What the hell Volvo?
Simple Questions, Simple Answers - Page 1157
Forum Index > Dota 2 Strategy |
OceanLab
France505 Posts
What the hell Volvo? | ||
Howie_Dewitt
United States1416 Posts
On October 23 2015 21:41 OceanLab wrote: Why was the invoker I just played against called Elementalist? (his hero name, not his nickname) What the hell Volvo? Custom game name transfer? I once played a game of ranked after gemtd and enchantress was called EH it was great | ||
Verniy
Canada3360 Posts
On October 23 2015 21:41 OceanLab wrote: Why was the invoker I just played against called Elementalist? (his hero name, not his nickname) What the hell Volvo? when you play custom games that change hero names (eg. Warchasers changes Phantom Assassin to Iron Raven) the changed name is applied to all games you play until you play another custom game that changes that hero's name again or restart the client | ||
SpiritoftheTunA
United States20903 Posts
On October 23 2015 21:22 Howie_Dewitt wrote: How do you deal with bb I honestly have no idea, none. What do you do in lane, how do you put your supports even close to him, what helps against him in teamfights, who counters him, I have no idea how to do anything against him help in lane (you safe vs off bristle), lion with level 1 mana drain (literally get it level 1, your other skills wont help except earth spike at rune fight) and kotl with mana leak are both good for making sure he can't bully you skywrath can solo zone him like he can solo zone a lot of offlaners (gotta be careful though cuz you have like no armor, can't let quills stack, but you're faster before he gets warpath anyhow) razor's considered a counter things that help team armor are nice (vlads, ac, dazzle) basically if your team has enough armor you can pretty much ignore him if you can get rid of his mana he's useless too axe and lc can be decent because they both make him face them | ||
tehh4ck3r
Magrathea7043 Posts
On October 23 2015 23:28 SpiritoftheTunA wrote: in lane (you safe vs off bristle), lion with level 1 mana drain (literally get it level 1, your other skills wont help except earth spike at rune fight) and kotl with mana leak are both good for making sure he can't bully you skywrath can solo zone him like he can solo zone a lot of offlaners (gotta be careful though cuz you have like no armor, can't let quills stack, but you're faster before he gets warpath anyhow) razor's considered a counter things that help team armor are nice (vlads, ac, dazzle) basically if your team has enough armor you can pretty much ignore him if you can get rid of his mana he's useless too axe and lc can be decent because they both make him face them buy a silver edge too he is not tanky if you can remove bristleback and he does no damage and gets easily kited without warpath | ||
SpiritoftheTunA
United States20903 Posts
break doesn't remove warpath, though apparently it removes quite a few other ult passives http://dota2.gamepedia.com/Break#Not_disabled_by_Break actually i was apparently wrong about coup de grace huh | ||
tehh4ck3r
Magrathea7043 Posts
On October 23 2015 23:35 SpiritoftheTunA wrote: break doesn't remove warpath, though apparently it removes quite a few other ult passives http://dota2.gamepedia.com/Break#Not_disabled_by_Break actually i was apparently wrong about coup de grace huh Either way removing bristleback is still a big deal | ||
Buckyman
1364 Posts
| ||
pwate
3 Posts
| ||
pwate
3 Posts
| ||
Buckyman
1364 Posts
(My current policy is to use the courier, but bundle the boots with consumables or a recipe just to avoid flaming) | ||
Wala.Revolution
7582 Posts
Also it feels like I have 200 ping sometimes. | ||
Ufnal
Poland1435 Posts
My team - PA, Bristle, Pugna, ES, Jakiro [me]. Enemy team - AM, Slark, Axe, Kunkka, WD ~25 minutes in - all their outer towers down, all our towers up, but our PA is a bit underfarmed [only just got his Battlefury, and only has Phase Boots and shield with it] and they got more kills than we did (especially Slark won the lane against Pugna - he only died when he came top to gank me and PA and got counterganked; I should have probably ganked more, but Jakiro's movespeed sucks). There were 3 different ideas about how to proceed, which let to people doing different things, our team getting recked and us losing. But nvm that. The question is, which of the proposed strategies is sound? 1) Farm up the PA, don't be too agressive 2) 5-man push mid and get racks before 35 min or we lost boys 3) Split push, push in all the lanes, so that we don't have to 5v5 It was a 1900k MMR game so I do not feel competent enough to decide which one of those we should have chosen... | ||
rebdomine
6040 Posts
On October 28 2015 07:42 Wala.Revolution wrote: Is there a reliable way to check ping? My -ping always gives me 66 ping and status in console always says 133. Also it feels like I have 200 ping sometimes. What server do you play on? Might help if you ping via the command prompt first and watch for how stable your ping is there. Worth noting that low ping number with a considerable amount of packet loss will still lead to a frustrating playing experience. | ||
Kreb
4834 Posts
On October 28 2015 08:39 Ufnal wrote: A small plea for a quick strategic analysis. My team - PA, Bristle, Pugna, ES, Jakiro [me]. Enemy team - AM, Slark, Axe, Kunkka, WD ~25 minutes in - all their outer towers down, all our towers up, but our PA is a bit underfarmed [only just got his Battlefury, and only has Phase Boots and shield with it] and they got more kills than we did (especially Slark won the lane against Pugna - he only died when he came top to gank me and PA and got counterganked; I should have probably ganked more, but Jakiro's movespeed sucks). There were 3 different ideas about how to proceed, which let to people doing different things, our team getting recked and us losing. But nvm that. The question is, which of the proposed strategies is sound? 1) Farm up the PA, don't be too agressive 2) 5-man push mid and get racks before 35 min or we lost boys 3) Split push, push in all the lanes, so that we don't have to 5v5 It was a 1900k MMR game so I do not feel competent enough to decide which one of those we should have chosen... Everything depends. If you've build a lot of sustain (mek/greaves/pipe/urn/multiple arcanes) you can attempt 2), but forcing highground is likely risky. They have pretty good base defense in WD+Kunkka. You have excellent sieging (pretty much the two best siegers in the game on the same team) though, so as long as you have the sustain so stick around the T3 and slowly whittle it down thats a descent choice. Otheriwse your best bet is probably some mix between 3) and gank. You want to aim to keep them in their base to make sure they dont farm their way back. Farm their jungle, push in lanes. Possibly wait for Rosh, try smoke ganking or farming some critical item. If you can get a key pickoff or an aegis or something, lanes should already be pushed and you go highground. That said it might be easier said than done, you have very bad catch for AM, so a good AM should be able to splitpush against you very well. Dont 1), they have more carries while you have heroes that fall off. | ||
Chewbacca.
United States3634 Posts
On October 28 2015 10:27 Kreb wrote: Everything depends. If you've build a lot of sustain (mek/greaves/pipe/urn/multiple arcanes) you can attempt 2), but forcing highground is likely risky. They have pretty good base defense in WD+Kunkka. You have excellent sieging (pretty much the two best siegers in the game on the same team) though, so as long as you have the sustain so stick around the T3 and slowly whittle it down thats a descent choice. Otheriwse your best bet is probably some mix between 3) and gank. You want to aim to keep them in their base to make sure they dont farm their way back. Farm their jungle, push in lanes. Possibly wait for Rosh, try smoke ganking or farming some critical item. If you can get a key pickoff or an aegis or something, lanes should already be pushed and you go highground. That said it might be easier said than done, you have very bad catch for AM, so a good AM should be able to splitpush against you very well. Dont 1), they have more carries while you have heroes that fall off. Yeah I pretty much agree with this, leaning more towards the pushing side with both Jakiro and Pugna. However, I'm concerned if a 5 man push at 1.9k will just turn into diving the tower and losing the game versus a slow siege with LF and blast when they're off CD. | ||
![]()
TheYango
United States47024 Posts
Creep waves that have no heroes with them are wasting farm. But they waste MORE farm for the team that they're pushing away from. When you are trying to starve the enemy team, you want to let creep waves that are pushing toward your side of the map continue to push. Because when your creeps are dying and nobody on the enemy team is farming them, that's wasting farm for the enemy team. If YOUR creeps are pushing, you want to to push the lane so your farm doesn't get wasted. If your team is actively sieging a lane, you want to clear creeps to create tower pressure. If a big creep wave is approaching one of your towers, you want to back up and farm that. But there are a ton of times where the enemy team just cleaned up a wave off a T3, causing natural creep pressure away from their base, and I see someone just go and instaclear those creeps and push pressure right back to the enemy for no real gain. A single oncoming wave won't actually pressure the tower meaningfully unless your team can actively siege that lane, and you achieve none of the potential farm denial that an outward-pushing wave is capable of. | ||
Chewbacca.
United States3634 Posts
On October 28 2015 11:04 TheYango wrote: TBH when people try to play a map control game, shoving in ALL THREE lanes is one of the things people actually get wrong. Any lane you shove in can be farmed. The only way to prevent it from being farmed is by actively sieging the lane so that it's dangerous for heroes to be concerned with actually lasthitting creeps as opposed to just clearing them from a distance. And you can only do that to 1-2 lanes at once, not all 3. Creep waves that have no heroes with them are wasting farm. But they waste MORE farm for the team that they're pushing away from. When you are trying to starve the enemy team, you want to let creep waves that are pushing toward your side of the map continue to push. Because when your creeps are dying and nobody on the enemy team is farming them, that's wasting farm for the enemy team. If YOUR creeps are pushing, you want to to push the lane so your farm doesn't get wasted. If your team is actively sieging a lane, you want to clear creeps to create tower pressure. If a big creep wave is approaching one of your towers, you want to back up and farm that. But there are a ton of times where the enemy team just cleaned up a wave off a T3, causing natural creep pressure away from their base, and I see someone just go and instaclear those creeps and push pressure right back to the enemy for no real gain. A single oncoming wave won't actually pressure the tower meaningfully unless your team can actively siege that lane, and you achieve none of the potential farm denial that an outward-pushing wave is capable of. I'd love to see you try and explain this to people in a pub game. | ||
Buckyman
1364 Posts
Your PA should not have bought battlefury instead of a fighting item IMO. But given that she did, you basically need to let her farm for at least 5 minutes to pick up a real fighting item (basher or bkb). You also need to act aggressive to keep AM in check. So the spectrum of viable plans is: 1) Super Greed: control all three lanes AND their jungle. Your goal is farming up your deathball items (blink on Earthshaker, guardian greaves, Vlad's and solar crest on Pugna, Bristle and Jakiro, and Abyssal on PA) then go Rosh when they all finish and use the aegis to break base. As a side effect, Anti-mage can't farm his own jungle because you're taken those creeps, and while he can farm 3 lanes. The downside is you're very vulnerable to smoke ganks, if those exist at 1.9k. 2) Fork the Anti-Mage: Control their safe-lane and mid, while PA also clears their inner jungle. if AM shows himself in the third lane, threaten to go uphill to force him back. If he keeps pushing, his rax will be gone before he gets a tower. If he returns, he's farming slower than your PA. 3) Fake Deathball: This is cheesy; PA farms the map while the rest of you push in their safe-lane and cautiously poke their tower once per creep wave if you have an opening. If you're lucky, they'll assume PA is present but not appearing on their minimap. If they actually engage, you'd better be spread enough that you can sacrifice Earthshaker and their initial to get everyone else out. This is a good example of a tactic that works at 2k but not at 4k. 4) Actual Deathball: Group up and push their safe lane to death. The trick here is that Jakiro is your front-liner, poking the tower with Liquid Fire; PA is vulnerable and needs to stay in the back until she can jump on someone and kill them. (Bristleback tags in as main tank when you actually go uphill) | ||
Shock710
Australia6097 Posts
On October 28 2015 11:04 TheYango wrote: TBH when people try to play a map control game, shoving in ALL THREE lanes is one of the things people actually get wrong. Any lane you shove in can be farmed. The only way to prevent it from being farmed is by actively sieging the lane so that it's dangerous for heroes to be concerned with actually lasthitting creeps as opposed to just clearing them from a distance. And you can only do that to 1-2 lanes at once, not all 3. Creep waves that have no heroes with them are wasting farm. But they waste MORE farm for the team that they're pushing away from. When you are trying to starve the enemy team, you want to let creep waves that are pushing toward your side of the map continue to push. Because when your creeps are dying and nobody on the enemy team is farming them, that's wasting farm for the enemy team. If YOUR creeps are pushing, you want to to push the lane so your farm doesn't get wasted. If your team is actively sieging a lane, you want to clear creeps to create tower pressure. If a big creep wave is approaching one of your towers, you want to back up and farm that. But there are a ton of times where the enemy team just cleaned up a wave off a T3, causing natural creep pressure away from their base, and I see someone just go and instaclear those creeps and push pressure right back to the enemy for no real gain. A single oncoming wave won't actually pressure the tower meaningfully unless your team can actively siege that lane, and you achieve none of the potential farm denial that an outward-pushing wave is capable of. You know this, but i just wanna to point out another aspect It is true when only thinking about starving, but the other benefit of pushing in lanes in a non-siegeing position is that there are certain parts of the map that are open to you and your team and denied from the enemy, when pushing in the bottom lane as dire, the radiant camps become more available to you and less to the enemy. Although the enemy is getting a creep wave, your team is still getting the equivalent enemy creep wave (the creeps that die from pushing in the lane) as well as the taking camps from them. So although your not "starving" the enemy of gold your team is extending the gold gap in the other direction (of course the ideal situation would be to have them have no items vs 1 item rather than 1 item vs 2 items and etc, but the game cant sit on that stand point. If you've forced another team to play the high ground defense game, it might depend on what you believe ur team needs to break the base, is it the ageis? another item on your core? several items on cores (bkb's), or maybe its something like you can not afford to give the enemy time, so you must start seiging immediately and in that case it might be beneficial to have a mobile hero (someone like ember) to push in an opposite lane creating pressure in a lane where their focus will be directed else where and in this case they must make the decision to either clear out the top lane leaving a 4v5 brief window, or to ignore it eg: no one getting that farm and experience anyway, losing some hp on that tower but maintain a better defense in the lane being heavily pressured. Pushing in lanes also creates a certain type of vision, lanes that are being farmed normally gives signs of where another hero is, letting ur team farm more aggressively than they normally would. On am its ideal to blink as often as possible (unless theres some benefit with different high grounds and low ground distance involved eg: not blinkling straight away and walking 3 steps forward will let u blink onto the radiant ancient cliff), if you can see the heros that pose a threat to you farming at the t3, you dont need to worry about saving blink to run also allows you to use spells more freely to clear camps increasing farming speed, it also makes taking farm that would otherwise be considered dangerous more acceptable, (also it can give hints to 5 man 4 man smokes) The lanes can be farmed but their cores are not pleased in taking only lane farm, they'd much rather take farm that their supports cant take enemy jungle farm, their own jungle, ancients, enemy ancients, the supports would also love to have full solo exp, but that becomes much more complicated to divide because ur farm options are limited to waves that appear how do the cores get the gold with the support getting the majority of the exp. Ofc the team forced to turtle can venture out to take farm on the side lanes, possibly hiding the edges of the trees in lane, but that is a bit too game dependent on vision and heros. I'm not saying that everyone considers all the advantages and disadvantages when pushing lanes, but i think the reason pubs go straight for it, is because it makes them feel comfortable, it gives presence of map control and more options to farm whether thats what is actually need to win the game is another question. | ||
| ||