General Discussion - Page 1600
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Scaramanga
Australia8093 Posts
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Cocacooh
Norway1510 Posts
On December 05 2012 22:42 Scaramanga wrote: I'm getting lag spikes while I play, haven't had this happen to me before and has just started since the last steam update, anyone else have this problem? yea, think alot of people get them. had games where all 10 had the same issue. | ||
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Erasme
Bahamas15899 Posts
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Unleashing
Denmark14978 Posts
its a shame that they are still playing old dota This hurt inside to read this. ![]() | ||
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Esoterikk
Canada1256 Posts
On December 05 2012 22:09 DoNotDisturb wrote: Maelk just tweeted a lot about Sven and the current metagame, @TheMaelk I've always thought stacking and pulling was a retarded mechanic but always kept it to myself, glad to see a pro agrees with me. | ||
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RuskiPanda
United States2906 Posts
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PassiveAce
United States18076 Posts
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ZasZ.
United States2911 Posts
On December 06 2012 02:05 Esoterikk wrote: I've always thought stacking and pulling was a retarded mechanic but always kept it to myself, glad to see a pro agrees with me. Why do you think it's a retarded mechanic? It adds a layer of depth to the game and separates the good support players from the mediocre support players...how well they can control their lane and extract as much experience from the jungle as possible while keeping their lane safe. There may be some issues with pulls to the mid lane being a bit too strong, but that's easily adjustable in a patch to that specific spawn location and doesn't require changes to the stacking and pulling mechanic. | ||
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Ack1027
United States7873 Posts
And while we're at it treant's invis don't work the same either so calm down about how bad of a hero he is. | ||
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Kipsate
Netherlands45349 Posts
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neSix
United States1772 Posts
On December 06 2012 02:22 Ack1027 wrote: Stop ignoring the fact that neut pulls aren't at all like they were in dota 1. There's subtleties that once ported over will determine whether or not pulling and stacking really needs nerfing. I never played dota 1. Because I'm curious, would you mind expanding upon this a bit? | ||
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Dattish
Sweden6297 Posts
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TheYango
United States47024 Posts
On December 06 2012 02:35 Kipsate wrote: A part of why Lycan was so strong in Dota 2 is because the creep AI made it possible to even solo Hellcaller camps at level 1. It is virtually impossible to do this in Dota 1. You can also clarity on every camp because all camps now follow the same AI rather than having different targeting rules (e.g. certain creeps favor targeting heroes over creeps, etc.). On December 06 2012 02:43 neSix wrote: I never played dota 1. Because I'm curious, would you mind expanding upon this a bit? You can pull farther, and the pull timings are more consistent because creeps have better pathing/more consistent AI now. This is most noticeabley on the two easy camps, which had widely varying pull difficulty/timings based on which camp you spawned (trying to pull the Gnoll camp was extremely irritating in DotA 1). | ||
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Shai
Canada806 Posts
On December 06 2012 02:22 Ack1027 wrote: Stop ignoring the fact that neut pulls aren't at all like they were in dota 1. There's subtleties that once ported over will determine whether or not pulling and stacking really needs nerfing. Neuts don't even cast spells the same way they do in dota 1. Its like we forgot we went like 40 patches with sand storm not effecting neutrals. And while we're at it treant's invis don't work the same either so calm down about how bad of a hero he is. You're assuming these aren't intentional changes (there are many intentional changes in the DOTA 2 engine). This issue is listed in neither the Known Bugs list nor the Intentional Changes list, so it's not clear whether they'll "port over" any "subtleties" or not. | ||
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TheYango
United States47024 Posts
On December 06 2012 03:17 Shai wrote: You're assuming these aren't intentional changes (there are many intentional changes in the DOTA 2 engine). This issue is listed in neither the Known Bugs list nor the Intentional Changes list, so it's not clear whether they'll "port over" any "subtleties" or not. The rule is that any functionality not at parity with DotA 1 is considered unintended unless explicitly stated to be otherwise by a dev. The common bugs list is supposed to be an "FYI", not a definitive guide to what changes are intended. | ||
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Ack1027
United States7873 Posts
On December 06 2012 02:43 neSix wrote: I never played dota 1. Because I'm curious, would you mind expanding upon this a bit? Sure. As people more educated than me on this board have stated, big creeps cast spells instantly when their 'cast spell' conditions are met without any animation. In dota1 creeps always cast with their animation. So for example in dota 2 when 3 units run in stun range of a centaur it autostuns you or a hellcaller will use its blast even when the camp itself isn't bothered. In regards to pulling and stacking, the pulls last 1-1.5 seconds longer than they should and collision sizes are not 1:1 in dota 2. Ancients stack like crazy if you get dragons since junglestalker ancients and dragonspawns aren't even in the game yet. Dragons fly so they don't take up as much space. Small camps don't even fight you the right way. The poison thrower easy camps are designed to poison every unit attacking it before focusing anything. Right now they don't so junglers with summons have no fear of using clarities. Troll warlords bug out sometimes and don't spawn skeletons. The mid camp pull that dumbasses are freaking out over is much harder in dota1 and a majority of the time requires normal easy creeps instead of the speed aura kobold or slow ghost. With the slow ghost you need to time the projectile to hit you as you enter your own creeps threat area. That's the basic rundown. Tldr, chinese pullers are the overall best at doing it and they didn't require a nerf in dota 1. Its also why dire lycan was so good in dota2. | ||
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Dattish
Sweden6297 Posts
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Ack1027
United States7873 Posts
On December 06 2012 03:17 Shai wrote: You're assuming these aren't intentional changes (there are many intentional changes in the DOTA 2 engine). This issue is listed in neither the Known Bugs list nor the Intentional Changes list, so it's not clear whether they'll "port over" any "subtleties" or not. I'm not. You're assuming that I'm assuming. | ||
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Shai
Canada806 Posts
On December 06 2012 03:26 Ack1027 wrote: I'm not. You're assuming that I'm assuming. "There's subtleties that once ported over will determine whether or not pulling and stacking really needs nerfing." "Once ported." Assumes they'll port. Don't go back on your own words. | ||
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TheYango
United States47024 Posts
- Harpies, Dark Troll Warlords, and Wildkins auto-aggro to melee heroes attacking them. This means you can't clarity on them, and means you lose a lot more HP doing them at low levels because your Wolves can't tank them. - Centaurs/Wolves - Auto-aggro to low HP melee targets, and the big Centaur re-acquires targets after stomping. Rosh also actually has the auto-aggro to low HP AI in DotA 1, making it harder for you to juggle aggro between Lycan and Wolves because you can't drop Rosh aggro once you/a wolf drops low enough. Makes solo Rosh a lot less risky. | ||
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