Dota 2 - Teacher of Miracle and Ana |
- Teacher of Miracle and Ana
- Someone abandoned when I got matched with my hero, Slacks, on my team. I've never been more depressed in my life.
- root should be able to stop EarthShaker aghs ability
- Why can't i find a match?
- If you had $50,000 to spend on Battle Pass, how many levels could you theoretically get? Lets try to find out...
- The History and Evolution of Positions 1 and 2
- Low quality meme
- Iceiceice, jabz and ninjaboogie leave Mineski
- Surprise madafaka
- EG invited to ESL One Hamburg
- Moonmeander is joining an SEA team
- Former Vici Gaming Dota 2 manager points to crippling financial mismanagement of the org
- Team Empire new roster
- Team Secret Roster waiting room
- The Dota Pro Circuit 2018-2019
- Can we be able to sort this page by Hero Level please?
- Earthshaker aghs is real fun
- Universe defends the ancient
- why do quitters play ranked
- 3 slots for China, EU and NA for first major
- Team Memepire latest Upload - Dpc Points 2018-2019
- TNC complete roster with Gabbi & ninjaboogie
- Quitting dota after 10 years.
- v1lat: Boboka is a new player of Team DK
- (SEA) Game keep searching for coordinator
Posted: 06 Sep 2018 04:01 AM PDT |
Posted: 05 Sep 2018 10:38 PM PDT |
root should be able to stop EarthShaker aghs ability Posted: 06 Sep 2018 04:21 AM PDT with level 25 talent, shaker just jump from here to there over and over this is unfair to other mobility items/spells that can be stopped by root [link] [comments] |
Posted: 06 Sep 2018 07:12 AM PDT |
Posted: 06 Sep 2018 02:11 AM PDT So I was board at work, and started doing some math gymnastics: How many level can you get with $50,000? well, 24 levels cost $10. $50,000 / 10 * 24 = 120000 levels. ez math! Well. Its not so easy. lets begin. I will be making some assumptions, I'll talk about those later. First assumption is that if you have $50,000 it doesnt really matter if you started from Battle Pass lvl 1 or 75 or if you got Weekend Bundle (1 or 2 if bugged) or not. 75 levels in grand scheme of things doesnt really matter. So.... Its correct. 24lvl cost $10. you have $50,000. thats 120,000lvls right from the start. Now lets start mindlessly clicking and trying to recycle 12,000 treasures!! after like BP level 230 treasures repeat every 10 levels. 120,000 levels from initial purchase will get you 12,000 treasures. Opening and recycling 12,000 treasure will get you 24,000 lvls. 24,000 lvls gets you 2400 treasures which gives you 4800 lvls which 480 treasures which gives you 960 lvls - 96t - 129l - 19t - 40l - 4t - 8l. After all that clicking, you would have 150,000lvls and 15,000treasures opened. $50,000 gives you 150,000 levels!!!! Amazing, right? We are not even close lads. Thats only initial purchase and immo treasures from that purchase. what about Trust of the Benefactor 2018??? TofB repeats every 50 lvls. I assume you dont get any Rarities of the Benefactor 2018 because I have no idea what are the odds of that happening. from 150,000 lvls you get 3000 TofB treasures, which gives you 3000 normal immortal treasures. Opening them and recycling gives you 6000 lvl which gives... oh god. lets cut the crap. newly acquired 3000TofB gives you 7500 levels. But we have a problem now. From newly acquired 7500 levels we can get even more TofB. 150 more! which, after opening, recycling rinse and repeat gives you 388 levels Are we done? Lol, nope! What about 12 treasures that repeat every 615 levels and thoes 24 treasures that you get one time at lvl 325 I think. From all levels for now we can get 256 packs of 12 treasures and 24 treasures from lvl 325 bonus. thats 3096 extra treasures. After opening, recycling rinse and repeat that can give you 7740 levels. But wait! There is more! From those 7740 we get newly 155 TofB and 13packs of 12 treasures. Again, open, recycle = 820 levels. (I have included one more pack of 12t and 16TofB from these 820 levels.) From $50,000 we got 166448 levels! Nice..... no. Now real fun and math begins!! So far, we have opened 23250 treasures. 7750 of each Immortal Treasure I, II and III. We counted normal immortal recycling. But what about rares, very rares and ultra rares??? I will make few assumptions. Big assumptions: What are the odds of getting rares, very rares and ultra rares? From perfect world data:
Lets assume following, on average, after so many chests opened, you get a rare every 25 chests, very rares every 35 and ultra rare every 65. There is math behind this (but I need to cut down on character limit), and some personal opinion from all the complains on reddit where people said they didnt get any rares/ultrarares after 30+ chests. I also assumed 50 Levels Battle Bonus was even more rare (why would Valve give levels for free?) as people noticed so I gussed you get that at every 50 TreasureIII opened. I disregarded the fact that T2 has 2 very rares, I guess you will get one or other. So, from 23250 treasures:
Now we want to sell our Ultra rares on the Steam Market. If you look at the graph for PA ultra rare, you can see price was from $70 to todays $20, but most of the time it was above $34.5. Why $34.5? Because its easier to calculate. if you sold every PA ultra rare for $34.5, you get $30 (rest are steam taxes). and from selling 120 of PAs, you get $3600. Other Ultra rares were cheaper then PA, but assume you sold both together for $30 that's another $3600. from all that steam money you can buy 17280 levels. 150 Battle Bonus 50 levels bundles gives you 7700 levels. Recycling 620R, 660VR immortals (who has the time to trade all those items for keys??) gives you 2560 levels. Total 27560 levels from extra rares, very rares and ultra rares from opening treasures. Open and recycle normal immortals.... all in all it gives you 34446 levels total. Now again, this gives you 56packs of 12 treasures ~ 1682 levels. From all that levels you get 722 TofB ~ 1802 levels You opened 5171 treasures from your second purchase. How many rares, very rares and ultra rares you got?
We are getting close... just few more iterations of opening, recycling and selling.... from all that, after you sell UR, recycle R and VR, buy new levels with new steam money... etc. you get 8280 levels and you have opened 1137 new treasures. And after another iteration of those 1137 treasures. you get about 1500 levels. So how much in total? If we add all this up, all purchased levels, all recycling, market selling, buying again, recycling. all levels, it would be... Found out in next episode of Dragon Ball Z... I dont even know... 215,000ish levels? EDIT: I had to do it. Google spredsheet Exact number is 228810 [link] [comments] |
The History and Evolution of Positions 1 and 2 Posted: 06 Sep 2018 04:46 AM PDT In the early days of pro-level Dota 2, the dominant region was China. At The International 2012, not only did Invictus Gaming win, but all five Chinese teams finished in the top eight. They were the kings of high ground defence and patient play. They had legendary captains like Faith, xiao8, and rOtk. Crucially, at the top of their strategic pyramids were the hard carries, who relied on flashy midlaners to open up the map and provide the time needed to farm up items. In this early period, the 4 protect 1 strategy reigned supreme. Over the years since, the identities of positions 1 and 2 have shifted and evolved drastically. This opinion piece will cover the history of those carry roles, along with important milestones in both gameplay changes and team experimentation. A useful model for a top-heavy eraBefore that though, it's important to understand exactly what "position 1 and 2" means. Back in 2012, this system was used as a comprehensive, shorthand reference for three factors:
Position 1 players would receive all the resources necessary to carry the game. They always played from the safelane and would be relied upon to influence the movement and tactics of their team in late game scenarios. Position 2 wouldn't receive as much support as the safelaner, nor would they have a hero that scaled so strongly into late game. Instead, they had the solo midlane matchup and critically, were required to have high impact in the mid game (consider them a "mid hero" in every regard). This would create the necessary space for their position 1 player to close out the game. Although not the focus of this article, position 3 had third-highest farm priority (which typically meant going solo against a trilane with no assistance), and positions 4/5 were the supports, with the difference essentially being which one took up jungling heroes. In 2012, the top teams oriented the majority of their drafts around this system. This era is a great reference point for the classic BurNIng-style carry with heroes like Antimage, Naga Siren, and Morphling as go-to picks. Interestingly, for midlane, the top picks at TI2 were Templar Assassin, Queen of Pain, and Invoker. Although now seen as serious late game threats, these three heroes would typically finish 35 minute games with 1-2 items. It's easy to look at stats like that and think the players were horribly inefficient at farming. In reality, the game was very different back then. Gold was comparatively much harder to accrue and farming patterns were constrained to allow the hard carry full use of the map's resources. Experimentation at the top level2013 saw big increases to the gold gained from hero kills and towers, as well as more efficient collection and allocation of resources by teams. EternaLEnVy's rise to fame starts with his own advancements - surprisingly as a support - in this area. While playing for NoTideHunter (later Alliance), his ancient stacking technique was praised by analysts and adopted across the scene. This gave hard carry players a huge gold injection and briefly permitted the rest of the team to farm across the map. The innovation did not end there. Teams finally started to consider alternative economical hierarchies among their players. That same Alliance team which went on to win TI3, were notorious for their uncanny ability to find farm on both Loda and AdmiralBulldog. Perhaps their most unique element was Bulldog's role as offlaner. Anything beyond a Force Staff was once luxury for players in this position. Enabling him was S4, their midlaner. Resembling a position 2 player from 2012, his primary focus was space-creation. With two other carries on the team, S4 could often be given the unusual title of "position 3 midlaner". Progressing through the 2013 season, it became clear that the winning style was now 3 protect 2 -- and victory via economy. Alliance were perhaps the first elite-level team to redefine elements of the position 1-5 system. In the transition between 2013 and 2014, huge changes were made to gold. Towers and hero kills were more lucrative than ever and passive gold gain accelerated. Farm priority started to take on new life as it ceased being funneled so much into the position 1 player. The Arteezy styleOne of Dota's most significant economy innovations began during this period. Orchestrated by the hands of a fledgling PPD, The Evil Geniuses squad with Fear (later mason), Arteezy, UNiVeRsE, zai, and himself had a totally new idea of where to channel gold. Their "position 1" safelane player was tasked with creating space for their superstar midlaner. Arteezy showed what traditionally high-impact mid game heroes could do when given the opportunity to scale. His exceptional play on signature picks like Shadow Fiend and Templar Assassin dominated every phase of the game. The competitive scene now had to totally reset its understanding of how positions 1 and 2 functioned. By TI4, the meta had oriented itself so much towards snowballing with tower gold, that positions 1-3 started to lose an identity outside of the laning phase. Steamrolling your opponent as fast as possible was so paramount that farming up a carry simply became a backup plan for many teams. It was clear that a nerf to early gold gain was needed, but the playstyles for teams had become so much more interesting and unique than previous iterations. The solution was lessening tower gold, but adding a new mechanic: the bounty rune. While this change may have been intended to give teams new alternatives for farm priority, it mostly served to permit stronger starts for the midlane players. Describing a player as position 1 or 2 now hardly conveyed any nuance to their place in the team. It could either refer to the lane they start in, or their farm priority, but rarely anything more. Terms like "core players" and "safelaner/midlaner" started giving more clarity, but unfortunately were not as all-encompassing as the old system once was. The mantle of "hard carry" tended to bounce back and forth between safelaner and midlaner with whatever was strongest in the meta. Less significant was a team's preferred playstyle. S4 continued to favour space-creation and Arteezy continued to favour space absorption. Flexibility and creativity - the new carry positionsSpeaking of the two, on Team Secret they showed that if your primary core players were skilled enough, there was a huge benefit to be gained from their ability to switch between safelane and mid. Flexibility in this way allowed the superstar to take up whichever hero required the most farm and provided new avenues in creative drafting. Puppey found great freedom as captain throughout Secret's tournament hot streak leading into the International 2015. New approaches to core players continued at the International 2015. Despite playing farm-intensive heroes like Gyrocopter and Phantom Lancer, CDEC's Agressif would rotate and TP to help other lanes in the early game. This made diving their offlaner fatal for many opponents. Many regarded him as the strongest safelane carry at the tournament. Additionally, with PPD at the helm, Evil Geniuses demonstrated yet another way of distributing farm. After getting some levels and a small item or two, their safelaner, Fear would head into the jungle and find ganking opportunities. Meanwhile "position 4 support" Aui_2000 took over the lane, getting extraordinary levels of farm on Visage and Techies. With superstar midlaner Suma1L, greedy support Aui, and a relatively farm-reliant offlaner in UNiVeRsE, this squad's position 1 player could barely be classed as such. Their unique style went on to win TI5. The followup versions (6.86 and 6.87) would see more buffs to creep bounties as the game goes later. Additionally, the first non-ancient jungle camp was introduced near each side's secret shop. Although Aui's creative playstyle would mostly disappear, the willingness for players to experiment with space-creation and farm priority was now widespread. Throughout the Frankfurt/Shanghai majors, teams OG and Secret were empowered by having flexible position 1 and 2 players. Yet despite this evident surface-level similarity, both of these teams would win a major with differing philosophies on their carry roles. Miracle- was chiefly the midlaner for OG with n0tail on safelane. They followed in EG's footsteps with Miracle- being star player for the team and taking most of the gold. N0tail was frequently referenced at the time as being among the best carry players, even though it would be Miracle- taking up the safelane Antimage whenever drafted. This ability to switch up lanes coupled with clear roles for their world-class core players made the duo appear to reach unseen heights in skill and execution. Team Secret on the other hand would virtually never place EternaLEnVy in mid. It was always W33 taking up his signature Invoker and asserting control both of the lane and the game. Watching performances like this would have you think he was Secret's own version of Miracle-. However, he would just as frequently play space-creator on Earth Spirit or Windranger, while EnVy outfarmed all on his Ember Spirit and Slark. He valued gaining gold even more than Miracle-, all the while going for the kind of aggressive plays that you would expect from a secondary core. Fastforward to TI6 and you have the likes of Digital Chaos reaching the grand final off the back of stellar carry performances from Resolut1on. Even with W33 as his sidekick, this team echoed the classic 4 protect 1 at times and showed that having a clearer gap between positions 1 and 2 was still totally possible. Pushing the limits of priorityLeading into 2017, Dota 2's largest patch, 7.0 was released and with it, drastic changes to the economy. Hero bounty gold was reduced, but multiple new jungle camps would make up for it. Bounty runes spawned across the map and shrines were introduced to sustain farming and provide more objective-based gold. Lastly, the introduction of talents both directly and indirectly permitted more resources. Supports at 30 minutes would resemble the position 2 players of 2012. Although the relative farm across all roles increased, teams continued to find success through keeping a (albeit loose) hierarchy of farm priority. Evil Geniuses and Team Liquid broke this convention with very bold rosters. Both teams had farm-heavy star players in positions 1 and 2. Both teams had offlaners that enjoyed success on greedier heroes. Both teams had a star support that also felt most comfortable with some farm priority (in EG's case, this applied to both supports). They each had a rocky period, but while EG could never quite find the consistency they needed, Liquid eventually triumphed over all. Harnessing incredible skill, a great leader, and godly team play, they emerged as the strongest squad of the season. Not only by winning TI7, but also going on a streak of five tournament wins in a row. It was now not only clear that gold rained across the map, but teams could find success with virtually any economic structure, so long as they possessed enough skill and chemistry. The following competitive season saw very little creativity in the way positions 1 and 2 were played. Teams seemingly saw Liquid's success and tried to emulate their method. On the gameplay side, lane creeps had their bounty raised again. Mid lane also gained an extra melee creep spawn, which would go onto create an infamous 2v2 mid era. Later, the bounty rune received a huge change that gave whole teams more gold. Full circleAs gameplay changes became more frequent, a revival of the dual side lanes emerged and took over the whole scene. It became the norm for all three core players to have the potential to play carry roles. By TI8, innovations no longer seemed present in stylistic approach, instead moving down to the more tactical level. Evil Geniuses showed some uniqueness with S4's role in the team. As offlaner, he was frequently given a strong early game matchup, allowing a great start. Post-ten minutes, S4 was then relied upon to create as much space in the mid to late game as possible for Arteezy and Suma1L. The only team to truly stand out with a unique identity was OG. Being such a young team, they struggled initially to find a suitable playstyle and had to learn how to get the most out of their players. By the end of the grand final, it was universally understood that the way for them to win was to put safelaner ana on a late game carry and do everything in their power to stall until he hits his peak timing. It didn't matter if Topson was on a mid Invoker in a matchup so bad that he had to retreat to the jungle. It didn't matter if Seb had to play support heroes as offlaner. As long as ana was given a chance to carry, they had their win condition. Amidst Dota's most chaotic season of farm priority, the 4 protect 1 style managed to take the Aegis and simultaneously write one of esports' greatest storylines to date. Thus, concepts of the carry positions have evolved drastically over time. This has been influenced by gameplay changes, playstyle innovations from teams, and the waves of new professional players that bring unique and diverse skillsets. Iconic duosThe final section of this article will be about some of the position 1/2 partnerships that I like to talk about. I'll include the dynamics of each squad and why I feel they did/didn't work well together. XBOCT & Dendi - Na`Vi 2012 In a time where 4 protect 1 was the dominant strategy, XBOCT was unafraid to gamble on himself. You could think of him as the original EternaLEnVy, with plenty of resources poured into his carrying, only to have it all risked on a 50/50 play. Dendi's world-class skill as position 2 in the team was a fantastic pairing to that aggressive Russian Dota style. No western team could hold back Na`Vi's unrelenting dives and killer team fight execution. Sylar & Maybe - LGD 2015 When searching for examples of 3 protect 2 lineups, this one is both among the greats, and often forgotten. The two maintained top form throughout this roster's lifetime. They were fantastic at finding farm and grouping up early with the team. Sylar tended to play the older style of Chinese carry, with high levels of farm and relatively safer movements. Maybe preferred to play with aggression and take control of the mid game, while still maintaining plenty of farm. The result was a clash of styles with at least one of two players consistently carrying the game for their team. Arteezy & S4 - Team Secret 2015 The transition from mid to safelane went smoothly for Arteezy. He was among the top carries of this time and effortlessly switched back to mid whenever the draft called for it. S4's skillset as a more traditional position 2 player helped to enable his carry and even provided space for Zai on offlane heroes like Broodmother. This was a team full of stars and leading up to TI5, had the strongest position 1/2 combo in the world. QO & MP - MVP Phoenix 2016 The Korean dream team always had a unique take on the 4 protect 1 system. Distinguished with terms like "caveman Dota", they would throw all five heroes at the opponent constantly, but give QO whatever farm could be found on the map. MP was a textbook example of the sacrificial carry player and despite being both primary safelaner and Invoker player for the team, he was always QO's sidekick. Oddly, you could often tell MP was doing his job when QO had 15+ kills. Arteezy & Suma1L - Evil Geniuses 2016, onwards It's clear that the two enjoy each other's company and since joining up, have occasioned flashes of greatness. EG is rarely outside of tier 1 team status, but struggles to reach that elite level that both of these players deserve. What often seems to hold this duo back is their similarities. They both want to be the focal point of the team, they both have strong personalities, and they both have a lot of solo carrying potential. Unfortunately neither of them function effectively as a space-creating core. Captaining their partnership seems to be a fool's errand at this point, but TI8 showed a lot of promise with Fly's more loose style. If this turns out to follow the same trajectory as previous iterations however, it seems fruitless for these two to go on together. Matumbaman & Miracle- - Team Liquid 2017, onwards This was a lineup that should never have worked. KuroKy threw out all notions of what types of players a team needs to be cohesive. Instead, he created a squad with skill and teamplay as the triumphant ideals. While Matumbaman has adopted more of the "position 2" mentality than his partner, he has spent countless games hanging around the top of the networth charts on his Broodmother, Lone Druid, and Lifestealer. Liquid also has the luxury of having perhaps the best Dota 2 player of all time in Miracle-. Despite the lack of an obvious stylistic combination between carry players, Liquid demonstrates the value of simply having the best players and working hard to bring unity among them. It will be interesting to see what they do with the roster if their form declines further in the coming season. Follow me on Twitter to be updated when I post future articles: @MythosWriting [link] [comments] |
Posted: 06 Sep 2018 07:16 AM PDT |
Iceiceice, jabz and ninjaboogie leave Mineski Posted: 06 Sep 2018 03:02 AM PDT |
Posted: 06 Sep 2018 09:46 AM PDT |
Posted: 06 Sep 2018 08:05 AM PDT |
Moonmeander is joining an SEA team Posted: 06 Sep 2018 02:16 AM PDT |
Former Vici Gaming Dota 2 manager points to crippling financial mismanagement of the org Posted: 06 Sep 2018 08:03 AM PDT |
Posted: 06 Sep 2018 06:15 AM PDT |
Team Secret Roster waiting room Posted: 06 Sep 2018 01:19 AM PDT |
The Dota Pro Circuit 2018-2019 Posted: 05 Sep 2018 04:22 PM PDT |
Can we be able to sort this page by Hero Level please? Posted: 06 Sep 2018 05:40 AM PDT |
Posted: 05 Sep 2018 09:14 PM PDT |
Posted: 05 Sep 2018 07:27 PM PDT |
Posted: 06 Sep 2018 07:11 AM PDT if you're mentally weak, and won't play for a comeback, play normal mode ffs [link] [comments] |
3 slots for China, EU and NA for first major Posted: 06 Sep 2018 03:01 AM PDT |
Team Memepire latest Upload - Dpc Points 2018-2019 Posted: 06 Sep 2018 05:30 AM PDT |
TNC complete roster with Gabbi & ninjaboogie Posted: 06 Sep 2018 01:04 AM PDT |
Posted: 05 Sep 2018 08:12 PM PDT It was fun boys. I've played so much dota and it has been such a big part of my life. But, it is time to quit and focus on my studies. Dota takes up too much of my life to go to school at the same time and it destroys me mentally before I get to do my homework, which is no good. I decided it's time to turn the page and go on and live my life. I love you guys ill stay watching this subreddit and watching big tournaments. ❤️ EDIT: okay I didn't expect this to receive so many comments... Thank you everyone. I decided I'm going to take a long break at least to get my life and studies back on track and will probably never really grind the game out again like I have for the past 4-5 years of my life. However, you guys are right there's no way I could leave such a big part of my life forever. I'll for sure to come back one day to play a couple of games with my close friends. [link] [comments] |
v1lat: Boboka is a new player of Team DK Posted: 06 Sep 2018 12:13 AM PDT |
(SEA) Game keep searching for coordinator Posted: 06 Sep 2018 07:22 AM PDT Got this problem for an hour anyone know how to fix it ? Thanks in advance EDIT: GAME IS BACK [link] [comments] |
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