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United States47024 Posts
On September 25 2014 03:17 Makro wrote: i was hyped by the new AP pick but in fast it doesnt change a thing ... It's supposed to stop people who don't pick during picking time, then pause the game for 2 minutes just so they can counterpick without losing gold.
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If this new riki is supposed to go offlane, how is he going to be more useful there than bounty, clinkz or even brood?
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Kyrgyz Republic1462 Posts
Boo, my favourite sniper pubstomp build is ruined. Is that headshot change supposed to be a buff?
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United States47024 Posts
On September 25 2014 03:15 Sn0_Man wrote: He's like a bountyhunter in the offlane except u can't go invis on demand, you can't trade hits with weak supports, and you don't get any reward for hitting a fast level 6. Plus you don't do anything without copious amounts of gold that you can't farm.
IN other words, you can't offlane him. Or safelane him. Or mid him. Or support him. or pick him. You do get rewarded for fast level 6. In fact, that's the only way for the hero to actually be useful--by having high enough triple Blink Strike burst damage to solo-kill people.
The problem is that there's no sensible place for him to be to get to 6 because he wants to ditch the lane once he hits 6 so he's awkward safe lane, isn't very compelling mid, and off-lane levels are unreliable.
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I mean its definitely a nerf but iunno why
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I'm a little confused how the new AP works from its description, is it like RD where when it one team's turn to pick there is a certain pre-determined picking order for teammates?
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On September 25 2014 03:21 Skyro wrote: I'm a little confused how the new AP works from its description, is it like RD where when it one team's turn to pick there is a certain pre-determined picking order for teammates? You pick in order and everyone gets their own counter. Its still all pick, because you get to pick from all of the heroes. It just has a system to prevent people from doing the counter picking bullshit and pausing for the first two minutes of the game.
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On September 25 2014 03:20 TheYango wrote:Show nested quote +On September 25 2014 03:15 Sn0_Man wrote: He's like a bountyhunter in the offlane except u can't go invis on demand, you can't trade hits with weak supports, and you don't get any reward for hitting a fast level 6. Plus you don't do anything without copious amounts of gold that you can't farm.
IN other words, you can't offlane him. Or safelane him. Or mid him. Or support him. or pick him. You do get rewarded for fast level 6. In fact, that's the only way for the hero to actually be useful--by having high enough triple Blink Strike burst damage to solo-kill people. The problem is that there's no sensible place for him to be to get to 6 because he wants to ditch the lane once he hits 6 so he's awkward safe lane, isn't very compelling mid, and off-lane levels are unreliable. I mean his ult is ember ult only 99999 times worse. And all his other abilities are also 99999 times worse.
I'll admit that 5 or 6 blinks in a teamfight is pretty good at some point though, it's just that you already got that as riki.
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On September 25 2014 03:19 Mafe wrote: If this new riki is supposed to go offlane, how is he going to be more useful there than bounty, clinkz or even brood?
he isn't better than BH in any way shape or form unless he quite literally get a free lane to farm, but then we'd need to compare him to every other hero that can get a solo safe lane and that's even worse competition for him.
people saying that he just stays invis and doesn't hit anything until level 6 - what exactly does a no creep kill riki do with 4 blink strikes? you're talking about an ult that if chained at that farm level does MAYBE 400 damage after armor.
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Really interesting patch, so much has changed I feel like I can't really pass judgement until I see how everything fits together. In isolation I like pretty much all of the changes.
I am a bit concerned because I don't feel void and DP were nerfed correctly/sufficiently. The extra cooldown on DP's ultimate is good, but alot of the hero's strength comes from 1.) How powerful she is in midlane (somewhat balanced in pro matches by her vulnerability) 2.) How well/fast she can farm and/or recover, due to movement speed and crypt swarm 3.) How little she needs to come on-line
For void, I really would have liked to see a cool-down nerf, and/or something to make him less viable as a solo-offlaner. His core strengths are very much the same as DP's, with the addition of his ultimate's relatively low cooldown.
That being said, both heroes (especially void) were indirectly nerfed. And it's hard to see exactly how big a deal the new chronosphere will be, so I will need to wait and see.
Overall a great patch, I love the boldness!
Cats and dogs, living together in unwed sin. Black is white, white is purple, purple is auburn! Ahhhh
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I was shocked they didn't touch the chrono cd, nor the aghs. Outside of the .5 less seconds of chrono there really wasn't much of a nerf. They even made mask lifesteal more, and I will still be able to blow up supports at lvl 7 with just MoM
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On September 25 2014 03:22 Plansix wrote:Show nested quote +On September 25 2014 03:21 Skyro wrote: I'm a little confused how the new AP works from its description, is it like RD where when it one team's turn to pick there is a certain pre-determined picking order for teammates? You pick in order and everyone gets their own counter. Its still all pick, because you get to pick from all of the heroes. It just has a system to prevent people from doing the counter picking bullshit and pausing for the first two minutes of the game.
How does the pick order go though?
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On September 25 2014 02:58 TechSc2 wrote:Show nested quote +On September 25 2014 02:19 phantomlancer23 wrote: Sad patch.I agree with the 99% of the changes but even one change can break the game.I like dota because its a competitive game plus to fun that offers.The artificial comeback mechanic is the worst change i have ever seen,i dont want rng bullshits and fake dramatic turnarounds that based on this stupid idea.There must be no handicap that makes dota noobgame.You feed you lose thats dota for me. It actually removes RNG, i don't understand how people can perceive this as if there are gonna be more comebacks then there are now. You have to look at it like this: Pick any Tier 2 team and place it in a match versus any top tier 1 team. Tier 2 team takes a huge risk that pays off in the first 5 minutes in which they take a commanding lead in the early game. The top tier 1 team make better plays in the coming 15 minutes of game and that allows them to still win because of better skill and decision making This change is 100% geared towards less snowballing from minute 5 and less upsets within matchups between teams. I don't forsee any problems with the teams playing differently if they are ahead, but it does stimulate to play better when behind. I dont know the impact of the comeback mechanic in practice yet, my comment is on the philosophy behind it.I mean its stupid why i should be punished that hard if i managed to play better and get a lead its self denial of the game.The purpose of the game is try to get advantage but if you do you are punished,absolutely ridiculous.
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On September 25 2014 03:28 Varth wrote: I was shocked they didn't touch the chrono cd, nor the aghs. Outside of the .5 less seconds of chrono there really wasn't much of a nerf. They even made mask lifesteal more, and I will still be able to blow up supports at lvl 7 with just MoM
For aghs at least one of the biggest uses of it was offlane void -> agh's and with the deny XP change and map reworks it may just sort of sort itself out. It's not like void is the best at contesting the offlane last hits or anything so if he gets less xp/gold from it now it could just screw the aghs timing.
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On September 25 2014 03:32 Skyro wrote:Show nested quote +On September 25 2014 03:22 Plansix wrote:On September 25 2014 03:21 Skyro wrote: I'm a little confused how the new AP works from its description, is it like RD where when it one team's turn to pick there is a certain pre-determined picking order for teammates? You pick in order and everyone gets their own counter. Its still all pick, because you get to pick from all of the heroes. It just has a system to prevent people from doing the counter picking bullshit and pausing for the first two minutes of the game. How does the pick order go though? Its random, so someone has to pick fifth. Don't worry, you will still get 5 carry line ups.
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Quick theory crafting question, if you buy an item and drop it does it count in your net worth? Wondering if you'll see uber late game carries "invest" their extra gold to prevent comeback for other team, rather than sitting around with 8k gold. Obviously would only happen in <1% of games, more just wondering if items not in your inventory still count as "yours"
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I can't even comment on this shit because it's so crazy. I'm really worried about the xp/gold changes it feels, HOTS-ish. I wish I could fast forward 3-4 weeks to see how it all works out.
Bulba was saying in that c9 vs Empire game, (c9 were very behind) that any killed c9 got on Empire in 6.83 would be worth like ~2700g. That seems pretty goddamn insane. I wonder if he was accurate.
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On September 25 2014 03:33 phantomlancer23 wrote:Show nested quote +On September 25 2014 02:58 TechSc2 wrote:On September 25 2014 02:19 phantomlancer23 wrote: Sad patch.I agree with the 99% of the changes but even one change can break the game.I like dota because its a competitive game plus to fun that offers.The artificial comeback mechanic is the worst change i have ever seen,i dont want rng bullshits and fake dramatic turnarounds that based on this stupid idea.There must be no handicap that makes dota noobgame.You feed you lose thats dota for me. It actually removes RNG, i don't understand how people can perceive this as if there are gonna be more comebacks then there are now. You have to look at it like this: Pick any Tier 2 team and place it in a match versus any top tier 1 team. Tier 2 team takes a huge risk that pays off in the first 5 minutes in which they take a commanding lead in the early game. The top tier 1 team make better plays in the coming 15 minutes of game and that allows them to still win because of better skill and decision making This change is 100% geared towards less snowballing from minute 5 and less upsets within matchups between teams. I don't forsee any problems with the teams playing differently if they are ahead, but it does stimulate to play better when behind. I dont know the impact of the comeback mechanic in practice yet, my comment is on the philosophy behind it.I mean its stupid why i should be punished that hard if i managed to play better and get a lead its self denial of the game.The purpose of the game is try to get advantage but if you do you are punished,absolutely ridiculous. Yep I agree, it´s so fake. It´s like in need for speed when the car that´s in front of you never increases the lead very far always allowing you a chance to regain position even though you drive like shit.
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On September 25 2014 03:40 bludragen88 wrote: Quick theory crafting question, if you buy an item and drop it does it count in your net worth? Wondering if you'll see uber late game carries "invest" their extra gold to prevent comeback for other team, rather than sitting around with 8k gold. Obviously would only happen in <1% of games, more just wondering if items not in your inventory still count as "yours"
Interesting thought. Might actually be worth it for super late game... Even if dropped items still count, one might see an uber late game carry buy an item and resell it for 50% to get down to buyback level gold instead of sitting on 8k gold.
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On September 25 2014 03:45 crms wrote: I can't even comment on this shit because it's so crazy. I'm really worried about the xp/gold changes it feels, HOTS-ish. I wish I could fast forward 3-4 weeks to see how it all works out.
Bulba was saying in that c9 vs Empire game, (c9 were very behind) that any killed c9 got on Empire in 6.83 would be worth like ~2700g. That seems pretty goddamn insane. I wonder if he was accurate.
Its weird because those numbers seem huge, but that gold isn't likely to end up on one hero. Its likely going to be 2-4 heroes and then they might be able to get part of a force staff.
Also, number of heroes great effects the gold reward:
1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5 2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25 4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2 5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15
So no one can say that a kill is worth X gold until they know the number of heroes involved and the level of the specific hero that is killed.
And its not like Icefrog won't change the math if it doesn't work out.
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