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United States47024 Posts
On October 18 2013 09:28 TheSubtleArt wrote: It's still possible for supports to double pull, isn't it? Yes, but the XP sharing change on neutrals means that it's impossible for you to keep the enemy from leeching half of your pull XP from those camps.
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On October 18 2013 09:34 TheYango wrote:Show nested quote +On October 18 2013 09:28 TheSubtleArt wrote: It's still possible for supports to double pull, isn't it? Yes, but the XP sharing change on neutrals means that it's impossible for you to keep the enemy from leeching half of your pull XP from those camps. So it will only be valid if you can also zone out the other heroes while you are doing it or you just want to get the gold?
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United Kingdom24425 Posts
Fluff and Lumi doing patch analysis just started. In the sidebar.
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On October 18 2013 09:41 Plansix wrote:Show nested quote +On October 18 2013 09:34 TheYango wrote:On October 18 2013 09:28 TheSubtleArt wrote: It's still possible for supports to double pull, isn't it? Yes, but the XP sharing change on neutrals means that it's impossible for you to keep the enemy from leeching half of your pull XP from those camps. So it will only be valid if you can also zone out the other heroes while you are doing it or you just want to get the gold?
It's still barely worth it since the timings are so messed and you only get small camp xp/gold unless you chain the pull and then even zoned you aren't going to keep their offlane zoned with the 1300xp buff, this for all intents and purposes removes stacking and pulling as staying in lane/roaming for kills is a better idea
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By the way i read the Lich deny change, it sounds more like Lich will get the exp similar to hand of midas. And the XP source will be similar to new neutral where heroes from both side, as long as they are within range, gona benefit from it?
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On October 18 2013 09:49 Esoterikk wrote:Show nested quote +On October 18 2013 09:41 Plansix wrote:On October 18 2013 09:34 TheYango wrote:On October 18 2013 09:28 TheSubtleArt wrote: It's still possible for supports to double pull, isn't it? Yes, but the XP sharing change on neutrals means that it's impossible for you to keep the enemy from leeching half of your pull XP from those camps. So it will only be valid if you can also zone out the other heroes while you are doing it or you just want to get the gold? It's still barely worth it since the timings are so messed and you only get small camp xp/gold unless you chain the pull and then even zoned you aren't going to keep their offlane zoned with the 1300xp buff, this for all intents and purposes removes stacking and pulling as staying in lane/roaming for kills is a better idea Well AFK farming is never really that interesting anyways. But I am sure supports of the world will find other ways to get levels.
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On October 18 2013 09:49 Esoterikk wrote:Show nested quote +On October 18 2013 09:41 Plansix wrote:On October 18 2013 09:34 TheYango wrote:On October 18 2013 09:28 TheSubtleArt wrote: It's still possible for supports to double pull, isn't it? Yes, but the XP sharing change on neutrals means that it's impossible for you to keep the enemy from leeching half of your pull XP from those camps. So it will only be valid if you can also zone out the other heroes while you are doing it or you just want to get the gold? It's still barely worth it since the timings are so messed and you only get small camp xp/gold unless you chain the pull and then even zoned you aren't going to keep their offlane zoned with the 1300xp buff, this for all intents and purposes removes stacking and pulling as staying in lane/roaming for kills is a better idea
Neutrals killing your creeps still gives no XP to the enemy. And a stacked small camp clears the wave about the same as a stacked medium (creep spawns pending ofc). You can pull, you just have to be smarter about it.
Roaming will still be better, but you can definitely win a lane with good pulls and lane management.
Also for someone. Try pushing the second creep wave after spawn, stack the camp, and then pull the 1:15 camp. With how far out the creeps spawn now there is no chance for the offlane to move to get the xp from that wave.
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early smoke ganks from supports are going to be as strong as ever. with tranquils, supports will actually have the relative speed they need to make shit happen. keeping the armor through breaking is a fantastic bonus too. Looking forward to playing some maiden this patch.
At first I wasnt very happy with this patch at all but I think im starting to come to terms with it.
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On October 18 2013 10:16 PassiveAce wrote: early smoke ganks from supports are going to be as strong as ever. with tranquils, supports will actually have the relative speed they need to make shit happen. keeping the armor through breaking is a fantastic bonus too. Looking forward to playing some maiden this patch.
At first I wasnt very happy with this patch at all but I think im starting to come to terms with it.
Keep in mind all other boots are slower now too making smoke even stronger.
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You guys... Elder Titan wasn't really nerfed much. Damage on Astral isn't the problem...
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Well, damage on astral was an unplanned strength (aka bug), so at least we can say he's where he was originally intended to be.
Edit: and as Bulba said on the ET thread, it's quite big that the astral one-shot ranged creeps, and he wont do so anymore.
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On October 18 2013 08:05 Plansix wrote:Show nested quote +On October 18 2013 07:17 TheYango wrote:On October 18 2013 07:09 Belisarius wrote: I think the real problem I have with it is that it really screws over the people who've actually put in the work to learn the minutiae of the jungle and lane mechanics.
There's a really big window of MMR where people are learning these things, and someone who's put in the effort to know how to manipulate the jungle and static a lane gets a big advantage from having done so. I really liked that, and I feel like that kind of burden-of-knowledge is a big part of dota.
I think, if I'm honest, it feels like IceFrog is trying to make pro dota more like pub dota. That's nice, but by making dota as a whole more pubby he's pushing pub dota further and further towards its worst aspects.
We get more and stronger riki/BH/huskar pickers, more feeding-into-10min-godlike, more terrifying ganking mids, all of that junk. The obs change did the same thing, because it made it much easier for snowball mids to gank when they were already the scariest thing in a pub game. It makes me sad. I don't get how you drew any of your conclusions from these patch notes lol. They threatened to move his cheese and force him to learn new things. Then he inferred that change = pub dota.
If you can put your seething condescension aside for a moment, you might like to think of the differences between the top level of play and the kind of thing that 85+% of the playerbase encounters every day.
At the moment, there is a huge range of MMR where effective trilanes are rare, 2/1/2 is common, a lot of supports either can't or don't bother to pull, most carries can't static a lane, and wards are bought intermittently and placed haphazardly. The key is that if your team is dumb, you do 2/1/2 because it's easier. If, however, you get a team able to communicate and able to control a lane, you can move away from that and try other things. Stuff like defensive trilanes are currently a joy on the rare occasions that they work in a pub.
Now, 2/1/2 is probably strong all the way to the top, and controlling a lane is so much harder that it's probably not worth doing. That's new to the pro scene, but the gameplay it produces is seriously old news to us.
You know what's been doing 2/1/2 forever? Low level pub dota. You know what games have been dominated by ganks and roaming and snowballing? Low-level pub dota. And it's really kinda boring.
Change != pub dota, but that stuff really is, and it's all gotten much, much stronger since 6.77. Are there new things to learn? Of course. Will they be entertaining at the pro level? Absolutely. But those new things will largely revolve around roaming and killing things, and the point is that lower level games already had plenty of that.
If I'm wrong, that's fine. But I don't see how massive nerfs to pulling coupled to things like the 6.78 ward change can lead to anything else.
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^^ haha.
I doubted of these patch notes were real..I dont really like a lot of changes, but yeah whatever, will play the game and see how it goes.
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On October 18 2013 11:08 Belisarius wrote:Show nested quote +On October 18 2013 08:05 Plansix wrote:On October 18 2013 07:17 TheYango wrote:On October 18 2013 07:09 Belisarius wrote: I think the real problem I have with it is that it really screws over the people who've actually put in the work to learn the minutiae of the jungle and lane mechanics.
There's a really big window of MMR where people are learning these things, and someone who's put in the effort to know how to manipulate the jungle and static a lane gets a big advantage from having done so. I really liked that, and I feel like that kind of burden-of-knowledge is a big part of dota.
I think, if I'm honest, it feels like IceFrog is trying to make pro dota more like pub dota. That's nice, but by making dota as a whole more pubby he's pushing pub dota further and further towards its worst aspects.
We get more and stronger riki/BH/huskar pickers, more feeding-into-10min-godlike, more terrifying ganking mids, all of that junk. The obs change did the same thing, because it made it much easier for snowball mids to gank when they were already the scariest thing in a pub game. It makes me sad. I don't get how you drew any of your conclusions from these patch notes lol. They threatened to move his cheese and force him to learn new things. Then he inferred that change = pub dota. If you can put your seething condescension aside for a moment, you might like to think of the differences between the top level of play and the kind of thing that 85+% of the playerbase encounters every day. At the moment, there is a huge range of MMR where effective trilanes are rare, 2/1/2 is common, a lot of supports either can't or don't bother to pull, most carries can't static a lane, and wards are bought intermittently and placed haphazardly. The key is that if your team is dumb, you do 2/1/2 because it's easier. If, however, you get a team able to communicate and able to control a lane, you can move away from that and try other things. Stuff like defensive trilanes are currently a joy on the rare occasions that they work in a pub. Now, 2/1/2 is probably strong all the way to the top, and controlling a lane is so much harder that it's probably not worth doing. That's new to the pro scene, but the gameplay it produces is seriously old news to us. You know what's been doing 2/1/2 forever? Low level pub dota. You know what games have been dominated by ganks and roaming and snowballing? Low-level pub dota. And it's really kinda boring. Change != pub dota, but that stuff really is, and it's all gotten much, much stronger since 6.77. Are there new things to learn? Of course. Will they be entertaining at the pro level? Absolutely. But those new things will largely revolve around roaming and killing things, and the point is that lower level games already had plenty of that. If I'm wrong, that's fine. But I don't see how massive nerfs to pulling coupled to things like the 6.78 ward change can lead to anything else. I'm with Yango on this one, I don't know how you got all that from the patch notes. We might need to see some professional games before making sweeping atatments like this.
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So when is this patch going live? Over the weekend seems weird.
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United Kingdom24425 Posts
I'd imagine next wed-thursday.
If tomorrow then good luck MLG. But updates tend to not come out on Friday.
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This is going to be sick.
The world has changed as we know it. (dota)
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This Lumi+Fluff patch analysis made me a fan of Fluff. <3
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