Simple Questions, Simple Answers - Page 1037
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TheYango
United States47024 Posts
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FHDH
United States7023 Posts
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. | ||
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TheYango
United States47024 Posts
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Belisarius
Australia6233 Posts
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? | ||
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TheYango
United States47024 Posts
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.. | ||
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Belisarius
Australia6233 Posts
This is about as weirdly implemented as I thought. | ||
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ahswtini
Northern Ireland22212 Posts
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TheYango
United States47024 Posts
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. | ||
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DinoMight
United States3725 Posts
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. | ||
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Velzi
Finland659 Posts
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DinoMight
United States3725 Posts
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.. | ||
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Rocket-Bear
3070 Posts
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. | ||
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makmeatt
2024 Posts
On February 18 2015 00:56 DinoMight wrote: 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. | ||
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DinoMight
United States3725 Posts
On February 18 2015 01:19 makmeatt wrote: 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. | ||
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FFGenerations
7088 Posts
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 | ||
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DinoMight
United States3725 Posts
On February 18 2015 01:32 FFGenerations wrote: 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. | ||
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TheYango
United States47024 Posts
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goody153
44277 Posts
On February 18 2015 01:40 DinoMight wrote: 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 | ||
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FFGenerations
7088 Posts
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Excalibur_Z
United States12248 Posts
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