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On January 14 2013 22:33 Kipsate wrote: 5v5 mid Axe
only Call and Spin allowed, no Hunger, man the fuq up.
Oh god, that remembers of an "Axe wars" custom game on Wacraft 3. One of the worst "wars" I remember. Sand King Wars was pretty bad as well. Bounty Hunter Wars was surprisingly good.
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On January 14 2013 08:02 FuzzyJAM wrote:Show nested quote +On January 14 2013 08:00 trinxified wrote: Scary combo to lane against is KotL and Axe... Battle Hunger spam is nuts. Add Silencer and you have the ultimate "FML I'm never playing this game ever again" trilane. In regards Skeleton King builds, I recommend going stun into not picking him because he's straight up terrible.
I like it when people go SK and grab an Aegis.
They tend to get REALLY overconfident then massively overextend or take an unwinnable teamfight. Rest of their team goes down or runs away and they're left getting 5v1 smashed for three deaths.
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On January 14 2013 16:27 TheYango wrote:Show nested quote +On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know:
If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss.
If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge).
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On January 14 2013 23:59 Comeh wrote:Show nested quote +On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though.
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On January 15 2013 00:16 Unleashing wrote:Show nested quote +On January 14 2013 23:59 Comeh wrote:On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though. Well, I know that was how it was supposed to work - I'm just judging the many times I've forcestaffed onto high ground with 10 hp left and it hitting 100% of the time and killing me every time.
This might be the same bug as the one that never has LD's bear entangle when I'm being ganked.
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On January 15 2013 00:38 Comeh wrote:Show nested quote +On January 15 2013 00:16 Unleashing wrote:On January 14 2013 23:59 Comeh wrote:On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though. Well, I know that was how it was supposed to work - I'm just judging the many times I've forcestaffed onto high ground with 10 hp left and it hitting 100% of the time and killing me every time. This might be the same bug as the one that never has LD's bear entangle when I'm being ganked. Yea i've heard of similar bugs, whenever i play skill-magi people(Usually enemies) always complain about my massive amount of skill 
Just look at this poor fella: + Show Spoiler +
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On January 15 2013 00:16 Unleashing wrote:Show nested quote +On January 14 2013 23:59 Comeh wrote:On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though. Nope, try with windrunner
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On January 15 2013 01:13 igotmyown wrote:+ Show Spoiler +On January 15 2013 00:16 Unleashing wrote:Show nested quote +On January 14 2013 23:59 Comeh wrote:On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though. Nope, try with windrunner
Don't know others but I am %100 sure windrun doesn't work if you activate it after the opponent's attack. Let's say it doesn't matter if you windrun or not after you see the arrow of the clinkz. Windrun checks the beginning of the attack.
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United States47024 Posts
On January 15 2013 00:16 Unleashing wrote:Show nested quote +On January 14 2013 23:59 Comeh wrote:On January 14 2013 16:27 TheYango wrote:On January 14 2013 16:20 trinxified wrote: So I just learned today...
That Force Staff can dodge range attacks when activated at the right time. It dodged Clink's Searing Arrow from getting the last hit for the kill.
Good thing I'm still learning something new. IIRC Force doesn't directly disjoint projectiles. What probably happened is that you forced yourself onto high ground, which caused the attack to miss based on high ground miss chance (DotA 2 checks attack miss chance on hit, rather than when the attack is released--a difference from DotA 1 that I believe is on the known bugs list). Actually, just wanted to chime in here incase anyone didn't know: If you force yourself onto high ground before the attack animation completes and the projectile is released, you will still have a chance to miss. If you force yourself onto high ground after the attack animation and the projectile is already released, the attack will hit you with no chance to miss (unless, you know, you have a dodge). Fairly sure it doesn't check for miss untill the projectile connects in DotA2, which should be a bug? It's meant to be like you describe though. I just checked the dev forum. The bug report that reported that turned out to be a false report (related to an edge case involving longer attack animations).
Miss chance is correctly evaluated on projectile launch like it's supposed to.
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On January 14 2013 23:18 Lightspeaker wrote:Show nested quote +On January 14 2013 08:02 FuzzyJAM wrote:On January 14 2013 08:00 trinxified wrote: Scary combo to lane against is KotL and Axe... Battle Hunger spam is nuts. Add Silencer and you have the ultimate "FML I'm never playing this game ever again" trilane. In regards Skeleton King builds, I recommend going stun into not picking him because he's straight up terrible. I like it when people go SK and grab an Aegis. They tend to get REALLY overconfident then massively overextend or take an unwinnable teamfight. Rest of their team goes down or runs away and they're left getting 5v1 smashed for three deaths. Aegis on SK makes sense - it allows him to do what he does best: die.
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Aegis on SK won me a game once, when I was against an AM and that was the only way to revive.
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yup, cant win with medusa, no waaaaay
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On January 15 2013 02:10 cilinder007 wrote: yup, cant win with medusa, no waaaaay
HOW TO WIN WITH MEDUSA: AUSTRALIA EDITION.
1.CREATE A NEW ACCOUNT AND SELECT NEW. 2. QUEUE AUSTRALIA YOU ARE VERSING THE SAME 9 PEOPLE YOU WOULD VERSE IF YOU ARE IN VERYHIGH ANYWAY. 3. CLICK MEDUSA. 4. WIN GAME
Edit: Sorry just pissed @ the lack of australian players right now. Late night AU is horrible @ my mmr. same people for 6 hours.
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excuse me this is team liquid dota 2 general discussion we have standards of discussion here
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Yeah, medusa is awful. After 3 big items you still can't carry shit. You need to be at AT LEAST 5 slot before you can actually think about carrying, and your last slot needs to be an aegis too.
Also what is with medusa players who can't farm? Like, free farm in a trilane + stacked jungle -> ~30 minute linkens... :/
Skeleton king just needs mobility. Shadowblade on him is OPWTFBBQ. Almost as OP as not picking him
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On January 15 2013 02:24 Sn0_Man wrote:Yeah, medusa is awful. After 3 big items you still can't carry shit. You need to be at AT LEAST 5 slot before you can actually think about carrying, and your last slot needs to be an aegis too. Also what is with medusa players who can't farm? Like, free farm in a trilane + stacked jungle -> ~30 minute linkens... :/ Skeleton king just needs mobility. Shadowblade on him is OPWTFBBQ. Almost as OP as not picking him  People who don't normally play carries - see threads about ZSMJ and think OMG I WANT TO DO THIS.
People who normally play carries don't pick medusa.
- Comeh 2013 #1 Carry US
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On January 15 2013 02:24 Sn0_Man wrote:Yeah, medusa is awful. After 3 big items you still can't carry shit. You need to be at AT LEAST 5 slot before you can actually think about carrying, and your last slot needs to be an aegis too. Also what is with medusa players who can't farm? Like, free farm in a trilane + stacked jungle -> ~30 minute linkens... :/ Skeleton king just needs mobility. Shadowblade on him is OPWTFBBQ. Almost as OP as not picking him  If you're going to be useless that long, maybe you should just go midas.
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On January 15 2013 02:21 FinestHour wrote: excuse me this is team liquid dota 2 general discussion we have standards of discussion here Omg this is really funny :D
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