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On September 27 2014 19:34 bo1b wrote: Speaking of bugs I'm pretty sure that divine rapier is bugged.
I played a game of kunkka last night, went rapier for fun and then promptly died without attacking once. The sandking on my team picked it up, and then dropped it in the fountain, when the text says its only droppable on death. More over if he picked it up it said it was owned by me still.
Maybe its a different patch, since I haven't really paid attention to all of them recently but it felt pretty strange. no thats working as intended in that particular case
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Oh? I thought it only dropped on death. Good to know ty.
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On September 27 2014 19:34 idonthinksobro wrote:Show nested quote +On September 27 2014 19:33 FHDH wrote:On September 27 2014 19:28 idonthinksobro wrote:On September 27 2014 19:26 nojok wrote:It was totally expected, I don't know how people could deny that. Now this patch enters real test mode and we'll see how the gameplay evolves from here. it is funny that now after this fix the same people that said icefrog knows best are now blaming him for giving in to community whining. lol who? There's a difference between tuning a game and listening to Reddit. http://www.reddit.com/r/DotA2/comments/2hltxh/dota_2_patch_20140927_for_september_27th_2014/cktu8lg Cool man you know we all read the same threads on every forum and totally assumed you were talking about people not here.
bo1b: The way Rapier works, it is muted to your teammates until someone on the other team picks it up. This is to prevent cross-farming of rapiers and dying to creeps for the trade.
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On September 27 2014 19:34 bo1b wrote: Speaking of bugs I'm pretty sure that divine rapier is bugged.
I played a game of kunkka last night, went rapier for fun and then promptly died without attacking once. The sandking on my team picked it up, and then dropped it in the fountain, when the text says its only droppable on death. More over if he picked it up it said it was owned by me still.
Maybe its a different patch, since I haven't really paid attention to all of them recently but it felt pretty strange.
the original owner can drop the rapier if the original owner dies and someone from your team picks it up you can also drop it as the rapier is muted for anyone but the original owner. This is done so your #4 hero can't buy a rapier, dies at the ancients and feeds your carry a full rapier i guess.
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Pretty sure the riki buff was actually a buff to bounty hunter in the 3-4k mmr bracket.
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On September 27 2014 19:34 bo1b wrote: Speaking of bugs I'm pretty sure that divine rapier is bugged.
I played a game of kunkka last night, went rapier for fun and then promptly died without attacking once. The sandking on my team picked it up, and then dropped it in the fountain, when the text says its only droppable on death. More over if he picked it up it said it was owned by me still.
Maybe its a different patch, since I haven't really paid attention to all of them recently but it felt pretty strange. Because nobody on their team picked it up, the rapier still belonged to you and was treated by sandking like any other item belonging to you. Working as intended, I believe.
The tweaking is probably good but having a definite plan for how and when your lineup will go highground is still probably very important.
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On September 27 2014 19:36 bo1b wrote: Oh? I thought it only dropped on death. Good to know ty. It's to prevent suiciding on neutrals so whatever hero can give it to his rightclick mate.
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On September 27 2014 19:37 idonthinksobro wrote:Show nested quote +On September 27 2014 19:34 bo1b wrote: Speaking of bugs I'm pretty sure that divine rapier is bugged.
I played a game of kunkka last night, went rapier for fun and then promptly died without attacking once. The sandking on my team picked it up, and then dropped it in the fountain, when the text says its only droppable on death. More over if he picked it up it said it was owned by me still.
Maybe its a different patch, since I haven't really paid attention to all of them recently but it felt pretty strange. the original owner can drop the rapier if the original owner dies and someone from your team picks it up you can also drop it as the rapier is muted for anyone but the original owner. This is done so your #4 hero can't buy a rapier, dies at the ancients and feeds your carry a full rapier i guess. People would do that in hon with roshan haha
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On September 27 2014 19:36 bo1b wrote: Oh? I thought it only dropped on death. Good to know ty. Rapier has two states, locked and unlocked
when its first bought, its in a locked state, meaning only the purchaser can use it.
If the purchaser dies, the rapier drops two cases can occur
Enemy picks it up, rapier becomes unlocked (permanently), which means anyone can use it, and it only drops on death
if the ally picks it up, the rapier remains locked to its original purchaser, and can be dropped by the teammate who picked it up to give it back to the OP
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That's really cool, still a trollish item I suppose, but a bit safer if you have a team willing to pick it up for you
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On September 27 2014 19:33 FHDH wrote:Show nested quote +On September 27 2014 19:28 idonthinksobro wrote:On September 27 2014 19:26 nojok wrote:It was totally expected, I don't know how people could deny that. Now this patch enters real test mode and we'll see how the gameplay evolves from here. it is funny that now after this fix the same people that said icefrog knows best are now blaming him for giving in to community whining. lol who? There's a difference between tuning a game and listening to Reddit. Yeah if he listened to Reddit he would've removed it entirely.
Also I played like 10 games in 6.82 and only in one did I feel there was rubberbanding, and it pretty much went:
My team gets ahead, goes full retard and we have like 3 dagons, starts throwing Other team also goes full retard and goes Dagons, starts throwing We win and it was one of the funniest games ever
The rest were pretty much won/lost from start to finish, but they were closer than before (whoamg) with one comeback because the enemy team kept trying to split push or make YOLO plays so we won in the end
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Well the change was only for gold, I still think the xp gain needs just as much nerfs as the kill bounty.
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I think my biggest complain about thus patch is, makes the game incredibly prone to throwing, like 1v5 manfight into giving away a big item = loss, especially for some late game monsters.
This thing happened a lot in my recent games.
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On September 27 2014 19:50 Laserist wrote: I think my biggest complain about thus patch is, makes the game incredibly prone to throwing, like 1v5 manfight into giving away a big item = loss, especially for some late game monsters.
This thing happened a lot in my recent games. That was my biggest problem in pub games, but after much thought I think it makes pubs a more full experience, especially as a lot of times the leads played against were so enourmously high that it became almost hopeless, now theres actually a reason to play on.
Also, pro's really shouldn't throw like that so competitively it shouldn't matter.
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I'm going to blame 3 of my 4 losses yesterday on the fact my team was really far ahead early and then we died and the enemy got so much damn gold for it.
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On September 27 2014 20:10 Procake wrote: I'm going to blame 3 of my 4 losses yesterday on the fact my team was really far ahead early and then we died and the enemy got so much damn gold for it. The patch is working as intended.
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Czech Republic18921 Posts
I just realised how big the change from 50% on mana shield to 60% is. Before, if you took 2k damage, it got distributed as 1k mana and 1k hp. Now it's 1300 mana and 700hp. That's huge, and pretty much makes hex as a lategame core item, I think. You always first run out of mana before hp and mana is even more 'hp effective' for you now than your actual health.
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On September 27 2014 20:23 cecek wrote: I just realised how big the change from 50% on mana shield to 60% is. Before, if you took 2k damage, it got distributed as 1k mana and 1k hp. Now it's 1300 mana and 700hp. That's huge, and pretty much makes hex as a lategame core item, I think. You always first run out of mana before hp and mana is even more 'hp effective' for you now than your actual health. Just a random thought, but I would love to see a bloodstone medusa haha
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On September 27 2014 20:23 cecek wrote: I just realised how big the change from 50% on mana shield to 60% is. Before, if you took 2k damage, it got distributed as 1k mana and 1k hp. Now it's 1300 mana and 700hp. That's huge, and pretty much makes hex as a lategame core item, I think. You always first run out of mana before hp and mana is even more 'hp effective' for you now than your actual health. Shouldn't it be 1200 mana and 800HP?
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On September 27 2014 20:40 TomatoBisque wrote:Show nested quote +On September 27 2014 20:23 cecek wrote: I just realised how big the change from 50% on mana shield to 60% is. Before, if you took 2k damage, it got distributed as 1k mana and 1k hp. Now it's 1300 mana and 700hp. That's huge, and pretty much makes hex as a lategame core item, I think. You always first run out of mana before hp and mana is even more 'hp effective' for you now than your actual health. Shouldn't it be 1200 mana and 800HP? Yup. Still haven't got around playing a game this patch work killing me and all I can do after getting home is lie down and watch a series
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