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On June 06 2013 12:10 LeLoup wrote:Show nested quote +On June 06 2013 11:28 RuskiPanda wrote:On June 06 2013 11:09 Scrandom wrote:On June 06 2013 10:37 JeeJee wrote: Sure hope valve reverses that change. Range displays are good for the game imo. Just curious about that, how so? I have no preference as to if they are in the game or not but I don't really see how it is good for the game either. Because not having it doesn't add to skill ceiling at all- just skill floor. You either hit the max range or get penalized down to 960 with no real in game way to figure it out. I'd be ok with not having it if blink dagger had a range when you highlight it but otherwise it's just an arbitrary limitation. Pretty much this. If the abilities had a range circle that I could train myself to, I wouldn't even bother using it. However since there is no way of adjusting to it visually in game I used the circle. I'm fine with them removing it (and think the game is better for it) but I don't see why they can't have something for when you highlight the skills so you can at least adjust to it in game. At least add a range for blink when you mouse over it. Same for any item actually.
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On June 06 2013 12:14 r.Evo wrote:Show nested quote +On June 06 2013 12:10 LeLoup wrote:On June 06 2013 11:28 RuskiPanda wrote:On June 06 2013 11:09 Scrandom wrote:On June 06 2013 10:37 JeeJee wrote: Sure hope valve reverses that change. Range displays are good for the game imo. Just curious about that, how so? I have no preference as to if they are in the game or not but I don't really see how it is good for the game either. Because not having it doesn't add to skill ceiling at all- just skill floor. You either hit the max range or get penalized down to 960 with no real in game way to figure it out. I'd be ok with not having it if blink dagger had a range when you highlight it but otherwise it's just an arbitrary limitation. Pretty much this. If the abilities had a range circle that I could train myself to, I wouldn't even bother using it. However since there is no way of adjusting to it visually in game I used the circle. I'm fine with them removing it (and think the game is better for it) but I don't see why they can't have something for when you highlight the skills so you can at least adjust to it in game. At least add a range for blink when you mouse over it. Same for any item actually.
the range is shown for spell though if you mouse over it
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On June 06 2013 12:28 sandyph wrote:Show nested quote +On June 06 2013 12:14 r.Evo wrote:On June 06 2013 12:10 LeLoup wrote:On June 06 2013 11:28 RuskiPanda wrote:On June 06 2013 11:09 Scrandom wrote:On June 06 2013 10:37 JeeJee wrote: Sure hope valve reverses that change. Range displays are good for the game imo. Just curious about that, how so? I have no preference as to if they are in the game or not but I don't really see how it is good for the game either. Because not having it doesn't add to skill ceiling at all- just skill floor. You either hit the max range or get penalized down to 960 with no real in game way to figure it out. I'd be ok with not having it if blink dagger had a range when you highlight it but otherwise it's just an arbitrary limitation. Pretty much this. If the abilities had a range circle that I could train myself to, I wouldn't even bother using it. However since there is no way of adjusting to it visually in game I used the circle. I'm fine with them removing it (and think the game is better for it) but I don't see why they can't have something for when you highlight the skills so you can at least adjust to it in game. At least add a range for blink when you mouse over it. Same for any item actually. the range is shown for spell though if you mouse over it
Ah, for some reason I had it in my mind that it only worked in spectator mode. Not sure why I thought that.
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that range display getting taken out is a really good change imo. keeps offlaners guessing and keeps down ld bear micros, max range blinks, among many things.
question though, before the change could you have used range display in official tournament matches, i know bulldog uses it when he streams and hes the only pro player that i know that does it but not sure if was useable in tournament mode
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Good thing Range display is taken out.
Medusa Ulti is so broken. No Joke.
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On June 06 2013 13:02 eX Killy wrote: that range display getting taken out is a really good change imo. keeps offlaners guessing and keeps down ld bear micros, max range blinks, among many things.
How are those good things? It's not like there's any skill trying to guess what's a max range blink and what'll get you penalized. None of this is skill, it's not fun, dota shouldn't be about guessing what your abilities do, it should be knowing it exactly, and making the correct decision. That's the fun part imo. Why did valve add a flashing red orb to puck? Let's have them guessing too!
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I liked my dota_range_display 1200
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On June 06 2013 12:28 sandyph wrote:Show nested quote +On June 06 2013 12:14 r.Evo wrote:On June 06 2013 12:10 LeLoup wrote:On June 06 2013 11:28 RuskiPanda wrote:On June 06 2013 11:09 Scrandom wrote:On June 06 2013 10:37 JeeJee wrote: Sure hope valve reverses that change. Range displays are good for the game imo. Just curious about that, how so? I have no preference as to if they are in the game or not but I don't really see how it is good for the game either. Because not having it doesn't add to skill ceiling at all- just skill floor. You either hit the max range or get penalized down to 960 with no real in game way to figure it out. I'd be ok with not having it if blink dagger had a range when you highlight it but otherwise it's just an arbitrary limitation. Pretty much this. If the abilities had a range circle that I could train myself to, I wouldn't even bother using it. However since there is no way of adjusting to it visually in game I used the circle. I'm fine with them removing it (and think the game is better for it) but I don't see why they can't have something for when you highlight the skills so you can at least adjust to it in game. At least add a range for blink when you mouse over it. Same for any item actually. the range is shown for spell though if you mouse over it
doesn't work for some spells
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United States47024 Posts
On June 06 2013 13:27 JeeJee wrote:Show nested quote +On June 06 2013 13:02 eX Killy wrote: that range display getting taken out is a really good change imo. keeps offlaners guessing and keeps down ld bear micros, max range blinks, among many things.
How are those good things? It's not like there's any skill trying to guess what's a max range blink and what'll get you penalized. None of this is skill, it's not fun, dota shouldn't be about guessing what your abilities do, it should be knowing it exactly, and making the correct decision. That's the fun part imo. Why did valve add a flashing red orb to puck? Let's have them guessing too! They didn't add a flashing red orb. DotA 1 illusory orb changes color when its almost max range too.
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On June 06 2013 13:08 FakeDeath wrote: Good thing Range display is taken out.
Medusa Ulti is so broken. No Joke.
Medusa ulti is definitely a bit too strong i feel. They buff everything about it and add the stun effect and the extra damage you take while being stun while taking nothing away from it in return. It is a very frightening spell atm :/
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Do reports from people who weren't in a game matter? For instance could someone get their smurf acocunts or friends to look at a match they played in and report a person they played with, despite the accounts doing the reporting not having been in the game?
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Dota 1 did not have the range display.
Just deal with it. People were too reliant on Range Display.
Knowing blink range and using range display to maximize it's usage over people who doesn't use range display. Guess that's why Icefrog removed it.
He want's it to be like Dota 1.
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Vatican City State2902 Posts
So I can't find the post advising aghs eblade dagon 5 huskar but whoever made it I want to thank you for the funniest game of my life.
we lost though.
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Huskar change a lot about pub meta. Now everyone goes timber as the counter pick with all the pure nuke damage while the other team would go BH and try to counter timber. AFAIK, SM is no longer be seen in pub :-)
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On June 06 2013 14:07 SheaR619 wrote:Show nested quote +On June 06 2013 13:08 FakeDeath wrote: Good thing Range display is taken out.
Medusa Ulti is so broken. No Joke. Medusa ulti is definitely a bit too strong i feel. They buff everything about it and add the stun effect and the extra damage you take while being stun while taking nothing away from it in return. It is a very frightening spell atm :/
It is essentially a AoE 2 second insane slow 3 second stun. Making a it 5 sec or 6 sec disable
You can't dodge that ulti anymore. Previously,you could still turn in time and reduce the Stone Gaze effect.
But now. Once you are caught in her ulti, you are fucked. You can'r freaking turn due to 50% turn rate slow(wth this is so good).
I just played a game with a friend. 1v4 ez pz. Turn on Stone Gaze and turn on Shield/Split Shot and right-clicked them to death. 50% physical damage buff means Split Shot just got better. Even better now her ulti is also sick good defensively. Turn on Ulti and wait 2 seconds TP.
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On June 06 2013 14:21 FakeDeath wrote:Show nested quote +On June 06 2013 14:07 SheaR619 wrote:On June 06 2013 13:08 FakeDeath wrote: Good thing Range display is taken out.
Medusa Ulti is so broken. No Joke. Medusa ulti is definitely a bit too strong i feel. They buff everything about it and add the stun effect and the extra damage you take while being stun while taking nothing away from it in return. It is a very frightening spell atm :/ It is essentially a AoE 2 second insane slow 3 second stun. Making a it 5 sec or 6 sec disable You can't dodge that ulti anymore. Previously,you could still turn in time and reduce the Stone Gaze effect. But now. Once you are caught in her ulti, you are fucked. You can'r freaking turn due to 50% turn rate slow(wth this is so good). I just played a game with a friend. 1v4 ez pz. Turn on Stone Gaze and turn on Shield/Split Shot and right-clicked them to death. 50% physical damage buff means Split Shot just got better. Even better now her ulti is also sick good defensively. Turn on Ulti and wait 2 seconds TP.
Is it possible to BKB before you turn to stun?
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On June 06 2013 14:20 NB wrote: Huskar change a lot about pub meta. Now everyone goes timber as the counter pick with all the pure nuke damage while the other team would go BH and try to counter timber. AFAIK, SM is no longer be seen in pub :-) Hmm is the magic resist from berserker blood supposed to be considered base resistance (like dragons blood is/was/should?) for purposes of elder titan aura?
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On June 06 2013 14:09 FakeDeath wrote: Dota 1 did not have the range display.
Just deal with it. People were too reliant on Range Display.
Knowing blink range and using range display to maximize it's usage over people who doesn't use range display. Guess that's why Icefrog removed it.
He want's it to be like Dota 1.
Who cares if it's not in Dota1? I think it's time to stop saying blah blah not in Dota1. Making the game friendlier to players take away nothing from the complexities of the game. That is one thing Dota2 can learn from LoL. It's like when Blizzard added auto mining at the start and worker counts in HotS. People whined for a bit but realized it wasn't a big deal. Does it take away from the game's depth? No. But it sures as hell makes it easier for beginners to get into the game.
Granted, dota_range_display wasn't fair as only people that knew about it got the edge up. I think they should make it like LoL where the range displays when you click on a click or hold down a skill. Dota2 will never catch up to LoL numbers if it holds onto old thinking.
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On June 06 2013 12:28 sandyph wrote:Show nested quote +On June 06 2013 12:14 r.Evo wrote:On June 06 2013 12:10 LeLoup wrote:On June 06 2013 11:28 RuskiPanda wrote:On June 06 2013 11:09 Scrandom wrote:On June 06 2013 10:37 JeeJee wrote: Sure hope valve reverses that change. Range displays are good for the game imo. Just curious about that, how so? I have no preference as to if they are in the game or not but I don't really see how it is good for the game either. Because not having it doesn't add to skill ceiling at all- just skill floor. You either hit the max range or get penalized down to 960 with no real in game way to figure it out. I'd be ok with not having it if blink dagger had a range when you highlight it but otherwise it's just an arbitrary limitation. Pretty much this. If the abilities had a range circle that I could train myself to, I wouldn't even bother using it. However since there is no way of adjusting to it visually in game I used the circle. I'm fine with them removing it (and think the game is better for it) but I don't see why they can't have something for when you highlight the skills so you can at least adjust to it in game. At least add a range for blink when you mouse over it. Same for any item actually. the range is shown for spell though if you mouse over it It's not for items, that's the issue I have. Do it for both or do it for none.
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United States47024 Posts
"dota_disable_range_finder 0" still works. For both items and for abilities.
The range display issue only applies to blinks, which, mechanically makes sense because blinks technically have infinite cast range (you can target them anywhere)--it's just that "over-blinking" issue, which is honestly relevant in a narrow range of scenarios. Like, blinks don't *have* a cast range to display. They all have infinite cast range.
The thing is that being able to display an *arbitrary* range that you want was unfair.
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