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General Discussion - Page 1797

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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
Last Edited: 2013-01-04 22:22:39
January 04 2013 22:22 GMT
#35921
Its all fun and games with Slark until someone gets a pair of true-sight eyes.
WriterXiao8~~
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 04 2013 22:30 GMT
#35922
On January 05 2013 07:05 Blitzkrieg0 wrote:
Show nested quote +
On January 05 2013 07:00 Comeh wrote:
On January 05 2013 06:58 TheYango wrote:
On January 05 2013 06:54 Comeh wrote:
Rule of thumb - if you plan on being harassed a lot / aggresive trilane, get a stout. Freefarm, get a QB.

If you're in a freefarm lane, the QB still isn't helpful because you should be able to lasthit without it, and if you're freefarming, your two outside worries will be ganks and kill opportunities against their off-laner, toward neither of which QB contributes.

Stout is still better in that scenario because it lets you tank creeps to freeze the lane.


Well, I suppose its more of a "if you struggle at last hitting under tower".

I'm stubborn and will never buy a QB (and miss last hits under tower :[ ) except for after buying a BF on AM.


Just go into a custom game and do it a few times. It's actually really easy after you figure out the numbers on when you'll one hit and when you'll two hit.

but the tower hits vary from like 90-120 I think so you can never rly be 100% on the mark if you dont have high enough dmg
Skullflower
Profile Joined July 2010
United States3779 Posts
Last Edited: 2013-01-04 22:43:18
January 04 2013 22:37 GMT
#35923
Melee:
Hit the creep once --> 5 tower hits --> hit it again.

Ranged:
Hit the creep once --> 2 tower hits --> hit it again.

Siege:
3 tower hits --> hit it.

If you have high enough base damage like say CK you don't need to hit it beforehand though.

The ruminations are mine, let the world be yours.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-04 22:40:05
January 04 2013 22:39 GMT
#35924
CK has high average base damage but has a wide range. Last-hitting under tower is actually really annoying on CK, because you very quickly get to the point where the high end of your damage range can kill it in 1 auto, but the low end needs 2.
Moderator
Skullflower
Profile Joined July 2010
United States3779 Posts
Last Edited: 2013-01-04 22:43:11
January 04 2013 22:42 GMT
#35925
woops.
The ruminations are mine, let the world be yours.
Testuser
Profile Blog Joined June 2011
6469 Posts
January 04 2013 22:43 GMT
#35926
On January 05 2013 06:53 TheYango wrote:
Show nested quote +
On January 05 2013 06:48 Testuser wrote:
I'll ge honest, I don't think starting with QB is that bad. YES, if you lane is a freefarm lane then it's pretty damn stupid, but if it's a normal pub with dual lanes, then it's well worth the security in being able to get the lasthits a smidge earlier + being able to cut down trees can be pretty useful.

The thing is in a non-freefarm lane, a melee hero that started QB gets outtraded, outharassed, and generally crushed by a melee hero that started Stout Shield, barring some significant matchup advantage (in which case, if you could still win with QB, you'd win HARDER by having Stout and being able to play more aggressive). If I have Stout and you have QB, I'm not going to try and fight you for lasthits. I'm just going to bully you directly because you can't retaliate without losing the trade insanely hard from creep aggro, whereas Stout negates the majority of the creep damage I take.

If you started Stout+QB+Tangoes, the same concept applies, except that I have more stats and more regen, so I force trades to try and trade regen with you so that you have to wait for more when you run out.

225 gold in a 0-stats, 0-regen item when everyone only has 603 gold matters a lot.

oh I'm sorry, I think I confused you. If I get a QB I'll always get a stout shield as well. otherwise the item is completely useless.

and of course it depends on the match-up: if you're vs an agressive or high damage ranged support I'll most likely skip qb and get some extra regen + a branch or two. but if I believe my support can stand up decently to his, I'll go qb and try to score an extra deny or two in the early game. tbh that's more what it's about for me - denying gold and exp from your opponents.

and if I have qb + stout + tango/salve and you go agressive harassing me, then I'll just let you - get the extra ck + denies and maybe ferry a salve or smth (of course after mid gets bottle or whatever). I completely get your point, but I think it more-so differs from style to style than one choice simply being better.

if not, then I'm wrong and you're right
https://soundcloud.com/papercranesdk
trinxified
Profile Joined December 2010
Canada7774 Posts
January 04 2013 22:53 GMT
#35927
On January 05 2013 07:21 Comeh wrote:
Show nested quote +
On January 05 2013 07:19 LazyFailKid wrote:
On January 05 2013 07:15 ArcticRaven wrote:
On January 05 2013 05:44 Nevuk wrote:
On January 05 2013 05:39 IPA wrote:
I have a question for long time dotaheads regarding IceFrog's competitive intentions. Do you think he has any interest in balancing characters who are virtually never seen at the highest level? Or does he just think "well, some of these heroes are just going to be used in pubs for fun"?

For instance, we're never going to see Treant in a serious match. We're never going to see Skel King, Ogre, Witch Doctor or Visage in a G-League or International final. We rarely (if ever) see Omni, Weaver, etc, etc. The reason for their spare usage is (usually) that other heroes simply do the things they do better. Or do multiple things better.

Do you think IceFrog *wants* to balance these never-seen heroes so that they are used in top-level competitive play? Or, at the end of the day, are some of them just always going to be "fun pub experiments"?

All of the heroes you've mentioned have been seen in serious matches at one point or another, many being first pick/first ban status at one point (visage, weaver, omni) . Treant is being constantly reworked, most people think icefrog is just desperate to get him to competitive status.

The only fun pub experiment hero is slark. If meepo's earthbind still went through bkb he would probably be picked.


Why and how is Slark only a fun pub experiment ? I love playing that guy D:

Against a good team they'll have sentries by when you get your ult and you're really squishy (not helped by dark pact hurting you too) and don't scale as good as other carries with farm.

Yeah, he's essentially just a very awkward hero that is difficult to lane well and doesn't scale as well as heroes that are equally difficult to lane.

Snowballs HARD in pubs though.


Can't snowball harder than Huskar though. Best one ever
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 04 2013 22:56 GMT
#35928
On January 05 2013 07:12 Comeh wrote:
Show nested quote +
On January 05 2013 07:05 Blitzkrieg0 wrote:
On January 05 2013 07:00 Comeh wrote:
On January 05 2013 06:58 TheYango wrote:
On January 05 2013 06:54 Comeh wrote:
Rule of thumb - if you plan on being harassed a lot / aggresive trilane, get a stout. Freefarm, get a QB.

If you're in a freefarm lane, the QB still isn't helpful because you should be able to lasthit without it, and if you're freefarming, your two outside worries will be ganks and kill opportunities against their off-laner, toward neither of which QB contributes.

Stout is still better in that scenario because it lets you tank creeps to freeze the lane.


Well, I suppose its more of a "if you struggle at last hitting under tower".

I'm stubborn and will never buy a QB (and miss last hits under tower :[ ) except for after buying a BF on AM.


Just go into a custom game and do it a few times. It's actually really easy after you figure out the numbers on when you'll one hit and when you'll two hit.

Yeah, i've done this before (though the different attack damages of heroes throws me off a wee bit). The problem is I'll end up taking a 3-4 day break from dota, not practice again, and then lose the feel for it.

This is semi-problematic considering I'm the carry for the group of people I tend to play cm games with..


How good are you at math? If you can't maintain muscle memory then you can just look at how much health a creep has and know how many hits it will take to kill.

The tower does 100-120 damage. That means you need about 80 damage to one hit the ranged creep. When you're close to this it becomes more luck based since damage ranges make it impossible to last hit properly. Until you reach that point though you will need to hit each ranged creep twice.

The melee creeps are harder because they have two armor. 550 health would mean they die in five hits, but since they have two armor they have an effective hitpoints of 616. Always think in terms of effective hitpoints if you can. It makes the math much simpler when you aren't reducing everything by armor. This means 66 damage is the magical number here, but again when you're closing in on this value it can become impossible to predict.

The creeps also gain stats at 7:30 so you might need to adjust a bit there. They only gain ten hitpoints, but it can be the difference between last hitting and missing it if you're not paying attention. Keep in mind that will give the melee creep 11 extra effective hitpoints due to it's two armor.
I'll always be your shadow and veil your eyes from states of ain soph aur.
blahz0r
Profile Joined December 2010
3030 Posts
January 04 2013 22:56 GMT
#35929
QB still isn't very useful in those scenarios you listed. Being able to get that one extra deny against an aggressive/kill oriented or high damage output lane isn't going to be worth that 225 gold when you now have to back off the lane for quite a while if the opponents know a bit about how to lane. If you're also ferrying salves, you should be making tranq boots as it'll save you from using up the courier, 1 slot on consumables, and 100g every purchase.
Liquipedia
Daozzt
Profile Joined July 2010
United States1263 Posts
January 04 2013 22:59 GMT
#35930
Quelling blade should only be bought to clear lanes/jungle quickly when you have a bfury or something, or if you have random starting gold.
Velr
Profile Blog Joined July 2008
Switzerland10940 Posts
January 04 2013 23:03 GMT
#35931
On January 05 2013 07:43 Testuser wrote:
Show nested quote +
On January 05 2013 06:53 TheYango wrote:
On January 05 2013 06:48 Testuser wrote:
I'll ge honest, I don't think starting with QB is that bad. YES, if you lane is a freefarm lane then it's pretty damn stupid, but if it's a normal pub with dual lanes, then it's well worth the security in being able to get the lasthits a smidge earlier + being able to cut down trees can be pretty useful.

The thing is in a non-freefarm lane, a melee hero that started QB gets outtraded, outharassed, and generally crushed by a melee hero that started Stout Shield, barring some significant matchup advantage (in which case, if you could still win with QB, you'd win HARDER by having Stout and being able to play more aggressive). If I have Stout and you have QB, I'm not going to try and fight you for lasthits. I'm just going to bully you directly because you can't retaliate without losing the trade insanely hard from creep aggro, whereas Stout negates the majority of the creep damage I take.

If you started Stout+QB+Tangoes, the same concept applies, except that I have more stats and more regen, so I force trades to try and trade regen with you so that you have to wait for more when you run out.

225 gold in a 0-stats, 0-regen item when everyone only has 603 gold matters a lot.

oh I'm sorry, I think I confused you. If I get a QB I'll always get a stout shield as well. otherwise the item is completely useless.

and of course it depends on the match-up: if you're vs an agressive or high damage ranged support I'll most likely skip qb and get some extra regen + a branch or two. but if I believe my support can stand up decently to his, I'll go qb and try to score an extra deny or two in the early game. tbh that's more what it's about for me - denying gold and exp from your opponents.

and if I have qb + stout + tango/salve and you go agressive harassing me, then I'll just let you - get the extra ck + denies and maybe ferry a salve or smth (of course after mid gets bottle or whatever). I completely get your point, but I think it more-so differs from style to style than one choice simply being better.

if not, then I'm wrong and you're right



What good does you a QB when all the "extra" last hits are spent on salves and extra regen?

In my experience Stout/QB only works "well" when you wouldn't need the stout anyway (and therefore also wouldn't need the QB because you got freefarm, else you just lack the regen :p)...
Comeh
Profile Blog Joined July 2008
United States18919 Posts
January 04 2013 23:09 GMT
#35932
On January 05 2013 07:56 Blitzkrieg0 wrote:
Show nested quote +
On January 05 2013 07:12 Comeh wrote:
On January 05 2013 07:05 Blitzkrieg0 wrote:
On January 05 2013 07:00 Comeh wrote:
On January 05 2013 06:58 TheYango wrote:
On January 05 2013 06:54 Comeh wrote:
Rule of thumb - if you plan on being harassed a lot / aggresive trilane, get a stout. Freefarm, get a QB.

If you're in a freefarm lane, the QB still isn't helpful because you should be able to lasthit without it, and if you're freefarming, your two outside worries will be ganks and kill opportunities against their off-laner, toward neither of which QB contributes.

Stout is still better in that scenario because it lets you tank creeps to freeze the lane.


Well, I suppose its more of a "if you struggle at last hitting under tower".

I'm stubborn and will never buy a QB (and miss last hits under tower :[ ) except for after buying a BF on AM.


Just go into a custom game and do it a few times. It's actually really easy after you figure out the numbers on when you'll one hit and when you'll two hit.

Yeah, i've done this before (though the different attack damages of heroes throws me off a wee bit). The problem is I'll end up taking a 3-4 day break from dota, not practice again, and then lose the feel for it.

This is semi-problematic considering I'm the carry for the group of people I tend to play cm games with..


How good are you at math? If you can't maintain muscle memory then you can just look at how much health a creep has and know how many hits it will take to kill.

The tower does 100-120 damage. That means you need about 80 damage to one hit the ranged creep. When you're close to this it becomes more luck based since damage ranges make it impossible to last hit properly. Until you reach that point though you will need to hit each ranged creep twice.

The melee creeps are harder because they have two armor. 550 health would mean they die in five hits, but since they have two armor they have an effective hitpoints of 616. Always think in terms of effective hitpoints if you can. It makes the math much simpler when you aren't reducing everything by armor. This means 66 damage is the magical number here, but again when you're closing in on this value it can become impossible to predict.

The creeps also gain stats at 7:30 so you might need to adjust a bit there. They only gain ten hitpoints, but it can be the difference between last hitting and missing it if you're not paying attention. Keep in mind that will give the melee creep 11 extra effective hitpoints due to it's two armor.


Hm, this is an interesting technique and will obviously be more reliable than the psuedo-guessing that usually occurs. I've heard of doing it like this, but my on-the-fly math isn't too well versed. I would consider practicing it if I ever do end up starting a team (...yeah we'll see about that).

The only really problem I can see with this is that it takes a decent amount of concentration / focus, and lowers your ability to be map-aware / keep your screen on various areas of the map.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-01-04 23:36:29
January 04 2013 23:25 GMT
#35933
On January 05 2013 08:09 Comeh wrote:
Show nested quote +
On January 05 2013 07:56 Blitzkrieg0 wrote:
On January 05 2013 07:12 Comeh wrote:
On January 05 2013 07:05 Blitzkrieg0 wrote:
On January 05 2013 07:00 Comeh wrote:
On January 05 2013 06:58 TheYango wrote:
On January 05 2013 06:54 Comeh wrote:
Rule of thumb - if you plan on being harassed a lot / aggresive trilane, get a stout. Freefarm, get a QB.

If you're in a freefarm lane, the QB still isn't helpful because you should be able to lasthit without it, and if you're freefarming, your two outside worries will be ganks and kill opportunities against their off-laner, toward neither of which QB contributes.

Stout is still better in that scenario because it lets you tank creeps to freeze the lane.


Well, I suppose its more of a "if you struggle at last hitting under tower".

I'm stubborn and will never buy a QB (and miss last hits under tower :[ ) except for after buying a BF on AM.


Just go into a custom game and do it a few times. It's actually really easy after you figure out the numbers on when you'll one hit and when you'll two hit.

Yeah, i've done this before (though the different attack damages of heroes throws me off a wee bit). The problem is I'll end up taking a 3-4 day break from dota, not practice again, and then lose the feel for it.

This is semi-problematic considering I'm the carry for the group of people I tend to play cm games with..


How good are you at math? If you can't maintain muscle memory then you can just look at how much health a creep has and know how many hits it will take to kill.

The tower does 100-120 damage. That means you need about 80 damage to one hit the ranged creep. When you're close to this it becomes more luck based since damage ranges make it impossible to last hit properly. Until you reach that point though you will need to hit each ranged creep twice.

The melee creeps are harder because they have two armor. 550 health would mean they die in five hits, but since they have two armor they have an effective hitpoints of 616. Always think in terms of effective hitpoints if you can. It makes the math much simpler when you aren't reducing everything by armor. This means 66 damage is the magical number here, but again when you're closing in on this value it can become impossible to predict.

The creeps also gain stats at 7:30 so you might need to adjust a bit there. They only gain ten hitpoints, but it can be the difference between last hitting and missing it if you're not paying attention. Keep in mind that will give the melee creep 11 extra effective hitpoints due to it's two armor.


Hm, this is an interesting technique and will obviously be more reliable than the psuedo-guessing that usually occurs. I've heard of doing it like this, but my on-the-fly math isn't too well versed. I would consider practicing it if I ever do end up starting a team (...yeah we'll see about that).

The only really problem I can see with this is that it takes a decent amount of concentration / focus, and lowers your ability to be map-aware / keep your screen on various areas of the map.


Really you only need to pay attention to the breakpoints. When you hit 66 damage. When you hit 80 damage. When the game time is at 7:30 and think about how you need to adjust. I'm not suggesting you calculate the number of hits every single creep or anything.

The speed math is required for the siege creep. Although it is more luck based than math based. You can still maximize your odds though
I'll always be your shadow and veil your eyes from states of ain soph aur.
trinxified
Profile Joined December 2010
Canada7774 Posts
January 04 2013 23:30 GMT
#35934
On January 05 2013 07:59 Daozzt wrote:
Quelling blade should only be bought to clear lanes/jungle quickly when you have a bfury or something, or if you have random starting gold.


or when there's a furion around that ganks too much early-mid game
trinxified
Profile Joined December 2010
Canada7774 Posts
January 04 2013 23:50 GMT
#35935
Ummm so Valve is extra generous or just really want to push this game out like crazy.

Just received 6 beta invite keys.
FinestHour
Profile Joined August 2010
United States18466 Posts
January 04 2013 23:55 GMT
#35936
On January 05 2013 08:50 trinxified wrote:
Ummm so Valve is extra generous or just really want to push this game out like crazy.

Just received 6 beta invite keys.


i literally just got some 2 minutes ago, i think i have like 15 unused ones now lmfao
thug life.                                                       MVP/ex-
TheEmulator
Profile Blog Joined July 2010
28102 Posts
January 04 2013 23:55 GMT
#35937
On January 05 2013 08:55 FinestHour wrote:
Show nested quote +
On January 05 2013 08:50 trinxified wrote:
Ummm so Valve is extra generous or just really want to push this game out like crazy.

Just received 6 beta invite keys.


i literally just got some 2 minutes ago, i think i have like 15 unused ones now lmfao

I got 6 invites today as well.
Administrator
LazyFailKid
Profile Joined September 2011
Canada750 Posts
January 04 2013 23:56 GMT
#35938
On January 05 2013 08:55 TheEmulator wrote:
Show nested quote +
On January 05 2013 08:55 FinestHour wrote:
On January 05 2013 08:50 trinxified wrote:
Ummm so Valve is extra generous or just really want to push this game out like crazy.

Just received 6 beta invite keys.


i literally just got some 2 minutes ago, i think i have like 15 unused ones now lmfao

I got 6 invites today as well.

Seems like everyone got 6~ keys today
SKC
Profile Joined October 2010
Brazil18828 Posts
January 05 2013 00:04 GMT
#35939
I think I got 1 key after getting into the beta over a year ago, and that was like 6 months ago.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2013-01-05 00:06:35
January 05 2013 00:04 GMT
#35940
I've seen Dendi and other top players get qb (and stout shield of course) on side lane carries in pubs. So pros who can obviously last hit well still might get it.
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