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General Discussion - Page 1524

Forum Index > Dota 2 General
Post a Reply
Prev 1 1522 1523 1524 1525 1526 6534 Next
IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
November 20 2012 17:54 GMT
#30461
Or dmg below 5 such as venomancer sting lvl 1.

WriterXiao8~~
Avs
Profile Joined November 2010
Korea (North)857 Posts
November 20 2012 17:55 GMT
#30462
On November 21 2012 00:38 Osteriet wrote:
My 2 cent on how they could make dota playable (which i dont think it is in current form):

1. easier muting. This is the only way of removing the god awful majority of the community that thinks they know what they talk about and flame like crazy in allied while going the famous offlane tiny/doom combo, both with 0-5, and stays in lane even though multible miss are called. 1 click total mute.

2. Reward for fast ending. Establish a reward system that encourages fast end, either through xp, items, achievements, whatever.. All games go on for 10-15 minutes to long because the winners are just fucking around.

3. Change fountain area. Make it so that you are actually safe in there, which would discourage end game fishing, and imo also lucky global hits. The current area is just a remnant of the wc3 engine and it is frustrating for the losing team.

4. Remove killing portrait. No reason to taunt people who dies.

5. Fix that MM system. you should never end up with a random team versus 5 premade tryhards. You should never as a high level player end up with retards that openly dont know how to play the game. Make a kiddie league for them, divide MM into ranked and unranked matches.

6. Offer more statistics at the end of the game that actually shows you how you fared. Right now the end stats always just says that you were bad, because you ended up waiting 15minutes in your base before it was ended. Give GPM over time, kill/death occurances, teamfights stats, display who had the best 10-lasthit-in-row time, whatever..


1. Not required by any means. All games currently use a 2 click system: Check scoreboard, then click 1 button to mute a player. It is not hard and anyone sane will realize that. However, I do think an improvement would be clicking the bubble icon that shows up when a player talks in addition to using the scoreboard.

2. No. Its already difficult to determine what scenarios would equal "end game". If players get enjoyment out of fountain diving, taking it away removes that enjoyment. It might add faster end game times but that's not guaranteed. This is similar to adding a surrender button which Valve will never do. If you really feel like this is doable, why not suggest the ways Valve can do this?

3. I don't think this will happen. The fountain area could be bigger, but it doesn't impact the game at all unless you tie it in with #2. You make it sound like you are fountain camped every game. One way to avoid this is to keep playing and practicing your own hero skills individually even though you feel like you've already lost as a team. The other way is to AFK by alt tabbing out of the game and doing something you enjoy more.

4. There should be an option to turn this off for those who cant deal with "taunting." Honestly this is a personal issue of your's and not something that affects all players. Either way, real taunting has yet to make it into the game (hero taunts), and this isn't a big deal. Again not something that "has to be fixed" before it comes out of beta.

5. The MM is something they are updating all the time. You sound pretty angry at the fact that you lose some games. Dota 2 is a pretty complex game and even players at the higher levels of matchmaking lack full understanding of every hero. This is not something Dota 2 suffers from, its a product of specialization in how people approach things. Anyways, creating a ladder league separates the player pool and increases game finding time; something Valve wants to avoid. Furthermore, fixing MMR has to account for volatility. You cannot have your MMR drop sharply because you sucked in one game: Maybe you were eating while playing, maybe you were on the phone, maybe someone walked into your room and started talking to you. This topic is so complex you might as well offer your own ideas on how to implement MMR. No game has ever gotten it perfect, but Dota 2 has come a long ways if you've searched for all the research done in Dota 2 Dev.

6. Statistics is something that should improve. Valve has very detailed stats of each mechanic in the game for every hero. However this is not published most likely due to the fact that its difficult to judge and it would require some more work to put it into the game where it would fit. I don't understand what GPM over time means, mainly because GPM is gold per minute, which is already over time. Kill death occurrences could also use some more explanation, though again this is still not a good guage of how skilled someone is. Early deaths and deaths in general are variable in worth depending on position, who got the kill, how the game is going, etc. A single death late game could spell disaster and end the game, while first blood might not change anything at all.

Teamfight stats, you should elaborate.

Last hit's in a row? This is more like a gimmick stat than a real stat. Last hits don't tell you the whole story of how he's farming. It could be a support hero with an AOE that's racking up last hits. It could be a hero that was able to farm several waves of creep. The last hits could be on a bunch of treants worth nothing compared to a neutral camp, compared to a creep wave, compared to an ancient stack. This would even encourage people to play for stats rather than for the team. Do you have any better ideas?
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
November 20 2012 17:56 GMT
#30463
--- Nuked ---
greggy
Profile Joined October 2010
United Kingdom1483 Posts
November 20 2012 18:00 GMT
#30464
On November 21 2012 00:38 Osteriet wrote:
My 2 cent on how they could make dota playable (which i dont think it is in current form):

1. easier muting. This is the only way of removing the god awful majority of the community that thinks they know what they talk about and flame like crazy in allied while going the famous offlane tiny/doom combo, both with 0-5, and stays in lane even though multible miss are called. 1 click total mute.

2. Reward for fast ending. Establish a reward system that encourages fast end, either through xp, items, achievements, whatever.. All games go on for 10-15 minutes to long because the winners are just fucking around.

3. Change fountain area. Make it so that you are actually safe in there, which would discourage end game fishing, and imo also lucky global hits. The current area is just a remnant of the wc3 engine and it is frustrating for the losing team.

4. Remove killing portrait. No reason to taunt people who dies.

5. Fix that MM system. you should never end up with a random team versus 5 premade tryhards. You should never as a high level player end up with retards that openly dont know how to play the game. Make a kiddie league for them, divide MM into ranked and unranked matches.

6. Offer more statistics at the end of the game that actually shows you how you fared. Right now the end stats always just says that you were bad, because you ended up waiting 15minutes in your base before it was ended. Give GPM over time, kill/death occurances, teamfights stats, display who had the best 10-lasthit-in-row time, whatever..


1) umad
2) umad that you can't concede
3) umad that you're getting baseraped
4) umad that you got killed
5) umad that you're getting challenged
6) actually makes sense.

User was temp banned for this post.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2012-11-20 18:24:57
November 20 2012 18:23 GMT
#30465
On November 21 2012 02:56 Dattish wrote:
On that note, are there any other instakills besides Axe and AA ult?

Define instakill, i believe axe ulti is the only which goes through grave yu can make a case for midaz and death pact probably

Typing on phone fk this
WriterXiao8~~
Yoshi-
Profile Joined October 2008
Germany10227 Posts
November 20 2012 18:24 GMT
#30466
On November 21 2012 02:56 Dattish wrote:
On that note, are there any other instakills besides Axe and AA ult?


Techies suicide
Unleashing
Profile Joined March 2011
Denmark14978 Posts
Last Edited: 2012-11-20 18:27:57
November 20 2012 18:26 GMT
#30467
On November 21 2012 03:23 Kipsate wrote:
Show nested quote +
On November 21 2012 02:56 Dattish wrote:
On that note, are there any other instakills besides Axe and AA ult?

Define instakill, i believe axe ulti is the only which goes through grave yu can make a case for midaz and death pact probably

Typing on phone fk this


From IceBlast:
• Fatal damage is 100000000 physical and clears all debuffs prior damaging.

Though yeah, it says debuffs and not buffs, so not sure if that includes removing grave.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
November 20 2012 18:28 GMT
#30468
Interesting , so it goes through grave?
WriterXiao8~~
Yoshi-
Profile Joined October 2008
Germany10227 Posts
November 20 2012 18:31 GMT
#30469
Yes, grave only works for damage that is smaller than the heroes max hp, so unless the hero has too much hp it will go through it.

But it won't remove the buff, as it is triggered
Grettin
Profile Joined April 2010
42414 Posts
Last Edited: 2012-11-20 19:45:42
November 20 2012 19:45 GMT
#30470
Whats the general feeling/opinion of Slark atm? Bit too good, balanced, Overpowered..?
"If I had force-fields in Brood War, I'd never lose." -Bisu
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
Last Edited: 2012-11-20 19:50:41
November 20 2012 19:50 GMT
#30471
--- Nuked ---
Avs
Profile Joined November 2010
Korea (North)857 Posts
November 20 2012 19:52 GMT
#30472
On November 21 2012 04:45 Grettin wrote:
Whats the general feeling/opinion of Slark atm? Bit too good, balanced, Overpowered..?


Slark's win rate currently is 44%. The hero is incredibly squishy, and in very high matchmaking Slark is doing poorly. A big issue is the synergy of skills and how it impacts the skill build:

Max essence shift and you lose burst damage and early capabilities. Max ganking skills and you lose the core feature that is Slark, stealing people's attributes and then rolling ganks out like a factory.

Also, due to his nice passive ult, a lot of item synergy is not available. This however also REMOVES some of the item flexibility you'd see on other heroes, allowing a easier counter to the hero itself, due to predictability.

I believe the overall consensus however is too early to tell, but that Slark is very fragile but can snowball out of control (but does not have protective abilities like TA. Closer to SF).
Unleashing
Profile Joined March 2011
Denmark14978 Posts
Last Edited: 2012-11-20 19:54:50
November 20 2012 19:54 GMT
#30473
Weak as shit and barely even viable in pubs.
And no slark isn't even a pub stomper, that would imply that he's good in pubs, which his winrate shows that he isn't.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
5-s
Profile Joined June 2010
United States1674 Posts
November 20 2012 19:59 GMT
#30474
You gotta play him as a farmer in high level games. Even with organized ganks he's still pretty hard to catch with 3 escape type skills, so if you play him like a wuss you can actually get out of most situations alive.
I liked Dota before it was Mainstream.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-20 20:10:13
November 20 2012 20:04 GMT
#30475
On November 21 2012 03:28 Kipsate wrote:
Interesting , so it goes through grave?

It doesn't kill through Grave. It did at release, but was patched in 6.66:
- Ice Blast no longer pierces Shallow Grave
Moderator
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-20 20:10:05
November 20 2012 20:05 GMT
#30476
double post
Moderator
Attakijing
Profile Joined June 2011
United States693 Posts
November 20 2012 21:08 GMT
#30477
On November 21 2012 01:53 Kipsate wrote:
Shadow Blade can crit because it is added to the normal damage. On kunkka combined with a daedelus will make it able to crit for much more damage, Normally Shadow blade can not crit. This is the same for Bounty hunter, where Bounty Hunter's Jinada will be multiplied by Shadow blade. This should not be this way.

If Walrus Punch was in the game it would be hilarious.
Before this was interrupted..

Is this really a glitch or do you just think it shouldn't be like that?
Avs
Profile Joined November 2010
Korea (North)857 Posts
November 20 2012 21:09 GMT
#30478
On November 21 2012 06:08 Attakijing wrote:
Show nested quote +
On November 21 2012 01:53 Kipsate wrote:
Shadow Blade can crit because it is added to the normal damage. On kunkka combined with a daedelus will make it able to crit for much more damage, Normally Shadow blade can not crit. This is the same for Bounty hunter, where Bounty Hunter's Jinada will be multiplied by Shadow blade. This should not be this way.

If Walrus Punch was in the game it would be hilarious.
Before this was interrupted..

Is this really a glitch or do you just think it shouldn't be like that?


Maybe its a glitch. Valve hasn't acknowledged it as one. It's kind of necessary though on Kunkka to a degree and one of the better items for Bounty Hunter.
Unleashing
Profile Joined March 2011
Denmark14978 Posts
November 20 2012 21:17 GMT
#30479
But they have acknowledged it as a bug in their dev fourm.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
November 20 2012 21:18 GMT
#30480
On November 21 2012 06:09 Avs wrote:
Show nested quote +
On November 21 2012 06:08 Attakijing wrote:
On November 21 2012 01:53 Kipsate wrote:
Shadow Blade can crit because it is added to the normal damage. On kunkka combined with a daedelus will make it able to crit for much more damage, Normally Shadow blade can not crit. This is the same for Bounty hunter, where Bounty Hunter's Jinada will be multiplied by Shadow blade. This should not be this way.

If Walrus Punch was in the game it would be hilarious.
Before this was interrupted..

Is this really a glitch or do you just think it shouldn't be like that?


Maybe its a glitch. Valve hasn't acknowledged it as one. It's kind of necessary though on Kunkka to a degree and one of the better items for Bounty Hunter.


It's listed as a bug.

http://dev.dota2.com/showthread.php?t=13563

under 'low', 280
ffxiv enjoyer
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