Xboct weaver chasing towards base with t1 and t2 still alive? Sure! He's the real deal!
Na`Vi Discussion - Page 100
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smr
Germany4808 Posts
Xboct weaver chasing towards base with t1 and t2 still alive? Sure! He's the real deal! | ||
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Tephus
Cascadia1753 Posts
those were the days. | ||
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Racket
3023 Posts
On May 09 2015 04:36 Tephus wrote: Who remembers the old "Fight you under your tower, kill you under your tower, kill your tower" they were famous for,... those were the days.Yea, those days are long gone. I hope this patch brings it back, some minor updates to tune down the ratdoto would be welcome on my end. We will see. Edit: Whether it is NaVi or any other team, seeing early aggressive dota is way more enjoyable than this last stupid year with absent farming and full unstoppable pushes. | ||
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Alcor
Italy137 Posts
I think TI5 qualifiers will be really a great deal for this team... | ||
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Racket
3023 Posts
On May 18 2015 19:18 Alcor wrote: Yesterday i was watchin Dendi's stream, and for the first time i heard him answer instantly "yes" to the question "do you consider as a possibility to play for a squad that isn't na'vi"? I think TI5 qualifiers will be really a great deal for this team... Nice. Off topic: Given the current patch, won't TI5 last like nothing? I mean, until now we have seen pretty short games with only a few 40+ minutes. What do you think? Is Icefrog gonna revert this just after TI? | ||
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Mutineer
New Zealand179 Posts
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goody153
44237 Posts
that was so bad for a competitive scene | ||
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Racket
3023 Posts
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WolfintheSheep
Canada14127 Posts
On May 18 2015 23:02 goody153 wrote: i'd rather have this patch where in order for a comeback you actually need to outplay the enemy team ahead so hard or they need to fuck up so badly .. than last patch where 1-2 hero deaths give so much gold and xp that whatever advantage you built up for the game suddenly the team who is losing so hard suddenly is back on the game that was so bad for a competitive scene The comeback mechanic is a bandaid fix for how overpowered a team that reaches midgame items/levels first is. A team with Mek is probably around 40% more survivable than a team without. A hero with Glimmer Cape's buff can survive almost twice as long in early fights. Most of the supports in the meta have their burst damage doubled once they hit six. Heroes like QoP or Lina are at their peak damage/enemy hp ratio at around 6-7. Tanky heroes like DK or BB become unkillable if they're a couple levels ahead of everyone else. Then you add a few of those together in one game, and a team that's ahead at 10 minutes is a lot more ahead than the gold and xp graphs can show. | ||
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goody153
44237 Posts
On May 19 2015 07:00 WolfintheSheep wrote: The comeback mechanic is a bandaid fix for how overpowered a team that reaches midgame items/levels first is. A team with Mek is probably around 40% more survivable than a team without. A hero with Glimmer Cape's buff can survive almost twice as long in early fights. Most of the supports in the meta have their burst damage doubled once they hit six. Heroes like QoP or Lina are at their peak damage/enemy hp ratio at around 6-7. Tanky heroes like DK or BB become unkillable if they're a couple levels ahead of everyone else. Then you add a few of those together in one game, and a team that's ahead at 10 minutes is a lot more ahead than the gold and xp graphs can show. yeah glimmer cape is retarded and other factors are there as well however i don't think a quickfix like the rubberband is really the solution | ||
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Mutineer
New Zealand179 Posts
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goody153
44237 Posts
On May 19 2015 12:37 Mutineer wrote: NO glimmer cape is actially what make supports fun to play. I am sorry but in previous patch supports had 0 fun. Items aoi was buffed many times , i remember multiply time i die just from items magical aoi + may be some aoi spell, and not somethng like echo. It was simply not fun. Glimmer cap prolong support surviability and making them have inpact deeper in game. So laning phase became matter ( in previous no one care about lanes), lane domitation matter = more different support s matter. (again in previous only a very few supports were picked). glimmer makes the game more fun but the problem is that it's too cheap and it gives too much magic resistance which makes whoever who gets initiated just get glimmered (of course you can still kill him with detection + something however it gives too much and early-midgame rarely you will have enough physical damage to kill whoever is glimmered) which makes teams less punishable with positioning mistakes @bolded part : just supports ? lol playing carries like luna was a nightmare .. sniper was pewpew~ing you or troll would just 1v1 any hero | ||
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Bisu-Fan
Russian Federation3336 Posts
Looking forward to them playing again. Hope they qualify for Dreamleague. Maybe they become like VP, where they're not making it big for a bit, but they qualify and do well in smaller tournaments. Not getting into ESL really hurt ![]() | ||
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Racket
3023 Posts
On May 19 2015 13:59 Bisu-Fan wrote: Back on topic, past few weeks have been Na'Vi game less Looking forward to them playing again. Hope they qualify for Dreamleague. Maybe they become like VP, where they're not making it big for a bit, but they qualify and do well in smaller tournaments. Not getting into ESL really hurt ![]() Yea man, I've longing for a game so much. Tomorrow they play Dreamleague and I really hope they can play better with this patch, they were in a good spot last patch. Edit: 6.84c -- * Haste rune duration reduced from 30 to 25 * Mekansm cooldown increased from 45 to 65 * Tether movespeed bonus reduced from 17% to 14/15/16/17% * Rocket Barrage damage reduced from 11/15/19/23 to 8/13/18/23 * Bristleback Base Attack Time increased from 1.7 to 1.8 * Precision Aura's passive no longer has an exception for pseudo-heroes like Familiars (still affects them when cast, like creeps) * Spiderlings Poison Sting slow reduced from 15 to 12% * Holy Persuasion now provides a base HP minimum of 700/800/900/1000 instead of raw bonus HP * Tombstone HP reduced from 200/400/600/800 to 175/350/525/700 * The fixed portion of the XP Hero Bounty for first 5 levels is reduced from 100/120/160/220/300 to 100/120/140/160/180 (then continues +100 per level as usual) * AoE Gold Bounty, for teams that are behind, now has a small additional component that doesn't fully scale with net worth (100/75/50/35/25 for 1/2/3/4/5 heroes, scales linearly from 0 to 4k net worth difference) * Small adjustments to AoE Gold (non-networth component) Old: 1: 154 + 7.7 * Level 2: 115.5 + 6.6 * Level 3: 66 + 5.5 * Level 4: 38.5 + 4.4 * Level 5: 33 + 4.4 * Level New 1: 150 + 8 * Level 2: 100 + 7 * Level 3: 40 + 6 * Level 4: 25 + 4 * Level 5: 20 + 4 * Level Icefrog already into it. The Mekansm will reduce how often the team that is ahead can play aggressively while giving the losing one the chance to look for opportunities. Some adjustments to gold. And the so expected (by me) nerf to Gyro. | ||
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elagrion
Ukraine422 Posts
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FHDH
United States7023 Posts
On May 19 2015 17:42 elagrion wrote: I heard on Dendi/LightOfHeaven stream that Na'Vi starts bootcamp today. Sweet, three days of hard work, including one day of XBOCT playing GTAV. I'm pumped. | ||
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Racket
3023 Posts
On May 19 2015 18:02 FHDH wrote: Sweet, three days of hard work, including one day of XBOCT playing GTAV. I'm pumped. The master of farm and deep chases will show us some tricks on how to get a ton of money in GTAV | ||
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Faruko
Chile34173 Posts
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Racket
3023 Posts
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the bear jew
United States3674 Posts
I think they have a very good shot in getting into TI and doing well if they keep improving. What say you folk? | ||
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those were the days.