|
On October 18 2013 19:26 Vaelone wrote: I hated trilanes anyway, bring on the 2-1-2. yep! much more fun to combo with a hero on the offlane to annoy the crap out of the enemies carry;
Undying + bristleback or necromancer with Heartstopper Aura or something like that would be fun to try out :D
[edit] by my calculations everyone get 100 extra gold at 4 minutes, and 800 gold at 30 minutes compared to what we used to get... I don't think it's THAT big of an impact
|
On October 18 2013 19:40 Velr wrote: Well... To be honest.. The walking courier was becoming kinda useless?
In progames it's basically not seen at all. In pubs it's mostly a sign that your supports have trouble pulling and don't have any money to spare as it is (or are retards... Or the midplayer can't fathom buying it himself because.. retard...). Not upgraded courier in pubs was a sign of not having anyone doing the support role, tho i will miss trying to bait people into killing the courier and upgrading it last second
|
On October 18 2013 19:31 739 wrote:Show nested quote +On October 18 2013 19:27 TMG26 wrote:On October 18 2013 18:57 Daozzt wrote: Flying Courier - Cannot be purchased until 3 minutes after creeps spawn
Did icefrog really think this shit over? Anything delivered mid in the first 3 minutes is a free courier kill for a prophet or any support camping behind the lane. Thats the point. Animal Courier - Movement speed increased from 300 to 350 - HP increased from 45 to 75
More oportinities, but no longer 1 easy hit.
|
On October 18 2013 16:54 trinxified wrote:Show nested quote +On October 18 2013 16:53 Saryph wrote:On October 18 2013 16:48 teddyoojo wrote: the more i read these changes the more i despise them and want to quit First patch? People say this every time, but it always turns out fine. There's a difference though. There hasn't been a patch crazier than this.
Seems unlikely. The game is a billion times different than when I played DotA 1 years and years ago. I mean, even the last major patch I can think of for DotA 2 featured seemingly insane things like Rooftrellen losing any damage element of his ulti (wtf), gaining a global cast range on his living armour (wat), drow having a global aura that affects creeps as well (wat), pull range of small camps being messed with, ward initial stock reduced to 1 set etc etc. The meta seems to always be in a state of flux between patches, and I think this is both intentional and the reason for these "crazy" patches. It's a new game, but an awful familiar one. Brilliant.
Some of these changes though... the potential! The pubstomping!
Pugna + literally anyone with a nuke, yeah? Pugna decrep + rank1 Laguna Blade is 675 magic damage, Finger is 900, OD ult is some terrifying number I don't want to think about, and...
Come to think of it, I think IceFrog agrees that Huskar's passive magic resistance is a bit strong, so he's encouraging people to pick OD, Pugna, and Agha's Skywrath, so they can drop infinity motherfucking magic damage on his face.
It sounds like the things of Antimage's nightmares.
On the subject of no flying till 3 minutes:
350 movespeed and 75 hp means it isn't a onehit to any ranged heroes early, and also that it outruns any bootsless hero. If mids are playing smart and nestle it in a creepwave (so coming with the 1:30 or 2:00 creepwave) they should be able to safely get their bottle or have the enemy hero take a semimajor risk in chasing the courier.
|
On October 18 2013 19:51 Staboteur wrote:
Come to think of it, I think IceFrog agrees that Huskar's passive magic resistance is a bit strong, so he's encouraging people to pick OD, Pugna, and Agha's Skywrath, so they can drop infinity motherfucking magic damage on his face.
It sounds like the things of Antimage's nightmares. If anything AM and Huskar are good vs that because of their magic resistance... why would you attempt to deal with huskar with magic damage? It doesn't really bother him.
|
On October 18 2013 20:00 Alur wrote:Show nested quote +On October 18 2013 19:51 Staboteur wrote:
Come to think of it, I think IceFrog agrees that Huskar's passive magic resistance is a bit strong, so he's encouraging people to pick OD, Pugna, and Agha's Skywrath, so they can drop infinity motherfucking magic damage on his face.
It sounds like the things of Antimage's nightmares. If anything AM and Huskar are good vs that because of their magic resistance... why would attempt to deal with huskar with magic damage? It doesn't really bother him. somebody hasnt gone into wtf mode and cast 10 aghanims laguna blades on huskar
|
On October 18 2013 20:00 Alur wrote:Show nested quote +On October 18 2013 19:51 Staboteur wrote:
Come to think of it, I think IceFrog agrees that Huskar's passive magic resistance is a bit strong, so he's encouraging people to pick OD, Pugna, and Agha's Skywrath, so they can drop infinity motherfucking magic damage on his face.
It sounds like the things of Antimage's nightmares. If anything AM and Huskar are good vs that because of their magic resistance... why would attempt to deal with huskar with magic damage? It doesn't really bother him.
Also Skywrath damage isn't infinite because 0 cd spells other than arcane orb doesn't trigger essence aura.
|
So many mad at this patch. If you've been dota long enough, this is how the usual big patches are.
Pretty sure that BS thirst will be reworked somehow, just like cent's ulti was reworked before.
|
Been thinking some more about the Roshan change and I think I nailed down why I don't like it:
Its not like the inherent randomness in the specific attack damage or the randomness of entangle or crits or range attacking uphill or that OD's Essence Aura procs. Those are are just uncontrollable elements that even out over time since you're hitting the trigger hundreds of times per game.
However in contrast the Rosh change is a strategic randomness which just makes forming strategies and teamplay less reliable. And because Roshan is killed and spawns infrequently over a game (compared to simply attacking something) you don't have the same guarantee that your "luck" with it is likely to even out.
|
Great changes. moves a little in the direction of old easy mode, but thats okay
|
I was never that much into patching/beta development of DoTa, I only play the live builds, so my question is. How long until this goes live ? What is a standard devs practice ? PTR? Community response? How long does it take ?
|
Bearded Elder29903 Posts
If no bugs it could be implemented today.
|
I think i remember some patch was similar to this....drastic changes of the game etc, was it 6.74 or 6.75?
|
o man can´t pull tango and shit no more. sad day  but everything else seems fine for me except the bloodseeker changes.
|
On the upside, this is probably the TI4-patch already. I can't imagine that we get anything more than some balance changes for certain heroes until then; and maybe some finetuning a few general mechanics.
|
Do you think it will be worth it to pick Chen or Enchantress anymore? With the whole jungling nerf it doesn't seem like it, which is a shame because they're heroes that become spectacular in the right hands.
|
On October 18 2013 19:36 -Celestial- wrote: To be honest...the Roshan change now I think about it...
Just get HoD on one of your heroes, then dump a creep in there to watch for spawn? *shrug*
If the enemy is keeping tabs on Rosh too it wouldn't be too hard to just kill it/force you to pull it away though.
On October 18 2013 21:24 BurningSera wrote: I think i remember some patch was similar to this....drastic changes of the game etc, was it 6.74 or 6.75?
6.75 had quite a lot of changes, if that's what you're talking about.
|
On October 18 2013 21:18 Jochan wrote: Community response?
Yeah, right...
|
- Living Armor cooldown rebalanced from 15 to 32/26/20/14 - Living Armor manacost increased from 25 to 50
treant nooooooooooooooooo
|
On October 18 2013 21:12 -Celestial- wrote: Been thinking some more about the Roshan change and I think I nailed down why I don't like it:
Its not like the inherent randomness in the specific attack damage or the randomness of entangle or crits or range attacking uphill or that OD's Essence Aura procs. Those are are just uncontrollable elements that even out over time since you're hitting the trigger hundreds of times per game.
However in contrast the Rosh change is a strategic randomness which just makes forming strategies and teamplay less reliable. And because Roshan is killed and spawns infrequently over a game (compared to simply attacking something) you don't have the same guarantee that your "luck" with it is likely to even out. It's not strategic randomness, it's a game of chicken around a statistical probability.
The more time passed since Rosh had a chance to spawn without him doing so, the more likely he gets to spawn for every passing second. This means that: a) The enemy team is more likely to be close to the pit and less likely to be on the other side of the map. b) It becomes more profitable for your team not to be at Rosh pit in terms of what you can get out of not being there.
---> If you blink (aka go to Rosh) too early you are bound to lose towers and even Raxes. If you blink too late you will lose Rosh and get nothing out of it. And then there is this initial 33% chance that he does spawn in the first minute and all your initial plans got butt-raped unless you were properly prepared.
What this means in practice is that it's an insane buff to heroes like Prophet, Tinker or Naga and to TP boots in general. This single chance is the one and only element in the entire patch that encourages this kind of play style. If you now want a Prophet (who gets a big portion of his value out of starving the enemy trilane) or a Naga (who gets a big portion of her value out of farming early on without a big lane presence) they will be much much harder to get through laning phase but their value later in the game got increased.
|
|
|
|