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Netherlands6142 Posts
On November 26 2015 18:37 BobMcJohnson wrote:Show nested quote +On November 26 2015 05:09 BluemoonSC wrote:On November 25 2015 14:27 Napushi wrote: Can anyone one help me with keybinding fro meepo pls. I rly like the hero and want to feel comfortable paying him. if you haven't discovered the joys of quick casting, you may want to do that in your hotkey options. I believe its the third tab you can navigate to when you're binding in the options menu. I personally quick cast everything except my default TP hotkey and if I have a hero whose spell id rather see the radius for, I change that on an individual basis. the enormous benefit of quick casting is that when you are blink-poofing or just mass poofing, you can press "tab + w" instead of "tab + w + click." not only does the latter require coordination between your two hands to time it properly, but its just an extra keystroke on a non-targeted spell..totally unnecessary. now beesa was commenting on a different tab behavior in the new patch. i cannot speak to that but i still think its important to have control group hotkeys for your meepos even if you can cycle through by tabbing without having a control group selected 1 - meepo prime 2 - meepo 2+3 3 - meepo 4+5 4 - meepos 2-5 OR all meepos 5 - i personally have a courier hotkey here, but perhaps your illusions could go on this key for illu runes and a manta style game. practice your farm or blink poofs in a lobby. glhf! I use some variation of this too except I don't quickcast the net. Space: Meepo 1 1: Meepos 1-5 2: Meepos 2-5 3: Meepos 2-3 4: Meepos 4-5 Having groups of two Meepos makes splitting them to farm the jungle super easy.
So why use 4 controlgroups? I have: [1] Meepo Prime [2] Meepos 2-5 [3] Meepos 4&5
So I send controlgroup [2] to a jungle camp (they all go) and then send controlgroup [3] to another jungle camp so 2 & 3 will still go to the one and 4 & 5 will go to the other.
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On December 01 2015 00:17 Pholon wrote:Show nested quote +On November 26 2015 18:37 BobMcJohnson wrote:On November 26 2015 05:09 BluemoonSC wrote:On November 25 2015 14:27 Napushi wrote: Can anyone one help me with keybinding fro meepo pls. I rly like the hero and want to feel comfortable paying him. if you haven't discovered the joys of quick casting, you may want to do that in your hotkey options. I believe its the third tab you can navigate to when you're binding in the options menu. I personally quick cast everything except my default TP hotkey and if I have a hero whose spell id rather see the radius for, I change that on an individual basis. the enormous benefit of quick casting is that when you are blink-poofing or just mass poofing, you can press "tab + w" instead of "tab + w + click." not only does the latter require coordination between your two hands to time it properly, but its just an extra keystroke on a non-targeted spell..totally unnecessary. now beesa was commenting on a different tab behavior in the new patch. i cannot speak to that but i still think its important to have control group hotkeys for your meepos even if you can cycle through by tabbing without having a control group selected 1 - meepo prime 2 - meepo 2+3 3 - meepo 4+5 4 - meepos 2-5 OR all meepos 5 - i personally have a courier hotkey here, but perhaps your illusions could go on this key for illu runes and a manta style game. practice your farm or blink poofs in a lobby. glhf! I use some variation of this too except I don't quickcast the net. Space: Meepo 1 1: Meepos 1-5 2: Meepos 2-5 3: Meepos 2-3 4: Meepos 4-5 Having groups of two Meepos makes splitting them to farm the jungle super easy. So why use 4 controlgroups? I have: [1] Meepo Prime [2] Meepos 2-5 [3] Meepos 4&5 So I send controlgroup [2] to a jungle camp (they all go) and then send controlgroup [3] to another jungle camp so 2 & 3 will still go to the one and 4 & 5 will go to the other. Just adds a bit of flexibility. For example with your method if you shift-amove 4-5 across two jungle camps and then want to give a new order to 2-3 while 4-5 are killing the first camp you'll have to re-give them the order. Also allows you to double tap the control group to recenter camera on whatever group you want
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On November 23 2015 05:49 Ver wrote: Hard: Jugg Dazzle (only with other good cores) Spectre
I disagree with 3. I pretty much never see Jugg get both fast enough attack speed and Battle Fury for his ultimate to hurt Meepo, and that is necessary for him to be a counter to Meepo. If Jugg can get farmed enough to get so strong, it would be because the game would be most likely decided by then. All sorts of heroes can counter Meepo if they have a big enough lead. I also disagree with Dazzle; he's fine and all, but most supports are also fine; certainly not a hard counter. Spectre is definitely not a hard counter. At best she'd be a soft counter, but heroes like Lancer, Phantom Assassin, Medusa, or Even Chaos Knight are all slightly more problematic— especially Phantom Assassin.
Soft: Tide Tusk (only if you have multiple other good cores) Support Shaker
Shaker is a good counter (hard counter) to Meepo whether geared up or not. It's mostly the AoE stun that hurts the Meepo, and getting extra farm doesn't change that— well as long as he has blink, which I guess will take some time for a support Shaker to get. Tusk isn't particularly good against Meepo— I don't know what else to say about that. Tide is good in the early game or if he has refresher, but between those two points, it's not really worth mentioning. I wouldn't put him on there.
To add to the list, Riki is nasty. He is at minimum a soft counter, but is actually overall a hard counter I'd say. He's like a Clinkz which doesn't ever have a cooldown for his invis, and has AoE attack "disable" and AoE silence. His ultimate also makes it impossible to run away any Meepos as well (short of trying to get out of the smoke cloud).
On November 23 2015 13:20 Napushi wrote: Skilling earthbind first makes no sense to me, as it only works if the team has a good early game hero right ? Meepo's one of the many heroes where it can work well to leave the skill untrained until it needs to be used. If you're in a trilane looking to get a kill, in a rune fight, or with an especially good ally dual lane, getting net can work well. In rune fights it's generally used to help you or an ally get away, but can also be used to help get a kill (I find poof typically works better though, otherwise should probably not even be fighting at all)
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I don't think you need to think that hard about specific counters in fights. A lot of lineups have some form of aoe control and good damage to kill the Meepo during those stuns. I find that in pro games where Meepo is picked (mostly based on recent OG and Secret Meepo games) the biggest issue is not having a lineup that can in anyway prevent the Meepo from farming freely, getting ahead, getting aegis etc. Meepo is a hero that farms very fast, he takes roshan well, he takes buildings well, and when ahead he makes farming your way back into the game very hard because of how he can punish split push. If you can't keep the game close early on you can have whatever "counters" you want but you can still be screwed. Can't really play the game if you can't farm and you have to commit all of your spells to kill this Meepo once in a fight only to have him spawn again, chase your heroes down and take buildings after. On the other hand as we've seen in Secret's games if you manage to stop the Meepo from snowballing even a single hero can make the game miserable for Meepo, such as Invoker or Timbersaw at NYC.
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I would love to be a good/better meepo .. hardly ever see the hero being played as is. Is there a reason for it or just because he is a hard hero to play?
There used to be a hotkey to cycle through all your units/heroes but that button seems to be gone Do you hotkey each meepo individually now? Or how do you do it?
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On March 30 2016 07:19 Juice! wrote: Do you hotkey each meepo individually now? Or how do you do it?
I find that having a mouse with multiple buttons helps a ton -- I have a button bound to cycle through my current control group so multiple poofs at once is near instantaneous with practice. I know plenty of people will have control groups bound for specific meepos or groups of meepos and I think over time it just becomes muscle memory.
I spent maybe 20 or 30 games with bots just trying to get the feel of cycling through meepos let alone microing groups for clearing jungle, but you can definitely notice the progress if you keep at it.
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i don't have a mouse with lots of buttons, but yeah i'll do some bot matches with him to get the feel :-)
he just looks so amazing when played good :-)
Any reason he is hardly seen in progames?
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On March 30 2016 07:34 Juice! wrote: i don't have a mouse with lots of buttons, but yeah i'll do some bot matches with him to get the feel :-)
he just looks so amazing when played good :-)
Any reason he is hardly seen in progames? the last time he was in the pro meta was around frankfurt and before, when he was a pocket pick used by secret and OG
before that, the last time was around TI4
he's incredibly snowball dependent, and the #1 predictor to whether a game is a good meepo game or not is the opponent's heroes. if you pick meepo into 0 counters at 4th or 5th pick, it's often autowin. it also helps if the patch is snowbally and has a lower chance of comeback, because each meepo death is huge and increases his chance of missing his timing.
i won't go into the specific heroes involved, but the current meta both has a lot of heroes that are good at dealing with meepo, and often has longer games than meepo would be comfortable with
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So basicly you are saying, don't waste your time on meepo since the current meta isn't meepo-friendly at all?
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No he was telling you why Meepo isn't seen much competitively.
Pubs are a whole different story and if you want to play meepo just go play meepo.
No matter what meta, meepo always have heroes that are good vs him. But you can always overcome that by playing better than the opponents.
Example: w33 playing vs some heroes that are pretty difficult to face as Meepo vs MVP + Show Spoiler +
w33 playing vs both WW and Ember in a pub that are pretty fucking annoying to face + Show Spoiler +
A tip I would give you for learninng meepo in the start is just controlgroups: 1 for Main 2 for rest
Practice a bit in a lobby to blink poof. Just press 2: Spam W->click on mainmeepo->tab (no click with quickcast) and then press 1 for main meepo and blink onto a target. Learning this is crucial as this is your killing combo pretty much.
Always boots aghs into blink. There are no real exceptions tbh. Safer to go treads but if you are comforable to you can stay with brown boots -> aghs->blink->BoTs
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On March 30 2016 16:45 Juice! wrote: So basicly you are saying, don't waste your time on meepo since the current meta isn't meepo-friendly at all? basically yeah
if you get really good at meepo i'm sure you could climb to x mmr but meepo takes a lot of work to get good at and you still can't pick him to carry every game. he can be a huge liability in games that he's not good in, because if you play him properly, you swallow tons of farm.
if you're super advanced you could try to theorycraft a poverty meepo style that consumes less space but still makes some...
basically you can try to figure out intricacies of this hero if you're a hipster and up to a lot of challenge, because i'm sure theres tons of tricks to winning pubs with him
EDIT: rocketbear is 100% right though, until you're near top mmr, and even then, there will always be ways to outskill counter heroes, especially if ppl in pubs are picking them without knowing how to play them as well as their "actual" heroes
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Thanks for all the help already and yeah i'm currently floating between 3.2-3.5k mmr .. so no where near any skilled players ^^ i'll just go have some fun and play meepo i guess :-)
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meepo won't be relevant unless they have the spawn timer buff again. meepo will die alot and being the highest level each time you die you die for a whole 1+ minute. meepo strength lies in finishing game early, which sucks if you're dead for 1+ minutes at a time
that's the main reason why meepo is not as popular as of late. it's the removal of the spawn time reduction buff
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He also carries through ridiculous farm advantage which happens to give 1-1.5k gold when you are basically where you need to be as meepo.
Tbh though if you get strong with him he's one of the best vs spec who is absurdly popular. But to take advantage of this you need to farm quick and take over the game
Mechanics aside that's probably the hardest part of meepo, you need tempo and really good decision making because you are punished hard for mistakes
Also for playing around counter picks, imo the best one was winter wyvern and she's no longer a top pick so that's good. Ember is annoying but you just have to end the game before he's big enough. He's also very prone to blink hex. If there's a big shaker (or any team fight controller tbh) you either have to aggressively pick them off, or rely on aegis
He's good to practice cause you have to learn a lot. Mechanics, positioning, item timiNgs, executing ganks, ending the game and not fucking around, not throwing... Etc
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any of you guys playing meepo these days?
i was practicing like 20 unranked games of tinker (not meepo) the past week but the hero doesn't really appeal to me (i mean its not really fun for me. its REALLY hard but i was warming up to it, but it just wasn't that fun atm....even the laning phase isn't very fun for some reason)
so i tried MEEPO again just out of interest and my practice with tinker suddenly meant i could combo with meepo almost instantly LOL WTF? and i mean, after like 15 mins at demo hero i was blink comboing using the "regular" method that i've never done in my life before and then loaded straight into an unranked game AND WON IT LOL? then i won the next one (like 14-1 score but my team were wrecking them and our pudge triplekilled my mid).
its really freakin crazy though how the practice of tinker combos suddenly made me insanely intelligent and able to do meepo combos. i can't believe my eyes. (for those who dont play tinker: the simple march combo is like "\1ae3r1ae3\" ... thats 6 DIFFERENT buttons, yeah its hard...mainly i think coz i am soulring before every skill instead of before rearm)
now i'm dead tired but tried sticking tab on my middle mouse button and practicing (demo hero) with that for a while, seems VERY powerful for quickly netting multiple locations. and i noticed that there's a cool earlygame/level 4 combo where you net, then get like 3 autoattacks in before netting again, then 2 autoattacks before nuking, and it does like 600+ damage easily. it works of course coz you get ~3.5 seconds of free autoattacks and then your nuke still hits them with its AOE range as they run off. (not tested this vs players yet lol)
anyway just saying hi to any meepo players out there.... if you remember i had a blog where i tried to learn meepo in the past (using my own special combo/hotkeys where you poof AFTER blinking) http://www.liquiddota.com/blogs/509900-i-won-as-meepo and it took me like 10 straight losses just to win 1 game, and i totally couldn't pull off any blink combo to save my life most of the time. so its totally weird to be able to do it mostly flawlessly after practicing tinker for 20 games and spending 30 mins with demo hero. maybe i'm not brain damaged after all
then someone picked sven and i fed their wr mid like 0-4
![[image loading]](http://i.imgur.com/2Xv3JTy.jpg) ^wtf
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i still play meepo from time to time. for some people they just pick a hero they want to be better at and for me that will always be meepo.
some people prefer to "visualize" comboes or take them to the lab before trying them and some people (even the same people) just do better by having a blank slate and doing stuff on a whim. if we even extend this, some people do better not having played at all for a while when they typically do better by practicing often. i think what you're describing is something along those lines.
it's just a game at the end of it and with meepo being so hard to maximize with, his concept of play is still pretty simple (and even limited) most of the time. that's what i enjoy about games and about meepo.
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I was watching a few meepo replays and i just realised that you can hold the level 2 skill point and get ult + level 2 poof at level 3. Being forced to skill net or geostrike at level 2 always felt meh a lot of the time. Nice.
It's probablt obvious for a lot of people but hey, I don't think I ever saw someone mention it in meepo discussions so it's always worth sharing I guess.
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On July 24 2017 23:01 BobMcJohnson wrote: I was watching a few meepo replays and i just realised that you can hold the level 2 skill point and get ult + level 2 poof at level 3. Being forced to skill net or geostrike at level 2 always felt meh a lot of the time. Nice.
It's probablt obvious for a lot of people but hey, I don't think I ever saw someone mention it in meepo discussions so it's always worth sharing I guess. yeah also with that lvl 3, two meepo poof u can just run people down have one meepo chase after them then the other poof on to him then repeat with the first one poofing while the 2nd chases u can get a surprising amount of first bloods.
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You can poof to illusions, super super useful early game. You can easily gank lanes without committing, and if their supports over commit to an illusion you can poof 2 meepos and end them
This is a bit general but.. meepo is all about the early aegis at lv 15 around 15 mins. Try to get your team on board with that, and either help you do it or shove lanes hard when you are going for it. Without the aegis this hero is pretty bad.
Silver edge is situationally better than blink (or get both) vs heroes with nasty passive like axe.
Meepo has to be played aggressively to be effective, you need to take fights on your terms and you need to get pickoffs.
When playing meepo ur mindset should be dominate or die trying, there's no sense is fucking around and getting jumped on. Your team needs to learn to play around you
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