True Dota 2 - Why no pango picks in day2 of DAC?


Why no pango picks in day2 of DAC?

Posted: 30 Mar 2018 12:14 PM PDT

Assumed some team would try him out in groups given he's now live. Overnerfed?

submitted by /u/illZero
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New Riki

Posted: 30 Mar 2018 11:56 AM PDT

Is the new Riki played as a saflane or just a better roamer?

submitted by /u/Wasobby
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Is it better to buy 1 mango instead of 1 tango if I plan to keep that mango just for the HP regen?

Posted: 29 Mar 2018 11:32 PM PDT

Some 7.12 strats to think about

Posted: 30 Mar 2018 06:29 AM PDT

7.12 changed a lot of heroes, and bought some nice features that could lead to some really cool strats, here are a couple I saw/thought of, and would like to get this subs opinion on. Some of them are more viable than the other.

  • The first Idea is Pheonix plus kotl. Having pheonix use the egg gives 6 seconds of daytime. Now this doesn't seem much at first, but imagine this, you have kotl on the team, and he has aghs. the enemy push highground, and it just became nighttime. You start the siege, and the enemy starts commiting, as they do kotl charges his illuminate, and pheonix ults, and then suddenly the whole team gets a huge healbomb from the kotl, and the enemy is in a really bad position, moreover kotl can use his shining light to save the egg, and basically it gives the enemy team a much harder time to push highground since they cant simply wait for nighttime. Can also be used in roshpit, or when pushing highground, all in all seems very strong in some situations(pheonix would have to be played as an offlaner or a pos 5 though which is a downside).

  • Riki and IO. IO can get 60 damage at level 10, aghs at level 15 and attack targets at level 20. Now lets think first off about the actual game, IO doesn't need to be with riki, riki can go as a support, or if ambitious as a carry. But, with his ultimate change, the aghs is really strong. Especially since it means he can control who he attacks. First off, if IO is level 15, we can assume riki has either level 2 or level 3 ultimate, meaning he will have either 9 or 10 seconds of his ultimate, if its level 2 then that means up to 20 attacks, and level 3 ultimate up to 25 attacks. With IO(or another hero) moving he can kite heroes so that if has only 1 or 2 heroes in the radius at all times, now that means that as if its a equal chance for each hero, and lets say you are unlucky and get 3 heroes in for its whole duration, thats 8 hits on 2 heroes and 9 hits on 1 hero, meaning that if you deal 100 damage that is 800 damage on two heroes and 900 damage on 1 hero without reductions, but you have backstab, probably have a couple of items, and crit from talents, meaning you hit for much more, and as long as the hero you are on is not bad he can narrow it to two or even 1 hero on your ultimate making it really strong, not to mention that once IO gets level 20 if u mount him he will hit really hard every target you hit. A side thing to mention that a pos 4 riki with rod of atos and meteor hammer is also very strong, since you can keep someone in your smoke rooted and stun him without breaking invis, and use ultimate to finish him off.

  • Bonus: As morphling when the enemy don't have a really strong safelane(i.e shadow shaman/trilane) you an go offlane morph, and get items such as octarine, radiance, blink, shivas, aghs. basically less stat based items, and go for a spellcaster morphling, depending on your lineup/the enemy lineup. Getting the +15 morph duration, and getting octarine allows you to have 0 downtime on your ultimate. Moreover with aghs you get any aghs effect that doesn't affect the ultimate, making morphling a really really good pick against some heroes such as undying, mirana, am, underlord, sandking, pudge, and some more, those are the heroes I found it works with, but some heroes it doesn't work with(such as ns and timber). But it does work with some heroes that get new spells with aghs such as nyx(almost always gets aghs), kotl(gets aghs almost every game, and his ultimate is worthless since morphling already gets its benefits), lifestealer(if he gets aghs :I) etc. All in all I think that playing him this way allows you to become a hero, use his spells to the maximum capacity(octarine, blink and such) switch to morphling and use your stun /wave out and repeat since you have low cd and most heroes have low cd on normal spells. I think its something to look at.

Anyway what do you think about these?

submitted by /u/dannyjayes1
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Nullifier could theoretically replace Diffusal on Riki now.

Posted: 30 Mar 2018 10:38 AM PDT

In patch 7.12 , Riki's ult now attacks every 0.5/0.45/0.4 seconds. Nullifier , conviently , slows 100% for a duration of 0.4 seconds.

In other words when attacking a solo target , Nullifier provides a 100% slow and mute for 5 seconds.

Diffusal in comparison starts with a 100% slow that reduces over time. It's active is quickly made useless when the supports build forcestaffs.

There are some issues with this however :

  • Nullifier costs 1550 gold more than Diffusal. Even as a Pos 3 , I would expect him to get this roughly 25min in.

  • Nullifier's build up is terrible due to Sacred Relic

  • Nullifier's stats aren't as good for Riki, after taking Mana break into consideration

Personally I think the benefits outweigh the cons since I see way too many Force Staffs anyways. What are y'alls thoughts on it?

submitted by /u/JDW3
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Please help me with my Shadow Shaman and Wards/Sentries dilemma.

Posted: 30 Mar 2018 05:48 AM PDT

Hey kind folks of reddit!

Just for the context: I calibrated to 1800 and slowly climbed to 4200 in about 7 months, where I am right now at this moment. Unfortunately I didn't find any guides or topics about this so I decided to ask here.

I've been spamming Rhasta for about 3 weeks non-stop and fell in love with the hero, definitely fits my playstyle and he lets me gain some mmr while I am having a lot of fun with him.

However, there is one thing I noticed: when I get 3 particular items, I get significantly stronger. Those are: tranquil boots, aether lens (disassembled from mana boots) and glimmer cape, that is allowing me to become invisible while I am shackling someone. I honestly dislike buying aghs because I feel like it doesn't have enough impact for my team and I would better buy force stuff or something like that to increase my teams chances to win in a teamfight, rather than making my ult stronger.

The problem is that I normally get these items relatively late in the match if I am trying to buy all the consumables and wards/sentries/dusts/etc for my team. I just feel like going from selfless pos5 support to greedy support has much more potential but I just don't know if restricting my teams vision on the map worth it. Right now I am thinking about buying less support stuff during the game to get my items faster just to find out if that is going to work.

Any thoughts and tips? Thanks!

submitted by /u/RikyTikyTavi
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CDL Season 1 - Registration Closes April 8th

Posted: 30 Mar 2018 06:36 AM PDT

How is ES(earthshaker) played in this meta?

Posted: 30 Mar 2018 04:30 AM PDT

Hi ive been following this subreddit for awhile now and i really love how it has helped me improve my game, but this is my first post, im just asking fo help/suggestions if that would be alright?

i used to play a lot of ES before, in fact he was the first hero i tried back when i first ever played this game, but right now i feel like hes getting harder to play with the rework to the initial damage of echo slam. Should i just purely play him as pos 4 or is offlane still viable?, which is the way i played him before. What build would you guys suggest? i used to go Q>W>EEE>R but now it seems hard to use with the current changes? Yes i heard of carry/mid earthshaker but its hard to get the support from other teammates especially in my tier (archon). Do you guys have any item suggestions i should try out.

Any help would be very much appreciated.

submitted by /u/Dan_reddit05
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7.12 IO Discussion

Posted: 29 Mar 2018 07:15 PM PDT

Io: Tether now sets your movement speed to match the tethered target's speed Io: Relocate cooldown increased from 120/100/80 to 130/110/90 Io: Tether no longer has a duration Io: Tether movement speed rescaled from 10/12/14/16% to 7/10/13/16% Io: Tether regen sharing rescaled from 1.5x to 1.2/1.3/1.4/1.5 Io: Base damage reduced by 4

This has by far the biggest changes to the hero since the Tether stun removal. It sure is a nice QOL changes that will definitely buff up his late game or his combination potential with fast heroes (mainly Lycan or any Agi carries after agility stat bonus changes)

However, such "buff" is, in my mind, completely offset by his early game nerf.

1) his armor is unaffected His starting armor is actually in the negative; -2. This not only makes him one of the squishiest of all heroes at level 1, but also render him almost ineffective in lanes for harrassing. Dont even tell me i can use spirit to harrass; level 1 spirit hits like wet noodles (25 x 5) and cost 150 mana. It's just not worth it until level 2; which means you either get it or level 4(if 1 point in overcharge) or level 3.

2) Even worse, his already weak base dmg is now -4. Of course, the fact that he has no turn rate and pretty good projectile speed; attack range have helped him in the past, but how will it matter if io doesnt do any dmg?

3) Tether lv 1 is now only 7% movement+ considering it used to be whopping 20% movement+ at all levels, it's just sad now

4) and tether lv 1 regen transfer is nerfed to 1.2; his biggest early game contribution is turn around in early level ganks with stick charge pops and bottle charges. Of course this still remains, but won't be as effective as before.

4) What about haste rune? I havent verified it myself, but will haste-rune activated Io actually run SLOWER when tethered now because tether with forcefully equalize movement speed? I dont think it will give haste rune bonus to tethered target; if so, now this rune is utterly useless on io unless he is running away without anyone to tether

I think QOL changes are good, it's wonderous. As someone who played io for 1200+ games, I really like seeing those changes. But, for pubs and more viability of Io (rather than being a pocket pick with Beast Master) in pro games, he needed his laning stage buff more than his late game QOL change; why? because Io is best enabler of snowball. Io needs to dominate lane with superior regen and combi-ed harrass; snowball with key items (urn of course) and go around getting kills with relocate

Now, with nerfed early game presence; he probably is only viable if there is other support with good harrass potential.

he already can't do much in losing lanes; so why make his laning weaker?

Now, on what I thought was needed:

1) his armor needed to be set at least to 0. not -2; His lv 10 talent used to be +armor, which was super value; now it's +60 dmg or +spirit DISTANCE. of course both are nice, but I would rather have +5~7 armor instead.

2) his spirit dmg/manacost rescale; his lv 1 spirit does less dmg than manacost. it's just not worth it to even pop it while its level 1. Given how hard it now is in his early game, why not rescale or buff the dmg flat out?

3) Tether now share Rune bonus to tethered target; Honestly, this will make him super viable ganking supports; or even borderline OP as Mid-support. This will be nice to have, but i don't think it will be added

I do like the changes this patch, and I cannot wait to play Io to see how it feels. but I think Valve is still balancing Io solely on pro games. Low number of Io matches in pubs probably contributed to this fact; but I think his balancing is focused on what he provides to well-coordinated team at the late game rather than how little io can provide in uncoordinated pubs during early game.

Volvo please.

submitted by /u/working_corgi
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Hi! I've made another high MMR Storm Spirit replay commentary, this time going over a non-traditional build.

Posted: 29 Mar 2018 05:11 PM PDT

https://www.youtube.com/watch?v=RBAQMKJYebE

Hey.

I am Divine 3 Storm Spirit currently climbing the top 30 rank in Opendota and Dotabuff.

My last Storm's video received a warm reception, so this time I return with something else -- Storm Spirit in a pick-off specialized build and playstyle, which should help newer Storm players climb the MMR ranks.

Please check it out and let me know how I can make those more interesting next time:)

submitted by /u/Captain_Iceblock
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Questions about Spectre

Posted: 29 Mar 2018 04:39 PM PDT

Hi, so I want to gitgud at spectre, but I feel I never quite know what I want to buy on her.

Obviously you get radiance if you're getting babysat, and then maybe manta, diffusal, blademail, heart or whatever..

But what about the games where you DON'T get radiance? Urn, Vanguard, and Drums are all good items but how do I know if I should get all of these? I feel like getting all 3 is just too much unless you're actually fighting with your team all the time.

I don't think radiance is a must-have item on spectre in every game. If your team is getting destroyed then by the time you get it, you'll have lost the game. Also, how do you farm without radiance?

So, urn drums and vanguard. How do I make the choice between these items? How do I know if I should get one, two, or all three? (and if one or two, which two?)

What about RoA before urn boots? What about any of these other items before boots?

submitted by /u/Sivirona
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Gyro main stat change from Agi to Int. What do you think?

Posted: 29 Mar 2018 06:50 PM PDT

Posted this too in /dota2/ but as the place is filled with trolls and nobody wants to discuss, going to post here to talk with you guys.

Seeing as much as this opressive old man in a flying machine in pro match as my stomach can take, I think a good way to change this overpowered attack helicopter is changing his primary stat. Sure with int his early burst potential could get higher, but with this change, his nefarious scaling with stats itens would be put to an end. Long live the kaya tinkerer! Death to the opressive butterfly flying shinobi (his bones can`t take this much stress nevertheless)

submitted by /u/ggfacel
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