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6.82 Balance Changes and Discussion Thread - Page 19

Forum Index > Dota 2 General
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Prev 1 17 18 19 20 21 114 Next
JD.
Profile Joined September 2014
Australia250 Posts
September 24 2014 03:38 GMT
#361
Any forum that isn't filled with negative nancys?
ahw
Profile Blog Joined April 2011
Canada1099 Posts
September 24 2014 03:43 GMT
#362
On September 24 2014 12:38 JD. wrote:
Any forum that isn't filled with negative nancys?


patch is great 10/10 would patch again

seriously though i like this patch a lot i don't see why anyone would complain
Fleetfeet
Profile Blog Joined May 2014
Canada2552 Posts
September 24 2014 03:44 GMT
#363
The big deals, imo:

Double runes. Obviously a gigantic deal. Not only is rune luck much less of a factor, but supports roaming and rune control in general is a bigger deal than it was before.

Hero kill experience change: I'll have to see it play out, because formulas are confusing... but if I'm understanding the gist, it's accounting for the disparity between the two teams' total experience, applied to every kill. This should mean that if you're ahead in experience and a teamfight ends up 2 - 2, you're now less ahead even though you went even. If that's the case, that's honestly a really shitty change, and creates an artificial "comeback mechanic" that's less WE PLAYED GUD and more THEY THREW.

The rest of the changes I don't see being that major, or missed in my first read through.

Map changes probably won't be that big a deal in pubs (barring sideshop accesses) aside from relearning ward spots.

Bloodseeker... not sure if nerfed...

New PL seems interesting, but not radically different.

New riki seems like he's going to be a giant pain in the fucking ass. Perma invis from level 2-3 seems like the recipe for extremely obnoxious roaming (coupled with rune change) at a timing where the supports probably can't get enough sentries to slow him down..

I'm super stoked for aghas chen, because I got aghas chen -anyways- and magi... spell immune ancients being my bros just seems like a recipe for free wins. Penitence changes mean nothing still. It's not a significant change, but... favorite hero bias :D

Decent nerfs to DP / void / doom / razor.

Overall, good patch. The only parts I don't like are the experience on hero kills, and riki.
Alpino
Profile Joined June 2011
Brazil4390 Posts
September 24 2014 03:46 GMT
#364
Only change I'm really on the fence about is the xp and gold rewarded for kill changes, not sure about all this rubberbanding, I was really happy about the patch until reading this x_x
20/11/2015 - never forget EE's Ember
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2014-09-24 03:52:39
September 24 2014 03:51 GMT
#365
On September 24 2014 12:44 Fleetfeet wrote:
Bloodseeker... not sure if nerfed...

New PL seems interesting, but not radically different.

Bloodseeker got buffed i think. No more point and click silence is pretty huge, but the new Bloodrage is still pretty good. Blood Rite is huge disruption and the pure damage nuke is nothing to scoff at if it lands. His passive also got buffed a pretty decent amount since it grants the bonuses linearly as well as getting a small buff.

I think PL got a big nerf, personally. No more free magic resist off ult means it's a hell of a lot easier to get rid of his illusions. Add to that the pretty huge Agi gain nerf means his illusions are a lot weaker now. Granted, you get that neat 1 second dodge ability, but the cooldown is reasonably long and I'm not sure it's enough to make up for significantly weaker illusions. Phantom Rush also seems really meh. PL doesn't really have a problem chasing people down between Spirit Lance + Diffusal. This also means he loses Doppelwalk, which was really huge in letting him get big.
Alpino
Profile Joined June 2011
Brazil4390 Posts
September 24 2014 03:52 GMT
#366
On September 24 2014 10:49 NIJ wrote:
This is just way too much change for my taste. This may be nice for people who get bored and always want things to be refreshing, but as for me this is too much at once. Its not even about whether i agree with the change or not. I've initially disagreed with few recent patches and ended up changing my mind so hopefully i change my mind again, but i cant see my self liking massive overhauls like these being the norm for too long.


DotA was always like this, one day you wake up and BAM everything you once held dear is in smithreens and you curse that damn chilly frog, in the end it all ended fine.
20/11/2015 - never forget EE's Ember
juff
Profile Joined March 2011
Singapore4659 Posts
Last Edited: 2014-09-24 04:07:22
September 24 2014 03:53 GMT
#367
Hmm, I'm trying to change the LP article for the new gold mechanic, and I'm not sure I understand the new changes.

VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) (minimum 0)
NWFactor = NWDifference * VictimNW

Example: Dying hero is a lvl 11 Phantom Assassin with 8k Net Worth. Her team has 22k Net Worth while your team has 15k Net Worth. NWFactor = 8k*(22k-15k)/(22k+15k) = 8k*7k/37k= 1513

2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 = 30+66+1513*0.35 = 625

So if 2 heroes kill her, they get 625 assist gold each, plus the actual value of the kill?

Does that mean heroes with high net worths are basically gold pinatas?
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2014-09-24 04:00:31
September 24 2014 03:59 GMT
#368
On September 24 2014 12:46 Alpino wrote:
Only change I'm really on the fence about is the xp and gold rewarded for kill changes, not sure about all this rubberbanding, I was really happy about the patch until reading this x_x


there's nothing wrong with making it so the winning team can't carelessly faceroll without consequences

a bunch of changes are oriented toward squashing rat teams and that's one of them. it's been too easy to throw bodies at the problem for a long time
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 24 2014 03:59 GMT
#369
HOLY FICK
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
September 24 2014 04:05 GMT
#370
On September 24 2014 12:59 theqat wrote:
Show nested quote +
On September 24 2014 12:46 Alpino wrote:
Only change I'm really on the fence about is the xp and gold rewarded for kill changes, not sure about all this rubberbanding, I was really happy about the patch until reading this x_x


there's nothing wrong with making it so the winning team can't carelessly faceroll without consequences

a bunch of changes are oriented toward squashing rat teams and that's one of them. it's been too easy to throw bodies at the problem for a long time

Funny enough the gold changes punish the 'deathball' by taking its biggest weakness and making it worse. Now one lost fight as a death ball can start a snowball the other way. You have to be careful what you trade now as a tower will not be worth two deaths anymore.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Fleetfeet
Profile Blog Joined May 2014
Canada2552 Posts
Last Edited: 2014-09-24 04:12:43
September 24 2014 04:10 GMT
#371
On September 24 2014 13:05 LeLoup wrote:
Show nested quote +
On September 24 2014 12:59 theqat wrote:
On September 24 2014 12:46 Alpino wrote:
Only change I'm really on the fence about is the xp and gold rewarded for kill changes, not sure about all this rubberbanding, I was really happy about the patch until reading this x_x


there's nothing wrong with making it so the winning team can't carelessly faceroll without consequences

a bunch of changes are oriented toward squashing rat teams and that's one of them. it's been too easy to throw bodies at the problem for a long time

Funny enough the gold changes punish the 'deathball' by taking its biggest weakness and making it worse. Now one lost fight as a death ball can start a snowball the other way. You have to be careful what you trade now as a tower will not be worth two deaths anymore.


First you change your name, then you change your icon! LeLoup pls, have mercy.

Isn't this backwards, though? Gold gain from early towers is reduced and less significant a net worth swing. A deathball isn't farming, they're pushing, and since they're presumably less likely to lose heroes and more likely to crush lone defenders, wouldn't the exp/gold graphs start to favour the "defending" team rather than the deathball team, as they're farming more than one lane and/or a jungle, as opposed to splitting one lane of experience and gold between four or five heroes?

I'm with the people on the fence about the experience and gold changes, though. If it amounts to any kind of rubberbanding, I'll be upset. Sure, stomps are unpleasant for most of the people in the game, but sometimes MMR happens, and the conclusion resulting from this shouldn't be "Dire played better for 30 minutes, then slipped up for 5, losing the accumulated lead and eventually losing the game"
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 24 2014 04:10 GMT
#372
Goddamn, guides ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
September 24 2014 04:11 GMT
#373
On September 24 2014 12:59 Torte de Lini wrote:
HOLY FICK


Eloquently put.
My dick has shrunk to the point where it looks like I have 3 balls.
TMG26
Profile Joined July 2012
Portugal2017 Posts
September 24 2014 04:11 GMT
#374
On September 24 2014 12:34 KillerSOS wrote:
Show nested quote +
On September 24 2014 12:22 Alider wrote:
"(All) Good game - Counts as calling GG in an official game
(All) Good game, well played - Counts as calling GG in an official game"
So now we can concede in the middle of the game? Am i right?


Just for private matches I'm sure.


Or team matchmaking

On September 24 2014 12:22 Plansix wrote:
Show nested quote +
On September 24 2014 12:08 Kuroeeah wrote:
On September 24 2014 11:56 Plansix wrote:
Every pro I have seen on stream talking about the patch has been bitching about something or another. Which further confirms my point of view that listening to pros on balance is a waste of time, because they are only bias to what they want.

Except PPD, who just say "I'm still going to win by drafting Razor and DP." Clearly showing he gives no shits.

Player feedback is integral to any game of this nature. Does listening to the masses weigh more than listening to them?

Nope, listen to no one and make the game what you want it to be. Of course liten to people(see all the tinker nerfs and push nerfs), but don't listen to a bunch of arm chair designers who haven't even played the new patch. Or pros who will always find something to complain about.


Agree.


In Icefrog we trust.
Supporter of the situational Blink Dagger on Storm.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
September 24 2014 04:20 GMT
#375
they have to be trolling with the Earth Spirit aghs......

Enchant Remnant:
=================
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.

Cast Range: 600
Mana Cost: 150
Cooldown: 45

Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

As if this dude wasn't annoying enough.... now he can stun a team mate for 3 seconds and push them in to harms way
When there is nothing left to lose but your dignity, it is already gone.
synapse
Profile Blog Joined January 2009
China13814 Posts
September 24 2014 04:31 GMT
#376
On September 24 2014 13:20 emythrel wrote:
they have to be trolling with the Earth Spirit aghs......

Enchant Remnant:
=================
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.

Cast Range: 600
Mana Cost: 150
Cooldown: 45

Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

As if this dude wasn't annoying enough.... now he can stun a team mate for 3 seconds and push them in to harms way

I'll take the creative griefing over feeding couriers.
:)
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
Last Edited: 2014-09-24 04:31:25
September 24 2014 04:31 GMT
#377
On September 24 2014 13:20 emythrel wrote:
they have to be trolling with the Earth Spirit aghs......

Enchant Remnant:
=================
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.

Cast Range: 600
Mana Cost: 150
Cooldown: 45

Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

As if this dude wasn't annoying enough.... now he can stun a team mate for 3 seconds and push them in to harms way


I don't know, I was thinking more along the lines of him now being able to (with blink force), blink in, 600 range to enemy carry, stone him, force out and pull the enemy carry 1100 range, then kick him (if the unit behaves like a stone), another potential 2000 range away (or 800 range if it still behaves like a unit). That's a potential 1900 to 3100 range initiation range to ISOLATE a hero, not engage into a team like clock.
icystorage
Profile Blog Joined November 2008
Jollibee19347 Posts
September 24 2014 04:32 GMT
#378
On September 24 2014 13:31 synapse wrote:
Show nested quote +
On September 24 2014 13:20 emythrel wrote:
they have to be trolling with the Earth Spirit aghs......

Enchant Remnant:
=================
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.

Cast Range: 600
Mana Cost: 150
Cooldown: 45

Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

As if this dude wasn't annoying enough.... now he can stun a team mate for 3 seconds and push them in to harms way

I'll take the creative griefing over feeding couriers.

I still remember the immortals :D
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Ohnoitztotoro
Profile Joined July 2013
United States45 Posts
September 24 2014 04:33 GMT
#379
HAHAHA Chen! I don't know how viable it is to put a scepter into his build but....controlling ancients is going to be the fun.
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
September 24 2014 04:33 GMT
#380
This patch though O_O
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
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