6.82 Balance Changes and Discussion Thread - Page 42
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KOFgokuon
United States14893 Posts
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Daralii
United States16991 Posts
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Logo
United States7542 Posts
On September 25 2014 03:49 FueledUpAndReadyToGo wrote: 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. It's not fundamentally different from the existing streak mechanics so you can't be completely opposed to it on principle alone or you should have been complaining about dota's mechanics for years. The problem, apparently, is it's just too strong at the moment; something that's easily tweaked. Personally I'm a little excited of games where the casters don't need to hide the gold graph because it shows with a 80+% certainty who's going to win the game 15 minutes in. I don't want gold lead to be meaningless, but if like the effects of a 5k gold lead act more like a 3k gold lead that doesn't seem like the worst thing in the world. | ||
Darkren
Canada1841 Posts
On September 25 2014 03:53 Logo wrote: It's not fundamentally different from the existing streak mechanics so you can't be completely opposed to it on principle alone or you should have been complaining about dota's mechanics for years. The problem, apparently, is it's just too strong at the moment; something that's easily tweaked. Personally I'm a little excited of games where the casters don't need to hide the gold graph because it shows with a 80+% certainty who's going to win the game 15 minutes in. I don't want gold lead to be meaningless, but if like the effects of a 5k gold lead act more like a 3k gold lead that doesn't seem like the worst thing in the world. We have deviated really fast to graph and gold leads Stop the buisneess | ||
SKC
Brazil18828 Posts
+ Show Spoiler + ![]() + Show Spoiler + ![]() Thisisbob would be proud. Dota is timeless. | ||
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CosmicSpiral
United States15275 Posts
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 Aghs builds got indirectly nerfed by the need for MKB in the late game. It was already extremely weak for the offlaner since it delayed your transition into the carry role while sacrificing your damage peak with MoM/Maelstrom in the midgame. | ||
WolfintheSheep
Canada14127 Posts
On September 25 2014 03:33 phantomlancer23 wrote: 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. Then stop thinking of it as a punishment, and think of it as a reward for a significantly harder feat. Winning a teamfight when you're 20k gold and 8 full level behind is hard. If the accomplishment is greater, why shouldn't the bounty reflect that? | ||
Mafe
Germany5966 Posts
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SoylentGamer
United States250 Posts
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QUEENT
Canada53 Posts
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SoylentGamer
United States250 Posts
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Fumanchu
Canada669 Posts
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Plansix
United States60190 Posts
On September 25 2014 04:14 Fumanchu wrote: Does the chat wheel GG thing mean teams can forfeit now? Only in custom games. You cannot surrender in match making. | ||
SoylentGamer
United States250 Posts
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xAdra
Singapore1858 Posts
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crms
United States11933 Posts
On September 25 2014 04:11 QUEENT wrote: So wait, you can get Desolator on Clinkz now for +120 damage and -7 armor...? you always could with very little micro required. | ||
idonthinksobro
3138 Posts
On September 25 2014 04:07 Mafe wrote: Just playing around with chen scepter, it appears anceint creeps are not as useful as one might think one first view: No auras, sub-par abilities (if any) apart from spell immunity. Sure they are nice, but I wouldnt be surprised if pro chens still rather convert some of the regular creeps. the big ancient creeps have ridicilous hp, chen with aghs can heal any of his units to full hp every 30 seconds, most crowd control / antipush abilities don't work on ancients. I want to see some teams at least try rushing aghs on chen and push with ancients. | ||
SoylentGamer
United States250 Posts
On September 25 2014 04:40 idonthinksobro wrote: the big ancient creeps have ridicilous hp, chen with aghs can heal any of his units to full hp every 30 seconds, most crowd control abilities don't work on ancients. I want to see some teams at least try rushing aghs on chen and push with ancients. I could probably see him split pushing each lane with them to be honest. 1 ancient per lane. The AOE damage on the dragons could mean some ridiculous push and farm. | ||
lolnoty
United States7166 Posts
On September 25 2014 04:13 SoylentGamer wrote: Okay, from what I know about runes, their main function is to allow the mid lane to gank more often, and get more gold because of it. The bounty rune? Instead it just gives them the gold that they'd get from a gank and be done with it .w. really kind of lame to me. Bounty rune is nowhere near the gain of a successful gank in any form. The bounty rune's purpose is to alter the RNG of rune luck. In most cases the bounty rune is the worst rune you can get as a mid, but its main function is that it fills bottles. The lowering of rune luck in mid as well as the buff to xp denial from last hitting promotes mid skill more. It also PROMOTES more action from other lanes, because you will definitely see more supports and/or offlaners carrying bottles as well since they're so reliable and efficient. More mana/health = more spells thrown and health leverages. More contesting of guaranteed runes = more chance of action around runes. double runes to me has no downside | ||
SoylentGamer
United States250 Posts
On September 25 2014 04:43 lolnoty wrote: Bounty rune is nowhere near the gain of a successful gank in any form. The bounty rune's purpose is to alter the RNG of rune luck. In most cases the bounty rune is the worst rune you can get as a mid, but it's main function is that it fills bottles. The lowering of rune luck in mid as well as the buff to xp denial from last hitting promotes mid skill more. It also PROMOTES more action from other lanes, because you will definitely see more supports and/or offlaners carrying bottles as well since they're so reliable and efficient. More mana/health = more spells thrown and health leverages. More contesting of guaranteed runes = more chance of action around runes. double runes to me has no downside I'm all for the double runes as well. I just find the bounty rune to be really lame. I could probably see players milking the rune waiting to grab it just before it despawns though, or even bottling it and saving it. finally Storm Spirit's quote "this will get better with age." for bottling makes sense :3 | ||
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