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General Discussion - Page 2664

Forum Index > Dota 2 General
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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.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2013-04-25 18:25:45
April 25 2013 18:25 GMT
#53261
Not to be a heretic, but HoN's models for some of these heroes are way superior.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
April 25 2013 18:27 GMT
#53262
On April 26 2013 03:25 Torte de Lini wrote:
Not to be a heretic, but HoN's models for some of these heroes are way superior.

thats what happens when you're focused on graphics and not on gameplay
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2013-04-25 18:29:06
April 25 2013 18:28 GMT
#53263
On April 26 2013 03:25 Torte de Lini wrote:
Not to be a heretic, but HoN's models for some of these heroes are way superior.

HoN is also the game that did this:
+ Show Spoiler +
.

So i'm not really sure it balances out.
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(
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
April 25 2013 18:39 GMT
#53264
On April 26 2013 03:12 Benjef wrote:
Well he is just less huncher/spikier and brighter than his dota 1 counterpart.
I actually like his dota 2 model .

Who said you had the right to have an opinion !

(I like him as well)
The legend of Darien lives on
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2013-04-25 18:41:41
April 25 2013 18:40 GMT
#53265
On April 26 2013 03:27 Erasme wrote:
Show nested quote +
On April 26 2013 03:25 Torte de Lini wrote:
Not to be a heretic, but HoN's models for some of these heroes are way superior.

thats what happens when you're focused on graphics and not on gameplay


I thought HoN didn't have models but instead just layered lighting effects until something solid like emerges
akatama
Profile Blog Joined July 2010
Romania982 Posts
April 25 2013 18:46 GMT
#53266
On April 26 2013 03:27 Erasme wrote:
Show nested quote +
On April 26 2013 03:25 Torte de Lini wrote:
Not to be a heretic, but HoN's models for some of these heroes are way superior.

thats what happens when you're focused on graphics and not on gameplay

There was something special about HoN graphics and animations that made the game look superb. And then you got into a 5v5 fight and could not tell what was going on. It was so confusing, every time I watched a casted game I would only look at the health bars during 5v5 fights.

Yet for some reason it works better on an integrated graphics card than DotA2.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2013-04-25 18:47:16
April 25 2013 18:47 GMT
#53267
On April 26 2013 03:40 Numy wrote:
Show nested quote +
On April 26 2013 03:27 Erasme wrote:
On April 26 2013 03:25 Torte de Lini wrote:
Not to be a heretic, but HoN's models for some of these heroes are way superior.

thats what happens when you're focused on graphics and not on gameplay


I thought HoN didn't have models but instead just layered lighting effects until something solid like emerges

Fun fact: the solid like image is actually just artifacts produced by your video card due to the absurd amount of lighting effects they layer on top one another.

Alright, i've had enough HoN bashing for now.
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(
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
April 25 2013 19:13 GMT
#53268
Instead of the amp damage during the sprint slardar should get a damage reduction while it is active and crush should spread his ultimate to anything it hits if there is one target already affected. !_!
High Risk Low Reward
Zealos
Profile Blog Joined November 2011
United Kingdom3576 Posts
April 25 2013 19:14 GMT
#53269
On April 26 2013 04:13 Spicy_Curry wrote:
Instead of the amp damage during the sprint slardar should get a damage reduction while it is active and crush should spread his ultimate to anything it hits if there is one target already affected. !_!

Well that seems blatantly overpowered...
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
April 25 2013 19:15 GMT
#53270
On April 26 2013 04:14 Zealos wrote:
Show nested quote +
On April 26 2013 04:13 Spicy_Curry wrote:
Instead of the amp damage during the sprint slardar should get a damage reduction while it is active and crush should spread his ultimate to anything it hits if there is one target already affected. !_!

Well that seems blatantly overpowered...


I agree!
High Risk Low Reward
Grettin
Profile Joined April 2010
42416 Posts
Last Edited: 2013-04-25 19:22:28
April 25 2013 19:18 GMT
#53271
Did you guys see this little "code game" in Twitter between Tobi and Maelk? I don't know whether to take it seriously or not.

+ Show Spoiler +
[image loading]

Gareth Bateson ‏@durkadota 9m
@TobiWanDOTA @TheMaelk Qualifications For The International Brackets West & East Starts In 3 Weeks?


e. actually Tobi might've spoiled it in his tweets. Nevermind! Wish it was true though, got me excited for nothing.

"If I had force-fields in Brood War, I'd never lose." -Bisu
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
April 25 2013 19:18 GMT
#53272
Some evasion % would be a stylistic way to add damage reduction to a skill named "sprint" (although really it would be nice if it reduced all damage the way it amps all damage now).

Crush just needs to do a real amount of damage.

Instant decent hero again.

Actually, it would be nice if his ulti had either more range (say, match medallions 800 range) or didn't have its annoying animation (match medallion's instant animation). Either of those things would also help.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
Last Edited: 2013-04-25 19:39:40
April 25 2013 19:30 GMT
#53273
On April 26 2013 02:01 Sn0_Man wrote:
Well, or they could leave it as a "confirmed bug" for multiple years without fixing it.

Oh wait...

It is one of the top four "moderate" bugs that are listed, meaning it actually is fairly high priority. (The other is tower's BAT which keeps getting messed with, averagizer missing, etc. Armor was on there higher before those were discovered). The fact that it hasn't been fixed yet really is more of an indicator that it isn't a completely simple fix than that it's intended (it's not).
edit -
Also, it's more than a 10% difference. To get the effect of -20 armor in WC3 requires -50 armor in Dota 2.
It's a little unintuitive- If you take someone to -99.9% reduction you're dealing about 200% damage to them while if someone has 99.9% resistance they're taking 0.1% of the damage (or to get all complex about it -99.9% reduction is just -50% EHP while 99% reduction is some absurd probably 1000% or higher EHP increase).
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
April 25 2013 19:41 GMT
#53274
On April 26 2013 04:18 Grettin wrote:
Did you guys see this little "code game" in Twitter between Tobi and Maelk? I don't know whether to take it seriously or not.

+ Show Spoiler +
[image loading]

Gareth Bateson ‏@durkadota 9m
@TobiWanDOTA @TheMaelk Qualifications For The International Brackets West & East Starts In 3 Weeks?


e. actually Tobi might've spoiled it in his tweets. Nevermind! Wish it was true though, got me excited for nothing.



Oooooo boy #hype
♥ The world needs more hearts! ♥
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-04-25 19:54:27
April 25 2013 19:53 GMT
#53275
On April 26 2013 04:30 Nevuk wrote:
Also, it's more than a 10% difference. To get the effect of -20 armor in WC3 requires -50 armor in Dota 2.
It's a little unintuitive- If you take someone to -99.9% reduction you're dealing about 200% damage to them while if someone has 99.9% resistance they're taking 0.1% of the damage (or to get all complex about it -99.9% reduction is just -50% EHP while 99% reduction is some absurd probably 1000% or higher EHP increase).

It's 10% difference in that for the same amount of armor reduction, the amount of total damage dealt is about 10% more. Instead of doing 171% damage at -20 armor, you do 154.5% damage.
Moderator
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
April 25 2013 19:55 GMT
#53276
If West and East Qualifiers really start in 3 weeks, I'd guess it would be something more elaborate than TI2 qualifiers. Maybe more teams qualifying and less invited?
super gg
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-04-25 19:56:40
April 25 2013 19:56 GMT
#53277
So in WC3 there was no difference between positive or negative armor, every point was a 6% (of base) increase or decrease in EHP vs Physical. In dota 2 there are diminishing returns in terms of EHP change on -armor.

I'm not sure why you think Dota 1's system was so "unintuitive". It was just not diminishing returns (except past -20 obviously).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
chisuri
Profile Joined January 2010
Vietnam789 Posts
Last Edited: 2013-04-25 20:14:10
April 25 2013 19:57 GMT
#53278
To fix Slardar they have to fix the hero's inability to participate in fight before he manages to farm a crap load of items. At the moment, Crush and Ulti are the go-to ablities. Then you have to make a trade-off between Sprint and Bash. If you don't skill Bash then your damage is pathetic (not like Bash is doing much but it helps). But then you have no way to initiate and rush into enemies' formation before blink (and even with Sprint you may be kited and killed before you get into the position to Crush due to the amplifying-damage aspect of Sprint). I think Bash is fine, you should keep it as it is now, an unreliable semi-disable and crappy damage skill (though it scales with Ulti).

But Ice Frog needs to change Sprint. I have one suggestion: When I look at Slardar's current model, I see many resemblances to a Kappa, a elusive mystery creature living in foggy river areas in Japan's folklore. I want to intergrate the elusive aspect of a Kappa into the supposedly defensive nature of Slardar (whose name is Slithreen Gurad) and come up with a new skill which allows Slardar to charge forward with a max speed (or an increasingly speed boost just like the current skill) in 5 seconds. During that duration, Slardar will be immuned to magic effect but still take the damge (or vice versa, just so people won't scream imba) and cause enemies surrouding him within a area of 200 or 300 radius to miss 20% of their attacks. Cooldown 15 or 20 seconds. That skill will force Slardar's users to consistently use his kit more strategically and tatically, not just press the Sprint button to buff speed and be done with it. Basically, it will be identical to Riki's smoke in a sense but is adjusted to the objectives of Slardar as an initiator and a vanguard, who has to charge forward. It still doesn't fix his lack of farming skill though.

On another thought, that skill does fix the lack of farming ability. That skill provides Slardar with both gap-closing tool and tanking capacity. Therefore, he doesn't need BKB and Blink anymore, or at least not as desperately as he does right now. He can straightly farm for damage items and be more effective with much less items, thus in a sense he no longer has to farm a lot.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 25 2013 19:58 GMT
#53279
On April 26 2013 04:56 Sn0_Man wrote:
So in WC3 there was no difference between positive or negative armor, every point was a 6% (of base) increase or decrease in EHP vs Physical. In dota 2 there are diminishing returns in terms of EHP change on -armor.

I'm not sure why you think Dota 1's system was so "unintuitive". It was just not diminishing returns (except past -20 obviously).


I think you are confused. In dota 1 armour was capped at -20 and there is a difference between negative and positive armour.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-04-25 20:09:07
April 25 2013 20:03 GMT
#53280
Actually yeah I misread it a bit. However, the current system is far from "intuitive".

The point being that a 50% damage reduction is very different from a 50% damage increase, but the same # of armor positive or negative yields the same numerical % of damage increase or decrease. Which makes no sense.

As others have said, in EHP terms a 50% damage reduction is counteracted by a 100% damage amplification. So if I have ~17 armor or whatever 50% damage reduction is, then negative 17 armor *should* yield a 100% damage amplification for it to be the same effectiveness. Instead, under the current system it yields a 50% damage amplification which is pretty pointless although I suppose it emphasizes the "diminishing returns" part.

I'll admit the old system made no sense either but I fail to see how the new system is too much better.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
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