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If you were going to incorporate LD into that strat you would just have him be solo, neither he nor rhasta should be splitting XP. Which just results in a trilane or a duo-mid. And LD really isn't a pubstompy hero, his winrate is like old morphling level and he doesn't really push very well early on at all, he hasn't since the armlet fix.
A farming Lina is better off in the trilane than mid IMO, I've thought that for 3 years (and I have proof that I thought it... ). But yeah, I suggested Rhasta mid because none of the other heroes in that lineup really get anything out of a fast level 6. Lina may get a free kill but Rhasta gets a guaranteed tower.
I'm remembering back to that kind of hilarious draft challenge thread thingy where I actually wound up drafting a core lina in a trilane, way back in 2011. Someone should do one of those again - http://www.liquiddota.com/forum/dota-2-general/454323-outpicked-nevuk . They were fun. Even when it was just shikyo trolling (? or was he actually serious?). I mean it's basically CD instead of CM, but drafting CD is a lot easier to coordinate than CM for that format, CM gets boring because it's explicitly about the meta of that month/day/patch while CD is a lot less meta-focused. I don't necessarily want to do another one though it would be entertaining to me because I need to find a job and have just moved. Also, I would almost certainly lose now. Wow, my memory sucks. It wasn't lina at all. edit - Oh. It was the shikyo thread where farming lina was discussed.
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Does Omnislash hit a Slark who is in Shadow Dance?
Well, the answer obv. must be no I guess. Just like he won't hit an invis unit if he doesn't have true sight.
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United States12248 Posts
Nope, and if he's the only target it will make it end early.
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Okay, is there any really good tutorial or trick or how-to or whatever for the dire chain pull?
I still fuck it up like half the time, especially with a melee support like SK.
The camps are so far apart that the window for the last small creep dying feels like no more than the last 0.5s of the big camp's leash, which is really hard to hit. Is there a secret to doing it consistently?
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On January 19 2015 14:57 Belisarius wrote: Okay, is there any really good tutorial or trick or how-to or whatever for the dire chain pull?
I still fuck it up like half the time, especially with a melee support like SK.
The camps are so far apart that the window for the last small creep dying feels like no more than the last 0.5s of the big camp's leash, which is really hard to hit. Is there a secret to doing it consistently? The only thing I've heard which helped with this is to start pulling once there is ~500 hp left on the creeps in the easy camp.
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Northern Ireland22212 Posts
The worst is when you have that stupid troll healing creep
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On January 19 2015 17:42 ahswtini wrote: The worst is when you have that stupid troll healing creep I fucking hate that camp. Worse RNG than mud golems.
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Has IF (or any previous dev for Dota I guess) experimented with heroes that have a league-style resource like Energy in place of standard Mana?
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On January 19 2015 18:59 eieio wrote: Has IF (or any previous dev for Dota I guess) experimented with heroes that have a league-style resource like Energy in place of standard Mana?
Dont use that foul language in here sister!
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On January 19 2015 18:59 eieio wrote: Has IF (or any previous dev for Dota I guess) experimented with heroes that have a league-style resource like Energy in place of standard Mana? No. Largely because of what comes implicit in a "hero" in WC3 (str/int/agi, where int grants mana bonuses etc). As well as things like items that cost mana making it so that all heroes have to have mana to use those items etc.
The closest might have been the gambler which used ur gold as a resource but i think his spells still cost mana etc.
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Northern Ireland22212 Posts
The game is so balanced around that it would be like removing flash from superior moba
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Didn't think so, just wanted to check. Thanks guys.
e: ahahahahaha sn0 you used my sn0_den suggestion yessss
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United States47024 Posts
On January 20 2015 00:24 Sn0_Man wrote:Show nested quote +On January 19 2015 18:59 eieio wrote: Has IF (or any previous dev for Dota I guess) experimented with heroes that have a league-style resource like Energy in place of standard Mana? No. Largely because of what comes implicit in a "hero" in WC3 (str/int/agi, where int grants mana bonuses etc). As well as things like items that cost mana making it so that all heroes have to have mana to use those items etc. The closest might have been the gambler which used ur gold as a resource but i think his spells still cost mana etc. A more recent one would be Earth Spirit, who is only slightly gated by mana given his low mana costs, and is dependent on stones for full effectiveness of his spells (though he can still cast things without stones.
Huskar is probably the closest to a totally manaless hero, where he has only a single spell that uses mana, which is on a medium-long cooldown. But even then, it's not uncommon for him to use his available mana for active items.
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Actually speaking of Earth Spirit, who was the first hero to have charges (ie stones, remnants, shrapnel)?
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Isn't the charge mechanic for brood webs relatively new though?
For ages I thought that she had a limit on the number of webs she could have on the field but old webs just disappeared when you hit that limit. Same goes for techies land mines.
edit: yeah I'm not crazy the charge mechanic for brood is from 6.82
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United States47024 Posts
First charge mechanic was Ember ulti. Ember came out before Earth.
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Thanks.
I'm minorly surprised that it wasn't a recycled mechanic that had been used (and removed) previously. I like it as a mechanic though.
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is there a way to display on dotamax or dotabuff or somewhere your solo ranked games?
i can show my ranked games but it doesnt let me filter out games where im not in a party
the only way to tell is to open every game and see if my friends name is in it
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