On April 03 2014 11:05 LeLoup wrote: I'm actually curious how legit support meepo is. I mean I know Notail used it to great effect, but I was wondering about playing it in mm if it could be effective.
I don't think it would be great, but he does have some advantages at least in the role.
As a support, he is very reliant on early game ganking. One of his strengths is a huge roaming coverage. However if there's no opportunity to gank, then he struggles to get the scary boost in levels.
Also support meepo really fades off if the enemy lineup encourages early bkbs. One of the success factor against alliance in CD was because am seldom gets bkb early. That allowed meepo to really shut him down. They also didn't had good cc against meepo. When fnatic used meepo against sigma, it was against Luna that often goes early bkb. They also had mass nukes in mag aa pugna rhasta. There's no way support meepo can do well mid game.
So it's really dependent on how the opponent draft goes. At times it can be very punishing. Sometimes he becomes nonexistent.
I wonder if we get to see some more meepo mid. He's actually quite strong there, one of the best melees mid I'd say. Since the bottle change you can now bottle all your meepos, and you have great rune control since you have two of them. You can easily poof clear waves and get runes or stack forest, and you can search for ganks in other lanes without having to leave mid. There's great potential to being extremely efficient.
The problem with meepo mid is that the enemy must take a utility melee mid. He will automatically loose his lane to most common ranged mids. Most melee-mids have a long range nuke they can spam with bottlecrowing. Meepo must go next to the creeps and channel to farm, which makes him really weak vs ranged harass.
Aside from that you could play him mid a bit like an sf, stacking a hard camp on the side/control the rune with your additional meepo.
And slightly above-average move speed. Take boots, go offlane? If you can safely get level 3, you can start contributing to your team and become more resilient against ganks.
Carry Meepo needs massive backup after picking up his Blink and Agh's (maybe even the situational pos 1 Mek) and is moving towards a HoT whilst he soaks two lanes and the jungle and like 50% of the experience from every kill he's in, which makes him hard to fit into a lineup. (He's like a greedy Anti-Mage)
Mid Meepo is interesting. With the ult at level 3 you have the possibility to go 0-2-0-1 which, paired with a smokegank from a support with a stun, is pretty much a sure kill on any level 3 mid. However, it doesn't matter that he has high EHP because putting anything in the midlane that scales well early and can translate early farm into kills (Lanaya, Viper, DK, SF, Kael etc) he's done. You need at least a support dedicated to watching your back through the early-game but it can be potent.
Offlane Meepo is big if you get unimpaired level 3 (much easier as Radiant with an available pull camp if denied exp) but if he gets denied level 3 before mid hits 6 you're kind of done. After level 3 with low farm priority though, just get PTs (the only 100% stat share item before Aghs) and a Blink and just go around the map killing stuff.
Utility/Jungle Meepo works the same way. Pull your way to level 3 and start setting up kills.
On April 06 2014 06:39 Blackfeather wrote: The problem with meepo mid is that the enemy must take a utility melee mid. He will automatically loose his lane to most common ranged mids. Most melee-mids have a long range nuke they can spam with bottlecrowing. Meepo must go next to the creeps and channel to farm, which makes him really weak vs ranged harass.
Aside from that you could play him mid a bit like an sf, stacking a hard camp on the side/control the rune with your additional meepo.
He might be weak to harass, but harass doesn't do that much to him since he will have superior bottle control and two meepos, one which could in worst case be on route to the fountain all the time and then poof back. I've done some 1v1s against a friend of similar skill, and I won against DK, won decisively against TA, barely lost to storm and lost hard to SF. Might not be that useful information though since usually a mid meepo probably shouldn't try to kill without a support, but at least it should be impossible to deny him farm.
Offlane meepo I've actually never tried. Might just give it a shot someday.
On April 07 2014 17:38 ahswtini wrote: So what is it that makes him a harder hero to play in Dota 2 compared to WC3 Dota?
His net animation for me. But I haven't tried him anymore so meh. When I am playing unranked with froends I might pick him up again. In wc3 the net animation could be spammed instantly with all meepos and they wouldn't stop running. Now there is this trow animation and they stop running, so when you trow nets with all meepos you lose a lot of time because you got to right click as well.
I don't know what I am saying here is true btw. I haven't played him a lot because I tend to only play ranked and the 2-3 times I played him I felt there was something off and I haven't played him in ages since.
I actually made a game the other day where you can practice blink poofs It's not exactly the same feeling as in game, but good enough for my purposes.
Haven't gotten around to actually uploading it somewhere live, but it can be downloaded from GitHub if you're intrested. Hotkeys and groups are hard coded, but can easily be changed in game.js.
On April 07 2014 17:38 ahswtini wrote: So what is it that makes him a harder hero to play in Dota 2 compared to WC3 Dota?
His net animation for me. But I haven't tried him anymore so meh. When I am playing unranked with froends I might pick him up again. In wc3 the net animation could be spammed instantly with all meepos and they wouldn't stop running. Now there is this trow animation and they stop running, so when you trow nets with all meepos you lose a lot of time because you got to right click as well.
I don't know about the right-click part (I thought that in DotA you had to right click as well afterwards), but I think there's more of a delay for netting, certainly.
The other big thing is that there is no smart casting (WC3/Starcraft 2) in DotA 2. In WC3, you could select all Meepos and click the skill 4 times and each Meepo will cast. Not only that, but the closest Meepo to the target location will go first, which is critically useful for netting. In DotA 2 you have to manually select the closest Meepo which is a huge pain in the ass. You also have to tab between Meepos every single time due to no smart cast.
I guess with a macro you could bind skill use to be equivalent to skill use followed by a tab, but I don't know if there's problems with that (you wouldn't be able to poof then net with the same Meepo, but that's not a huge problem unless other Meepos are out of mana)
Played a 75 - 80 minute game as Meepo. Had a poor star but ultimately came online because of my epic team. We had all the initiation we just needed me to go and in do the finishing blows.
The problem was like and his aganames scepter. Now it bounced indefinitely, linkons doesent stop it either. When you have 5 meepos in a team fight and all the lich does it wait for Meepo to come in it's like auto death Meepo. There is no choice to split, but super late game the team fights go by so quickly...
While I'm somewhat uncertain what "bloodstone thing" required fixing, I would assert that you would be wasting 5K *every* time when purchasing that item on meepo. Because literally 0 of the things that item gives barring potentially the respawn timer shortening should propagate to other meepos.