description to be more in style with other descriptions
  • Removed the amount of charges from the description (because value is not dynamic and cannot be made to adapt when the +4 charges talent is chosen)
  • Removed it from the ALT note as well for the same reason
  • Status buff now tells that it disjoints, instead of only mentioning the attack speed
  • Added new ALT note about when the projectile gets disjointed
  • Added new ALT note about only player-based projectiles being disjointed

Searing Arrows:

  • Fixed ALT note which says the opposite of what it actually does (current note says that the damage is added to the attack damage, which is wrong)
  • Reworded the level 25 multishot, now uses same wording as Visage's Soul Assumption talent (same effect)

Skeleton Walk:

  • Reworded description and ALT notes to be similar to other shadow walk abilities
  • Description now mentions the movement speed increase

Death Pact:

  • Added spell immunity info to tooltip head
  • Description now mentions that the hp/dmg bonus are based on the current health of the target
  • Moved the mention of the heal from ALT notes to the main description
  • Made status buff show how much dmg/hp exactly the buff currently grants

Image comparing the changes to the current tooltips

dota_english and npc_abilities changes can be found here


submitted by /u/Bu3nyy
[link] [comments]

Vici invited to ESL Katowice Major

Posted: 02 Jan 2018 06:19 AM PST

PPD leaks EG roster on his brothers stream

Posted: 02 Jan 2018 10:30 AM PST

Post a Comment

Powered by Blogger.