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2 weeks ago I'd probably agree with you evil, but watching pro gamers last weeks I've been surprised by DKs like 3-5 times. I've thought "ye DK is gonna lose mid this game" and he ended up being equal or even winning sometimes. Even against ranged matchups you'd think he'd lose. I think there was like a tinker and a puck as examples, but honestly I dont remember. But I do remember being surprised how well he did. And that Razor still shat on him in that matchup.
But honestly with the buffs to both Q and E over patches I dont think every ranged hero auto wins DK mid anymore.
As for DK hard counters. Magic/pure damage is obviously good, you dont want physical dmg. "Hard" counter is probably a stretch be a stretch but maybe timber, OD, zeus, tinker. Heroes like that. Slark should be happy stealing stats from him, Razor should be happy linking an immobile hero like him. AA is good too as mentioned. But I'm not sure any hero qualifies as hard counter.
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Pro games literally never have true 1v1 mid, it makes such a big difference if u have support harassing enemy mid for first wave or two.
Also having even last hits as DK vs Puck/Tinker is not "going even", i have seen DK being relatively close to opposite mid in last hits, but with 0 denies and 0 runes where as enemy mid has like 20 denies and every rune for the first 8-10 minutes.
DK is still weak laner no matter what, u get farm as DK vs most match ups but u simply cant contest enemy mids farm, thats not gonna happen unless major fuck ups or support rotations.
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I wouldnt underestimate 11sec 35% dmg reduction. Any time thats you'll have a notable CS advantage. And most mids dont have mana to nuke every time they get hit by it. Oh well, just theorycrafting so whatever. Agreed its seldom true 1v1 mid though.
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question 5
when playing wisp, whats the way to tell how long until you return from recall? you need to watch your return spot and tether immediately after you return, but you cant spam tether before because you will just cancel it by accident. so what do people do ? you cant watch yourself for the timer because then you cant see your return spot. and you cant queue a tether because it doesnt seem to work when you queue it
also how do people time it when they see wisp recall out? do they just count? (just saw lion time his stun to the milisecond on a returning wisp)
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isnt there a buff icon for that? im not sure though
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some people count if they know exactly when the relocate happened. others just go by gut feeling i personally never count because i never remember to start as soon as it happens so i just go by gut feeling. might be off a second or two sometimes but sometimes being a second off isnt the end of the world (unless wisp does some clutch blink/tp/tether play as soon as he returns before my skill lands or something)
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? you instant tether literally every single time you return ... well i posted it on reddit and got downvoted about 12 times by retards who dont even play wisp and think you're supposed to sit there watching the timer with your screen over your hero so whatever, dota players are retards who would have guessed
someone made a good suggestion to start counting when the timer reaches 4 or 2 seconds so that will help trying that
the cooldown appears on the buff icon when you're preparing relocate (the 2 second cast time) so eventually it'll be implemented for the return period i guess if anyone ever plays wisp at valve
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wisp doesnt get a tether literally every time you return, and even if you did it doesnt guarantee your safety. even pros dont time wisp's relocate properly, so they compensate by blocking escape routes anyway or going with gut feeling. like velzi said, its always 12 seconds and you can actually just develop a 'feeling' as to when relocates time should be up. its called experience
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why is octarine core on alchemist? it just seems like it doesnt do anything? (i dont play him)
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it gives you close to 100% uptime on ult and lets u spam out manta illusions plus makes u tanky with radiance burn lifesteal
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Northern Ireland22208 Posts
and if u go basher/abyssal, it even reduces the cooldown of the passive bash
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Can someone explain to me how Aghs on tinker is a good damage item at all when compared to dagon, cause excuse me for sounding like a noob but for the lomg buildup the damage that you get is way less than the cost you paid for the item.
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On May 17 2016 03:26 neozxa wrote: Can someone explain to me how Aghs on tinker is a good damage item at all when compared to dagon, cause excuse me for sounding like a noob but for the lomg buildup the damage that you get is way less than the cost you paid for the item.
It's more teamfight and utility. Instead of dealing 800 damage to one target you're constantly dealing 320 pure + 350 magic to most enemy targets and constantly re-applying blind.
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Also the mana cost and range are a lot better with aghs than with low lvl dagon.
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On May 17 2016 03:26 neozxa wrote: Can someone explain to me how Aghs on tinker is a good damage item at all when compared to dagon, cause excuse me for sounding like a noob but for the lomg buildup the damage that you get is way less than the cost you paid for the item.
Different functions, really. Aghas is an insane defensive item, siegeing high ground or fighting for any one point vs a tinker is fucking impossible, whereas dagon is obviously more single high-priority target focus.
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OK what's with all the BF-stacking PAs? Like, I assume it's for dagger cleave but it's just a joke build, right?
Quite a lot of people seem to be taking it quite seriously.
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On May 17 2016 11:09 Belisarius wrote: OK what's with all the BF-stacking PAs? Like, I assume it's for dagger cleave but it's just a joke build, right?
Quite a lot of people seem to be taking it quite seriously. lol I saw it more than 3 times on Australian server (maybe just Aussies doing Aussie things)... all from opposing team of course so I just gladly accepted that and crushed their sorry arses ... has battefury cleave ever stack?
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