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Chinese Dota will be Chinese Dota again - Page 2

Blogs > motbob
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Prev 1 2 3 Next All
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 25 2014 12:53 GMT
#21
The patch is not in the wild yet, but clearly we can predict the end result of changes to 100 heroes and items and a new map.

We are all experts here.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
YourGoodFriend
Profile Blog Joined June 2010
United States2197 Posts
September 25 2014 13:25 GMT
#22
I would say that one thing you are missing is that the map changes could play a pretty big impact into whether or not being aggressive will pay off or not. Specifically with the offlane changes *theoretically* allowing 3 position hero's to get levels easier could cause for earlier team fights with team fight ultimates coming earlier on (ravage, chrono etc)

It will definitely be the wild west for the first few competitive games and will be a lot of fun to watch
anonymous is the most famous author that anyone can be
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
September 25 2014 13:27 GMT
#23
Where are the BLUE POSTERS to save us all
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
JewishOverlord
Profile Joined May 2014
United States36 Posts
September 25 2014 14:40 GMT
#24
It actually discourages you from getting a super advantage and encourages pick offs, but I wish this brought back 4 protect 1. I want to see ultra rice fest carries again.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
September 25 2014 14:51 GMT
#25
Medusa vs Spectre!
Demand2k
Profile Blog Joined November 2009
Norway875 Posts
September 25 2014 15:07 GMT
#26
I welcome anything at this point, TI4 was a disaster meta-wise
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 25 2014 15:15 GMT
#27
On September 25 2014 23:40 JewishOverlord wrote:
It actually discourages you from getting a super advantage and encourages pick offs, but I wish this brought back 4 protect 1. I want to see ultra rice fest carries again.

You will be entertained for 2 months and then we will all be begging for Russian dota again.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Kishin2
Profile Joined May 2011
United States7534 Posts
September 25 2014 16:48 GMT
#28
Didn't realize the gold change was that significant. Maybe we'll see a broader distribution of farm now as opposed to the conventional 1-5 allocation.
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
September 25 2014 18:39 GMT
#29
The wording in the patch notes is a bit ambiguous, but let's say that we use the formula Valve provides to get the new AOE bounty (3 heroes = 20 + 5*level + 0.25(NWFactor)). Does that AOE bounty go to each hero involved, or does it split in 3? In other words, does the ganking team get 3 times the AOE bounty added to their overall net worth, or do they just get the AOE bounty added to their overall net worth?

I did the calculation myself using motbob's example and couldn't actually get precise gold values without deciding on a number for the losing team's net worth. My math skills are a little rusty but assuming that the losing team has 8k total net worth and the enemy core is level 11, the AOE bounty value I got was 421. Now if it's true that the full AOE bounty goes to each hero individually, that's a lot of money. But if it doesn't, then it's actually quite low, even if the core is a much higher level (say 15 at the 15 minute mark).

On another note, even in motbob's example, the losing team still only makes up less than 25% of the difference in net worth, which, everything else being equal, is not going to suddenly put the losing team back in the lead. Before, it was actually quite costly to spend three heroes to gank the enemy core because you didn't even make up 10% of the difference for what was probably a good 30 seconds at least of lost farming or pushing time. And I think there's still an incentive for the winning team to gank, since the hero who last hits still gets a full last-hit bounty---you just can't commit 3-4 heroes to that gank and expect that to make up the opportunity cost of just farming/pushing on its own. But if you gank and that leads to a winning teamfight or tower push or aegis, then it's still probably worthwhile.
Can someone please explain/how water falls with no rain?
Kabras
Profile Joined June 2011
Romania3508 Posts
September 25 2014 18:56 GMT
#30
we're not gonna see the return of anything because of a billion reasons. mainly tho cuz this is a completely new map that nobody knows how to play optimally on yet. icefrog just nerfed the fuck out of pushing, probably cuz of the ti stomps and buffed ganking through the hero bounty rework. expect a lot of killing and picks like night stalker, bh, beastmaster and probably a lot more slark. some teams might try to abuse the glyph and tower armor changes and go farm heavy but with gankers being so good in this version that's a pretty high risk play.
"So playing SF in pubs, everyone remember that a very important point is that when using a carry hero like this you must be very selfish. Because working with team mates is a very dangerous thing" - 2009
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2014-09-25 19:26:54
September 25 2014 18:58 GMT
#31
On September 26 2014 03:39 RuiBarbO wrote:
The wording in the patch notes is a bit ambiguous, but let's say that we use the formula Valve provides to get the new AOE bounty (3 heroes = 20 + 5*level + 0.25(NWFactor)). Does that AOE bounty go to each hero involved, or does it split in 3? In other words, does the ganking team get 3 times the AOE bounty added to their overall net worth, or do they just get the AOE bounty added to their overall net worth?

I did the calculation myself using motbob's example and couldn't actually get precise gold values without deciding on a number for the losing team's net worth. My math skills are a little rusty but assuming that the losing team has 8k total net worth and the enemy core is level 11, the AOE bounty value I got was 421. Now if it's true that the full AOE bounty goes to each hero individually, that's a lot of money. But if it doesn't, then it's actually quite low, even if the core is a much higher level (say 15 at the 15 minute mark).

On another note, even in motbob's example, the losing team still only makes up less than 25% of the difference in net worth, which, everything else being equal, is not going to suddenly put the losing team back in the lead. Before, it was actually quite costly to spend three heroes to gank the enemy core because you didn't even make up 10% of the difference for what was probably a good 30 seconds at least of lost farming or pushing time. And I think there's still an incentive for the winning team to gank, since the hero who last hits still gets a full last-hit bounty---you just can't commit 3-4 heroes to that gank and expect that to make up the opportunity cost of just farming/pushing on its own. But if you gank and that leads to a winning teamfight or tower push or aegis, then it's still probably worthwhile.

The bounty as calculated in previous patches was not split, and there is no reason to believe that this new bounty is split. If we were to assume that the bounty is split, that would mean that the gold gained in 3-5 man ganks is MUCH lower than it was pre-patch, as long as the ganking team is ahead. That doesn't seem like a reasonable outcome. Of course, I can be proved right or wrong by testing in-game.

It's hard to come up with numbers when doing the math for this patch. The net worth difference is important, but so is the total net worth of the teams. The best thing to do is to look at actual games for data. Take this game for example: http://www.dotabuff.com/matches/919526792 . You just plug in the data from this game to see that a kill on kyxy at the very end of the match with 5 heroes in the AOE would have netted ~3800 gold, plus the streak gold.
ModeratorGood content always wins.
theqat
Profile Blog Joined March 2008
United States2856 Posts
September 25 2014 21:30 GMT
#32
Have to side with the people saying it's ridiculous to try to predict how the game will look competitively. There's a billion variables other than this one change that make the game extremely different from 2010. The only thing we have to go on is that the pros might make their first impressions of the patch ("oh no games will get so passive") into a self-fulfilling prophecy. Even then, the optimal way of playing will prevail and no one can know for sure that it will be turtlefests.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
September 26 2014 03:29 GMT
#33
On September 26 2014 03:56 Kabras wrote:
we're not gonna see the return of anything because of a billion reasons. mainly tho cuz this is a completely new map that nobody knows how to play optimally on yet. icefrog just nerfed the fuck out of pushing, probably cuz of the ti stomps and buffed ganking through the hero bounty rework. expect a lot of killing and picks like night stalker, bh, beastmaster and probably a lot more slark. some teams might try to abuse the glyph and tower armor changes and go farm heavy but with gankers being so good in this version that's a pretty high risk play.

I don't see how this patch really benefits beastmaster or NS. Beast is still a jack of all trades master of none, and night stalker got raped by the day/night change in 6.79.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
Madlobster
Profile Joined June 2013
Norway70 Posts
September 26 2014 10:10 GMT
#34
Woah, the jimmies were rustled even before anyone had even the chance to play the current build.
How about at least trying the game before complaining about it? We dont even know how things will unfold, for all we know the meta can evolve and be the best spectator metagame that has ever been.

Put down your pitchforks, pick them up again when there is reason for it...
if you steal from one author it's plagiarism if you steal from many it's research
Elyvilon
Profile Joined August 2008
United States13143 Posts
September 26 2014 10:38 GMT
#35
man how about that farmfest Chinese meta huh
Liquipedia
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 26 2014 12:51 GMT
#36
On September 26 2014 19:38 Elyvilon wrote:
man how about that farmfest Chinese meta huh

SoonTM(or never)
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Fire Turtles
Profile Joined June 2014
527 Posts
September 26 2014 15:26 GMT
#37
On September 26 2014 19:38 Elyvilon wrote:
man how about that farmfest Chinese meta huh


Well, it WAS a Spectre versus a Morphling...
He who wishes to be obeyed must know how to command. - Niccolo Machiavelli
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
September 26 2014 17:49 GMT
#38
Icefrog is Chinese
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Archeon
Profile Joined May 2011
3265 Posts
September 26 2014 21:59 GMT
#39
Don't agree. The later the game goes the more gold you get if you kill someone rich and there's still the bb-mechanic and the long respawn timer. Also longer game means more opportunities for smoke ganks etc aka more opportunities to turn it around. Playing overly defensive isnt going to win you the game.

That being said throwing is punished harder than ever, which imo is a good thing for comebacks. I like close games way more than ti4 stomps.
low gravity, yes-yes!
a-game
Profile Blog Joined December 2004
Canada5199 Posts
September 27 2014 01:03 GMT
#40
Well game 5 of EG vs SNA for Starladder added some momentum to your theory.
you wouldnt feel that way if it was *your* magical sword of mantouchery that got stolen - racebannon
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