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On October 02 2014 19:50 Gheizen64 wrote: Is there any point to that? I mean, i didn't see anymore comeback since the 2nd nerf, but now it's just beating a dead horse jesus. The real effect at this point is just overall more gold overall, I think 1 protect 4 will actually be pretty viable now.
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On October 03 2014 04:10 SoylentGamer wrote:Show nested quote +On October 02 2014 19:50 Gheizen64 wrote: Is there any point to that? I mean, i didn't see anymore comeback since the 2nd nerf, but now it's just beating a dead horse jesus. The real effect at this point is just overall more gold overall, I think 1 protect 4 will actually be pretty viable now. I think the change creates less gold, because the gold loss is already subtracted from the aoe-gold.
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On October 03 2014 04:46 Blackfeather wrote:Show nested quote +On October 03 2014 04:10 SoylentGamer wrote:On October 02 2014 19:50 Gheizen64 wrote: Is there any point to that? I mean, i didn't see anymore comeback since the 2nd nerf, but now it's just beating a dead horse jesus. The real effect at this point is just overall more gold overall, I think 1 protect 4 will actually be pretty viable now. I think the change creates less gold, because the gold loss is already subtracted from the aoe-gold. That's how it reads to me.
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Can anyone do a back of the envolope calculation on how does the new 6.82b gold mechanics different from the 6.82 one? Just some kind of a rule of thumb.
We know the comeback mechanics is weaker in .82b, but how does it compare to .82 and .81?
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On October 04 2014 03:56 evanthebouncy! wrote: Can anyone do a back of the envolope calculation on how does the new 6.82b gold mechanics different from the 6.82 one? Just some kind of a rule of thumb.
We know the comeback mechanics is weaker in .82b, but how does it compare to .82 and .81? Look here for .82 -> .82b. If I feel bored I'll update for some easier comparisons and if I'm *really* bored I'll make some comparisons to .81 but since the mechanical weight is very different it's a lot harder than intra-.82 kills.
http://www.liquiddota.com/forum/dota-2-general/467696-682-balance-changes-and-discussion-thread?page=108#2150
Also when I find a good tool for it I'll make stuff like this with sliders in tool form.
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Played earth spirit with the new patch, they nerfed the skillshot that is bouldersmash and made it an EZ PZ skill now. I dont understand why you would dumb down the skill required to use an ability.
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On October 02 2014 17:06 Laserist wrote: No one plays support anymore in this patch. At least in my games.
Did anyone pick support before? My last 10 ranked games have been people instapicking cores/carries, then immediately pleading for everyone else to "please choose a support". And then they also spend the whole game complaining about where you place the wards etc, as if they could be the greatest support themselves. Incredibly frustrating to the point where
I am tempted to join them in the instapicking carries so it's not always a choice between "be the only support so we can potentially win but get immediately focused down by the other team every fight since they are also trying to pad their own stats and have no money for anything because you're the only person buying courier/wards/smokes/dust while constantly dying" or "be the jerk who sees a 4 core lineup and chooses another core anyways so we definitely lose". Seriously, does anyone have a solution for this or do you just quick playing with random folks?
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pick a farming support and mute everyone on your team
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On October 05 2014 09:36 bludragen88 wrote:Show nested quote +On October 02 2014 17:06 Laserist wrote: No one plays support anymore in this patch. At least in my games. Did anyone pick support before? My last 10 ranked games have been people instapicking cores/carries, then immediately pleading for everyone else to "please choose a support". And then they also spend the whole game complaining about where you place the wards etc, as if they could be the greatest support themselves. Incredibly frustrating to the point where I am tempted to join them in the instapicking carries so it's not always a choice between "be the only support so we can potentially win but get immediately focused down by the other team every fight since they are also trying to pad their own stats and have no money for anything because you're the only person buying courier/wards/smokes/dust while constantly dying" or "be the jerk who sees a 4 core lineup and chooses another core anyways so we definitely lose". Seriously, does anyone have a solution for this or do you just quick playing with random folks?
generally if you communicate at the start of the game you don't run into this often.
At the start i always just type out the 3 roles i'm most comfortable in. so i type: "i'm best at ( in this order ) Mid, Carry, Offlaner and would like to play 1 of these 3 if you want me to play to my best"
And 9/10 times 1-2 people say: "sure i can support/offlane" etc etc.
also, i believe untill at least 4.5K it really doesn't fucking matter what you pick, as long as you do not die alot ( i.e. feed ) then you will win the game. People just run around trying to get kills instead of actually farming creeps so you can outfarm them on any role and have a good impact
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you know notthing john snow
User was warned for this post
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I wonder why we spent so many years balancing Dota.. when all of a sudden they completely change the game. I do not agree with most of these changes and I do not think the "pro" scene or TI should dictate the changes Valve applies. By making Roshan's respawn time random, it became clear the game's design will be highly influenced by "making it more entertaining" to watch.
Hack, I have played Dota over the last decade and now they change the MAP?! If you introduce more paths, why not just remove all trees?..
In the past patches have been done very carefully. There is absolutely no way they could have tested the effect of all these changes applied at one time. There are way too many correlations. I do not see any need for all this. This just makes me sick.
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One of the reasons I think is to keep the game fresh
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On October 15 2014 18:14 Johnnyq wrote: I wonder why we spent so many years balancing Dota.. when all of a sudden they completely change the game. I do not agree with most of these changes and I do not think the "pro" scene or TI should dictate the changes Valve applies. By making Roshan's respawn time random, it became clear the game's design will be highly influenced by "making it more entertaining" to watch.
Hack, I have played Dota over the last decade and now they change the MAP?! If you introduce more paths, why not just remove all trees?..
In the past patches have been done very carefully. There is absolutely no way they could have tested the effect of all these changes applied at one time. There are way too many correlations. I do not see any need for all this. This just makes me sick.
This wasn't the first map that the DotA map changed in the 6.xx version. A slightly new map layout is in the right direction in my opinion and especially after playing on it, the new paths is pretty minor to me.
Before the random Roshan spawn time, all the teams knew about the exact Roshan respawning. I do not wish to go back to the "hey Roshan is spawning in 5 mins time, lets just wait and posture aroudn the pit for the next 5 mins."
I like new patches in DotA, they keep it fresh and patches generally are 6 months apart so its pretty fine to me.
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So a little while on, is it too early to say that TB is complete bullshit? Because that guy seems like complete bullshit.
Amusingly, he doesn't even need a nickname to associate him with a disease.
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Well fresh means, the game is changed and again not quite defined. The purpose of a patch is to balance, not to create new tension (that needs to be explored). I don't mind about waiting 5min around roshan's pit as I want to play and this is an exciting time in the game. Of course it's boring to watch, but as I said.. the game is here for the players and the time you actually play outweighs the time you watch.
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I don't think purpose of the Dota patches are to balance. Rather tone down very very obvious outright broken things and introduce something new including changing basic mechanics of the game. They were never to balance things since every patch favors something obvious.
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On October 15 2014 19:45 Laserist wrote: They were never to balance things since every patch favors something obvious. I disagree.
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On October 15 2014 19:50 Johnnyq wrote:Show nested quote +On October 15 2014 19:45 Laserist wrote: They were never to balance things since every patch favors something obvious. I disagree.
That's a well constructed argument, it really brings a lot to the debate !
But anyway, i kinda of agree with your contradictor here, I think patches are not aiming at perfecting the balance, they are a way to change the meta often and drasticaly enought to prevent games from standardising too much.
This allows more different heroes to be played and pushes the players to re-think the game every now and then which, in my opinion, is the best way to increase both the fun and the livespan of the game.
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On October 15 2014 21:00 Mackh wrote: That's a well constructed argument, it really brings a lot to the debate ! C'mon... Laserist's argument was "no a patch is smth else". He is entitled to his opinion, yet I simply diagree.
By that train of thought, you could keep changing the chess pieces' move patterns in a regular fashion in order to keep the played strategies in rotation. That is not what I want.
As I said, the job of a patch is to achieve perfect balance in small iterations. Of course bringing a new hero to the game creates the need to revisit "balanced" heroes. However your change of the metagame is merely the result of balancing as weak heroes might get playable again and highly prefered heroes can be replaced in lineups.
If hero A is always picked over hero B it is not a problem of the meta that needs to be changed, but a matter of balance, as that is the only reason why you would pick A over B - because you have a higher chance of winning.
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