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Dota 2 Weekend!; CAUSE YEAH
Topic Started: Feb 12 2014, 02:32 AM (18,061 Views)
dwestfan13
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As of October 9th:

Total kills : 1457
Total deaths : 2325
Total assists : 3197
Total matches 288
KDA : 5.059027777777778, 8.072916666666666, 11.100694444444445
Final KDA : 2.001720430107527


As of today:

Total kills : 1841
Total deaths : 2827
Total assists : 3981
Total matches 349
KDA : 5.27, 8.10, 11.40
Final KDA : 2.06
Winrate: 44.41%


THE SLIGHTEST OF IMPROVEMENTS.
Edited by dwestfan13, Nov 7 2014, 02:07 PM.
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Olinea
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And if you play cores more often that number's only going to go up : p
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tfghost92
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swag on this dick, bitches
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Records : 2896 3110 4372
KDA : 6.6118721461187215 7.100456621004566 9.981735159817351 VM390:8
Total KDA : 2.3369774919614144



according to dev command, that is my records for dota 2. I like it.
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dwestfan13
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Olinea
Nov 7 2014, 09:42 PM
And if you play cores more often that number's only going to go up : p
That's highly debatable though. I'm just not very good with cores. Had one game with Darkie last night where teammates were getting pissed at me while I was Sven. The other side of that coin is that we had zero supports and we were playing against a Riki so absolutely nobody was buying wards. I almost wish Dota had some way to lock any 'normal' carries after three have been selected so there are guaranteed to be some supports. It usually ends up boiling down to 'if I don't pick a support, we won't have one'. That's why I prefer our 5-stacks.
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DarkFlashlight
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I have occasionally considered what I would do if I made a MOBA, and one of the first things I thought of was locking in a role before picking a hero, so that you don't get BS/Riki/Pudge/AM/Jugg teams. Yeah, people would probably cheat the system and there'd be arguments and everyone would hate that everyone instalocks carry, but heeeeey, at least it's possibly slightly less terrible.


KDA increase directly due to how hard we went that one game: http://www.dotabuff.com/matches/1009214301

3/5 our team had 785+ XPM. So much stomp. ES had obviously never played ES before and it didn't even matter.
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dwestfan13
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Earth's item build makes me laugh every time I look at it.
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Olinea
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DarkFlashlight
Nov 8 2014, 12:25 AM
I have occasionally considered what I would do if I made a MOBA, and one of the first things I thought of was locking in a role before picking a hero, so that you don't get BS/Riki/Pudge/AM/Jugg teams. Yeah, people would probably cheat the system and there'd be arguments and everyone would hate that everyone instalocks carry, but heeeeey, at least it's possibly slightly less terrible.
Yeah, League had suggestions for this system for a long time.

League's meta is pretty entrenched - I'm hesitant to say "solidified" or "homogeneous"... hell, I feel I've earned the right considering it's been that way for a few years now and I never saw any meta shifts during my time playing it. The map is way more symmetrical and higher importance is placed on keeping up in levels, as well as having a much easier clear time in the jungle early on. Every team has:

1 top laner - typically a bruiser who can mix durability with carry potential. Think someone like Beastmaster, Doom, Huskar, or something. You also get a few people in the top lane who are there because they don't fit into any other lane, or because they can abuse standard top laners (like laning Beastmaster against Weaver or something - you'd get your ass kicked) but those tend to be a bit vulnerable to ganks so a bruiser/Strength carry-type champion tends to be safe here.

1 jungler - they can tank and clear jungle camps with ease, and because League has jungle camps on both sides (whereas in Dota you have one half of your side as jungle and the other half is secret shop + ancients) you're constantly traversing the map and can gank any lane. Not usually going to carry since the jungle doesn't typically award as much gold and experience as a solo lane unless you're AFK farming it and not helping your team which is a great way to throw in League.

1 mid laner - usually an "AP carry", where AP is a stat called Ability Power which most nukes scale on - think something like Skywrath Q scaling with Intel, but most every mage has a base value on a nuke and an AP ratio so they don't fall off later (QoP, for example, needs to build autoattack carry because her nukes are much less powerful later on). You can also put an assassin here since mages tend to be vulnerable and assassins need levels but that varies based on the meta - assassins are notoriously finnicky balance-wise since they shitstomp lower levels of play but Riot still wants them to be competitively viable.

1 AD carry (bot lane) - 'AD' meaning Attack Damage. Basically the Drow/Sniper/Gyrocopter/Shadow Fiend of your team, builds pure damage and attacks from a range. League has few melee carries because of no BKB so they're stupidly susceptible to stuns and slows, plus there isn't huge diversity there so a ranged autoattack carry is the standard, like, 99.9% of the time.

1 support (bot lane) - you need a 5th member and most AD carries have no sort of utility so without items they're useless, and with items the trio of attack damage/attack speed/crit complement each other (higher AD gives relevance to attack speed and bigger crits, higher attack speed means you crit more) so every time you buy one of those stats it plays off of the others and AD carries tend to put out the most damage on a team. Supports make sure the AD carry gets farmed, along with doing support-like things but they've mostly existed as the afterthought member.



League has 2 different modes - Blind Pick and Draft Pick. Draft Pick is like CM where you first ban three heroes and then you go down the list picking 1-2-2-2-2-1. Blind Pick has your team dumped into a lobby and you all have a minute to pick a hero and lock it in. This led to a lot of players immediately saying "mid" or "top" and then locking heroes that would be ill-fitting in other positions, and support players were very rare since they relied entirely on a competent AD carry or else their play meant nothing.

The "role lock" system was proposed for awhile but the major issues were that mid/top-locked players would have huge queue times due to their size and as a result some of them might queue up as supports but choose a carry anyways, and that doing this would have enforced the bruiser/jungler/mage/marksman/support meta and entrenched it.

They did roll out Teambuilder about 8-9 months ago which I don't know much about but judging from this picture:

Posted Image

You select a champion, role, and queue up. IIRC you have 'captains' who approve/deny people who might be trying to queue as assassins in support roles and I think there's an option to queue for something which is basically "up for anything" - Jonty would know way more than I do. People liked it but I imagine it's not foolproof and wouldn't work in a Dota setting where AP lets you counterpick instead of hiding opponent picks until your team is fully locked in.
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dwestfan13
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I hate work nights because I can't play. I think I have a problem. Does anybody else have Dota-related dreams?
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tfghost92
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swag on this dick, bitches
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DARKIE


FOR YOU


[utube]https://www.youtube.com/watch?v=gaO4W_n8tdk[/utube]
Edited by tfghost92, Nov 9 2014, 05:47 PM.
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DarkFlashlight
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wut


I've seen Pop Tart commercials before.
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Olinea
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... someone wanna fill me in on the Dota part?
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tfghost92
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swag on this dick, bitches
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Olinea
Nov 9 2014, 11:16 PM
... someone wanna fill me in on the Dota part?
we've always said the sound it makes when you find a match sounds like the part in that commercial when he yells CRAZY GOOD
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dwestfan13
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I must have missed that discussion.
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DarkFlashlight
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BUT LOOK, THE BEST VIDEO

[utube]https://www.youtube.com/watch?v=8yPMp0bkpI8&html5=1[/utube]
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Olinea
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Darkie's loathing for Faceless Void leads him to make new words:

Posted Image
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