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| Dota 2 Weekend!; CAUSE YEAH | |
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| Topic Started: Feb 12 2014, 02:32 AM (18,023 Views) | |
| tfghost92 | Dec 19 2015, 08:26 PM Post #1051 |
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swag on this dick, bitches
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http://www.dotabuff.com/matches/2014970896 first Naga match in a year and 2 months. I forgot how much fun she can be Edited by tfghost92, Dec 19 2015, 09:45 PM.
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| dwestfan13 | Dec 20 2015, 01:45 AM Post #1052 |
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Feeder
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The over/under on wards placed in that game is 1. I'm taking the under . |
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| Olinea | Dec 20 2015, 02:52 AM Post #1053 |
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No finesse
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https://yasp.co/matches/2014970896/purchases |
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| dwestfan13 | Dec 20 2015, 03:22 AM Post #1054 |
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Feeder
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I am shocked. Everybody's items looked like they were fairly selfish. Side note, that yasp is pretty damn cool. |
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| Olinea | Dec 20 2015, 10:28 AM Post #1055 |
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No finesse
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What I find really weird is that the Damage Done/Taken graph has Huskar literally dealing no damage to PL. It makes sense, being a shitload of illusions vs. single-target only, but that's still gotta be uncommon. |
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| DarkFlashlight | Dec 20 2015, 10:33 AM Post #1056 |
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it will take a toll
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32 TD naga smh you have shamed the rat gods edit: whoa wtf this was mid Naga vs Huskar and you won that fucking matchup? https://yasp.co/matches/2014970896/performances how did you get 60% lane efficiency with 16 LH's in 10 minutes did you get all of your 9 kills, on only huskar, in the first 10 minutes? Edited by DarkFlashlight, Dec 20 2015, 10:37 AM.
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| tfghost92 | Dec 20 2015, 05:08 PM Post #1057 |
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swag on this dick, bitches
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i know for sure i killed him twice in lane. other than that, I got 2 or 3 kills off a few successful ganks before Radiance at 25 mins |
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| DarkFlashlight | Dec 20 2015, 09:39 PM Post #1058 |
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it will take a toll
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https://www.youtube.com/watch?v=zy2AeyC6kq8 Posted Image Thanks Purge! Posted Image |
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| dwestfan13 | Dec 23 2015, 10:04 AM Post #1059 |
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Feeder
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So the Arc Warden strat of just buying a bunch of rapiers/BoT and sending the double to push towers is quite possibly the most broken thing I've ever seen and needs to be addressed immediately. |
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| Olinea | Dec 23 2015, 04:12 PM Post #1060 |
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No finesse
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It's really really easy for me to talk about it in theory, considering I still haven't actually been in a game with Arc Warden ever and therefore haven't played against or beside a skilled Arc Warden, but the caveats I see are: 1) Arc Warden has difficulty farming considering his base damage is astoundingly bad and he has no AoE. This makes him incredibly reliant on Midas as his farming tool - being able to spam it is basically the only gold he can really farm properly. If he's left alone to farm, and isn't contested, he can make ground up. If he's pressured, and the Midas is delayed, he's set back considerably. If you plan on winning elsewhere on the map you need to be okay with giving him the space he needs. Sometimes you have to do that because no hero is unbeatable with one item. 2) Your core items now include Midas (~2k gold), BoT (~2.5k gold), and Rapier (~6000 gold). 10k gold investment is a rough equivalent to Bfury + BKB, which is arguably what can get a PA off the ground, Radiance + Heart (Naga), Diffusal 2 + Manta (PL), etc. 10k gold is a lot and a game can be lost before that happens. It happens to us all the time, it happens to everyone. 3) If Arc Warden stays in his base, he's underleveled which helps with dealing with a clone, and he won't farm nearly as fast. Ventures out, he risks getting picked off considering he invested nothing into survivability, and losing a Rapier is, of course, gamechanging. If you put me in a game and said "okay deal with Arc Warden" I'd say the approach is the same as Tinker, NP, Clinkz, or another splitpusher. Keep one person on the clone at all times, clear the waves, threaten the hero. play the 4v4 elsewhere. Try to anticipate where he'll come next and if you deal with it fast you have a lot of breathing room. He's noncommittal in his approach, absolutely, but he either has to play risky or fall off heavily. I have no doubt I'm going to get dumpstered by a skilled Arc Warden in the near future and ooze salt but eh, that's Dota. |
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| DarkFlashlight | Dec 23 2015, 09:10 PM Post #1061 |
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it will take a toll
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Basically he fed on the Venge who had no idea how Flux worked to get idk, more than 3 kills in lane, for a fast Midas + brown boots and then only used his actual self to get exp behind towers (this was still in the first like 15 minutes) and at the jungle camps closest to base. As they game went on (they were losing really hard 4 vs 5) he started showing his actual self pretty much never at all, I assume he was just running out to the closest camp every time Midas was up and using it for gold and to avoid abandoning. He didn't even get the first Rapier for a long time, but there was almost literally zero opportunity to reclaim it. Double Rapier AW, even though he had no attack speed or stats or anything, still takes down T3's in like five hits. The game only went as long as it did because he TP'ed the actual hero instead of a double when he tried to push throne and fed both Rapiers and then the weirdest game of Rapierball I've ever seen went on for like 20 minutes. But pretty much, he just farmed Midas and then used the Double to get literally every other item. He was underleveled, he was 16-5 in a game that was over an hour long and ended level 23, but it didn't matter when he had two undroppable Rapiers. |
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| tfghost92 | Dec 25 2015, 01:49 PM Post #1062 |
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swag on this dick, bitches
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[utube]https://www.youtube.com/watch?v=cMS7zjh8V7c[/utube] Merry Christmas from Universe and Aui! |
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| Olinea | Dec 28 2015, 03:20 PM Post #1063 |
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No finesse
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I never did patch commentary for 6.86 and I like reviewing changes, so... Overall I'm not big on this patch, as I'm sure a lot of people are. In the same vein as the last patch introducing Octarine Core, as much as I'm a fan of the item and cooldown reduction in general, the new items (specifically Aether Lens / Dragon Lance) I feel do more harm than good. Specifically I feel two things: that adjusting attack and spell ranges screws with the limits that many of us have been accustomed to for important spells and whatnot, and while +200 range on a good number of spells doesn't break them, part of me feels the changes are just being made because something like that was impossible in the old Allstars engine, and not because there's been a need for items that do that. My other beef with the item is that I feel some heroes should have deficiencies that you can't patch up with items. Luna has a low attack range and you compensate for, not fix, the problem – now, if you just buy an item, that hero-specific problem doesn't matter anymore. Bane suffers from low cast ranges which makes positioning him a challenge that's worth executing correctly, but you slap an Aether Lens on him and suddenly you don't need to be nearly as precise with your positioning as before. There are situations where these items are good pickups but that's not really my problem with them – more that there hasn't been a need for them and the game's been balanced for years and years around spells' cast ranges and heroes' attack ranges, and that's being completely thrown out with an item like Aether Lens. If you had an item that reduces cast point, people like Leshrac/Earthshaker/Lina would love it, but those are aspects of the heroes that I think should be compensated for via skill. Aether Lens isn't imbalanced but I don't see a need for the item to exist, and because the nature of Lens/Lance mean you won't end up buying them on heroes without those problems in the first place, it somewhat homogenizes the hero pool. I'm also not terribly big on the new jungling item (name escapes me but you all know the one) since I think it enforces 4-core lineups a lot more than they should happen. It makes it almost good to have a Lifestealer/LC/whoever slogging away in the jungle ignoring their team. LoL junglers work because you can cross the map pretty easily (it's smaller) and there's enough jungle to farm on both sides so you're always finding something, and the junglers (generally) end up ganking for their teammates and exerting map control, taking an active role in the game. Here I don't feel that style works unless you're the big 3, and your carry junglers are going to farm until something displaces them which I hope isn't the vision Dota's going for. Hero changes are... less than pleasing. I'll start with the more drastic ones: Riki rework I really am not a fan of. Not only did he just lose 0.7 agility per level (over 1/4th of the gain) but a lot of his identity's been stripped since his ult basically removes the “assassin” aspect of him – yes, I know he removes himself from the battlefield and sneakily attacks everyone blah blah blah, but the change basically turns Riki into a teamfighting carry because of this Sleight of Fist-style ult. So rather than being a persistent Blink Strike threat (while it's annoying to have 4 or 5 charges burned on you it played into the assassin style the hero's named for) he's some weird mix of teamfight and single-target pickoff. It doesn't flow well, and it feels like Riki's being taken in two directions at once. I don't understand the changes to the hero, or why they're necessary. Riki has always attracted complaints since he's been a pubstar forever, but I don't think think he's been problematic enough to go through another rework so soon after they made the invis/Blink swap. Riki's not the same hero he was before – and not in a good way. I hate the Earth Spirit change where you can't pull teammates without Aghs. It was completely, 100% necessary, and he's so much less bullshit as a result. But I hate it. The Void rework is weird. To some degree I like removal of Backtrack and making it actually skill-based, but the replacement ability doesn't fit in well. Again, manipulating cooldowns was never really possible to that degree in the DotA 1 engine, so while it's cool a skill like this can potentially exist now, nobody's going to have fun with their cooldowns on hold. Void didn't need a skill like this to do his job and while I haven't really seen it in action it only really looks like it results in pissing off anyone who actually wanted to play the game. It's like a worse Silence assuming you actually use your abilities like you're supposed to. The changes make him less carry-ish and more offlane-esque, and perhaps I'm biased because I've never been super on board with Void being a utility offlaner, but eliminating the hero's dominant playstyle in favor of some side-spec is just weird to me. Fuck giving DP any sort of buffs. Alch mid has simply fallen out of favor but he hasn't been beaten down. I'm still going to loathe playing against that spamming asshole. Perhaps the most uninteractive laning experience ever, I'd rather play against Viper because at least that one's skill-based. I've heard Invoker is the scourge of pubs now and with Alacrity being as ridiculously value as it is currently, QW Invokers must be stoked. I love how you can actually have a skill at level 1 now and be somewhat useful early on (EMP on early rune spots can be simply idiotic for securing them) but if they tone down the free Alacrity damage, or change the cooldown so it's higher early and scales lower later (I know it's impossible to predict what Icefrog will do but it's never the obvious nerf and I imagine that's the way they'd do it) I like where Invoker is now. They got rid of the Slark-style debuff purging on Oracle ult and now I'm kinda of the opinion that Dazzle's a better pick than him. That's a significant nerf – I know it wasn't used as a BKB and instead as a Shallow Grave-style saving tool, but it's still enough to dissuade me from looking at the hero anymore. OD is no longer idiotic to lane against but I feel he got pretty hurt here. His damage output's going to suffer now that it needs him to ramp up and he's forced to sacrifice intelligence items (which usually are bundled with HP/Strength, which really hurts him) for attack speed. He also still lacks actual sticking power – not good for a hero that wants to keep attacking and has a pitiful attack range. Either a mid or some 2-1-2 core, but he just got a lot riskier and harder to play. Winter Wyvern nerf is.. well, it's not the same skill it was before. Yes, it's a pretty good-sized nerf, but I think this puts it in line with what it was supposed to do, which is take a target and have the enemy team beat the shit out of it (note the attack speed bonus it gives the affected units). Instead it was being used as some ranged Black Hole which we just can't have. It still allows for setup of some powerful stuff (Sand King or Elder Titan ult, for example) or as last-resort peel when Cold Embrace fails you. I don't think Wyvern is dead, general reaction of “WYVERN WAS GUTTED” is a little overblown. Scepters (as a side note I'm not pleased with Scepter being used more and more commonly to enhance non-ultimate abilities but that's nostalgia goggles at work) Bristle – I think it's unnecessary, or at least not something you need that fast. Bristle needs to tank up or he won't ever live long enough for that to matter. “But he uses the stats!” - well, you aren't buying Aghs for the stats and the buildup is just so bad if you're a hero that fills their slots first. Aghs first Bristle will die, Aghs later and you don't have room for the intermediate components. Fun to use, probably, but I don't think it's useful. Drow – Probably judging it a bit late now that I've seen it in action but I still prefer Medusa if you want a ranged Agility carry that's going to kill a team. I have more of a problem with Drow as a hero in general and don't see her as that strong but the Aghs upgrade won't change that. I suppose at least since she gets the free stats from Marksmanship she can afford to buy it early on for farming speed. It's significant enough to where you need to decide “this is an Aghs game” very early on, but I don't think it fixes the problems Drow has. Kunkka – Utility Kunkka is a little weird and I don't think he has the chops to be an offlaner, so unless it's for use in some weird dual offlane thing I don't see this being picked up frequently. Core Kunkka doesn't need this and neither does support. Legion Commander – Increased range and the Diplomatic Immunity-style debuff ohhhh man. Granted, you still can't just Duel the first support you come across in case it takes too long and your team gets wiped in your absence, but I love this one and probably will make it the next pickup after Blink (or Blade Mail) in Mid Legion games. Magnus – Magnus is a team-reliant hero. If you're playing Magnus + 4-core sure it's good. But you generally have 1 or 2 people you actually care about Empowering, and the cooldown is short enough to sustain that without the need to make it an aura. Blink, Force, and Refresher are all almost indisputably better than this. It's complete crap, imo. Pudge – At first glance this seemed pretty bad but now that Pudge has actually relevant lategame scaling (outside of his ult) it's good for him. 4 second cooldown means Hook-Dismember-Hook is a legitimate option – of course, generally if you can get a full Dismember off on a target later on you probably don't need a second hook but that makes pushing high ground against Pudge nightmare fuel if you can't find a way to properly engage on him. Pudge already had a good number of options available to him for pickup and I think Scepter will remain relevant on him. Sand King – SK's already been pretty fucking annoying to deal with when he's played intelligently, but you don't buy Aghs upgrades to be annoying. Double Burrowstrike range is... well, I don't see it as that important, considering SK's measure of success is still how much havoc he causes with Epi-Blinks. Maybe a few situations where that's useful but as with all initiators you need to make sure your team can follow you in properly, because not everyone can cover the ground that an Aghs-enhanced SK can. It feels underwhelming for an Aghs upgrade on a hero who, at least to me, could use a bone. Shadow Fiend – AHAHAHAHAHAHA SF likes the stats on it, I guess? Tidehunter – lel This one feels more like a buff to Aghs Rubick since that's the spell you'll probably steal after the Ravage comes out. Ursa – I'm still not big on this, although I know others feel it's really strong. To me, BKB is still more valuable unless they either have strong/long-duration disables (Lasso, Fiend's Grip) or few/inconsistent ones. I find Ursa ult only really useful for 2-3 seconds of damage reduction and taking Rosh. Ursa murders targets up until mid-lategame when the fixed damage on his combo becomes more irrelevant and fights are a little more organized. He needs lifesteal for Rosh, some way to get on a target (Commonly Blink/Shadow Blade, although I've heard of the rare Atos Ursa which interests me), and some form of sticking power - traditionally BKB, Basher, Sheep, or some combination of those. I don't feel Aghs falls under the “sticking power” section unless the list of Ursa stoppers is small. 18 second cooldown at level 16 is probably short enough to get two off (unless you're first on the scene and get focused down) but it's not a gamechanger ult and I'd rather pick up something that makes my damage stay relevant if I have that much money. Venge – It's nice and all and Venge won't turn down a flat-out buff but Aghs Venge is rare already and on a hero that plays the role of “suicide initiator” as well as she does, it seems like you won't get too much done before that clone dies too. I mean, patch time is always good, don't get me wrong, but I can't understand where a lot of these changes are coming from and overall it's the least psyched I've been for a patch in a long time. We'll play it out, see what it brings, but I'm hoping some heroes will just have problems they need to learn to deal with and they can keep their identities. |
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| dwestfan13 | Dec 28 2015, 11:26 PM Post #1064 |
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Feeder
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Just buy a Dragon Lance, duh. |
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| Olinea | Dec 29 2015, 12:23 AM Post #1065 |
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No finesse
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I actually got a little mad reading that so well done |
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