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| Topic Started: Feb 12 2014, 02:32 AM (18,095 Views) | |
| DarkFlashlight | Jul 26 2016, 10:02 PM Post #1186 |
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it will take a toll
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got medusa, will trade for Slark or Razor on the 14th of august |
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| Olinea | Sep 4 2016, 06:34 AM Post #1187 |
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No finesse
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I FINALLY DID IT I GOT OFF MY ASS AND FINISHED THESE WRITEUPS AFTER Everyone, your 16 most hated heroes (by votes) Invoker Posted Image Where to begin with Invoker? This hero is so jam-packed with bullshittery that it's hard to pick out one, and he can fuck your ass raw in so many different ways, but we'll go down the list. Let's take it slow and just start out looking at the hero without any spells invoked. Quas, which is just flat regen at a glance, basically makes laning against this smug elf shithead an uphill battle. Did you put 3-4 points in Quas? Awesome, now you never have to leave lane ever because it's like having a salve on permanently. Wex is responsible for disgusting mobility where leaving triple Wex and Phase Boots on makes you run around like you're fucking Bloodseeker in the middle of a teamfight, and Exort (and the 4 intel per level) basically nullifies any claims of "but his base damage is so low" because lol, have some free unlosable damage on par with fucking Shadow Fiend. Honestly, the fact that Invoker's premier counter during 6.86 (aside from OD who was only a counter because he was arguably more broken than Invoker) was Nyx says a lot - that Invoker's greatest, and perhaps only, counter was a hero that took only countered him because Invoker was so OP. With huge range, neverending mana supply, unable to be removed from lane with any sort of Quas investment, and rightclick carry stats for free, the baseline of the hero is already fucking nightmarish. QW EMP is the core of why this spec is criminal. Unless your name is Huskar you basically aren't going to fight back with any degree of success after Invoker has stolen (yes, he regains some of the mana he drains with EMP) away 400-500 mana for free because - guess what - he also lifted your entire fucking team in the air for 2 seconds with a Tornado with the length of the river and the width of... the river's length, and dealt about 40% of their health in damage. And the EMP does more damage. And, if you're a shit Invoker, maybe during that year-long Tornado lift you can figure out how to mash Q a bunch before invoking Cold Snap while you plow them with projectiles like you're fucking Windrunner with an MKB or some shit. Then you have Ghost Walk, which is basically the panic button where you turn invisible for however long you want (no it doesn't need a duration) and move faster AND slow everyone around you. So basically if you want to instakill someone you just run up invisibly at 522 movespeed, Cold Snap, and hammer them down (even though you never went Exort you still hit for like 120 per shot somehow) with a finishing Tornado nuke and then run away. Maybe throw in an Orchid for more damage or the Silence for anyone who was slightly able to escape you. Maybe get EMP ready so you can completely drain the mana of anyone who tries to run in and hit them too because you're at 522 movespeed and Cold Snap has a 4 second cooldown so why not kill them too. Holy shit. QE Quas comes back to help you never have to leave lane either so you can hit level 8 and get double Forge Spirits (probably with the help of a 5 minute Midas because you might as well slot in Nethertoxin since you'll still never miss a last hit anyways thanks to Exort). Everyone has their least favorite part of Invoker and mine are these fucking spirits. Incredibly tanky, damage like no other, armor shred, basically gives the bounty of one ranged creep if you DO chop through its health (and he doesn't resummon them before that), and procs Cold Snap. Yeah - Cold Snap - the ability that might as well cut the bullshit with the ministuns and just stun you for the duration listed on the ability. We also get glorious Sun Strike to play with, so now he really doesn't need to leave lane to killsnipe teammates or polish you off with a nice 400 pure damage global nuke because you (somehow) avoided armor shred + Cold Snap. We don't even need Ice Wall - the ability that slows for 160% of your movespeed (that is not a typo) - to make this spec a living hell, but it's great for when you didn't invest in Wex because if you're at 350 movespeed and they're at 100 it's basically the same thing. WE Perhaps the spec he's caused the most psychological trauma with - WE basically just rushes Euls and attempts to mow you down with Sun Strike (yeeeaaaahh Pure damage) plus the damage of Deafening Blast PLUS the repeated damage of Chaos Meteor while you're being knocked back into it by the Deafening Blast. Literally just "can I put a point into Exort? duhhh okay" and vomit your spells on the first target you see who's not named Abbadon. Invoker's high seed comes from his ability to be a nuisance in so many different ways it's hard to pick your most hated one. His versatility and ability to act as a burst nuker, teamfighter, ganker, pusher, global threat, crowd controller, and poster child for the Aryan dream make him an extremely formidable seed who should see a deep run into the bracket with a chance to take it all. Nature's Prophet Posted Image If you like this hero you're a bad person. There is nothing to like about this hero. Nature's Prophet is a Dota hero that is designed to not play Dota. Nature's Prophet does not fight, does not offer anything beneficial to his team, pushes every lane at the same time so the enemies farm safely, steals farm with ult, and actively looks to avoid combat with anything other than creeps and towers. Teammates of Nature's Prophet know he will not join them in any effort, and enemies of Nature's Prophet know that he's just going to play the rat game all game long and that he chose to play not-Dota. Nature's Prophet generally fills into the offlane role (denying your team a hero that commonly acts as an initiator, tank, or anything useful) or jungles (denying your team a support who would have added vital utility in favor of a 4th hero to split the map's farm with all game). He would get crapped on by any competent mid and, much like having a safelane Lycan, if you ran him in the safelane you would never see your most farmed hero in any pivotal fights and he'd be outscaled in an instant with no steroids or skirmishing ability to his name. Hey, where's Nature's Prophet? Oh, probably pushing their safelane T2 and getting ganked repeatedly by people farming the jungle. He probably also feeds 500 gold every death because his ult's been taking the gold of every ranged creep and he rushed Midas, and his micro is awful so there's 5 free 25 gold Treants dead too. None of his abilities help his DPS, utility, or survivability so he's useless in fights – even if he was inclined to join them. This is best-case scenario for a teammate Nature's Prophet. They probably were trying to copy those “successful” (and I use this word with a giant grimace on my face) Prophets we always face. I mean, his early game is probably the same result – a complete nonfactor, probably even died once in the jungle thanks to his low HP pool and minimal awareness. The game is under foot and – hold on, Nature's Prophet is going top – I'll TP back to stop him. You get to the tower and he Shadow Blades away. You just branched off from the push, probably resulting in a 4v4 teamfight which you'll lose because everyone who ever has gone back to deal with NP would probably have been better off in a teamfight picking off an actually impactful hero. NP returns to that lane, you try to gank him, and he Shadow Blades away. Even if you're carrying Dust he traps you or himself with Sprout for 10 seconds and you can't get out because anybody who was going to carry a Battle Fury to cut themselves out is a core hero that needs to be in fights if you want to stand a chance of winning. He now shows up bottom and starts pushing again, abandoning the push when it comes to the T3. This happens ad nauseum. Heroes equipped to deal with him are wasting their time running in circles and you cannot use a support to stop him because he'll build DPS and kill you. If you try to push he will take a T3 in the time it takes your team to organize and move to their mid T2. You're slowly strangled out by somebody whose entire job was to not push and just lead people along because if you don't play his game you lose your rax. And he thinks this is fun. It isn't. It sucks. And nobody likes it. Except for bad people. Necrophos Posted Image Necrophos's high seed mainly stems from one "feature" in his kit: Reaper's Scythe. Normally it's a pretty standard and fair ult. Only really useful against low-HP targets, and Necro can't really put out that kind of burst on his own (without Dagon). The scaling is fair enough where you aren't taking someone out from 50% HP at level 6 - there needs to be some other supplementary burst, and Death Pulse is basically melee and has a slow-moving projectile. That's okay, I guess. Posted Image 30 seconds. 30 seconds. Like, let's put that in perspective. Doom is, at times, considered to be a walking ult - that said, his namesake ability is a 15 second Silence that also deals DoT, mutes all items, and cannot be purged. It fucking SUCKS being Doomed, especially as someone who's extremely reliant on spells to deal damage. Now double the duration, prevent autoattacking, prevent getting any sort of vision, prevent exp gain - actually, at that point, just stay dead. Necrophos is the only hero in the game who can actually legitimately stop you from playing Dota for 30 extra seconds. Which, on paper, is not a lot of time - but missing 30 seconds in the early game (yes, I know they nerfed it - but Necro is in this list for that reason and any extra death time is a fucking travesty to have pinned onto this shitsack hero) can completely cripple you. I could even look past the buyback disabling as a legitimate niche but Necrophos is a disgusting hero, largely in part, due to deleting heroes from the game for so long that you seriously wonder if you're going to get an abandon from lack of XP gain if he ults you again in the next teamfight. Necro is not without his other sins as well - Heartstopper Aura being the next culprit. Laning against Heartstopper is a trial in sanity. Every Necro takes it level 1. Every Necro lane opponent is ferrying out another set of Tangoes halfway to level 3. It's not an ability you'll notice later on (unless you're standing next to neutrals waiting for them to die huehuehuehuehue FUCK YOUJ) but you sure as fuck notice it when you're trying to find any way to keep your health from ticking down until you're in "lol 60 second death timer 6 minutes in" range. It's also immediately noticable if Necro decided to take more than one point in it during laning (because who needs Sadist if you aren't gonna spend mana on anything amirite) which, much like purchasing Aghs on Bloodseeker, is only done purely to prove you are a card-carrying fuckstick Dota player. Death Pulse is honestly probably okay - and same with Sadist - which really demonstrates just how fucking astoundingly annoying this hero is, considering only 2 of his abilities are really even worth bitching about he only narrowly lost to Invoker who has 10. And perhaps what I hate most about this hero is that every Necrophos we ever play against is fucking trash. Like, support Necro Mek-in-30-minutes, picked on all game because he didn't farm shit but that's okay because he just tags along for the rides and stacks up +30 on everyones' death timers. Like, if you're gonna play 4v5 because your Necro is so bad at accomplishing anything without someone else putting him on their shoulders, Necro is gonna make sure if you have any players better than him that the field is leveled out because they just don't get to play. Trash Ancients Necros ruined pubs for ages and his niche is deleting heroes from the game. Fuck Necrophos. Fuck the 10/20/30 second timer "nerf". Cut the shit - I'm here to play Dota, not stare at a gray screen. Juggernaut Posted Image “He's a wonderful carry that's balanced in every way” - Lightning Juggernaut was, at one point, my favorite safelane carry for basically the same reasons we loathe him now. He was a solid hero. He's been a solid hero for awhile. And then, for whatever reason, Icefrog went through a completely unnecessary series of buffs to the hero that snowballed him out of control. Posted Image Juggernaut's early game got buffed with a giant Agility boost (effectively +6 damage, +1 armor, and more attack speed) and his lategame got super buffed with the BAT being dropped so low. Seriously, one of Anti-Mage's actual carry abilities was his 1.45 BAT which made attack speed so effective – then Juggernaut gets it cut to 1.4 – tacking on a crit that mathematically dealt more damage than Coup de Grâce, Juggernaut now effectively outcarries a hero touted as one of the hardest carries in the game. Any attempts to tone down this broke-dick hero were too late – Juggernaut's legacy is left, and now we're dealing with the fallout. Let's start with Juggernaut's laning. Blade Fury is a 400 damage AoE nuke that makes you magic immune for 5 seconds at level 1 hahahahahahahahaha FUCK YOUJ. Boots before the horn is just an idiotic build unless you're, like, Razor – with Juggernaut it's probably encouraged that you do so so you can deal the full 400 damage at level 1 as a hard-scaling lategame carry. High base damage mixed with great attack speed helps him farm extremely easily – basically, Juggernaut dominates lane if he has anyone to help him spin on someone's face. Jugg's midgame is defined by, well, probably the ability we all hate most on him – Omnislash. Yes, there are counters. No, not every hero on your team can build Ghost Scepter/Glimmer Cape just to deal with one ult because Juggernaut is not a walking ult and you need other shit for his teammates too. Omnislash lets Juggernaut completely 100-0 one or two heroes that try to gank him out while he's running around farming the jungle. It's always about 3 slashes longer than the ability lists and his ability to solo kill people so effectively is a gigantic nuisance. You basically need to fight Juggernaut in a creep wave or you'll lose everything. Tack on the fact that it also allows him to autoattack during the Omnislash, giving him invincibility and the best sticking power available, and Omnislash turns Juggernaut into a melee Agility carry that doesn't need to worry about being crowd controlled or being bursted down or needing items to kill everything in sight. And we haven't even touched base on Healing Ward, which singlehandedly puts Witch Doctor and Dazzle out of business since it's probably going to live longer than them and it heals way more. It seriously can pump a team from 15% health to 100% during a push. You need to physically target it (isn't hit by Gyro/Dusa/cleaves) if you want it to die, and given the health it dishes out, you need it to. Burn in hell, Jugg pickers. Techies Posted Image I fully expected Techies to be a top 2 seed, so their positioning is a little surprising to me, but they did manage to find themselves on an extremely high number of lists and justifiably so. Techies basically turn the game into “Techies game or not Techies game” thanks to his unparalleled area denial, burst capability, and requiring true sight in spades to even have a chance of pushing anything. Land Mines were, for a period of time, a 600 damage AoE nuke capable of killing roaming supports, shutting out access to the side shop, chunking towers, denying runes from mid laners, and just killing anyone who had the misfortune of going anywhere other than the dead center of mid lane. At an exorbitant mana cost and high cooldown the concept might have been balanced on paper but this just generally results in randomly dying when you want to pressure the 3 farm-reliant carries that Techies is currently stalling the game for. The sheer number of possible spots for them mean you need to carry Gem because you literally cannot afford enough sentries to carpet the ground you walk on, and this means (in a support's case) that you're dirt fucking poor, waiting on 12 minute Gem timers but still scrounging up change for a pack of Sentries so you can actually achieve something. In the case of a core, you just die. Then they nerfed it to 300 and made them more available, so you step on even more mine pits now. Stasis Trap is a 4 second AoE stun. It used to be 6. Remote Mines are, almost without a doubt, the premier stalling ability (more than Illuminate, more than March) and make it almost literally impossible to win against Techies without taking all 6 rax – which is way harder than it sounds when Techies teamcomps feature multiple farm-reliant heroes that never would have lasted if not for these cockgoblins dragging out the game an extra 20 minutes, Aghs making it impossible to de-mine the area, and Techies always having enough firepower in each lane to level a fucking continent. Techies will drag out the game if he has a working R key. Even if you do manage to find him out in the open, Suicide almost 100-0s you if you get close, denies gold and experience, and cuts his respawn timer. Playing with Techies is, honestly, perhaps half of why he's hated so much. Here's a general procedure: ~Player picks Techies ~Player will slot into the support role because they will not farm anything if played as a core ~Techies does not buy support items because he needs Soul Ring/Arcanes/Aghs/Eul's to actually place traps without going back to fountain like he's fucking Tinker or something ~You either have an underleveled safelane core who got XP sapped from Techies, or an underleveled Techies who accomplishes nothing now. ~You're half-convinced Techies just stared at the wall with their mouth open for a half hour because you can count the number of mines on the map with one hand and all he has to show for his efforts is 2 kills on their Disruptor. Now they're 5-manning your base – probably from a lane other than mid, where all of the mines are. They take your base in one push. ~Nice support Techies is just so fucking frustrating to fit into a teamcomp. He'll never be in any fights and requires farm but cannot obtain it reliably. He's idiotproof and can still faceroll no matter the caliber of player just because he can stack piles of mines on top of each other and wait. Cool hero. Anti-Mage Posted Image The hatred of Anti-Mage is multi-faceted. It's amazing how playing with, against, and as Anti-Mage all result in miserable bullshit but the hero is more than capable of it. Such a simple hero on paper. Such a pain in execution. Against Anti-Mage We'll start with the easiest one. Seeing Anti-Mage pop up on the top of the screen is a dismal moment because "fucking A, now we need to shut this guy down". For starters, laning against Anti-Mage is nightmarish if you're playing a hero like Clock or Timber who basically achieve nothing when each autoattack is 30-40 mana down the drain and you sport like 300 max. If you go back to heal you fall behind, if you stay you accomplish nothing. A competent duo lane works fine (because nobody protects the Anti-Mage). You might even kill him once or twice. Shut out his farm. If he isn't pressured at all you just lose immediately. And hey, with a decent pair you can have the false hope that – yes – Anti-Mage may be a nonfactor because he just got his boots 6 minutes in and has no Bfury components in sight. Then you notice their Shadow Fiend somehow is 6-0 and, well, being more pressing you dedicate yourselves to beat him, because he'll just take over for Anti-Mage and faceroll with the strength of two heroes. You move to deal with him. In that minute, Anti-Mage farms half of his Battle Fury and disappears into the jungle anyways. So you decide to gank Anti-Mage, because just because he has his Battle Fury (how he managed to get the other half I have no idea) he's still vulnerable in his jungle. You roam his jungle and find that, somehow, literally none of his jungle camps are taken. You know they didn't ward to protect him but he is nowhere to be found. Oh – no – there he is, he somehow farmed a Yasha despite not taking any jungle camps. Shadow Fiend comes back to kill everyone and you lose Anti-Mage again. He then proceeds to skill 4 points in Greevil's Greed because, despite being 1-3 in half an hour, he now has Bfury/Manta/Abyssal/Heart and is proceeding to murder everything in sight right around the time you think you got Shadow Fiend back under control. Despite his insurmountable comparative power level, Anti-Mage spends the next 20 minutes playing the rat game with a 0-second cooldown Blink even though he has 6 items and a consumed Moon Shard. You lose 55 minutes in after he fishes for killsteals and he makes sure you know just how easy that game was for him. As Anti-Mage Maybe you ended up with Anti-Mage because you have a quest, or a random went awry, or you're an awful person who picked Anti-Mage with the intent to force the rest of your team's performance to revolve around yourself and whether you have a good early game. I don't care. So now you have to make sure you get a decently-timed Battle Fury and get just a little space in the jungle and you'll come out guns-a-blazin'. Simple stuff. Enter laning phase. For some reason the enemy has concocted some awful Viper/Undying/Axe trilane while Disruptor and Venomancer can't really get anything off the ground because you add nothing to a mounted offense except another 300 gold in the Radiant's pocket. You may be able to Blink away from danger but that does nothing to fix the fact that a toe out of line is half your health gone (in other words, 100 damage) and if you keep sending the courier out for salves and tangoes you'll never end up farming anything. After they're done manhandling you for 10 minutes they move their offense to some other lane. Finally, some free space to farm! A perseverance in 15 minutes is a slow start but eventually you get your Claymore around the time they start mounting a 5-man offense to kick down every tower in sight. You contribute nothing to a fight (unless you're running QW Invoker in which case you may be able to killsnipe with ult) and have no farming item. You cannot engage with Blink because you get stunned and die, you have no DPS and have no sticking power on any heroes on the fringe. Battle Fury arrives 28 minutes in after you neglect a fight or two in order to actually farm it. The storm is over, right? Well, in the time it took for you to recover, you've lost your T1 mid and top (always Dire, remember) so your jungle is completely exposed to ganks, and now you can never tell if the 5 of them are missing because they're farming their jungle or if you're about to be rammed by the gank squad. Still, you take some camps so you can finish Treads (you need to heal once in the process because, well, 1.2 Strength per level) and maybe even muster up a Yasha before another teamfight breaks out (you probably need to ignore it because somehow they also have a Juggernaut with twice your net worth). So you finish Manta and your team's bleeding and crying, but you're off the ground now - time to fight! X You still have 700 HP and a stray nuke blows you up. You still have no sticking power. You need a Basher and a Heart (lol @ farming the second one, lol @ getting to use the first one without dying), and probably need to upgrade Basher to Abyssal because you aren't going to get any bashes if you DO jump someone and pop Manta. Once you farm these 4 items, Juggernaut caves your head in with Bfury/S&Y. With Anti-Mage Basically as Anti-Mage, but you're the one in the fights knowing you're making as much space as humanly possible for a 28 minute Bfury Anti-Mage. Fuck Anti-Mage. Zeus Posted Image What is there to hate about Zeus? As a hero who basically packs 4 nukes, there isn't much utility to his name and no super unique skill or combination of skills that make him annoying. At first glance, that statement would seem true. But Zeus, despite being a hero whose main job is bringing damage to the table, has a lot of hate-able qualities which resulted in his high seed. Laning against Zeus is basically the same pattern. He'll get every single last hit with his Q (and damage you in the process if you attempted to deny him out) with an enormous mana pool and stay on top in levels for awhile. Every time you look at his mana he's somehow gained it in between creep waves – just enough to float a little more to harass you while beating your denial attempts. If you want to kill Zeus it means he comes back with full mana and now he'll start shooting all of those Qs at YOU – and you'll run out of HP a lot faster than he'll run out of that mana. Around level 5 Zeus now sports a 1-3-1 skill build and he can start spamming Lightning Bolt with impunity. This ability deals about 40% of your health pool so two casts of it on any non-Strength hero is enough to send you back to the fountain. Your only hope is to somehow kill him before he bursts you down, because now the harass isn't inadvertent anymore and he's coming straight for you. Level 6. Thundergod's Wrath. Perhaps the reason Zeus is hated so much – not only does it add supplemental burst if he wants to finish you off after spamming his W, but its existence is almost like playing the laning stage with 150 less HP. I mean, you still have it, but you'll just feed Zeus a kill once he wises up and presses his R key for a free double kill. A 90 second cooldown is not prohibitively long and it's basically always available when you're in HP range to die from it. Posted Image Static Field disabling Blink Daggers in a 1200 AoE was the most INFURATING thing ever. So many Magnetizes, Echo Slams, Epicenters, Reverse Polarities, and Ravages have been denied because this fucker was absentmindedly spamming Q. That change was way overdue. And most Zeuses don't even use one of the most powerful parts of his kit – uncounterable true sight by casting W on the ground. Like, the cooldown is short, it doesn't cost him money, it can't be dewarded, and the only actual way to stop it is to kill Zeus. Any decent Zeus could completely control the vision in the river with W spam and get rid of every Obs you ever place without spending a dime on Sentries. Fuck this. When they actually use this niche it makes you want to tear your hair out. At least that's 6 seconds where he can't chunk out 400 damage from your HP pool. Zeus is more than a vessel for magic damage – well, while that's his main tool, the sheer damage output he's capable of vomiting out without so much as a single piece of gold invested in damage items set him apart from other nukers like QoP and Puck – and the fact that Static Field makes his damage scale for the entire game means he is never out for the count. He is always spitting out damage from the moment he hits the field and it's overwhelming (and tiring) as fuck. Spirit Breaker Posted Image (Credit to Darkie for the writeup) Are you good at Dota? Have you mastered positioning? Do you understand how to push the limits of your hero? Do you know when to be aggressive and how the enemy can punish you? Do you have the game sense to know where every hero is at any time? Are you adept at decision making? Do you have flawless mechanical skills? Do you understand every ability in any given game and how to counterplay any situation? Yes? Cool, play Invoker. Did you not even read any of that because you have too short of an attention span and just want things to die all the fucking time even though you’ve done literally nothing even moderately requiring any amount of effort or intelligence? Play Spirit Breaker, you unlovable miscreant hellbent on the destruction of anything that might even be sort of interesting or fun. Spirit Breaker, or Space Cow for people who think that picking this abominable failure of every fundamental aspect of game design is something to make fucking jokes about, is a strength hero who was actually designed so that coma patients and various nonvertebrate troglodytes may play Dota despite their disabilities. There’s a fun, little-known fact about Spirit Breaker, that, the act of playing this hero is a legally functional affidavit declaring that you are clearly not mentally capable of caring for yourself or others, which allows child services to assume custody of any current or future children you may have. And you deserve it, too. What’s so wrong about this hero? Literally everything. Like, actually everything is wrong with him. Name a thing that heroes aren’t supposed to be able to do and Spirit Breaker can do it. Lots of heroes have global abilities. Spirit Breaker is the only hero that has a global stun. But wait, it’s not like Rocket Flare or Sunstrike where you target an ability and something happens there. No, no, no. You literally GO THERE so that you can go on to chainstun them with your value point 17% bash chance. It’s literally Teleportation+stun+sight. It’s at this point that I’d like to remind you that level 1 Teleportation has a FIFTY SECOND COOLDOWN. Level 1 (and every other level) Charge has a T W E L V E S E C O N D C O O L D O W N. WHAT. WHO DID THIS. WHO THOUGHT, “YES, THIS IS A GOOD IDEA. LET US NOW PUT THIS IN OUR GAME. SURELY THESE NUMBERS ARE CORRECT AND GOOD AND MAKE SENSE.” But let’s keep going. There are four heroes in the game with passive bashes: Faceless Void, Slardar, Spirit Breaker, and Troll Warlord. There are two heroes in the game with two different stuns: Kunkka and Spirit Breaker. There are only six heroes in either category combined, because both are incredibly strong, so logically, why not put one fucking hero in both so that he’s the god of lockdown. Already questionable, but how do you really, really fuck this all up beyond recognition? Haha, give him the highest starting health in the game, by MOTHERFUCKING 60 HP ARE YOU JOKING. SURELY HE HAS LOW ARMOR TO COMPENSATE THOUGH? HAHA, NOPE, THREE BASE ARMOR WHERE IS YOUR GOD NOW. In a normal game, a hero will usually buy somewhere between 5 and 15 portal scrolls. Spirit Breaker will probably buy like 2, and they’ll both come from the enemy’s fountain after he successfully dives past three towers into your base to kill you solo at level 5 because he WILL ACTUALLY HAVE MORE THAN 1000 HP AT LEVEL 5 WITH LITERALLY NO ITEMS. But surely you can counter him, you just aren’t building right? Fuck you, you fucking moron, you know nothing, you stupid insolent child. You cannot counter Spirit Breaker. Charge doesn’t pierce BKB? Boo-fucking-hoo, he used Charge 18 seconds ago when you couldn’t even see him, and now that he’s here it does literally nothing against him. What’s that, BKB’s good in teamfights? Sure, yeah, it’s great if the Spirit Breaker also doesn’t have ult or doesn’t know what lines are and is incapable of just charging someone behind you because then you’ll still get bashed because no one even tried to balance this hero at all. Maybe buy a Linkens? Cool idea, loser, now you can have your 5000 gold item globally countered literally every single time it’s up so that his entire team can kill you at will (and that’s neglecting the fact that he can just pop Linkens with Charge and then Charge AGAIN before Linkens if off cooldown because at this point in development it apparently just became a game to see how idiotic this hero could get). Ghost Sceptre stops him from bashing you, will that work? Yeah, that’s a great way to make him instead use either of his two skills that do the exact same thing instead, while also amplifying the bash damage you take, good job, you’re just fucking chock-full of good ideas, you complete imbecile. Eul’s will dodge the charge or cancel the Nether Strike animation? Are--are you actual joking. What. Okay, so you dodged the charge. Now he’s sitting on your tornado and will just attack you when you land, so it doesn’t really even fucking matter, and what in the fuck good is just DELAYING the ult doing? You’re still getting ulted and you’re still gonna get chainbashed after that and if you start getting away he’s just gonna charge you again, because guess what? Eul’s has a 23 second CD and Charge has a 12 second CD. Evasion? Fuck you, I’m sure he can just get an MKB or fuck, maybe even a Bloodthorn if he hates you enough. The Wiki seriously suggests Atos and Skadi as counters because they lower his movespeed and thus the damage from bashes. Seriously. Seriously. Seriously. Seriously. SFwheoiaosdjfaosjidfsadf. That solves literally none of your problems and will only cost you at least 3100 gold lmao. In short, if you play this hero, you are a bad person who deserves to have their skin removed and gooey innards dipped in flaming salt to then be laid out in the desert sun to shrivel and crack until being plunged into a sharktank filled with bleach until all of your organs are a glistening white and then ripped out through your esophagus and splayed about your open casket, whereupon the attendees at your funeral will take turns berating your corpse for the vile desecration you strewed upon the earth in your undeserved time here before taking turns crunching and burning various parts of your unrecognizable anatomy in a ritualistic sacrifice meant to appease the gods' anger at humanity for the great disappointment you have brought upon them. I do not like Spirit Breaker. |
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| Olinea | Sep 4 2016, 06:34 AM Post #1188 |
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No finesse
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Ember Spirit Posted Image I've noticed a trend in that most heroes considered to be pubstompers / ruining the game tend to be those who aren't easily killed. Sniper was OP because nobody could ever reach him, even though that was his purported counter. Invoker was OP because of his arsenal of shit he could use to escape danger. Storm Spirit, Alchemist, Lycan, etc. Ember Spirit holds a well-entrenched position in the ranks as one of the hardest heroes in the game to kill, along with his cohorts Morphling and Slark. Ember's kit is dangerous at all stages of the game and his near-unkillability adds the perfect dash of “fuck you” to him. Ember's early game consists of Flame Guard, which basically makes him immune to nukes (because one nuke will never be enough to kill him, and trading two nukes into a flame guard is a surefire way to lose all of your mana before he does) and also deals giant magic damage – aided by his chasing ability with Searing Chains and Phase Boots, Flame Guard gives him Chemical Rage levels of survivability and offensive capability – it's seriously all the nuke damage he needs (60 DPS for 20 seconds) to live long enough to hit the next point in his progression. Basically there are two schools of Ember Spirit. The first is the Boots of Travel rush, where you're trying to become Tinker except Tinker needs to Rearm his BoT before he can leave and Ember instead just needs to have a working D key. Catching Ember is infurating because you basically need to stun/Silence him from out of vision range or he just bolts out – then either burst him or continually apply crowd control or, yeah, he just presses D and leaves. This variant of Ember basically just farms and splitpushes all game – and it's really, really hard to stop that. The second variant is basically what it turns into after freefarming the sidelanes, which is the Phase Boots into Bfury/Daedalus. Once Ember gets his Battle Fury his job is to spam Sleight of Fist every 6 seconds, destroying every creep and hero in sight. Having used this build multiple times it means Ember's capable of chunking 80% of a hero's health pool in one crit from a melee hero 1200 range away, and this crit also cleaves onto everyone else nearby. Attempting to rush down Ember to stop the cycle gets you chained, critted again, and then he amazingly presses D literally anywhere on the screen and dashes away holy shit. Ember is an effective hero at all stages of the game – and, like Juggernaut, perhaps this is the most annoying facet of him – but, in any case, his nigh-unkillability, enormous nuke potential, incredible lategame scaling with no real way to slow it down, and high-duration crowd control culminate into, truly, the “imba spirit”. Outhouse Decorator Posted Image Overused Dankmeme arguably holds the title for "hardest Intel carry in the game" - you could try to make a case for Silencer, Tinker, or NP but none of them are really capable of 300 pure damage per autoattack by 15 minutes and, well, he is. Two iterations of this hero have wound up in this game. Mostly, the largest change shifted from "you will have literally no Intel in laning" and forcing opponents to play with Techies-level base damage which was fucking awful and the mark of a player who couldn't win a lane any other way (now this role is co-opted by Huskar and Viper pickers) into the more modern iteration of "come midgame you will have literally no Intel or hit points". Our focus remains on the modern-day Oaflike Dweller who ran rampant after a series of buffs left him with the ability to steal 5 Intel per hit, resulting in fucking crazy levels of ramping damage culminating in a wildly skillful ult press that basically culled everything in its 2000 AoE because he was the only hero that was going to stack int so everything died. He also had (sorry, has) a neat little 4-second removal value point - yes, 4 seconds at level 1 - either used for setup or allowing him to Blink out of any situation with a self-cast and one point of investment. Who gives a shit about Essence Aura, it's just free unlimited mana for everyone in the area, not really OP, and we covered Sanity's Eclipse as a moderately powerful teamwipe ult. Top all of this beautiful mess off with Arcane Orb dealing Pure damage and thus allowing him to 3-shot any hero in the game as soon as he stops leveling Essence Aura, and you've got one HELL of a winner's hero. Forreal, I'm not sure why anyone plays OD as a core because anyone who's played him knows they'll pump out stupid levels of damage regardless of item build. You wanna stack Reavers and a Sange and Yasha? Sweet, enjoy your HP while you still out-damage everything. "Um, excuse me sir", you might interject. "While Outsourced Developer may be capable of dealing lots of damage, he's completely shut down by BKB". Well, Mr. Redditor, while you're correct that he doesn't damage people through BKB, I'd like to show you the BKB purchase rate on position 5s/4s (hint: I don't have the data, but I know the numbers already) and even on other heroes where you can't really afford a 4k gold detour from items you're buying to actually do stuff instead of slow down how quickly you're going to lose to this balanced as fuck hero. Or, if you DO throw up a BKB, he can pocket himself to waste 4 seconds of it, Blink/Force out, and now you're left chasing him down/ignoring him during precious, degrading time. Anyone who doesn't buy BKB is ceding 4 int per hit (for 60 seconds, too) so when the BKB runs out he's already pre-ramped and out for blood. At least with Invoker if you pop BKB he's not just going to increase in power killing your other teammates. OD has some massive carry potential throughout the entire game, seemingly with no items or skill whatsoever. And while Slark may have had the ramping damage thing first, OD has just so much other utility jammed in and what we're left with is a broken mess. Huskar Posted Image Huskar. Somewhat of an oddity, Huskar has very clearly defined strengths and weaknesses, and is one of the most draft-dependent heroes in the game. He's a hero who toes the line of death in his strongest moments and lives or dies by his opponents' tools. Huskar is undeniably different, but I mean "different" more in reference to the "different" laning experience this hero offers. Look, everyone has been new to playing against Huskar at one point. Any Huskar worth his salt (i.e. skilled W) would've made you no longer blind to the horrors of this hero. It's a little hard to put into words what makes him so difficult to lane against, but it's definitely Burning Spears automatically winning any and all autoattack trades - and over time, too, so until you have 3-4 stacks you might think it's fine until you're roasting to death qell after you've disengaged and can't even scratch Huskar back. And yet we all still continue to underestimate his potential. In reality, in a 1v1 scenario Huskar can stand wherever he wants and you run a massive risk getting near him. In a 2v1 scenario it's more than likely that you can kill Huskar, but he kills both of you as well. And why is that, you may ask? Why, because Huskar has Berserker's Blood! In other words, Huskar shrugs off magical assaults (so you can't burst him down) and is actually rewarded for playing like a reckless dumbass, because now he can just take his +500% IAS or whatever and at that point just needs Burning Spears as his only form of damage. Huskar gets ganked by 3? Unless you're Timber/Axe/AA he'll negate any nukes or magical damage, and if you can't lock him down the whole time the minute he's freed from CC he's at his strongest point, throwing spears like a coked-up Troll Warlord and lifestealing/regenerating whatever HP he's supposed to be losing now. So let's say you found out that you can't hope to win autoattack trades with Huskar and keep a healthy distance. Well, now you throw in Life Break, which not only acts as a gap closer that follows through Blinks/escapes, not only deals a percentage of your health, not only cuts HIS health to proc Berserker's Blood, but also slows you to a crawl for the duration while he wails on you for 7 stacks worth of Burning Spears. And normally, Huskar would be that example of "good game design" with his unique high-risk/high-reward style of combat. But this is Dota 2, where every semblance of "good design" goes out the window. Huskar isn't high-risk because you just end up buying lifesteal and Strength items to eliminate the risk and he isn't high-reward because rewards are earned for talented or challenging feats, and playing Huskar is neither of those things. Huskar is just... a hero. Pudge Posted Image Riot Games produces a popular game similar to Dota 2 called "League of Legends". Their diverse character designs span a range of fictional beings and have a design for everyone. In League of Legends, there also exists also a character named Urgot. Urgot is an ugly, spider-like man stitched together with gruesome fleshy and mechanical parts. Urgot is not a particularly popular character in League of Legends, and it's not particularly understood why - he brings a unique playstyle to the table and has a fun set of abilities that require skill to use and are rewarding when used properly. Riot Games has stated that Urgot's lack of popularity perhaps stems from his grotesque physical design, which people find hard to appreciate. However, that shit all goes out the window when you realize that the most popular hero in Dota 2 is a butcher made of stitched-together corpses with open wounds and markings covering his body. Pudge is ugly, and arguably only second to Lifestealer in the category of "heroes I really don't want to look at". Pudge especially during the hero-picking stages. Pudge's popularity certainly does not stem from his looks, so why has the hero remained a ubiquitous pick ever since his inception in DotA Allstars? Pudge holds an ability that has remained a staple of all games of the same genre: Meat Hook. Blitzcrank in League of Legends has the ability Rocket Grab, which extends his mechanical arm in a line and grabs the first enemy it encounters, pulling that target to him. Everybody calls it "getting hooked", even without any hook involved. The Veteran in Super Monday Night Combat has a hook he uses to drag targets to himself. Roadhog in Overwatch has his Chain Hook. Stitches in Heroes of the Storm has a hook just like Pudge, and those two are based on the same damn creature in the Warcraft universe. Meat Hook has become the kind of ability that every game uses, and most are not even subtle about the origins. But as far as Pudge goes, that's about it in the fun department. So it comes as a shock that people continue to play Pudge despite basically having only one fun ability that everyone has seen thirty or forty times a game since their first foray into pubs. The novelty of Pudge simply just... magically does not fade. Which results in a fuckload of people fighting for him, which, (unless you are one of those people), statistically results in fighting against Pudge more often than with him. And it sucks. Much like Venge, Batrider, and Earth Spirit, Pudge is able to deliver a hero right to the team's feet. Paired with a good ol' Dismembering, generally that's going to kill whoever was bold enough to stand 1200 range away from just about any source of fog of war. Repositioning against Pudge is rearranging the deck chairs on the Titanic. You just can't do it. And the big issue with that whole thing is that this ability makes it impossible to feel as though you've truly outplayed or denied a Pudge, because you can be up 40 CS and 3 levels on him in 10 minutes, deny everything, push him under his tower so he can't roam, and yet he STILL remains a pain in the ass to where you need to hug your ranged creeps if you want to attack anything. Pudge exhibits a range of control that spans half of a lane just by disappearing off the map, and he's 100% guaranteed to grab SOMEBODY because you let your guard down for two seconds and he's been fishing for that kill for the last three minutes. Next thing you know he's laughing about fresh meat and you've fed 500 gold with a giant death timer tacked onto you. This is why Pudge is a shitty fucking hero. He gets shitstomped in almost every matchup, averages like 10CS in his first 10 minutes, and then throws hooks with impunity, catches someone who actually did something during laning other than sit painfully obviously next the creepline waiting for you to come into position, reaps some nice comeback gold, and lumbers on his merry way to the treeline on the topside Dire T1 for more free kills. You can royally fuck up laning with Pudge but as long as you target squishes or have any other form of damage by your side you just rake in free kills and steamroll the midgame regardless of how fucking bad you are at holding your own in a lane. Like, I know there are other parts of this hero. His 100 DPS Rot that doesn't hurt himself, free scaling to 4k HP without any HP investment thanks to Flesh Heap, and shitty fucking attitude that every Pudge player seems to have, but Pudge IS Meat Hook, and it's fucking fascinating that one ability causes this much agony in players just because of the gigantic impact it has for how easy it is to land. God forbid Pudge stumble across a Haste or Invis rune because now you're royally fucked since he can just sit on your ass and Rot you to death with a nice 360 Pure damage finisher from melee range (fucking AMAZING skill bro nice 200 range hook I bet that took some intense fucking knowledge of the hero to click on the enemy when he's next to you) and you're feeling totally outplayed. If he doesn't, well, good luck with Schrodinger's Pudge where you might as well avoid every high ground waiting spot or tree in sight because if he's got line of sight he takes it and good luck dealing with THAT shit. There is no such thing as a shitty Pudge, there's just a Pudge who didn't throw enough hooks to eventually land the game-changer. Or the other game-changer. Axe Posted Image Axe has been dominating games for double-digit years by skipping creeps on the safelane and tanking through any harass thrown at him. Axe thrives on throwing himself in stupid situations and killing everything in sight because of it. Axe is a fucking pain in the ass to deal with if your range is anything below 300 because Counter Helix absolutely violates melee carries, and it means this hero can outright ruin someone's game just by laning. Counter Helix is the hero's signature skill and is the main reason this hero is such a pain in the ass to deal with. Creeps don't know the “don't stand near Axe if you're hitting him” rule and allow Axe to take a scratch in exchange for 100% last hit success rate. Doing so between the T1 and T2 is even worse because the farming carry is now forced to fight the tower for last hits, tank damage for the entire laning phase, and cannot chase down Axe or his tower falls in 5 minutes. Playing ring-around-the-rosy for the entire laning phase, losing last-hits to your tower, and trying to avoid having Axe rush you down while he spins on your face because he's tanking creeps and tower alike is so dumb and Axe has complete control the entire time. Your supports cannot abandon the lane because that's exactly what leads to dives and a broken tower and carry. He's able to tilt carries and ruin their games by skilling one passive ability and running around wherever he wants. OSFrog also had the fantastic idea to make it pure damage now, ruining any past hopes of “well, at least I can just build armor down the road and now it won't hurt nearly as much”. Counter Helix just makes it impossible to lane against Axe in any sort of fashion if you're a melee hero. Which sorta leads us to the other bullcrap ability – Berserker's Call. A 3-second BKB-piercing AoE taunt does not fall out of favor (unless you're somebody who skilled Battle Hunger in which case please do not skill an ability that is dispelled by getting last hits, and please do not play Axe) ever. This ability duo allows Axe to just blink into a team and let everyone wail on him while he spins around like a fucking helicopter shredding everything and everyone. Illusions can Counter Helix (for full damage) and so can a Hexed Axe, resulting in helicopter chicken murdering everyone. Berserker's Call just lasts for an eternity and now that Blade Mail deals damage before reductions (i.e. not factoring in the +40 armor Axe gets when using it) I'm surprised Axe isn't in basically every game and that the playerbase gave up as a result. Culling Blade is also annoying even though on paper it's complete shit. At level 1 it deals 150 damage (if not a kill) and up to 250 (factoring in magic resist that's a 333 damage nuke at melee range with an exorbitant mana cost on a hero with none) and results in Axe stealing kills from people who probably could use the money way more than him. It's shit. And, like Necro, the fact that Axe basically has two viable abilities and still manages to be an annoying pissbucket (and really it's just because of Counter Helix) shows just how awful he really is. Posted Image Posted Image Fuck you Axe. Ursa Posted Image There are a few bad decisions you can make in Dota 2. Refusing to buy detection for Techies. Not carrying TP scrolls against Nature's Prophet. And, perhaps some of the most egregious blunders you can make - engaging in combat with an Ursa for longer than two seconds, staying in range of Ursa's Blink Dagger, not sticking a hero in the Rosh pit 24/7 past the 6-minute mark against Ursa, and playing any melee or ranged hero against Ursa. Ursa is a special case of balance. His heavy burst combo which scales later in the game allows Ursa to quickly dispatch any hero or Roshan he finds himself next to. His strengths are extremely evident and it's hard to ignore any Ursa on top of you, regardless of his current game performance. Unfortunately, Ursa suffers from a lack of initiation or ranged crowd control, meaning he is very committal in nature and telegraphs his intentions, allowing for quick counterplay. What a crock of shit. Ursa constantly sports a win rate of above 55% (and 100% in Werewolf) - usually the tier reserved for Omniknight, Abaddon, Necrophos, and 6.83 Sniper. Despite this, Ursa continues to receive buffs that fly in the face of common sense because Redditors insist that the hero is unplayable garbage even though he's probably averaging 20 kills per game because "he's kited too easily" or "most of the heroes in the current meta shut him down". To some degree, these claims hold merit. Ursa is not going to kill a splitpushing Ember, Morphling, or Slark, because escape mechanisms galore are only going to be foiled by an Abyssal or Sheepstick, and Ursa would like quite a few things before heading down that path. No, where Ursa shines is dealing with the other 75% of the roster that really doesn't have any answer to a dive from him, particularly so when he's able to shrug off crowd control with the push of a button and completely negate any attempt to turn around the situation via damage. And this is a solo ganking Ursa! With literally any other crowd control by his side Ursa has free reign to attack his opponent 3 times and kill them. COUNTERPLAY! But let's look at Ursa's kit as a whole to see just what makes him this "in any other game I would have been nerfed by now" 55%-of-my-games-won menace. His Q is fairly vanilla - to complain about it would be to complain about Brewmaster along the same lines - if Brewmaster was able to turn your squishy 800hp body into pulp within 2 seconds of landing the ability. It's not the hardest of crowd control out there but, of course, crowd control means nothing if you can't do anything with it, and Ursa is the poster child for "do something with it" because all fucking game he's throwing bodies over the proverbial Brooklyn Bridge despite his GLARING FLAWS in Overpower. The name jokes write themselves so I'll skip over that one. It's hard to talk about this one without mentioning its partner-in-crime Fury Swipes so let's come back to this one. ""Compound interest is the most powerful force in the universe." –Albert Einstein" –Sid Meier's Civilization V Snopes says this quote may or may not have actually been said by Einstein but I imagine he didn't make it up when facing Ursa because then the quote would be something more like "Oh fuck Ursa's here, can someo- never mind holy FUCK this hero is broken". Fury Swipes, along with Chemical Rage, holds the distinction of basically being almost PROVEN to be one of the most broken abilities in the game on account of never making it past the third overall drafter in Ability Draft unless your team is asleep at the wheel. This skill forces heroes to disengage for... idk, 10 seconds at a time to get rid of the stacking damage that's added every time you swipe at them, because then eventually you're barraging 300 damage per hit and they're left hoping that maybe this'll die down at the 25 minute mark. SPOILERS, PEOPLE: You can't manfight Ursa without stunning him for 10 seconds straight, and that's not a manfight, that's a focused effort to try and shut down this asshole who's going to lay waste to everything in sight the minute you're out of ways to stop him. Ursa defies the norm of burst combo heroes because his burst actually fucking scales with items, as opposed to heroes like QoP or Lina who can only really tack on an Aghs and call it a day. Ursa's item progression is built to capitalize on this monstrosity of an ability. Blink Dagger to set up CC, lifesteal for Rosh so he can get his Aegis on a 7-minute interval, BKB just in case anyone planned on slowing down his onslaught, and then basically whatever the fuck you want because by now you have the tools to get and stay on your primary (and subsequent) target. Hell, you'll probably want some sort of orb effect in there too (because, you know, it's not an orb effect anymore) - maybe slap a Skadi, Deso, or Satanic on that puppy. Fury Swipes is an ability that only has counterplay in "do not let Ursa hit you", which is really fucking difficult to accomplish when he's amped up to crazy fuckshit levels of attack speed and you're moving like you got caught in an Upheaval. And guess who didn't get the memo about not letting Ursa hit you too much? Did you guess the neutral creep in his own little protective den that gives you 3 levels, 1000 team-wide gold, and a second life upon his death? Ursa and Rosh have a relationship not unlike that between Itchy and Scratchy where the minute one of them appears on the screen he just gets completely eviscerated and it repeats without fail. Roshan is basically the place Ursa goes when people are nowhere to be found because they wisely tucked their tails and hid from the bear, and so Ursa goes to collect his free levels and gold. Rosh is so easily taken that it elevates Ursa to a perpetual state of being on top. If Ursa is ahead, you aren't alive long enough to contest the Rosh attempt, and if you shut Ursa down (was he jungling?) he's now a level up on your mid packing an Aegis and a lump sum of gold. His ult. I'm not sure why they continue to try and tweak the damage added on it considering that's only coming into play when you're finishing off Rosh. No, instead his ult is used to break out of crowd control and make himself invincible for... what, like 8 seconds or something? That's really the part we're all using it for, who are we kidding? Ursa is not lacking in the damage department without his ult, he's lacking in the "other than killing them, how can I make sure people don't fight back while I eat them alive?" department, and that's where Enrage comes in. No longer is Ursa shackled by conventional defense mechanisms like slows, roots, and damage. Hurrah! Rejoice, for now he can continue killing supports and carries with impunity after brief intermissions! Thank you, OSFrog. Ursa is hard to squeeze into a teamcomp that already has loaded up on heroes that are guaranteed 10 kills per game, but rest assured, the pick is well worth consideration if you feel their team is lacking in the CC department - or even if it's not, really. Tinker Posted Image Tinker is one of those heroes you don't want to see on either side, and it's for mostly the same reasons, to be honest. Tinker is capable of carrying games as an Intel hero and shitting out a never-ending stream of damage that overwhelms his opponents. Well, that's what the tagline is, but that's not exactly accurate. Tinker is a carry in that he gets kills and puts out damage, but he can't do that alone unless people are hardcore feeding him and he's up 10k gold. Instead, Tinker's brand of carrying is of the killsteal variety, in which he hangs back behind everyone else and just missiles + Lasers for the last hit, then that uses up all of his mana so he goes back to fountain in preparation to return to the fight. Except teamfights don't go on hold while you're waiting 10 seconds to regain your mana, and by the time it's ready wrapping up your team has lost the fight because all your mid contributed was about 600 damage before turning tail and running. Instead Tinker TPs to a side lane, eats all of the farm, shoves the wave to the enemy T2 without pushing, and wonders why everyone's dying so much. Tinker is a wuss's hero. You never see Tinker start fights, you just see him playing cleanup and blinking into treelines during rat attempts because he's too chickenshit to fight anyone above 400 HP. He is a farm vacuum with great-looking endgame stats because he just buys Dagon and his 3 main skills are literally just damage anyways. His KDA is high because he killsnipes and he steals everyone's farm while making it too risky for anyone to farm places that aren't the jungle by indiscriminately shoving sidelanes. He's cannon fodder for anyone with blinks, stuns, invis, nukes, or BKB and then feeds mountains of comeback gold. If you DON'T kill him, he infinitely delays the game with March until you do finally get a bead on him (probably with obvious baits) and push to win. But, despite his flaws, facing off against Tinker is still a royal pain in the ass because of all of these traits. Tinker's burst rotation packs some 800-odd damage with a level 1 dagon, and while it means he's probably rotating back for mana you're still going to be dead when he comes back. Missile spam during mexican standoffs basically stops you from engaging thanks to low HP, and you know he's never going to run out of fuel for it. You can't just LET Tinker splitpush the whole game and need to deal with him on the sidelanes, but a whiff of danger and he's somewhere in the treeline TPing back already. March is a cruel area denial ability which never loses potency damage-wise. And whatever stupid build he cobbles together it's just going to result in more death timers for you, and if they win it's because they had some other hero doing the legwork. Fun hero. Spectre Posted Image I used to love Spectre. I really did. It's for the same reason Spectre continues to be picked – she's arguably the best lategame insurance a team can have. She can't lane. She can't fight without 10k worth of items first. But at some point she's either going to press R, get a triple kill, and become unstoppable, or give up on Radiance 25 minutes in when she's got 1600 gold and try for a half-hearted Diffusal before her base is run over. The issue with Spectre is that she turns the game into a Spectre game. For her enemies, that means they need to close the game out by 40 minutes or they just lose because she can just run and chase an entire team down and win a teamfight just by pressing R (and not like “press R after positioning for a 5-man Black Hole and blinking after a perfect team bait”, like “press R from your fountain and you still win the teamfight singlehandedly”). You can shut down Spectre all you want, but the minute you're forced to leave her alone is the minute she suddenly finds the gold for a Relic (seriously, how Spectres who go 0-4 in 20 minutes and have single-digit farm still manage to find Radiances in 22 minutes is beyond me) and comes back into the game. After that, there's really no hope. Playing with Spectre is arguably worse, because “Spectre game” is code for “4v5”. Like I said earlier, Spectre can't fight, can't help, can't do anything without everyone playing with a man down the whole time. The 4 of you basically are playing around Spectre. Much like Anti-Mage, nobody wants their game's success to be dictated by one person's pick. Because for every game that Spectre's dug deep, held on, and managed to swing a game from the brink, there are also games where you just lose tower after tower and if you'd had a useful core in her stead, maybe you would actually have some semblance of control over the game instead of just asking how close she is to Relic when shes continually ganked over and over in the jungle and absorbing the farm from everyone else in the team, so she's starving everyone while you're strangled out and die. And if Spectre succeeds, there's that feeling of “YEA BRO LOOK AT HOW HARD I CARRIED”. No, Spectre. You didn't carry, your team outplayed them 4v5 and won the game for you. Any idiot with lategame items on Spectre and a functioning R key (or just a mouse and ability to find the bottom-middle part of their screen for all it matters) can win a game. There aren't good Spectres, there are only good teams that win in spite of some selfish ass picking Spectre. Edited by Olinea, Sep 4 2016, 06:41 AM.
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| Olinea | Sep 4 2016, 06:34 AM Post #1189 |
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No finesse
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http://challonge.com/tournaments/bracket_generator?ref=gsTSo420ht tl;dr: These are our matchups: Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Voting should be done in the Discord channel. I figured we'd vote similar to "Best Guitar Hero Song" where you just bold the one you vote for and add 1 to it. GET VOTING, LADS |
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| tfghost92 | Sep 4 2016, 03:01 PM Post #1190 |
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swag on this dick, bitches
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is there a specific channel we're voting in? |
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| Olinea | Sep 4 2016, 07:23 PM Post #1191 |
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No finesse
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#SPV3. It's the Dota channel. |
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| Olinea | Sep 10 2016, 08:08 PM Post #1192 |
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No finesse
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http://challonge.com/spv3dotaherohatebracket Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image Posted Image vs Posted Image NOW IT GETS INTERESTING |
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| Olinea | Oct 1 2016, 04:32 AM Post #1193 |
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No finesse
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http://challonge.com/spv3dotaherohatebracket I ended up switching to Invoker. Posted Image vs Posted Image Posted Image vs Posted Image |
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| Olinea | Oct 8 2016, 08:02 AM Post #1194 |
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No finesse
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THIS IS IT THE ULTIMATE SHOWDOWN BETWEEN EVIL AND EVIL LET THIS BE THE FINAL BATTLE. Posted Image vs Posted Image |
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8:16 AM Jul 11