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Simple Questions, Simple Answers - Page 1037

Forum Index > Dota 2 Strategy
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TheYango
Profile Joined September 2008
United States47024 Posts
February 16 2015 20:52 GMT
#20721
I mean, Cast Point + Cast Time is still right in the case of all the DotA 2 changes as well, it's just that Valve refused to acknowledge the division of the two ideas, but that only applies to Rubick.
Moderator
FHDH
Profile Joined July 2014
United States7023 Posts
February 16 2015 21:01 GMT
#20722
On February 17 2015 05:52 TheYango wrote:
I mean, Cast Point + Cast Time is still right in the case of all the DotA 2 changes as well, it's just that Valve refused to acknowledge the division of the two ideas, but that only applies to Rubick.

I mean...I guess? But what is the point of thinking of it this way when you have changes like the one to Primal Split and Sunder? The ultimate effect of changes like that is you now have spells unique to the hero which take a different amount of time to cast than other non-FoK/toggle spells on the same hero.

I mean TB has cast points of: .3, .5, 0, .35.

Here's a question to interject with: why doesn't the Dota community consistently use the much more descriptive CC categories of slow, snare, root, stun (etc)? Why do I hear people asking "is it a movement slow or just an attack speed slow?" Seems silly. The terms are out there.
После драки кулаками не машут (Don't shake your fist when the fight is over)
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2015-02-16 21:30:24
February 16 2015 21:29 GMT
#20723
They do use those terms, it's just there is no such term that distinguishes between a slow that only affects movement and one that affects both attack speed and movement. They're both generally called "slows" and I've never heard of a specialized term to distinguish the two.
Moderator
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2015-02-16 22:07:36
February 16 2015 22:02 GMT
#20724
Wait I'm still reading your first post.

On February 17 2015 05:00 TheYango wrote:
In the general case, the actual time to cast a spell is Cast Point + Cast Time. However, for most spells, cast time is 0, so only the Cast Point is used.

So Doom, who has a 0.3 castpoint, casting Doom, with a 0.5s cast time, takes 0.8s total?

Also is there a list somewhere of abilities with DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN?
TheYango
Profile Joined September 2008
United States47024 Posts
February 16 2015 22:07 GMT
#20725
On February 17 2015 07:02 Belisarius wrote:
So Doom, who has a 0.3 castpoint, casting Doom, with a 0.5s cast time, takes 0.8s total?

No. DotA 2 mixes the terms together, so 0.5s total cast time = 0.3s cast point + 0.2 spell cast time in DotA 1 terms.

On February 17 2015 07:02 Belisarius wrote:
Also is there a list somewhere of abilities with DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN?

All the abilities that the wiki lists as using their normal cast times for Rubick's Spell Steal have that flag..
Moderator
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2015-02-16 22:11:42
February 16 2015 22:10 GMT
#20726
Right sorry I thought you meant those were the spells which retained a cast time. It's on wiki anyway.

This is about as weirdly implemented as I thought.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
February 16 2015 22:23 GMT
#20727
wait so when rubick steals a spell with 0 cast time (ie. most of them) does he have 0.1s total cast time or 0 total cast time? in other words, has valve just set every spell rubick steals to have 0 cast time barring those exceptions?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2015-02-16 22:43:57
February 16 2015 22:42 GMT
#20728
0.1--they still use his cast point unless it's specifically one of the spell types that ignores cast point.

People just say they have 0 total cast time even though it's actually 0.1 because in most normal situation 0.1 and 0 are indistinguishable.
Moderator
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-02-17 15:32:15
February 17 2015 15:29 GMT
#20729
Hi all,

Quick question - how do you deal with Ursa/Juggernaut early and keep them from getting too big too fast?

There is a period right after Ursa gets his Blink Dagger that he literally just appears and kills you before you can press buttons. And at that time he usually has Aegis too.

I know this, because when I play Ursa it's exactly what I do to other people....

Noob level here, 2170 MMR.

Thanks.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Velzi
Profile Joined June 2012
Finland659 Posts
February 17 2015 15:43 GMT
#20730
map awareness, vision (wards) instant disables, blademail f.e.
Never argue with stupid people, they will drag you to their level and then beat you with experience. http://www.dotabuff.com/players/115305822 https://yasp.co/players/115305822
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 17 2015 15:56 GMT
#20731
On February 18 2015 00:43 Velzi wrote:
map awareness, vision (wards) instant disables, blademail f.e.


What kind of instant disables are available that early? Item-wise?

I know a lot of heroes have disables but you can't always count on people to pick reliably in pubs..
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Rocket-Bear
Profile Joined July 2014
3070 Posts
February 17 2015 16:18 GMT
#20732
Ursas biggest weakness is his mobility. He gets destroyed by slows pretty bad. High mobility + slows is what you want vs Ursa.

Force staff / ghost scepter / euls are all very good items vs him.

I think the best way to beat Ursa (who is jungling which he tends to do at lower rating) is to just prevent him from doing the first rosh. When he has aegis+blink as you said it's when he's really scary and if things goes his way he will just snowball out of control and win from there. Without the first aegis he is a lot less scary and around the 2nd one you will have items to fight back assuming you didn't feed too much.

Also, learning how to initiate on him is also good. If you always let him blink in first you fight on his terms. Learn to be the one picking him off instead of the other way around.
Favorite players: Gh and Zai
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2015-02-17 16:20:07
February 17 2015 16:19 GMT
#20733
On February 18 2015 00:56 DinoMight wrote:
Show nested quote +
On February 18 2015 00:43 Velzi wrote:
map awareness, vision (wards) instant disables, blademail f.e.


What kind of instant disables are available that early? Item-wise?

I know a lot of heroes have disables but you can't always count on people to pick reliably in pubs..

Atos (particularly good if you can spot him before he blinks imo), euls, hex; forcestaff or two will be very useful to push people away after earthshock.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 17 2015 16:28 GMT
#20734
On February 18 2015 01:19 makmeatt wrote:
Show nested quote +
On February 18 2015 00:56 DinoMight wrote:
On February 18 2015 00:43 Velzi wrote:
map awareness, vision (wards) instant disables, blademail f.e.


What kind of instant disables are available that early? Item-wise?

I know a lot of heroes have disables but you can't always count on people to pick reliably in pubs..

Atos (particularly good if you can spot him before he blinks imo), euls, hex; forcestaff or two will be very useful to push people away after earthshock.


Oh wow, actually I didn't think of using my Force Staff on other people for some reason. Was playing Vengeful Spirit yesterday and trying to stun Ursa asap to save my teammates or Swapping then using Force Staff.

Thanks guys.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
FFGenerations
Profile Blog Joined April 2011
7088 Posts
February 17 2015 16:32 GMT
#20735
On February 18 2015 00:29 DinoMight wrote:
Hi all,

Quick question - how do you deal with Ursa/Juggernaut early and keep them from getting too big too fast?

There is a period right after Ursa gets his Blink Dagger that he literally just appears and kills you before you can press buttons. And at that time he usually has Aegis too.

I know this, because when I play Ursa it's exactly what I do to other people....

Noob level here, 2170 MMR.

Thanks.


blademail hero like clock maybe
slow/escape hero like qop
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-02-17 16:40:42
February 17 2015 16:40 GMT
#20736
On February 18 2015 01:32 FFGenerations wrote:
Show nested quote +
On February 18 2015 00:29 DinoMight wrote:
Hi all,

Quick question - how do you deal with Ursa/Juggernaut early and keep them from getting too big too fast?

There is a period right after Ursa gets his Blink Dagger that he literally just appears and kills you before you can press buttons. And at that time he usually has Aegis too.

I know this, because when I play Ursa it's exactly what I do to other people....

Noob level here, 2170 MMR.

Thanks.


blademail hero like clock maybe
slow/escape hero like qop


Eh, I'm not sure about hooking ONTO an Ursa...

Seems a bit too YOLO really. And YOLO is my middle name.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TheYango
Profile Joined September 2008
United States47024 Posts
February 17 2015 16:41 GMT
#20737
Diffusa and Eul's are both notable against Ursa because both Overpower and Enrage are purgeable.
Moderator
goody153
Profile Blog Joined April 2013
44312 Posts
February 17 2015 17:15 GMT
#20738
On February 18 2015 01:40 DinoMight wrote:
Show nested quote +
On February 18 2015 01:32 FFGenerations wrote:
On February 18 2015 00:29 DinoMight wrote:
Hi all,

Quick question - how do you deal with Ursa/Juggernaut early and keep them from getting too big too fast?

There is a period right after Ursa gets his Blink Dagger that he literally just appears and kills you before you can press buttons. And at that time he usually has Aegis too.

I know this, because when I play Ursa it's exactly what I do to other people....

Noob level here, 2170 MMR.

Thanks.


blademail hero like clock maybe
slow/escape hero like qop


Eh, I'm not sure about hooking ONTO an Ursa...

Seems a bit too YOLO really. And YOLO is my middle name.

clockwork hooking into ursa sounds hilarious

i have to try that
this is a quote
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2015-02-17 17:46:50
February 17 2015 17:46 GMT
#20739
does the cm arcana dog give away position? its being played in a pro game right now and im not sure if opponent team can see the dog
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
Excalibur_Z
Profile Joined October 2002
United States12270 Posts
February 17 2015 18:06 GMT
#20740
It's like Terrorblade footprints in that you can't see the dog unless you also have vision of CM.
Moderator
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