6.82 Balance Changes and Discussion Thread - Page 109
Forum Index > Dota 2 General |
cecek
Czech Republic18921 Posts
| ||
nojok
France15845 Posts
| ||
zergtat
Hong Kong853 Posts
| ||
Steveling
Greece10806 Posts
Too bad, I wanted to read more "their dusa had a circlet in 29mins then a neutral cent got a double kill and dusa had fly/skadi next time I saw her" talks, Q_Q. Oh these newbies. | ||
FHDH
United States7023 Posts
| ||
superstartran
United States4013 Posts
On September 29 2014 17:04 Kishin2 wrote: Pretty sure the "monumental changes" referenced there isn't 6.82. We'll see what they are in October, according to Cyborgmatt. The overhauling of teleport mechanics fundamentally changed how the game was played. As did the introduction of things like smoke, nerfing of wards, etc. There's plenty of things IceFrog did that really changed how the game was played. On September 29 2014 11:32 TheYango wrote: Yeah people seem to forget that through a good portion of 6.80-6.81 we had teams like DK and EG spearheading what could honestly be considered a pretty farmy version of DotA (with a farming mid and safelane hero and the midgame tempo centered around the offlaner who could do so because the offlane changes gave him far more early-game resources to work with). It was only 6.81b that emerged as a really fast, death-ball version of of DotA, and even then VG, the team that was probably most guilty of pushing this to its limit, still played a good number of mid-lategame 4-protects-1 games at TI4. DotA being so fast and early-game oriented was not some endemic problem that's plagued the last year of DotA. In fact, a good portion of 2013-2014 could actually be considered to be pretty slow-paced games. It's only post-6.81b where it seemed like fast death-ball games got out of hand, and even then, that can partly be attributed to how little time there was between 6.81b's release and TI4, which resulted in a lot of lopsided games that stayed in peoples' minds. It's funny because both Newbee and EG who placed 1st and 3rd at TI4 played very farm centric styles. EG played abit more greedy, while Newbee relied more on a teamfight setup, but neither were deathball status for the most part. | ||
VieuxSinge
France231 Posts
On September 29 2014 15:17 BillGates wrote: According to my calculations done in a hurry the new gold change is actually worse. In fact even at 10k hero net worth you get at minimum of 1258 gold, before the kill streak. So if he has a say 7 heroes kill strak you get over 1600 gold. At 20k net worth(35 minute game) you gain at minimum 1858 gold, before the kill streak. On a 7 kills kill streak you will get over 2500 gold. I'll try and do few example calculations in full and post them here so everyone can read it. get some glasses or learn to do maths. Or if you can't do maths, use this : http://www.mediafire.com/download/vh7aqyq99y39694/dota681b-682-682bcalculations2.xls it will do the calculus for you. To further complete your example, if the ennemy lvl 16 carry has 10k networth, his team has 25k networth, your team has 15k network ( a stomp in 6.81 dota2), by killing him you get: 1 Hero : 552 gold 2 Heroes : 526 gold/hero 3 Heroes : 433 gold/hero 4 Heroes : 340 gold/hero 5 Heroes : 274 gold/hero to these numbers, the one who got the last hit gets an eventual kill streak gold bonus that can reach a maximum of 480gold. Those numbers are way better than the previous ones (6.82) and seems reasonable. More testing/tuning needs to be done of course | ||
abar
10 Posts
| ||
njt7
Sweden769 Posts
| ||
BigO
Sweden956 Posts
Had an insane game just earlier today where we crushed the early game vs a really greedy lineup (including spectre of course) but some misplays made them comeback really hard. We still managed to win due to smarter plays when both teams only had one lane left despite their lategame being far superior to ours. Had that been last patch we would have just stomped them, taken highground and won regardless of those misplays in the midgame and I would have missed out on an awesome game. | ||
SpiZe
Canada3640 Posts
On September 30 2014 03:40 BigO wrote: It feels like I'm one of the few then that thinks this patch makes for some intresting and really fun games. I am all up for some comebacks instead of just every game being a stomp, I already had some of the most intense games I ever played in these first days since the patch hit. Had an insane game just earlier today where we crushed the early game vs a really greedy lineup (including spectre of course) but some misplays made them comeback really hard. We still managed to win due to smarter plays when both teams only had one lane left despite their lategame being far superior to ours. Had that been last patch we would have just stomped them, taken highground and won regardless of those misplays in the midgame and I would have missed out on an awesome game. Well the biggest complaint was that the comeback mechanic was too violent, you needed to win the early SO SO hard to be able to close it out early. Even if you were stomping hard and pushed too early you could throw it all and suddenly the game was even for some weird reason instead of swinging back slowly in the others team favor. In my eyes, there is nothing wrong with easing that comeback, but the previous system made that swinging way too violent, way too fast. Hopefully with the toned numbers that transition will be a bit slower, and allow a team that was ahead some leeway to try and close it out instead of forcing them to play always better as the game progresses. | ||
Fleetfeet
Canada2550 Posts
| ||
SoylentGamer
United States250 Posts
On September 30 2014 04:19 Fleetfeet wrote: I still had stomps, they just took 30 minutes to close out instead of 20, even with abandons / intentional feeders on the other team. Not like stomps are impossible now. Just less common. | ||
KillerSOS
United States4207 Posts
On September 30 2014 04:36 SoylentGamer wrote: Not like stomps are impossible now. Just less common. Stomps are boring anyways. Having the majority of the games rely on the first part of laning phase is no fun, and it's a welcome change. | ||
SoylentGamer
United States250 Posts
On September 30 2014 04:39 KillerSOS wrote: Stomps are boring anyways. Having the majority of the games rely on the first part of laning phase is no fun, and it's a welcome change. I would have to agree. A game where you worked hard to win is the best kind of game. | ||
Plansix
United States60190 Posts
On September 30 2014 04:42 SoylentGamer wrote: I would have to agree. A game where you worked hard to win is the best kind of game. I also prefer a game where I fear the game coming back, which was not as present in the last patch(my feeling the fear). I don't want it to break dota as we know it, but I like the fear it brings pushing the tier 2s. | ||
SoylentGamer
United States250 Posts
On September 30 2014 04:46 Plansix wrote: I also prefer a game where I fear the game coming back, which was not as present in the last patch(my feeling the fear). I don't want it to break dota as we know it, but I like the fear it brings pushing the tier 2s. which also completely destroys the "in the bag" taunt X3 | ||
Plansix
United States60190 Posts
On September 30 2014 04:53 SoylentGamer wrote: which also completely destroys the "in the bag" taunt X3 That thing should just automatically trigger if you take all three tier one's and lose none of yours. | ||
ChunderBoy
3242 Posts
terrorblade is good but dies a lot, or maybe thats coz i dont play carefully enough with him or just unluck spectre i havent tried yet, but i guess shes good, she was already one of my better heroes and now everyone is picking her and theyre rly rly bad with her, but hey reddit says she has 61% winrate so everyone and their mothers pick her. naga, prolly better than before...nvr liked her medusa is good iff she isnt against am/pl pl doesnt sound like too much of a hardcarry, ive had success running mid and safe pl, bottlecrow+lance spam and rush harass is strong. doppelganger is prolly the best escape skill in the game | ||
bo1b
Australia12814 Posts
| ||
| ||