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6.79 Changelog - Page 33

Forum Index > Dota 2 General
Post a Reply
Prev 1 31 32 33 34 35 87 Next
Faruko
Profile Joined April 2013
Chile34171 Posts
October 17 2013 21:08 GMT
#641
Dat Shadow Blade nerf...

Loving the changes to Witch Doctor, Phantom Assasin, BloodSeeker, Lich and Shadow Shaman

Whats the point of:

Ogre Magi

Unrefined Fireblast cooldown reduced from 10 to 6

its still a 400 mana skill thats its almost not worth using, its not like you could spam it =s
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 17 2013 21:10 GMT
#642
On October 18 2013 06:05 FiWiFaKi wrote:
Show nested quote +
On October 18 2013 05:59 stuchiu wrote:
On October 18 2013 05:55 FiWiFaKi wrote:
I don't even play Dota.... But whaaat? This is like the equivalent of changing mineral collection rate per trip, changing game speed, starting with 2 workers instead of 6, changing attack/def/as on every single unit. Getting rid of a barracks, and adding a First person view of your units mode?

Lol... This is like completely relearning the game. Wow. Ballsy, I don't like such drastic changes, but it seems like Valve has been heading in the right direction with the game over the last few years, right?


I kind of prefer this method of patching.


But he quite literally changed 1,000 variables at once... How can he know this will be better than what was before... Geez, when in SC2 we change two things at once, often the expected outcome is nothing like the predicted outcome. Resetting the meta-game this badly will take months to find what optimal is? There's like a 100 heroes, how do you find the 5 that will be the most effective in a short period of time... The next 2 months at least are going to be total wtf shows. Like not knowing when Roshan respawns? Totally changes strategy of where you position yourself...

This is interesting to say the least. Hope to see it work, but hope to see Navi still winning.

But they are all tiny changes and the game is still the game. Icefrog doesn't seem to want to reward one style playing, but comming up with interesting line ups.

And I would say sc2 patching is to tame. That game is at it's best when people are trying new stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Belisarius
Profile Joined November 2010
Australia6231 Posts
October 17 2013 21:11 GMT
#643
What in the flying fuck.

Man I hope this is fake. This is absurd.
Daralii
Profile Joined March 2010
United States16991 Posts
October 17 2013 21:16 GMT
#644
On October 18 2013 06:11 Belisarius wrote:
What in the flying fuck.

Man I hope this is fake. This is absurd.

It's up on the test client.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
ViZe
Profile Joined January 2011
United States1513 Posts
October 17 2013 21:16 GMT
#645
Holy shit this is like a totally different game
I have no idea what change i should point out now since so many are so whack

seriously though I'm majorly disappointed about the nerfs to junglers. I hate fighting for CS with people who last pick carries. Nerfs to pulls are also a fairly significant nerf to safelane support/hard carry farming

The competitive meta is gonna be so different from the one now.

Also seriously wtf about that skywrath aghs. Does that mean i can put down like 6 ults in the same place or do they not stack
aintz
Profile Joined August 2010
Canada5624 Posts
October 17 2013 21:17 GMT
#646
On October 18 2013 06:08 Faruko wrote:
Dat Shadow Blade nerf...

Loving the changes to Witch Doctor, Phantom Assasin, BloodSeeker, Lich and Shadow Shaman

Whats the point of:

Ogre Magi

Unrefined Fireblast cooldown reduced from 10 to 6

its still a 400 mana skill thats its almost not worth using, its not like you could spam it =s


yeah that 400mana cost on aghs fireblast is excessive. 300 would be reasonable.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
Last Edited: 2013-10-17 21:19:57
October 17 2013 21:17 GMT
#647
On October 18 2013 06:05 FiWiFaKi wrote:
Show nested quote +
On October 18 2013 05:59 stuchiu wrote:
On October 18 2013 05:55 FiWiFaKi wrote:
I don't even play Dota.... But whaaat? This is like the equivalent of changing mineral collection rate per trip, changing game speed, starting with 2 workers instead of 6, changing attack/def/as on every single unit. Getting rid of a barracks, and adding a First person view of your units mode?

Lol... This is like completely relearning the game. Wow. Ballsy, I don't like such drastic changes, but it seems like Valve has been heading in the right direction with the game over the last few years, right?


I kind of prefer this method of patching.


But he quite literally changed 1,000 variables at once... How can he know this will be better than what was before... Geez, when in SC2 we change two things at once, often the expected outcome is nothing like the predicted outcome. Resetting the meta-game this badly will take months to find what optimal is? There's like a 100 heroes, how do you find the 5 that will be the most effective in a short period of time... The next 2 months at least are going to be total wtf shows. Like not knowing when Roshan respawns? Totally changes strategy of where you position yourself...

This is interesting to say the least. Hope to see it work, but hope to see Navi still winning.


There are basically two ways to balance a game.

There is the Street fighter method and then there is the Marvel vs Capcom method.

In the street fighter method, you release the game and then slowly tweak and buff things so that no one character is completely dominant over the others. For the most part SC2 follows this method and is trying(?) to get to a even balance between the races while ignoring skill variance between the top players.

Then there is the Marvel vs Capcom method. At some point you add too many variable, characters and mechanics in a game. Then you add another layer on top of that making it a 5v5 game. Sure you could slowly change it point by point even a long period of time or you can just add so much new shit (mechanics, skill changes, item changes, etc.) and just let the players figure it out. Or you can just change everything at once and if you add a shitload of changes for a shitload of characters, eventually things will be balanced by the fact that whatever becomes the single best strategy will likely be beaten the next week as another solution is found in the system.

Both are valid ways to balance a game, but the second way of balancing always creates a kind of freshness to the game that not even an expansion can do. It's just more fun to play a game after large dramatic changes like this.
Moderator
FinalForm
Profile Joined August 2010
United States450 Posts
Last Edited: 2013-10-17 21:18:15
October 17 2013 21:17 GMT
#648
why the FUCK should someone get XP for a neutral that i killed???
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
October 17 2013 21:18 GMT
#649
On October 18 2013 06:16 ViZe wrote:
Holy shit this is like a totally different game
I have no idea what change i should point out now since so many are so whack

seriously though I'm majorly disappointed about the nerfs to junglers. I hate fighting for CS with people who last pick carries. Nerfs to pulls are also a fairly significant nerf to safelane support/hard carry farming

The competitive meta is gonna be so different from the one now.

Also seriously wtf about that skywrath aghs. Does that mean i can put down like 6 ults in the same place or do they not stack

The mana cost for the ult is gigantic tho
Dodge arrows
GraFx
Profile Joined May 2010
United States429 Posts
October 17 2013 21:18 GMT
#650
is this real life? so much of this seems crazy and unreal
aintz
Profile Joined August 2010
Canada5624 Posts
October 17 2013 21:20 GMT
#651
On October 18 2013 06:17 FinalForm wrote:
why the FUCK should someone get XP for a neutral that i killed???


imagine a bounty hunter just sitting invis 24/7 next to a jungler getting exp and waiting to go for the kill. seems really stupid to me lol
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
October 17 2013 21:20 GMT
#652
I like most of the hero changes a lot, kinda wish IF would stop hating on syllabear though . I dont like the general gameplay changes very much though. I wonder whats up with the extreme hate on pulling? Offensive trilanes should be super strong now, defensive ones should be super weak.
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
Belisarius
Profile Joined November 2010
Australia6231 Posts
October 17 2013 21:21 GMT
#653
Oh God blinking pudge.

The pubs, Icefrog. Won't somebody think of the pubs?
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
October 17 2013 21:23 GMT
#654
On October 18 2013 06:08 R3DT1D3 wrote:
I want to see videos of Storm Spirit in Ball Lightning being outrun by Bloodseeker at whatever his new crazy max is :D

Bloodseeker renamed "The Flash". Becomes automatic invisible when he reaches the speed of light.


If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
October 17 2013 21:24 GMT
#655
On October 18 2013 06:18 TheSubtleArt wrote:
Show nested quote +
On October 18 2013 06:16 ViZe wrote:
Holy shit this is like a totally different game
I have no idea what change i should point out now since so many are so whack

seriously though I'm majorly disappointed about the nerfs to junglers. I hate fighting for CS with people who last pick carries. Nerfs to pulls are also a fairly significant nerf to safelane support/hard carry farming

The competitive meta is gonna be so different from the one now.

Also seriously wtf about that skywrath aghs. Does that mean i can put down like 6 ults in the same place or do they not stack

The mana cost for the ult is gigantic tho

Skywrath + OD, game was good.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
October 17 2013 21:24 GMT
#656
Not a fan of a huge amount of these changes though I understand some of the logic behind some of them.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
I_love_sharkpeople
Profile Joined October 2013
United States253 Posts
Last Edited: 2013-10-17 21:27:22
October 17 2013 21:26 GMT
#657
On October 18 2013 06:08 R3DT1D3 wrote:
I want to see videos of Storm Spirit in Ball Lightning being outrun by Bloodseeker at whatever his new crazy max is :D


No vids of the new ferrariseeker chasing a storm, but I'm pretty sure he can pull it off:
Yacobs
Profile Joined March 2010
United States846 Posts
October 17 2013 21:27 GMT
#658
I wish he went further with the Shadow Blade nerf. The longer cooldown just means initiating with a Shadow Blade activation is a bit riskier since you probably won't be able to use it again soon enough to escape. It doesn't do anything to address the fact that it's a de facto get-out-of-jail-free card for any given carry/semi-carry in the game. Imagine if carry/semi-carries had to, oh I don't know, actually think about their positioning on the map!
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 17 2013 21:28 GMT
#659
On October 18 2013 06:17 FinalForm wrote:
why the FUCK should someone get XP for a neutral that i killed???

Look it it this way, they can't steal the creep from you either.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Logo
Profile Blog Joined April 2010
United States7542 Posts
October 17 2013 21:28 GMT
#660
On October 18 2013 06:21 Belisarius wrote:
Oh God blinking pudge.

The pubs, Icefrog. Won't somebody think of the pubs?


If anything it might make pubs easier. Instead of my allies being hooked by stupidly obvious hooks and dragged away the Pudge will now blink in for teh ultz and I can at least burst him down (or stun the ult).
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