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Dota 2 - 7.07b Update - Page 2

Forum Index > Dota 2 General
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LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
November 06 2017 20:11 GMT
#21
Wait crap
I forgot
The missing creep!
Guess farming 1/2pos mid only heroes all got nerfed
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
maximrobi
Profile Joined May 2015
Hungary347 Posts
November 06 2017 21:59 GMT
#22
On November 06 2017 19:15 Murlox wrote:
Show nested quote +
And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too.


I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %.

I thrashed an AM on safelane with an offlane QoP but my team wouldn't push. At the end we lost and everyone was blaming me, cause "QoP isn't an offlane hero". Yeah, well AM was like 0-6 in the first 15 mins and got a 28-30 mins BF on him with no boots. Sure I'm the one to blame, not mid Sniper NOT GETTING TOWER in 20mins...
This game is about towers and the Throne, not kills and fancy play.
Archeon
Profile Joined May 2011
3258 Posts
Last Edited: 2017-11-07 07:48:40
November 07 2017 07:38 GMT
#23
I really don't like the bane change, mid bane's dead before it even started when support bane is the problem. Which arguably likes 100 cast range better than 120 damage.
On November 07 2017 05:11 LemOn wrote:
Wait crap
I forgot
The missing creep!
Guess farming 1/2pos mid only heroes all got nerfed

Shouldn't that indirectly be a buff to TA? TA is one of the better laners, so she profits from less dual-lane-action, a lot of her farm actually comes from ancients (and kills) and she isn't affected by the removal of Bottle crowing, Iron talon and PMS.

I mean she's a snowball hero, so the less XP definitely make a difference, but dual-mids made a difference as well and that's bound to be less effective now.

I assume that it's the loss of +6stats at 15, her new 2 talents are quite abysmal.
low gravity, yes-yes!
brinepumps
Profile Joined February 2015
Indonesia753 Posts
November 07 2017 07:56 GMT
#24
Anyone tried playing tiny? Even with buffs to his skill 3,I feel like it's still not enough.
"if you don't believe you can do it, then you have no chance at all" - Arsene Wenger
Murlox
Profile Blog Joined March 2008
France1699 Posts
November 07 2017 08:15 GMT
#25
On November 07 2017 06:59 maximrobi wrote:
Show nested quote +
On November 06 2017 19:15 Murlox wrote:
And holy shit am with 59% winrate is fucking absurd, I thought it was inflated due to turbo but nah, that was true for ranked matches too.


I've been playing a lot since the patch and yes, AM was pretty much le gg. You could destroy him early, if you didn't convince your team to end the game, then... well, see winrate %.

I thrashed an AM on safelane with an offlane QoP but my team wouldn't push. At the end we lost and everyone was blaming me, cause "QoP isn't an offlane hero". Yeah, well AM was like 0-6 in the first 15 mins and got a 28-30 mins BF on him with no boots. Sure I'm the one to blame, not mid Sniper NOT GETTING TOWER in 20mins...


I believe this is partially why AM is so strong. He (literally) feeds on lack of coordination. It's annoying but not unexpected to have 5 people unknown to each other unwilling to act as a team AND play the objectives. Meanwhile AM just grows. And he has insane split-push power, alongside very high solo-kill potential and teamfight presence when farmed enough.

I don't believe this patch will change much of that, tbh. In fact I believe the uncontrollable illusion change will actually buff him, because having the illusion level 15 was, seemingly, more annoying than anything (blocking camps, messing jungle patterns). You're more willing to fight circa level 20.


As for people blaming you because QOP isn't an offlane hero, I'd have 2 things to say :

- it's sad when people flame, especially on dumb things like "look at their mid, it's a XXX and he is farmed, ez mid", which most of the time make no sense. Like yeah, they picked a Tinker, and nobody drafted accordingly, nobody ganked before BoT, he killed the whole safelane 3 times already, look at him now. He aslo has a dagger and a dagon. Wow, time to report my mid.

- as for your hero, it's a long subject imo. Yes we dont see QOP in competitive offlane. But can you really compare a game played by 5 people who know each other, have trained with each other, all have microphone, are willing to act as a team, are willing to have positions, speak the same language, play for money, with... what we have in solo queue pubs.

I mean, sure you can compare them to some extent, but you should also accept that it will never / can't be the same. I believe QOP offlane can work 100% well in a pub.
Resistance ain't futile
Archeon
Profile Joined May 2011
3258 Posts
Last Edited: 2017-11-07 08:29:00
November 07 2017 08:18 GMT
#26
the problem with offlane qop is that offlane is usually your initiator. If you don't have a puck mid or 2 initiating supports, you will always lack the tools to shut a mobile hero down and take good fights. So unless you win midgame super hard lategame's gonna be tough.

But yeah, pubs suck at objective based gaming and ofc heroes like AM thrive on that.

On November 07 2017 16:56 brinepumps wrote:
Anyone tried playing tiny? Even with buffs to his skill 3,I feel like it's still not enough.

I really don't like the concept behind his new skill. Even with the level 20 talent I don't want to grab a new tree every 6 attacks. Even less grab one before every fight I assume will break out and then have to choose between spending charges or not killing the creepwave.

Also 50 mana isn't little for a hero with basically no manapool to speak of and problems like 0 armor and no attack-speed at lvl 25.

So yeah, if IF doubles the attacks and puts mana cost to static 20 we can talk. Atm tiny isn't a hero.
low gravity, yes-yes!
Damned627
Profile Joined November 2016
Indonesia264 Posts
November 07 2017 09:20 GMT
#27
QOP Offlane is a niche competitive pick, players including Bone7, FATA, iceiceice, Universe have all played offlane QOP.
None
Murlox
Profile Blog Joined March 2008
France1699 Posts
Last Edited: 2017-11-07 09:27:20
November 07 2017 09:20 GMT
#28
On November 07 2017 17:18 Archeon wrote:
the problem with offlane qop is that offlane is usually your initiator.


I agree but I believe this is a competitive inspiration as well. Initiators in offlane. I mean it does make sense, they are often the most robust heroes, less farm dependents -> nice offlaners.

You can do without tho, an ES (both) support or roam can serve this purpose, a puck mid, well... etc, really. Also because, in pubs, people do not necessarily follow the other rules (hello 2 mid, hello solo safelaner, hello LC jungle, no cour gg?), so I'm not sure trying to follow that particular rule (initiator in offlane) make sense in all games.

It really is drafting dependent (that's why I always pick last my offlane... sorry), but I like to pick a lane dominator / ganker those days, more than initiator, myself. That way I can fuck their core, get farm, gank them midgame and make space for my pos1/2. Or straight up carry, if my cores are busy making cool things like maelstrom PL or stuff.


Also because sometimes, you can win by the sheer fact that you managed to piss they core so much, that he raged in chat, that he flamed his support, which in turn stopped buying wards and started last hitting, and... you know, all that good stuff.
Resistance ain't futile
Ramiz1989
Profile Joined July 2012
12124 Posts
November 07 2017 10:04 GMT
#29
On November 07 2017 18:20 Damned627 wrote:
QOP Offlane is a niche competitive pick, players including Bone7, FATA, iceiceice, Universe have all played offlane QOP.

Mind_Control played her in Dota Pit, now that all lanes get same number of creeps she doesn't necessarily need to be mid.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
MCWhiteHaze
Profile Joined April 2012
United States155 Posts
November 07 2017 20:55 GMT
#30
Much needed changes. AM was ridiculous and Medusa too. Glad to see the fixed up Pango a bit. help him scale a tad better and be more realistic in game.

Thx Volvo
GOHF
Profile Joined December 2015
United States1864 Posts
November 08 2017 02:55 GMT
#31
If they wanted to emphasize Pangolier as a carry, the least they could do is make Swashbuckle’s damage based off his actual attack damage with a bonus attached instead of making it a fixed value.
NO MORE CHEN NERFS!!!
Murlox
Profile Blog Joined March 2008
France1699 Posts
November 08 2017 05:11 GMT
#32
I'm really not sure why they gave him with the carry tag. I feel this is one of the main reason why he had/has such a low winrate : people running him mid//pos1.

He does wonder offlane. Not bad roamer either.
Resistance ain't futile
S1ipKn0T
Profile Joined November 2017
Iran1 Post
November 08 2017 18:22 GMT
#33
--- Nuked ---
Buckyman
Profile Joined May 2014
1364 Posts
November 09 2017 18:16 GMT
#34
One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire.
Laserist
Profile Joined September 2011
Turkey4269 Posts
November 14 2017 19:44 GMT
#35
On November 08 2017 05:55 MCWhiteHaze wrote:
Much needed changes. AM was ridiculous and Medusa too. Glad to see the fixed up Pango a bit. help him scale a tad better and be more realistic in game.

Thx Volvo


AM is still rid.
“Are you with the Cartel? Because you’re definitely an Angel.”
Howie_Dewitt
Profile Joined March 2014
United States1416 Posts
November 15 2017 15:25 GMT
#36
On November 10 2017 03:16 Buckyman wrote:
One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire.

Do the teams usually invade the enemy safelane or offlane rune (by safelane rune i mean radiant botlane and dire top)? I want to take advantage of this, but I haven't had much time to watch pro teams.
Sisyphus had a good gig going, the disappointment was predictable. | Visions of the Country (1978) is for when you're lost.
Nakama
Profile Joined May 2010
Germany584 Posts
Last Edited: 2017-11-15 16:07:37
November 15 2017 16:07 GMT
#37
On November 16 2017 00:25 Howie_Dewitt wrote:
Show nested quote +
On November 10 2017 03:16 Buckyman wrote:
One of the starker developments in this patch's pro meta is that teams 5-man at the start to invade the enemy's bounty rune and TP to their lanes afterwards. So, unless there's first blood first, starting runes get split top/bottom rather than radiant/dire.

Do the teams usually invade the enemy safelane or offlane rune (by safelane rune i mean radiant botlane and dire top)? I want to take advantage of this, but I haven't had much time to watch pro teams.


Invading the offlane rune is far easiert for both sides, so i guess thats ur best bet. Atleast thats what i try to convince my team to do
Buckyman
Profile Joined May 2014
1364 Posts
November 15 2017 20:57 GMT
#38
They usually try to invade the enemy's safe-lane rune. But I've also seen Dire invade the Radiant's top rune via their ancient camp.
eL-x
Profile Joined November 2017
Indonesia10 Posts
November 16 2017 06:04 GMT
#39
kunkka need more shipp hahaha
Dont wait for the Perfect Moment, Take The Moment And make it PERFECT !
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