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Russian Federation40190 Posts
On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those).
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On September 25 2014 05:28 FHDH wrote: Nerf to Doom is not inconsequential, it's certainly enough to eat into his 55% pro winrate in 6.81. All those little things add up a lot. Question is if the nerfs and LC being added to CM will result in him being phased out.
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On September 25 2014 05:28 lolfail9001 wrote:Show nested quote +On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those). I think overall it's not as big of a nerf as it looks. Everyone is overreacting.
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On September 25 2014 05:29 Daralii wrote:Show nested quote +On September 25 2014 05:28 FHDH wrote: Nerf to Doom is not inconsequential, it's certainly enough to eat into his 55% pro winrate in 6.81. All those little things add up a lot. Question is if the nerfs and LC being added to CM will result in him being phased out. I'd hate to see any hero phased out, even Void and Skywrath. If it's enough to reduce his pick rate and win rate a few percentage points that's a good change.
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Russian Federation40190 Posts
On September 25 2014 05:31 SoylentGamer wrote:Show nested quote +On September 25 2014 05:28 lolfail9001 wrote:On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those). I think overall it's not as big of a nerf as it looks. Everyone is overreacting. Damage nerf is inconsequential. Cast point and default no-passive-mute nerf are really serious in certain cases.
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On September 25 2014 05:31 SoylentGamer wrote:Show nested quote +On September 25 2014 05:28 lolfail9001 wrote:On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those). I think overall it's not as big of a nerf as it looks. Everyone is overreacting. Isn't the silence of everything under the sun the best part of doom anyways, not the damage(I mean the damage is cool and all). It still removes a lot of heroes from Dota fights.
Clearly not muting passives is a huge nerf, but I don't think it wasn't warranted.
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On September 25 2014 05:31 FHDH wrote:Show nested quote +On September 25 2014 05:29 Daralii wrote:On September 25 2014 05:28 FHDH wrote: Nerf to Doom is not inconsequential, it's certainly enough to eat into his 55% pro winrate in 6.81. All those little things add up a lot. Question is if the nerfs and LC being added to CM will result in him being phased out. I'd hate to see any hero phased out, even Void and Skywrath. If it's enough to reduce his pick rate and win rate a few percentage points that's a good change. No heroes deserve the Morph/Brood/Lycan treatment of 6.75.
On September 25 2014 05:32 Plansix wrote:Show nested quote +On September 25 2014 05:31 SoylentGamer wrote:On September 25 2014 05:28 lolfail9001 wrote:On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those). I think overall it's not as big of a nerf as it looks. Everyone is overreacting. Isn't the silence of everything under the sun the best part of doom anyways, not the damage(I mean the damage is cool and all). It still removes a lot of heroes from Dota fights. Clearly not muting passives is a huge nerf, but I don't think it wasn't warranted.
Makes him viable still against heroes like DP/Razor, makes him less viable against heroes like Luna and PA. Honestly I like the change as it gives people just a bit more of a reason to pick hard carries again.
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Wow the true tinker counter has arrived
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On September 25 2014 05:33 LeLoup wrote:Show nested quote +On September 25 2014 05:31 FHDH wrote:On September 25 2014 05:29 Daralii wrote:On September 25 2014 05:28 FHDH wrote: Nerf to Doom is not inconsequential, it's certainly enough to eat into his 55% pro winrate in 6.81. All those little things add up a lot. Question is if the nerfs and LC being added to CM will result in him being phased out. I'd hate to see any hero phased out, even Void and Skywrath. If it's enough to reduce his pick rate and win rate a few percentage points that's a good change. No heroes deserve the Morph/Brood/Lycan treatment of 6.75. Show nested quote +On September 25 2014 05:32 Plansix wrote:On September 25 2014 05:31 SoylentGamer wrote:On September 25 2014 05:28 lolfail9001 wrote:On September 25 2014 05:26 Sn0_Man wrote: no its not equivalent, its definitely a damage nerf.
30*.75=22.5, now down to 20. >10% nerf. Okay its not "no damage" but his ult was never THAT much damage in the past. Now its less. still 30 damage nerf for lvl3 ult and now can't be reduced by some magic resistances modifiers (and to my memory, he never blocked those). I think overall it's not as big of a nerf as it looks. Everyone is overreacting. Isn't the silence of everything under the sun the best part of doom anyways, not the damage(I mean the damage is cool and all). It still removes a lot of heroes from Dota fights. Clearly not muting passives is a huge nerf, but I don't think it wasn't warranted. Makes him viable still against heroes like DP/Razor, makes him less viable against heroes like Luna and PA. Honestly I like the change as it gives people just a bit more of a reason to pick hard carries again. I kinda miss anti mage, PA and all the other carries, so they can nerf doom for the greater good of late game carrys.
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United States15275 Posts
On September 25 2014 05:15 Acritter wrote: The issue with this notion of a catch-up mechanic is that it's conceptually flawed. Catching up was traditionally about eking out gradual advantage through using high-mobility low-impact heroes to disproportionately project onto the map (rat doto). Now it's about rolling the dice for that one big teamfight where you make up for everything. So, between the farm-efficient team that splits up for objectives and the boring 5man teamfight team, who's going to win?
It's the teamfight team. Every fucking time. Just like last version. Any attempt the rat team makes to catch up will punish them as soon as they manage to get ahead. They have to group up to take high ground with how much chip pushers like NP have been nerfed, and so it'll always come down to the teamfights that let the dumb "let's draft five big ultis" team win.
Get ready for a few more months of more FUCKING Void and Doom, because those pieces of shit aren't going anywhere.
This will even worse if the team-fight team also has the ability to rat in the late game. It will be a nightmare to attack into them, yet the team will probably elect for the safe plays and slowly chip down your T3s. I mean, why would they take the risk of proactively attacking into the base?
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+ Show Spoiler +
Lots of hate about the map changes, but I think I like this one quite a bit. Radiant offlane has been way too easy for the longest time, to the point where almost any hero can be safely run there. The most popular way of shutting down the radiant offlaner was smoke ganking behind and diving the tower. I think this map change makes that easier to pull off, with the path cutting close to the tower.
But I guess it also gives the offlaner another path to try to escape. I don't think it will be as useful as setting up for ganks though.
I guess if you are being dove and you can bee-line it down that path drawing tower fire, it might be stronger than before.
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On September 25 2014 05:26 TheYango wrote: Cast point change is crushing tbh.
Well, I dunno about crushing. It's now the same as Primal Roar (I think), meaning it's dodgeable but damn hard to do so, especially if the Doom blinks in from fog.
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Its quite certainly harder to smoke behind radiant offlane now cuz thats 100% an escape path not a gank path lol
Much easier for radiant offlaner to stack ancients now though, I like that. And ur team can hide in that path much better than before so having backup arrive is easier too.
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On September 25 2014 05:39 Sn0_Man wrote: Its quite certainly harder to smoke behind radiant offlane now cuz thats 100% an escape path not a gank path lol
Ya it cuts close to the tower, i dunno.
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Blue chakram Orange chakram. Portal 3 confirmed.
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On September 25 2014 05:39 Sn0_Man wrote: Its quite certainly harder to smoke behind radiant offlane now cuz thats 100% an escape path not a gank path lol
Much easier for radiant offlaner to stack ancients now though, I like that. And ur team can hide in that path much better than before so having backup arrive is easier too. If he escapes down that path you can just walk around the other side and cut him off. Additionally he has given himself no tower protection either, so you have that to your benefit too.
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On September 25 2014 05:39 Sn0_Man wrote: Its quite certainly harder to smoke behind radiant offlane now cuz thats 100% an escape path not a gank path lol
Much easier for radiant offlaner to stack ancients now though, I like that. And ur team can hide in that path much better than before so having backup arrive is easier too. True but it also provides another route for dives behind that T1 that get dodgy. As it is with a good rotation it's fairly easy to punish a dive.
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On September 25 2014 05:43 LeLoup wrote:Show nested quote +On September 25 2014 05:39 Sn0_Man wrote: Its quite certainly harder to smoke behind radiant offlane now cuz thats 100% an escape path not a gank path lol
Much easier for radiant offlaner to stack ancients now though, I like that. And ur team can hide in that path much better than before so having backup arrive is easier too. If he escapes down that path you can just walk around the other side and cut him off. Additionally he has given himself no tower protection either, so you have that to your benefit too. So he plays ring around the rosie with u under his tower. Its like a billion percent better than not having it.
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