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On April 02 2012 06:34 NB wrote: the main problem with clinkz is that once you are forced into teamfight situation, he has 0 HP and just die to 1-2 non ulti nuke before he could killed anyone.
Take a look at EG line up, you really think Puck is a better replacement for rhasta? I think even a lion/batrider would do a better job. Such a waste of chen pick... Riki in the first 3 picks also gave DTS a lot of room to 'breath' since they know that they dont have to face an all-in push strategy. This is prob a defensive pick to avoid Furion+smoke but you should account for that the moment you let furion slip through the ban phase by banning bane/wr. With the current metagame, tide/BM is much more favored as first pick compare to post the international where we always see venom+wr.
This is why i wana do a write up on the current ban/pick meta game: EU is playing completely different from chinese and SEA and i think the SEA teams are doing it right. clinkz HP isnt the problem, if you death pact you have plenty of hp to work with, usually 1200-1600 midgame which can be outstanding, especially since chen/ench carries creeps around to be eaten up. problem is in these teamfights he can be weak against particular lineups, which EG only moderately had (no consistent hard disables besides tidehunter ult and centaur stun), CLG had some better ways but its not like DTS didnt have their own methods of getting around the problem. clinkz laning is also fairly passive and helpless against fast pushers like brood, furion, chen/ench (+2 strat) if he's put in lanes against them.
EG picked puck as a synergy hero with lich and riki, but honestly i'd question the lich pick more than the puck pick, which fits in even less with the rest of the lineup
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On April 02 2012 07:33 rabidch wrote:Show nested quote +On April 02 2012 06:34 NB wrote: the main problem with clinkz is that once you are forced into teamfight situation, he has 0 HP and just die to 1-2 non ulti nuke before he could killed anyone.
Take a look at EG line up, you really think Puck is a better replacement for rhasta? I think even a lion/batrider would do a better job. Such a waste of chen pick... Riki in the first 3 picks also gave DTS a lot of room to 'breath' since they know that they dont have to face an all-in push strategy. This is prob a defensive pick to avoid Furion+smoke but you should account for that the moment you let furion slip through the ban phase by banning bane/wr. With the current metagame, tide/BM is much more favored as first pick compare to post the international where we always see venom+wr.
This is why i wana do a write up on the current ban/pick meta game: EU is playing completely different from chinese and SEA and i think the SEA teams are doing it right. clinkz HP isnt the problem, if you death pact you have plenty of hp to work with, usually 1200-1600 midgame which can be outstanding, especially since chen/ench carries creeps around to be eaten up. problem is in these teamfights he can be weak against particular lineups, which EG only moderately had (no consistent hard disables besides tidehunter ult and centaur stun), CLG had some better ways but its not like DTS didnt have their own methods of getting around the problem. clinkz laning is also fairly passive and helpless against fast pushers like brood, furion, chen/ench (+2 strat) if he's put in lanes against them. EG picked puck as a synergy hero with lich and riki, but honestly i'd question the lich pick more than the puck pick, which fits in even less with the rest of the lineup I think its already over the moment they 'bait' furion chen out of the ban pool and later on scared themselves of the furion+riki combo and had to use a pick defensively on Riki. Lets imagine what would happen if venom was picked instead of riki and you put riki into the 4th or 5th ban? DTS will have to consider their ban much more carefully and pugna ES would be smwhere in their next ban/pick. Then EG could easily fill in riki later.
I think maelk and fear did lost in their own poker game. :-/
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On April 02 2012 07:29 NB wrote:The main problem i have right now is there is now liquidpedia page to actually pull stat from and i have to go over each vods to list out ban pick These are what i have in notepad so far and its PAINFUL to finish.... + Show Spoiler + I think a separate thread like this is needed to discuss the current meta game in competitive level games.
I will begin to analyze the Ban/Pick that happened in the JoinDotA Master happen last month with the lastest new hero added into -cm: Lycan.
Starting with a list of Ban/pick in JoinDotA Master III(pre-lycan):
MUFC vs Orange Ban: Orange(1st): [Chen] [Furion] [SD] / [QoP] [SS] MUFC(2nd): [Invoker] [Brood] [ES] / [Tiny] [Leshrac] Pick: Orange: [Enchan] [Bat] [VS] / [OD] [Sladar] MUFC: [WR] [AM] [CM] / [SK] [Venom]
Winner: MUFC
AL vs AEON Ban: AL(1st): [Brood] [AM] [Tide] / [Venom] [CM] AEON(2nd): [Invoker] [DS] [SD] / [SS] [BM] Pick: AL: [Furion] [VS] [Enchan] / [Riki] [Dazzle] AEON: [WR] [Chen] [Sladar] / [Bane] [ES]
Winner: AL
MYM vs MUFC Ban: MUFC(1st): [Furion] [Brood] [Tide] / [Naix] [NS] MYM(2nd): [Invoker] [Chen] [AM] / [Bat] [Omni] Pick: MUFC: [Enchan] [VS] [OD] / [Lion] [Enigma] MYM: [WR] [SK] [CM] / [Potm] [Venom]
Winner: MUFC
DK vs Mith-trust Ban: Mith(1st): [Invoker] [SD] [WR] / [Void] [SS] DK(2nd): [DS] [AM] [Furion] / [Tide] [SK] Pick: Mith: [Bat] [AA] [Puck] / [DK] [VS] DK: [CM] [ES] [Brood] / [BM] [Viper]
Winner: Mith-trust (Kinda... DK throw)
MUFC vs AL (g1) Ban: AL(1st): [AM] [Enchan] [Invoker] / [DS] [ES] MUFC(2nd): [Furion] [Chen] [WR] / [Naix] [Riki] Pick: AL: [VS] [BM] [Enigma] / [Venom] [Ursa] MUFC: [CM] [Tide] [OD] / [Sladar] [SS]
Winner: AL(?)
MUFC vs AL (g2) Ban: MUFC(1st): [Furion] [tide] [CM] / [dazzle] [sd] AL(2nd): [AM] [enchan] [OD] / [Venom] [Lion] Pick: MUFC: [Chen] [WR] [Brood] / [naix] [ss] AL: [Incoker] [VS] [SK] / [yunero] [WL]
Winner: MUFC (10 mins game)
Notice these are not even the complete tournament and its only 1 tourenament out of 3 that i wana do analysis on... -_- another way i could do it is hero-by-hero but then i will miss out on some 'strange' pick such as viper/Clinkz
Well I'll start organizing my picks/bans and match data in a better fashion to fit into that type of thread. I think it is a great idea though. Maybe have an updating OP to follow the major tournaments bans/picks followed by some discussion. Would definitely enjoy participating in that thread!
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On April 02 2012 06:24 Hoban wrote:Show nested quote +On April 02 2012 05:56 dragonborn wrote: so what is most standart build for invoker?
quas, wax, exort?
i did play like 3-4 years ago with invoker, i dont remember builds... Well there seems to be two main invoker builds and the one you choose depends on team lineup. The first is Wex/Quas where Wex is maxed first with points in Quas. This build is basically a CC monster, being able to coldsnap, tornado, and deafening blast a team into oblivion. Also, EMP is extremely strong. When going for CC I have been trying Quas>Wex as the Quas points scale better in terms of CC and it seems to be nice. Downside is you really really need a team to follow up with more damage. The other build I like and that I see often is Exort/Quas. The key with this build is getting forge spirits. Once you have 4/4 Quas/Exort, you get 2 forge spirits which allow you to farm and destroy people/towers. Cold Snap + Forge spirits is very deadly 1v1 and for teamfights you bring shitloads of damage. You need some reliable CC/initiators to get off good meteors and ice walls but those spells absolutely ruin teamfights. You also much much more vulnerable to ganking due to no levels in wex for a long time (no invis and really slow movement speed). As far as items go, it is basically whatever fits the match. Try to grab Aghas about the time you hit lvl 17. A Bkb Aghas invoker can completely dominate a teamfight. If you are just trying him out here is what I reccomend: Q/R/Q/W level W>Q get E around lvl 11 or 13 Items: Start Claw+tangoes Phase boots, Drums, Euls (or void stone + Bkb if they are CC heavy), Aghas Early game: Gank with Cold Snap and tornado only if you need to get into position. Cold snap also dominates in lane. If you can get your opponent to get creep aggro then you cold snap it is huge damage. Mid Game: you are very mobile so try to be ganking a lot. Delay pushes with Tornado+emp (or hit them under the tower with it). Job in teamfight is to Tornado to set up, deafening blast as many people as possible, coldsnap the biggest threat.Maybe an EMP if people arent moving much. Late game: stay with your team. use every single spell ever in a team fight. this is the hardest part of invoker tbh. Once you have lvl 17 + aghas you have near-unlimited potential. It takes a huge amount of practice but basically: Zone control- EMP, Deafening Blast, Ice Wall CC- Tornado, Cold Snap DPS- Forge Spirits, Meteor, Alacrity, sunstrike This is your priority list of stuff to do in a fight. Your exort spells really dont do too much damage so if you have to cut something, cut the meteor and sunstrike. Hope this helps. There are tons of better invoker players on the forum then me so they can probably give you some really awesome advice as well. Show nested quote +On April 02 2012 06:16 Zlasher wrote:On April 02 2012 05:59 cilinder007 wrote: I dont think bamboe suffers from bad teammates, they are all very good individualy in mouz but their teamwork is drawing penises on the minimap and insulting ench other :D Mouz's other 4 are not even close to the individual skill level of Bamboe, and their teamwork is not on par with Na'vi, or even CLG. I've never said "wow" to any plays that mouz makes except when its Bamboe, usually with WR making double shackles with insanely high accuracy His QoP is...just...omg. The very first time I saw Mouz I was just blown away by Bamboe. He seriously is just super super good. So much fun to watch. thank you so much for this.
invoker looking so fun, but late game is definitely looking hard.
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On April 02 2012 07:52 dragonborn wrote:Show nested quote +On April 02 2012 06:24 Hoban wrote:On April 02 2012 05:56 dragonborn wrote: so what is most standart build for invoker?
quas, wax, exort?
i did play like 3-4 years ago with invoker, i dont remember builds... Well there seems to be two main invoker builds and the one you choose depends on team lineup. The first is Wex/Quas where Wex is maxed first with points in Quas. This build is basically a CC monster, being able to coldsnap, tornado, and deafening blast a team into oblivion. Also, EMP is extremely strong. When going for CC I have been trying Quas>Wex as the Quas points scale better in terms of CC and it seems to be nice. Downside is you really really need a team to follow up with more damage. The other build I like and that I see often is Exort/Quas. The key with this build is getting forge spirits. Once you have 4/4 Quas/Exort, you get 2 forge spirits which allow you to farm and destroy people/towers. Cold Snap + Forge spirits is very deadly 1v1 and for teamfights you bring shitloads of damage. You need some reliable CC/initiators to get off good meteors and ice walls but those spells absolutely ruin teamfights. You also much much more vulnerable to ganking due to no levels in wex for a long time (no invis and really slow movement speed). As far as items go, it is basically whatever fits the match. Try to grab Aghas about the time you hit lvl 17. A Bkb Aghas invoker can completely dominate a teamfight. If you are just trying him out here is what I reccomend: Q/R/Q/W level W>Q get E around lvl 11 or 13 Items: Start Claw+tangoes Phase boots, Drums, Euls (or void stone + Bkb if they are CC heavy), Aghas Early game: Gank with Cold Snap and tornado only if you need to get into position. Cold snap also dominates in lane. If you can get your opponent to get creep aggro then you cold snap it is huge damage. Mid Game: you are very mobile so try to be ganking a lot. Delay pushes with Tornado+emp (or hit them under the tower with it). Job in teamfight is to Tornado to set up, deafening blast as many people as possible, coldsnap the biggest threat.Maybe an EMP if people arent moving much. Late game: stay with your team. use every single spell ever in a team fight. this is the hardest part of invoker tbh. Once you have lvl 17 + aghas you have near-unlimited potential. It takes a huge amount of practice but basically: Zone control- EMP, Deafening Blast, Ice Wall CC- Tornado, Cold Snap DPS- Forge Spirits, Meteor, Alacrity, sunstrike This is your priority list of stuff to do in a fight. Your exort spells really dont do too much damage so if you have to cut something, cut the meteor and sunstrike. Hope this helps. There are tons of better invoker players on the forum then me so they can probably give you some really awesome advice as well. On April 02 2012 06:16 Zlasher wrote:On April 02 2012 05:59 cilinder007 wrote: I dont think bamboe suffers from bad teammates, they are all very good individualy in mouz but their teamwork is drawing penises on the minimap and insulting ench other :D Mouz's other 4 are not even close to the individual skill level of Bamboe, and their teamwork is not on par with Na'vi, or even CLG. I've never said "wow" to any plays that mouz makes except when its Bamboe, usually with WR making double shackles with insanely high accuracy His QoP is...just...omg. The very first time I saw Mouz I was just blown away by Bamboe. He seriously is just super super good. So much fun to watch. thank you so much for this. invoker looking so fun, but late game is definitely looking hard.
Lategame is when the fun really starts ^^
Nothing is more satisfying than successfully chaining a bunch of spells together.
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im curious if Valve is using a 'sum' instead of multiplying system in their MMR.
So this is how sum system work: Player 1 (1000) Player 2 (1500) Total team MMR: (2500)
Match with
Player 3 (2000) Player 4 (500) Total: (2500)
How multiply system works: Player 1 (1000) Player 2 (1500) Total team MMR: (15*(10^5))
will not Match with
Player 3 (2000) Player 4 (500) Total: (1000000) = 10*(10^5) < 15*(10^5)
I just got a game where my entire team except me has less than 100 wins and totally feed win the enemy team has 300 wins each. How do they expect me to 1 carry 4? ~_~
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On April 02 2012 07:52 dragonborn wrote:Show nested quote +On April 02 2012 06:24 Hoban wrote:On April 02 2012 05:56 dragonborn wrote: so what is most standart build for invoker?
quas, wax, exort?
i did play like 3-4 years ago with invoker, i dont remember builds... Well there seems to be two main invoker builds and the one you choose depends on team lineup. The first is Wex/Quas where Wex is maxed first with points in Quas. This build is basically a CC monster, being able to coldsnap, tornado, and deafening blast a team into oblivion. Also, EMP is extremely strong. When going for CC I have been trying Quas>Wex as the Quas points scale better in terms of CC and it seems to be nice. Downside is you really really need a team to follow up with more damage. The other build I like and that I see often is Exort/Quas. The key with this build is getting forge spirits. Once you have 4/4 Quas/Exort, you get 2 forge spirits which allow you to farm and destroy people/towers. Cold Snap + Forge spirits is very deadly 1v1 and for teamfights you bring shitloads of damage. You need some reliable CC/initiators to get off good meteors and ice walls but those spells absolutely ruin teamfights. You also much much more vulnerable to ganking due to no levels in wex for a long time (no invis and really slow movement speed). As far as items go, it is basically whatever fits the match. Try to grab Aghas about the time you hit lvl 17. A Bkb Aghas invoker can completely dominate a teamfight. If you are just trying him out here is what I reccomend: Q/R/Q/W level W>Q get E around lvl 11 or 13 Items: Start Claw+tangoes Phase boots, Drums, Euls (or void stone + Bkb if they are CC heavy), Aghas Early game: Gank with Cold Snap and tornado only if you need to get into position. Cold snap also dominates in lane. If you can get your opponent to get creep aggro then you cold snap it is huge damage. Mid Game: you are very mobile so try to be ganking a lot. Delay pushes with Tornado+emp (or hit them under the tower with it). Job in teamfight is to Tornado to set up, deafening blast as many people as possible, coldsnap the biggest threat.Maybe an EMP if people arent moving much. Late game: stay with your team. use every single spell ever in a team fight. this is the hardest part of invoker tbh. Once you have lvl 17 + aghas you have near-unlimited potential. It takes a huge amount of practice but basically: Zone control- EMP, Deafening Blast, Ice Wall CC- Tornado, Cold Snap DPS- Forge Spirits, Meteor, Alacrity, sunstrike This is your priority list of stuff to do in a fight. Your exort spells really dont do too much damage so if you have to cut something, cut the meteor and sunstrike. Hope this helps. There are tons of better invoker players on the forum then me so they can probably give you some really awesome advice as well. On April 02 2012 06:16 Zlasher wrote:On April 02 2012 05:59 cilinder007 wrote: I dont think bamboe suffers from bad teammates, they are all very good individualy in mouz but their teamwork is drawing penises on the minimap and insulting ench other :D Mouz's other 4 are not even close to the individual skill level of Bamboe, and their teamwork is not on par with Na'vi, or even CLG. I've never said "wow" to any plays that mouz makes except when its Bamboe, usually with WR making double shackles with insanely high accuracy His QoP is...just...omg. The very first time I saw Mouz I was just blown away by Bamboe. He seriously is just super super good. So much fun to watch. thank you so much for this. invoker looking so fun, but late game is definitely looking hard.
There are some pretty cool combos too that are really strong. I don't know them all but here are my favorite.
Meteor, Cold Snap, Deafening Blast -> Basically, the meteor comes down on them, cold snap keeps them in the path, and deafening blast keeps them moving with the meteor. If you are exort build, this will completely ruin someones day.
Forge Spirits, Cold Snap, Sun Strike -> Have your forge spirits up, cold snap someone, then sun strike. Makes landing a sun strike much easier and is a very effective 1v1 tool in the early game
Tornado/Cold Snap/Deafening Blast, EMP -> Throw down EMP and then use some form of CC to keep the target stuck in the blast radius. Basic but effective. Targets in the air with tornado don't get hit by EMP so it requires some timing.
Tornado, Sun Strike -> Just look at the time of your tornado and time your sun strike to hit right as someone lands. Takes getting used to but makes you feel like a boss to pull off.
Here is something I recommend pretty highly. Once you start to get a feel for invokers spells, set some restrictions on yourself. In example, I don't utilize ice wall very well currently so in game I forbid myself from using emp or meteor until I have at least used ice wall. This at least forces me to look for ways to use ice wall so that I can meteor or emp from that.
Oh and to train your overall map awareness, go exort build and try to land as many sunstrikes as possible in laning phase. Aim to get one on every kill (so be perfect with them) and you will at least be looking around the map constantly just itching to call down some heavenly smiting-ness. The global power of sun strike is not to be underestimated. It does true damage now and is a very powerful nuke.
On April 02 2012 08:19 NB wrote: im curious if Valve is using a 'sum' instead of multiplying system in their MMR.
So this is how sum system work: Player 1 (1000) Player 2 (1500) Total team MMR: (2500)
Match with
Player 3 (2000) Player 4 (500) Total: (2500)
How multiply system works: Player 1 (1000) Player 2 (1500) Total team MMR: (15*(10^5))
will not Match with
Player 3 (2000) Player 4 (500) Total: (1000000) = 10*(10^5) < 15*(10^5)
I just got a game where my entire team except me has less than 100 wins and totally feed win the enemy team has 300 wins each. How do they expect me to 1 carry 4? ~_~
It seems like this is what happens when the MMR system has no idea what to do with you. Generally when I go on a win streak, it is a number of games that are fairly tough, maybe getting tougher as it goes on. Then suddenly, I'm teleported back to newbie land with a team full of carries who don't know how to play Dota. It is the most frustrating thing in the world to solo queue and have 5 games in a row with a dedicated support, wards, smoke ganks, people who have logical reasoning, then suddenly you get doom spectre lanes, faceless voids calling mid, ect ect and get rolled by some 23-0 bloodseeker. I would be more frustrated but then again this is solo queue so I just deal.
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United States47024 Posts
About Invoker:
The changes to Invoker in 6.74 have prompted some Chinese pros to take a different approach toward playing him in the last few weeks. Most notably, people are taking Exort ranks earlier, and not necessarily maxing out Wex first (LGD.Yao has taken the approach of 3xQuas->5xWex before starting to level Exort at around level 11, with the reasoning that 3xQuas+5xWex gives you the right mix of Tornado knockup time and EMP channel time to get behavior similar enough to the old Tornado+EMP combo). Players have also started to play around with the approach of itemizing Invoker toward lategame physical DPS, opting for items like Orchid, BKB, and Mjollnir after the early-game Phase+Janggo+Force core, rather than the conventional caster semicarry path involving items like Sheep and Aghanim's--though this is more composition-dependent, as many games still call for the caster itemization.
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More MMR stuff:
Please remember that the game is in beta. Also remember that Valve has been pretty good about providing servers - EU, multiple Asian servers and two US servers. There's a small player pool, divided into smaller sub-pools by server. It's entirely possible that the behavior you're seeing is caused by that rather than by MMR calculations. It's also plausible that the MMR system is set up for quick rather than accurate matchmaking, given the game's playerpool and beta status. This is something I'd strongly expect to change before release.
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Just won a 79 minute long game, it was freaking dumb... No team could win a teamfight decisively. We had Dazzle and Omni on our team, and they had Skeleton King. I was playing Viper and found myself with 5 big items + boots and gold to spare. They had pushed all our raxes but one, but in the end we finally killed SK and barely throned through mid lane, with our throne at about 20%. Close game, but it annoys me that we couldn't finish it faster...
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Hey guys, where's a good place to check out most of the competitive DOTA 2 play?
Is it just playdota?
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On April 02 2012 12:49 DoomBox wrote: Just won a 79 minute long game, it was freaking dumb... No team could win a teamfight decisively. We had Dazzle and Omni on our team, and they had Skeleton King. I was playing Viper and found myself with 5 big items + boots and gold to spare. They had pushed all our raxes but one, but in the end we finally killed SK and barely throned through mid lane, with our throne at about 20%. Close game, but it annoys me that we couldn't finish it faster...
Bwahahaha... You thought it was annoying, try it from our side Brood did not join until we were in the level 14 range, and than our razor dc'd as well (and never returned). On top of that, broodmother kept going afk and not participating in the fights. Ended up losing because of a halfhearted push (le sigh)
Shall wait until tomorrow and see what happens. If it is true, than I am sort of disappointed him.
On April 02 2012 12:56 XenocideFTW wrote: Hey guys, where's a good place to check out most of the competitive DOTA 2 play?
Is it just playdota?
Check out Joindota. They have vods for major tournaments, matching listings for matches coming up, and generally a good site for the competitive scene.
Edit: Added other replies.
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On April 02 2012 12:56 XenocideFTW wrote: Hey guys, where's a good place to check out most of the competitive DOTA 2 play?
Is it just playdota?
Joindota.com (for VoDs, results, news etc) Gosugamers.net (for results, news etc) Dota2wiki.com (for brackets, ongoing/upcoming tournaments, teams, players and more.)
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On April 02 2012 08:45 TheYango wrote: About Invoker:
The changes to Invoker in 6.74 have prompted some Chinese pros to take a different approach toward playing him in the last few weeks. Most notably, people are taking Exort ranks earlier, and not necessarily maxing out Wex first (LGD.Yao has taken the approach of 3xQuas->5xWex before starting to level Exort at around level 11, with the reasoning that 3xQuas+5xWex gives you the right mix of Tornado knockup time and EMP channel time to get behavior similar enough to the old Tornado+EMP combo). Players have also started to play around with the approach of itemizing Invoker toward lategame physical DPS, opting for items like Orchid, BKB, and Mjollnir after the early-game Phase+Janggo+Force core, rather than the conventional caster semicarry path involving items like Sheep and Aghanim's--though this is more composition-dependent, as many games still call for the caster itemization.
This is kinda interesting, though expected.
Still after playing him at my level I can't help but feel dendi has the right idea. QE buffs have gotten him to the point where he can survive and thrive early-mid and then have a ridiculous transition into tornado emp.
Watching dendi or other high level western invokers, I see that the spells that QE opens you up to are way more effective early game, while tornado/emp/disarm length of QWE are good all game. Cold snapping with summons and new PURE damage from sunstrike is just amazing. Instead of doing what some chinese are doing I feel like Dendi's way can thrive better. What you described is like a compromise starting with slightly nerfed spells to kind of play to what invoker's strength were previously, while dendi's way still gets to those strengths but from a better start.
Edit: Just wanted to add that I'm sure chinese invokers are facing much harder/different/well thought out opposition due to the nature of dota1. Not to mention that even though dendi's way might work against the dota2 meta it wouldn't necessarily be as good in dota 1's more push/aoe-centric lineups.
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On April 02 2012 13:55 Ack1027 wrote:Show nested quote +On April 02 2012 08:45 TheYango wrote: About Invoker:
The changes to Invoker in 6.74 have prompted some Chinese pros to take a different approach toward playing him in the last few weeks. Most notably, people are taking Exort ranks earlier, and not necessarily maxing out Wex first (LGD.Yao has taken the approach of 3xQuas->5xWex before starting to level Exort at around level 11, with the reasoning that 3xQuas+5xWex gives you the right mix of Tornado knockup time and EMP channel time to get behavior similar enough to the old Tornado+EMP combo). Players have also started to play around with the approach of itemizing Invoker toward lategame physical DPS, opting for items like Orchid, BKB, and Mjollnir after the early-game Phase+Janggo+Force core, rather than the conventional caster semicarry path involving items like Sheep and Aghanim's--though this is more composition-dependent, as many games still call for the caster itemization. This is kinda interesting, though expected. Still after playing him at my level I can't help but feel dendi has the right idea. QE buffs have gotten him to the point where he can survive and thrive early-mid and then have a ridiculous transition into tornado emp. Watching dendi or other high level western invokers, I see that the spells that QE opens you up to are way more effective early game, while tornado/emp/disarm length of QWE are good all game. Cold snapping with summons and new PURE damage from sunstrike is just amazing. Instead of doing what some chinese are doing I feel like Dendi's way can thrive better. What you described is like a compromise starting with slightly nerfed spells to kind of play to what invoker's strength were previously, while dendi's way still gets to those strengths but from a better start. 5 Wex has another advantage besides the easy to land Tornado Emp times: You get 2x pets at lvl 16 instead of 18 or 19. I was starting to cap wex at 5 for my QW build sometimes for this purpose even before the nerf.
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On April 02 2012 08:19 NB wrote: im curious if Valve is using a 'sum' instead of multiplying system in their MMR.
So this is how sum system work: Player 1 (1000) Player 2 (1500) Total team MMR: (2500)
Match with
Player 3 (2000) Player 4 (500) Total: (2500)
How multiply system works: Player 1 (1000) Player 2 (1500) Total team MMR: (15*(10^5))
will not Match with
Player 3 (2000) Player 4 (500) Total: (1000000) = 10*(10^5) < 15*(10^5)
I just got a game where my entire team except me has less than 100 wins and totally feed win the enemy team has 300 wins each. How do they expect me to 1 carry 4? ~_~ Iv noticed when I watch streams of really really good players (Dendi) while they MM they sometimes get matched with 2-3 obviously weaker players while still playing against skilled opponents.
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United States47024 Posts
I would actually argue that it's early game where EMP+Tornado is really devastating. Once enough Arcanes are on the field and everyone has buffered their mana values, an EMP for 300-ish mana isn't as big of a deal, where it takes a lot of heroes from near-full mana to empty earlier on in the game.
Tornado+EMP just absolutely crushes teamfights and pushes around levels 7-10 and while Tornado stays useful, EMP slowly loses steam from there on out. Hitting full strength Tornado+EMP after you've got 4xQuas and 4xExort means you'll probably miss the stage of the game where it's strongest.
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Wow that'll really suck if Misery leaves EG. Playmate and Misery were prety much the reason the team was doing so well early on when they rejoined Dota2. Maybe they might try to get Bulba to replace? Thoughts?
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On April 02 2012 13:55 Ack1027 wrote:Show nested quote +On April 02 2012 08:45 TheYango wrote: About Invoker:
The changes to Invoker in 6.74 have prompted some Chinese pros to take a different approach toward playing him in the last few weeks. Most notably, people are taking Exort ranks earlier, and not necessarily maxing out Wex first (LGD.Yao has taken the approach of 3xQuas->5xWex before starting to level Exort at around level 11, with the reasoning that 3xQuas+5xWex gives you the right mix of Tornado knockup time and EMP channel time to get behavior similar enough to the old Tornado+EMP combo). Players have also started to play around with the approach of itemizing Invoker toward lategame physical DPS, opting for items like Orchid, BKB, and Mjollnir after the early-game Phase+Janggo+Force core, rather than the conventional caster semicarry path involving items like Sheep and Aghanim's--though this is more composition-dependent, as many games still call for the caster itemization. This is kinda interesting, though expected. Still after playing him at my level I can't help but feel dendi has the right idea. QE buffs have gotten him to the point where he can survive and thrive early-mid and then have a ridiculous transition into tornado emp. Watching dendi or other high level western invokers, I see that the spells that QE opens you up to are way more effective early game, while tornado/emp/disarm length of QWE are good all game. Cold snapping with summons and new PURE damage from sunstrike is just amazing. Instead of doing what some chinese are doing I feel like Dendi's way can thrive better. What you described is like a compromise starting with slightly nerfed spells to kind of play to what invoker's strength were previously, while dendi's way still gets to those strengths but from a better start. Edit: Just wanted to add that I'm sure chinese invokers are facing much harder/different/well thought out opposition due to the nature of dota1. Not to mention that even though dendi's way might work against the dota2 meta it wouldn't necessarily be as good in dota 1's more push/aoe-centric lineups.
I feel the opposite. I saw invoker in two of the recent joindota finals, and the wex invoker was capable of helping apply pressure, whereas the exort invoker just sucked exp mid lane and was completely unable to teamfight against the push. Dendi played invoker in the defense finals vs quantic, he did kind of well solo, once it got toward late game team fights he got agh/refresher, and he basically never used the refresh and just got picked off.
tornado is just so spammable from long range like power shot, and you don't have to get into blink initiation range. And emp just makes pushing so punishable and almost single handedly wins team fight standoffs. Exort invoker just does a bunch of damage. Meteor's too unreliable unless everyone jumps on one hero, whereas good teams will try to spread. And to use meteor range to your advantage, you telegraph it so everyone's going to dodge it.
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