
General Discussion - Page 2073
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writer22816
United States5775 Posts
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bjwithbraces
United States549 Posts
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ahswtini
Northern Ireland22213 Posts
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Sickkiee
Japan607 Posts
On February 03 2013 11:35 writer22816 wrote: What does "turtle ganking" mean? We just won a game and the enemy Zeus flamed us for being noobs and "turtle ganking". Apparently according to him it takes no skill. I'm really confused because those two terms are literally mutually exclusive. Does he mean we gank them when they start pushing our towers? Because that's just called defending towers ![]() I think he means you guys went as five and picked off heroes which gave you a good lead assuming they were bad (no map awareness, vision, game sense etc). | ||
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FinestHour
United States18466 Posts
On February 03 2013 11:35 writer22816 wrote: What does "turtle ganking" mean? We just won a game and the enemy Zeus flamed us for being noobs and "turtle ganking". Apparently according to him it takes no skill. I'm really confused because those two terms are literally mutually exclusive. Does he mean we gank them when they start pushing our towers? Because that's just called defending towers ![]() my guess would be that you guys were getting destroyed in the early game which prompted the turtling and passive play, then grouped as 5 to get ganks and push towers down as 5 to come back into the game and win | ||
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TheYango
United States47024 Posts
On February 03 2013 11:22 Nevuk wrote: I don't have wc3 on this computer, but is it true that tranquils break at 20 damage post-mitigation from any damage source besides hp removal in dota 1? If so that means they're incredibly different in dota 2. (It's #164 on the low priority bugs) http://dev.dota2.com/showthread.php?t=52510&page=2 Yes. Practically speaking, they're not that different except in a few edge cases (DotA 1 Tranquils don't break on towers/Roshan once you have high enough armor, but also break from certain neutrals at low armor). The change is partially necessary to preserve parity because certain hero-sourced damage now does damage in smaller increments meaning they wouldn't properly break Tranquils. | ||
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Nevuk
United States16280 Posts
On February 03 2013 12:57 TheYango wrote: Yes. Practically speaking, they're not that different except in a few edge cases (DotA 1 Tranquils don't break on towers/Roshan once you have high enough armor, but also break from certain neutrals at low armor). The change is partially necessary to preserve parity because certain hero-sourced damage now does damage in smaller increments meaning they wouldn't properly break Tranquils. I was thinking that it makes the popular tranquil/pms/vitbooster build less efficient, especially with regards to jungling (or tranquils/drums/blank type builds). I mean, those builds basically killed Vanguard. It is an interesting difference that the reason Vanguard sucks is that its block is pre-mitigation from armor while tranquils are so good because they are post-mitigation (and also add 3 armor themselves). | ||
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TheYango
United States47024 Posts
On February 03 2013 13:06 Nevuk wrote: I was thinking that it makes the popular tranquil/pms/vitbooster build less efficient, especially with regards to jungling (or tranquils/drums/blank type builds). I mean, those builds basically killed Vanguard. It doesn't. Tranquils are still good in all the same situations in DotA 1, so even if they fix it, Tranquils aren't going away. The only difference is that you have to remember not to waste the active when you're doing hard camps. | ||
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Dreamer.T
United States3584 Posts
On February 03 2013 11:35 writer22816 wrote: What does "turtle ganking" mean? We just won a game and the enemy Zeus flamed us for being noobs and "turtle ganking". Apparently according to him it takes no skill. I'm really confused because those two terms are literally mutually exclusive. Does he mean we gank them when they start pushing our towers? Because that's just called defending towers ![]() I think its when you win the early game, and have pushed your way to their base. Then the enemy basically camps their tier 3 towers, and waits for you to make a mistake, which you eventually do, and they capitalize the shit out of it. Yes sry for run-on sentence. | ||
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Torte de Lini
Germany38463 Posts
On February 03 2013 10:28 gaymon wrote: you can do him on 6 with hotd and boots all you need to be is crafty (dominate an ogre magi to give urself frost armor) Even with low Fervor? | ||
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gaymon
Germany1023 Posts
2 levels of fervor should be enough edit: im not advising you to do this, any competent enemy will obviously find out that you are roshing because it takes ages (even if you smoke) | ||
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FinestHour
United States18466 Posts
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TheYango
United States47024 Posts
https://docs.google.com/spreadsheet/ccc?key=0Av19dIS9ylqYdGpNYVJzZExKWFVQZ21xNE9FWUNpcEE&usp=sharing#gid=0 Someone on the dev forum compiled a comprehensive list of animation inconsistencies between DotA 1 and DotA 2. Of note is the fact that many heroes are using their backswing animations on spells that are not supposed to use them (e.g. Batrider's Sticky Napalm is not supposed to use his backswing animation), which contributes to why certain heroes might feel like they handle differently between games. EDIT: Many of "better in DotA 2" spells are noticeable in that they allow these spells to be cast while moving (e.g. Windrun, War Cry, Refraction, etc. can be cast while moving in Dota 2 while in DotA 1 they require you to cancel the backswing to continue movement). It's arguable that this is intentional, though also a noticeable buff to those heroes. | ||
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konadora
Singapore66364 Posts
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TheYango
United States47024 Posts
On February 03 2013 14:58 konadora wrote: whatever the hell happened to heroes like TA and naga? i miss them somewhat :< TA i understand because the nerf is pretty significant, but naga didn't get nerfed that badly iirc? 6.76 - Rip Tide cooldown rescaled from 10 to 19/16/13/10 6.75 - Base damage decreased by 12 6.75 - Cast animation time increased from 0.5 to 0.65 That's pretty significant. | ||
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konadora
Singapore66364 Posts
fat carries/heroes like pudge and spectre just pop <3 | ||
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konadora
Singapore66364 Posts
On February 03 2013 15:00 TheYango wrote: 6.76 - Rip Tide cooldown rescaled from 10 to 19/16/13/10 6.75 - Base damage decreased by 12 6.75 - Cast animation time increased from 0.5 to 0.65 That's pretty significant. whoa shit 12 dmg, ok i didn't know it was that much, that is way more than invoker's damage nerf wtf | ||
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Jinxed
United States6450 Posts
On February 03 2013 15:01 konadora wrote: whoa shit 12 dmg, ok i didn't know it was that much, that is way more than invoker's damage nerf wtf Funny enough she got -12, and can still last hit decently enough. Poor morph on the other hand T_T | ||
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dfs
Russian Federation4050 Posts
On February 03 2013 15:12 leloup wrote: Funny enough she got -12, and can still last hit decently enough. Poor morph on the other hand T_T Treant on the other hand xD | ||
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Torte de Lini
Germany38463 Posts
In fact, I don't know how to play Troll Warlord at all. Laning phase involves me always getting out-denied because his range is slightly too weak to really last-hit. Then I'll stack ancients and I'll never really be able to do them because I'll kite them, but the ASPD resets when attack because I'll miss the target because there are so many. Then when it comes to killing, I'll target someone, pop my BKB, and they'll just outpace me. My slow doesn't last long enough for me to catch up and I'm not getting the bashes I need to keep them in place long enough. Soon my BKB will die and I'll just get stomped. | ||
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