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| Dota 2 Weekend!; CAUSE YEAH | |
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| Topic Started: Feb 12 2014, 02:32 AM (18,092 Views) | |
| Romanticide | Feb 25 2014, 06:21 AM Post #16 |
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Cult Leader
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Posted Image just leaving this here yes, this means i'll be down one of these weekends |
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| Romanticide | Mar 1 2014, 12:18 PM Post #17 |
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Cult Leader
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Finally watched Oli's video. Maybe I should have watched it before playing my first game (it took me a little bit to figure out I move by right-clicking, amongst other stuff), but I tend to prefer going into a game blind if I can help it. I tend to learn more by doing than watching or reading. So yeah, played a couple matches last night. I would have been down for more, but I was dead tired, so I decided to call it a night. I guess some preliminary thoughts. -I liked playing as Windranger more than Mirana. I can't really put my finger on it, but Windranger felt more fun to play. On this note, I wonder if there's any kind of resource that tiers heroes by difficulty to play. Something that puts them in beginner/intermediate/advanced tiers would be wonderful. I'd imagine that not everyone would agree on such a list, but one that most people can agree is *generally* right would be a boon so I'm not like "uhhhh shit who should I play?". -Playing as a ranged hero is wonderful. I can stay away from creeps/towers/enemy heroes while trying to pick up this game. If I were playing as melee I imagine I'd be dying every couple of minutes or something, which would hamper my enjoyment of the game a wee bit. -I don't know if my actions are contributing to the overall objective or anything like that. I mean, sure, I can take down a tower with help from the creeps and all, but I don't really feel like I'm doing much to help the team. I guess what I'm saying is I don't have a feel for the game yet. Then again I suppose that's expected, with my very fierce 76 minutes played. -Still haven't figured out items. Obviously potions and the like are consumable, so you'll know when you use them, but I can't say I know if I need to activate items like boots or staves or whatever, or if they're always active once they're in your inventory. -Obviously haven't played enough to decide one way or the other if I *like* this game, but nothing so far has put me off playing more of it, either. I'd be down for more matches today when everyone else is around, though. |
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| MrMarill | Mar 1 2014, 12:46 PM Post #18 |
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DAT STORY TIEM
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LoL has a nice thing where each Champ has a Difficulty bar but it can sometimes be inaccurate at the same time. I'm in the same boat as Ro I think. The items so far are really alien to me (opening just consumables and saving 2K to buy no stats? What?) and I don't have a good grasp on what objectives I should be aiming for. I'm fine to play late tonight, though. |
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| Olinea | Mar 1 2014, 01:09 PM Post #19 |
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No finesse
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It would be nice to have a list like that to help first-timers, so let me draft up a list of beginner heroes and a bit about their playstyles. Posted Image Drow Ranger Straightforward loaded damage on her autoattacks - very attack-based, glass cannon style. Has a knockback skillshot to push away approaching enemies. Posted Image Viper Plays similar to Drow, but a bit better defensively. Not as much straight-up power as Drow but his ultimate severely slows an enemy and is great for single-target pick-offs. Posted Image Sniper Long-ranged attacks, has AoE farming skill, and ultimate is a long-ranged channeled nuke to secure kills. One of his skills increases attack range to beyond towers' attack range, I believe. Posted Image Luna Straightforward nuke, 2 passive abilities (pretty easy to keep track of) and a devastating ultimate that annihilates lone enemies. Her attack range is a bit slow but she has very high movement speed. Posted Image Crystal Maiden Support hero. Straightforward lockdown skill, AoE nuke, and an aura that increases mana regeneration of all allies on the map (not just those near her). Stupidly powerful ultimate but requires her to be close in the fight, and she's very slow and very frail. Still, she sets up kills like no other, and everyone loves free mana. Posted Image Lich Straightforward nuke, armor buff, extremely powerful ultimate (can be a bit swingy though), and can kill his own creeps to restore mana. Definitely recommend for a first-timer because as long as you spam Sacrifice when it cools off, you shouldn't need to worry about mana. Posted Image Zeus Damage, damage, more damage. Overwhelm the opposition with lightning. Ultimate ability damages EVERY enemy hero on the map instantly. Posted Image Lina Packs a lot of nukes/damage, but differs from Zeus in that her ultimate, Laguna Blade, is just a ton of damage dealt to a single target, and usually chunks enemies for about half of their health. Plus she's a redhead. Posted Image Warlock Heals allies and calls down a giant-ass demon to do his bidding. He's simple to use but using the demon requires micro and a sense of game mechanics. Posted Image Ogre Magi He may be melee but seriously there is not a huge difference between a bad Ogre Magi and a good one. Very luck-based but if it swings in your favor you demolish enemies. Bulky enough that he can take a hit, and pretty comical to listen to. Had to recommend him, but it's more preferable to learn on a ranged hero. That's the bare-bones list of people I'd recommend to use when starting out. As you play more and more you can explore others but if you're learning game mechanics and don't need to be overwhelmed with complexity, using one of these can make the game easier. |
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| dwestfan13 | Mar 1 2014, 03:46 PM Post #20 |
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Feeder
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Lina is my bitch. |
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| DarkFlashlight | Mar 1 2014, 08:08 PM Post #21 |
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it will take a toll
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As far as Ro's concern about not knowing when you're making progress—I judge it by distance. It's two clashing tides, so if you're advancing towards the enemy's base, you're overpowering them. If you fall back, you're getting overpowered. Obviously some areas aren't going to be instantly ready to run past (towers), so it's not like if you're not constantly advancing, you're failing. If you mean how much are you personally helping (if you're laning with someone), I would look at levels. Compare your level to your teammate's and also the other team. If you're within two, you're at least in the same league. But I agree that items are super confusing. I spend like a minute reading through the store every time I open it, because all of the descriptions and stat modifiers are really intricate, which prompts: 1. What does intelligence do? 2. What does agility do? 3. What does strength do (since damage is a separate stat)? Also, can you do anything with your skill points once all skills are capped? |
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| Snowman | Mar 1 2014, 08:36 PM Post #22 |
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Berserker
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I'm not sure how accurate the "distance" thing always is. Obviously if you destroy a tower and move forward, that's a sign of progress. But if you push your creep wave all the way to their tower, I'm not sure that means you're "winning", really. One reason for that is because it makes it very easy for your opponent to attack you, since you're right at their tower. They're relatively safe and the tower will start shooting you eventually. Also, it makes it easy for someone on the other team to attack you from the river that runs across the middle of the map and then you're stuck between them and a tower. So I try not to stay right up against their tower too much. I was also confused about str/agi/int when I first started. As you've probably noticed from looking at the heroes in grid mode, they're sorted into strength, agility, and intelligence heroes. Buying an item that increases your hero's main attribute (str, agi, or int) will increase damage by 1 per str/agi/int. So if you're playing an Intelligence hero, buying an item that gives +3 intelligence increases your damage by 3. Attributes also increase the following stats no matter what your hero's primary attribute is: Strength -- Every 1 strength increases health by 19 and health regen by 0.03 HP/sec. Agility -- Every 7 points in agility increases armor by 1. Every 1 point in agility increases attack speed by 1. Intelligence -- Every 1 point in intelligence increases your maximum mana by 13 and mana regen by 0.04 mana/sec. I don't really pay attention to the numbers, though. I looked them up. I just remember strength increases health stuff, agi increases AS and armor, and int increases mana stuff. And yeah, once your skills are capped, you can add skill points to your attributes. Just click the level up button (or the hotkey) and click the box that shows your attributes. It'll increase all of them by 2. I've read that you should save those for after all your skills are maxed, though. As for learning items, well, if you stick to similar heroes, you'll learn the items they usually use. I don't know a lot of the more expensive items yet but I know the lower-level stuff well enough I think. |
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| steelfire81 | Mar 1 2014, 11:25 PM Post #23 |
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Scrub
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I made a list of hero tiers a while back for a friend who was just starting but I have no idea where I put it so I'm just going to make up a new one right now. Keep in mind this is just from my opinion and is a very general guide. Your own playstyle has an effect on what heroes work for you, so the more you play the more you'll learn what heroes work for you. I'm going to spoiler this so it doesn't take up too much space on the page. Beginner Heroes List I can edit in tiers beyond this later (e.g. heroes to learn once you have the basics, heroes to stay away from at all costs), but I figured for now if you guys wanted to launch up a game and try some of these heroes it might be helpful. Hopefully this helps. Also I'd like to reassure you guys that you're almost certainly doing a lot better than me when I first started. Keep playing rounds and learning together - the game is significantly more fun when you play it with friends. EDIT: Alright, I went through the list of heroes and tried to make a definitive tier list but I don't think that would be a good idea. Personally I think the best thing to do once you get down a couple of basic heroes is to start randoming and just repick if you get a super difficult hero. That being said, you might want to have a hero pool beyond the heroes I listed above before you're confident enough to random. I came up with an intermediate list of heroes (ones to try once you're confident with the basics) as well as a list of super difficult heroes you might want to avoid if you random them. Intermediate Tier Avoid these guys as a beginner
Edited by steelfire81, Mar 2 2014, 12:13 AM.
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| Olinea | Mar 1 2014, 11:47 PM Post #24 |
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No finesse
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Yeah Snow has it down pat. You can sometimes generalize hero archetypes based on their main attribute but sometimes it takes intuition and thinking about how a hero's skillset can be exploited to realize how to build someone. With some exceptions, Strength heroes tend to be bulky and stay in the fray, and usually are ones to "initiate" a teamfight. Initiation basically refers to starting the fight on your terms. Posted Image Tidehunter Tidehunter was one of the premier initiators in the game due to his ultimate Ravage. It basically makes a giant circle of spikes erupt from him, which does solid damage and disables enemies hit for 2-3 seconds. [utube]http://www.youtube.com/watch?v=-IZii1KN5Hk[/utube] It's a little gimmicky but it shows what happens if Tidehunter manages to land a Ravage on an entire team. It melts. So Tidehunter's job is to get into the middle of the enemy team and throw off his Ravage. Well, if your opponents are aware of its potential, they sure as shit won't let you waltz in and stun them all for 3 seconds. BUT Posted Image Introducing the Blink Dagger. For the *cough* low cost of 2150 gold you gain the ability to instantly appear in the middle of the enemy team. This is how the Tidehunter got into their team in the video. It catches them completely off-guard and punishes them for all being in the same area, allowing his team to swarm and demolish them. Tidehunter typically needs no items after his Blink Dagger but if you do still have extra money you can take a look at his other abilities. He has Gush to slow a target and reduce their armor, Anchor Smash to reduce attack damage, and Kraken Shell to cancel out debuffs like stuns and slows. All in all it means Tidehunter's job can extend past Ravage as a disruptor and tank. If you DON'T attack Tidehunter he'll keep your damage output low and make you a lot more vulnerable with Gush. So you can try to itemize to make him tankier, with items like Posted Image Heart of Tarrasque Giant health gain, health regeneration, and Strength Posted Image Blade Mail Has an activatable ability to share all damage dealt to you with whoever dealt it. In other words, people who build glass cannon will shred themselves on this thing. If you deter people attacking you for 5 seconds, you can do a lot of shit. Posted Image Linken's Sphere Blocks the first spell cast on you. Great if they try to stun you or push you back out of the fight as you blink in. Just a small selection of post-Blink Dagger items. Tidehunter makes a great disruptor with his set of abilities, but this is not to say all Strength heroes should build this way. Posted Image Chaos Knight Chaos Knight's one of my favorite Strength heroes but his abilities make him fit a very different role from Tidehunter. He has a skill that stuns a single target for a random amount of time between 2 and 4 seconds, one that pulls him and a target to the same point, a passive Critical Strike ability to give him the chance to deal amplified damage on an attack (300% damage), and his ultimate summons 3 copies of himself that deal 100% of his damage but take twice as much damage. This ultimate means he's capable of QUADRUPLING his damage output for a limited amount of time. That is ludicrous. If you built a crapton of damage, no other hero in the game could match you because nobody else can quadruple their damage output with the push of a button. Beyond that, let's say you built Chaos Knight like Tidehunter and built a Blink Dagger. You blink into the enemy team and your team follows up. Now what?. The most you can do is stun one enemy as you sit in the middle of 5 enemies, most likely with your team following behind (because you covered a lot of distance with your Blink Dagger) and you get evaporated. Tidehunter can do that because he stuns the enemy team for 3 seconds so nobody can touch him as his team surges in. Chaos Knight is a sitting duck if he blinks into 5 heroes. Instead we should be focusing on his ultimate and Critical Strike. We want to capitalize on that huge potential for damage and get items that will make him deal stupidly high damage and help his illusions/copies live longer. Posted Image Armlet of Mordiggian Gives a huge boost to Strength, attack damage, and attack speed when activated, at the cost of slowly draining health. If used before you make your copies, they get the boost. Posted Image Assault Cuirass Not only gives a great boost to attack speed, has an aura to increase armor for nearby allies (which includes your illusions) and decreases armor of nearby enemies. Increases your damage output, makes enemies weaker, and makes you and your team stronger. Posted Image Heart of Tarrasque But Oli, you said not to build him like Tidehunter! Well, yes and no. Heart isn't specific to Tidehunter. It's fantastic for extending your lifespan, and since Chaos Knight is a Strength hero, you're boosting his damage output by buying this. The regeneration also offsets the health drain on Armlet so you can always leave it on and get the superb benefits it offers. Plus, you're melee. You don't want to build like a glass cannon and get blown up when you enter the fray. You can't deal damage if you're dead. So those are two heroes that may be Strength heroes but serve two different purposes in the game. Tidehunter starts fights and Chaos Knight provides damage. Because it feels like itemization is the next step we're taking I'll put some other examples of Intelligence heroes in here. DISCLAIMER: I never mentioned it until now, but if it wasn't intuitive at the moment, there is no always correct way to build someone. When you learn the game you can have static builds but as you get more familiar with items you can decide for yourself how you want to play that hero. Take Tidehunter - I said his Ravage is super powerful, so why not build: Posted Image Refresher Orb Has an active ability that INSTANTLY refreshes all of your cooldowns. Meaning Tidehunter can Blink in, Ravage, refresh his Ravage, and Ravage again to stack 4-6 seconds of stun on an enemy team if done right. 6 seconds of stun is a HUGE HUGE HUGE gamechanger. Tidehunter might not have the mana pool to support two ultimates and the refresh (it takes a lot of mana) but if you want to itemize in order to fire off a gamechanging skill twice it can be legitimate. Okay let's talk Intel heroes. Typically they'll fall under support, nuker, or the rare carry. While building Intelligence on an Intelligence hero boosts your attack damage (not spell damage), it's not typically a focal point of a build because Intelligence heroes tend to be squishy and die easily unless you build health investment - and if you invest in health, you lose out on potential damage output. Intelligence heroes make their spells a focal point of their playstyle - only 1 Intelligence hero out of 37 has more than 1 passive ability. There is no item that directly boosts spell damage but fortunately most nukers have methods of allowing their skills to scale into the lategame when people are tankier. A 300 damage nuke can do 40% of your health in the early game and 15% later. Intelligence items tend to have more utility to supplement spellcasting - or, for some heroes, you may need an item or two to sustain a big mana pool to continually cast spells instead of running out in the middle of a fight and going "well shit, now what?" Posted Image Bane Heeeey Darkie's first hero! How sweet. Bane boasts a wide range of ways to cripple the enemy team. Brain Sap does a huge amount of pure damage (can't be mitigated by building Magic Resistance) and heals him, Enfeeble reduces a target's attack damage by 120, Nightmare puts someone to sleep for 7 seconds as they are unable to do anything, and his ultimate suppresses himself and a single target for 5 seconds as Bane drains its health and mana. This means Bane can drastically cut the attack damage of a damage-dealer, sleep a key enemy (probably someone with disables, or someone who's dealing a lot of damage), and suppress a third target for his team to overwhelm while 1-2 of the enemies are put out of commission. So Bane cements himself as able to cripple the enemy team, making him great for catching out single targets as well as controlling teamfights. He's got a myriad of items he can buy but let's take a look at a number of them. Posted Image Aghanim's Scepter Scepter is a great item in general. Almost every hero in the game can buy this item, and it provides a few stat increases but the significant aspect of this item is that it passively powers up your ultimate ability. It upgrades Lina's Laguna Blade to have a larger range and significantly more damage. It makes Razor's Eye of the Storm attack more and lets it damage buildings. Ancient Apparition's Ice Blast gets its duration extended from 8/9/10 seconds to 17 seconds. And for Bane it increases Fiend's Grip's duration to 7 seconds, boosts the damage, and lets it drain 10% of the target's mana per second. A 7 second disable, 1890 damage, and 70% of the target's mana in one skill. Holy shit. Talk about a disable. Posted Image Scythe of Vyse Provides great mana regeneration and has an active ability to turn one enemy into a critter for 3.5 seconds. While its components are expensive a 3.5 second disable is no joke, and makes Bane able to almost singlehandedly disarm and cripple an entire team by himself. Posted Image You gotta have mana for all of this, though. Soul Ring lets you hurt yourself in exchange for some mana. BUT WAIT. Bane has Brain Sap which lets him drain health from an enemy in exchange for some mana! So you can trade some health for mana, then use that mana to deal damage and heal yourself. You've basically just dealt damage for free. Alternatively... Posted Image Arcane Boots Arcane Boots let you restore mana to everyone around you. I buy this item a LOT in our games, and spam it at every chance I get. It's free mana for you and your allies! And movement speed is always nice. Posted Image Eul's Scepter of Divinity Bit more of an inexpensive form of Scythe of Vyse. Instead, it offers mana, movement speed, and instead of polymorphing someone into a critter it throws them into a cyclone for 2.5 seconds. So you can Enfeeble one target, Nightmare a second, turn a third into a critter, cyclone a 4th, and Fiend's Grip a 5th. If you can get all of those skills off, major props to you - you've just singlehandedly debuffed an entire enemy team and should probably become a concert pianist. With inexpensive components it's a good pickup if saving for the more expensive components of Scythe of Vyse isn't working out. This entire item costs as much as ONE component of Scythe of Vyse. It may be inexpensive but it provides superb utility. So that's a small selection of items you could consider buying on Bane to amplify his disabling potential. They're good items to sprinkle into a build but let's check someone else out. Posted Image Lina Lina can be built depending on how you want to play her, but back in DotA Allstars my brother played Lina as a nuker to some great success. Lina's moves are pretty basic to understand. Dragon Slave fires out damage in a line, Light Strike Array is a delayed explosion that damages and stuns enemies, Fiery Soul passively boosts her attack speed and movement speed temporarily after casting a spell, and Laguna Blade is just an instant chunk of damage that HURTS. She's meant to be played aggressively by casting her spells in a big combo to waste someone away and overwhelm them with damage. We can build items to help her fulfill this role as people level up and get more naturally tanky. Posted Image Aghanim's Scepter Ahhhhh good old Scepter. Seriously, if you don't know what to build on someone, and you don't want any more activated skills/spells on your items to have to worry about, this is a great pickup. The components are not terribly expensive (1000, 1000, 1000, 1200), provides stats in all departments, and it provides some significant boosts to your ultimate. This item's great on Lina, lets her Laguna Blade be even more deadly. Nobody likes taking 1000 damage. Posted Image Ohhhhh Dagon. How I love thee. Basically this item provides some "eh" stats, but its power lies in the active ability, which just fires a laser to deal flat damage. It's like having two Laguna Blades for extra "oomph" or the ability to spread out instantaneous damage on multiple targets. 4 nukes piled on someone hurts. Posted Image Orchid Malevolence Mana, mana regeneration, attack speed, damage, and an activated ability that amplifies damage dealt to a target by 30%. So on top of 3-4 high-powered nukes you're now multiplying that damage - not to mention it amplifies ALL damage dealt, so your team gets the bonuses as well. Also greatly helps mana regeneration to continue spamming powerful nukes. Builds are hard to do when you don't know all of the items, but if you're trying to figure out what to build, you really need to envision what you plan on doing with the hero you're using. Usually the ultimate ability is a great indicator of how a hero should be played, because they're so powerful that they often become a defining point of a playstyle (if you don't use or support your most powerful skill, you need a damn good reason for doing so). Take a moment to examine the skills of the hero you're using and ask yourself "in a fight, what is my job?". Of course, pinpointing that role is going to be the easy part, and you may struggle with buying the correct item at first while you get used to what each item is capable of. The only way to know is to experiment - both by varying your build, as well as playing a range of heroes. |
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| steelfire81 | Mar 2 2014, 06:16 AM Post #25 |
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Scrub
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You guys played pretty damn well tonight. For those on my team, it's pretty hard playing against a Bloodseeker for the first time. He's one of the hardest heroes to learn to deal with for new players because of the way his ultimate works. I guess since he's one of the more popular heroes in pubs and if you play against real people you'll be seeing him a lot, it might be helpful to go down his skillset. Q - BLOODRAGE: A single target silence that can be used on enemies or allies. While under the effect, the target also gains bonus damage based on their base damage (from their primary attribute). This makes it a pretty versatile skill, as it can be used to shut down a spellcaster who doesn't build around autoattack damage as well as boost an allied carry's damage (including Bloodseeker himself). As a side-effect, it deals damage over time but the damage is fairly negligible (20 per second). In summary, it can let Bloodseeker shut down spellcasters OR turn himself into a right-click machine. W - BLOOD BATH: Any time Bloodseeker kills a unit, he heals for a portion of their health. The heal is much greater for killing heroes. As a bonus, if a hero dies within 325 units of Bloodseeker even if Bloodseeker does not directly kill it, Bloodseeker still gets healed. In summary, killing something gives Bloodseeker some health back. E - THIRST: Bloodseeker gets vision on enemy units below 50% of their maximum HP regardless of where they are on the map. If they're below 25% of their health, Bloodseeker also gets true sight, meaning invisible units will be revealed. For each unit Bloodseeker gains this effect over, Bloodseeker gains bonus movement speed and attack damage as well. In summary, if an enemy is at low health, Bloodseeker knows and becomes even more dangerous. R - RUPTURE: This is the skill that makes Bloodseeker the pub monster he is. His ult deals a good amount of initial damage to a target and then damages them whenever they move. If he ults you, stop moving immediately. If you carry a teleport scroll (which you should always do), hit the button bound to the corresponding item slot twice as soon as he ults you. If the other team has no stuns, you will be able to get away back to base and sit out the rest of his ultimate. In summary, if you try to run, he deals more damage. One thing a lot of new players forget to do all the time is carry a teleport/town portal scroll. For a measly price of 135 you can pick one up from base or at the side-lane shop. It's worth having one at all times, whether you're afraid of Bloodseeker coming in and ulting you or pushing a tower when you learn your base is under attack. Make it a habit to carry one around when you can. There were a couple other things people could improve on but honestly you guys are doing a lot better than when I first started and ended up with boots/gauntlets on Tidehunter in my first game. I guess the two things I'd mention are (1) check your minimap to see if someone (like Bloodseeker) is missing from the map, because chances are he's ganking, and (2) try not to afk farm and just sit there autoattacking the creeps. In lane, only attack a creep if you think you can last hit it (there are other times you could attack a creep for lane control but that's not important for now). Otherwise you'll end up pushing the lane into the tower, and as Snowman said that makes it harder to last hit and gives the enemy a huge advantage in lane for a brief period of time. But yeah I had fun and if you guys want to play more scrims (or even a pub game) I'd be down as long as I'm not in a stack already. You guys are doing fine. EDIT Just realized I should say that the "don't autoattack" mentality is really only for the laning phase of the game and later on in the game it's fine since you want the lanes heading towards the other team's towers at that point. In the laning phase though, unless you're a solo mid and your lane opponent is missing, you want the creep wave closer towards your tower. Edited by steelfire81, Mar 2 2014, 06:31 AM.
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| Olinea | Mar 2 2014, 09:49 AM Post #26 |
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No finesse
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Bloodseeker is rough to play against, especially when he gets ahead, but I think it did serve a good purpose in that the way I played is something Easy bots will not do, and humans absolutely will. I preyed on Snow and Darkie early on because of the lane equilibrium being constantly pushed to our tower whenever I had a spare moment to run up and gank. We talked a bit about denies and that's one aspect of denying that I don't think I mentioned in the chat but it's probably the most important aspect - by killing your own creeps, you force the enemy to push closer and closer to your side of the map. If you guys up top had kept the lane equilibrium close to your tower there's no way in hell I could have ganked the way I did because it heavily restricts the number of paths I could take to get behind you. You certainly did not play the lane poorly by any means but pushing fast and hard in the early game can get you in trouble. EDIT: Yeah steel covered this. On the flipside, communication with your team is hugely important. In the early game I cannot count how many times steelfire disappeared off the map and I immediately alerted you guys. Part of that is because I knew he had a Bottle and was therefore hunting for runes (one of which being Invisibility which would let him suddenly pop up right behind you), and that Timbersaw does great in ambushes. You always want to be aware of enemy positions because dying can set you back by immediately subtracting gold, denying you lane experience and last-hits, and possibly letting enemies take out key points on the map like towers or Roshan. I may have sounded like a broken record with how many times I went "steel's gone, I think he's ganking bottom la- oh wait never mind he's here" but one kill could have been all he needed to snowball into a giant machine. If he had been playing a more favorable hero to face Bloodseeker, or if I had randomed a hero that Timbersaw countered, the game could have been disastrous for us. He gave me a ton of pressure in the early game and it hurt. TP Scrolls are superb. Typically when I head back to base to heal or something, I'll buy a TP Scroll and then look at how much money I have left. It sucks having to walk to base, heal up, and then walk to lane - it can set you behind by a full level and make you really vulnerable. TP Scrolls may seem expensive but that's 3-4 last-hits and you've gotten the money back, and they are definitely worth buying. Alternatively (and if I had been playing a support hero I'd have done this) there are consumables called "wards" which just drop a small eye in a location and gives you vision of the area for 6 minutes. Placing one on the cliffs in the river lets you know if an enemy is lurking around there and you can see where he's headed. They are invaluable for a team - not so much with Easy bots because they don't really roam around as much, but in our next scrim I'm going to make an effort to play a support hero and hopefully demonstrate that. TP Scrolls are definitely good pickups and they may seem like a money sink but they are well worth it. I'm glad we have steelfire now because I could actually stand to learn stuff from you about the game, and you are a great guy to play with. I loved the scrim but Bloodseeker is not my preferred type of hero. I was pretty disappointed with the random but I got a better sense of what to expect with him. Next game I'm going to pick a support because there are a few I could stand to practice. Edited by Olinea, Mar 2 2014, 09:52 AM.
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| Romanticide | Mar 2 2014, 10:56 AM Post #27 |
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Cult Leader
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How do you guys find time to communicate? I'd have to guess you just drop back, let creeps handle whatever, and then start typing whatever it is you have to say. At this point I still feel the game moves a little too fast for me to open up the chat very often (I can see everything you're saying, no worries there), and I guess that would apply to the shop too, though that's in part because I don't know a lot of items. The suggested items/whatever helps a bit, so at least I'm using my gold for *something*. As far as laning goes, it seems you're saying: Don't push too fast and use your tower to help with laning? |
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| dwestfan13 | Mar 2 2014, 04:05 PM Post #28 |
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Feeder
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Oli and I use mics for communication. Hold down 'g' and talk. Far easier than typing. |
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| Romanticide | Mar 2 2014, 04:11 PM Post #29 |
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Cult Leader
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I don't have one, but I'm sure they're relatively cheap. Probably not super high on my list of priorities, though. |
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| LightningBolt | Mar 2 2014, 05:31 PM Post #30 |
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Boring Person
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I just don't type like an old senile bastard. Also nice to know that you aren't supposed to push your lane that far. I usually push as far as possible. |
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