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Simple Questions, Simple Answers - Page 1211

Forum Index > Dota 2 Strategy
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Velzi
Profile Joined June 2012
Finland659 Posts
October 28 2016 18:28 GMT
#24201
On October 29 2016 03:09 BluemoonSC wrote:
but then you have an aether lens on qop lol.

practice in the demo mode a couple times if you wanna get a feel for it. like birdie said, you need to walk and queue your blink.

E: btw - QOP doesnt suffer from the blink dagger range penalty for an overblink.

I was talking about blink dagger but oh well.
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
nojok
Profile Joined May 2011
France15845 Posts
October 28 2016 19:38 GMT
#24202
Any tip to organise smoke ganks in pubs? It usually takes a huge amount of time to group the team for a smoke, meaning the lanes are pushing towards our towers making it the most obvious gank ever. Organising smokes early when it's just dual supports or early/midgame with first blink on whichever initiator are usually fine. I'm speaking about lategame smokes, if it does not go perfectly, getting objectives or forcing buybacks, I feel it's not even worth the lost farming time on the four waiting the last one for the smoke.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
October 28 2016 23:07 GMT
#24203
1. Tell your team to push lanes. Sometimes you just gotta give a bit more direction.
2. Smoke as 4 and move towards the 5th player and use him as bait instead of waiting for him.
3. Carry the smoke around. Most games the team will group instinctively at SOME point in the game. Forcibly smoke the team when everyone is in range.
3.5 - 4. Smoke after objectives for the fake-back. After 5 man taking a tower or rosh, your team will be together, so smoke them after backing off.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
October 28 2016 23:40 GMT
#24204
On October 29 2016 03:28 Velzi wrote:
Show nested quote +
On October 29 2016 03:09 BluemoonSC wrote:
but then you have an aether lens on qop lol.

practice in the demo mode a couple times if you wanna get a feel for it. like birdie said, you need to walk and queue your blink.

E: btw - QOP doesnt suffer from the blink dagger range penalty for an overblink.

I was talking about blink dagger but oh well.

we were talking about AM and QOP, sorry for the confusion! its really hard to not take dmg from the rupture (reaction time), so blink is a lil less than ideal
LiquidDota Staff@BluemoonGG_
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 29 2016 00:33 GMT
#24205
Is it better to go tranquils blink on bat, or is it still worth going arcanes + drums even with the flamebreak nerf to cancelling tps?
Archeon
Profile Joined May 2011
3261 Posts
Last Edited: 2016-10-29 02:03:24
October 29 2016 01:10 GMT
#24206
I never really got why you'd go arcanes on bat. Maybe someone who mains bat can give you some more info on the thought process behind arcanes.
Edit: It's probably from the time when ppl were getting aether. That build is almost entirely extinct now though.

Honestly I don't think that the change makes that much of a difference outside of the fact that you now skill lasso earlier. It's obviously a nerf, but I doubt the hero's gonna be played in a different way.

Dotabuff shows mostly tranqs drums blink force for 6-7k mmr offlane, mid seems to be more flexible but overall more rare.
One of the midlane games I found rushed blink from brown boots, the other went tranqs into drums veil blink force. Noteworthy that the second one had sf, underlord and lion in his team, so veil is great anyways and they likely need bat as a damage source.
Was the only veil game on the first 2 pages.
Arcanes wasn't build, boot choice was mostly tranqs into bots after getting drums blink force.
low gravity, yes-yes!
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2016-10-29 01:45:57
October 29 2016 01:43 GMT
#24207
On October 29 2016 04:38 nojok wrote:
Any tip to organise smoke ganks in pubs? It usually takes a huge amount of time to group the team for a smoke, meaning the lanes are pushing towards our towers making it the most obvious gank ever. Organising smokes early when it's just dual supports or early/midgame with first blink on whichever initiator are usually fine. I'm speaking about lategame smokes, if it does not go perfectly, getting objectives or forcing buybacks, I feel it's not even worth the lost farming time on the four waiting the last one for the smoke.


you have to do quite a bit of predicting and observation. there are certain heroes that can be easier to predict and wait out, such as tinker. it can also be player focused because people tend to follow patterns. there is also the scan now so you can shave seconds off the smoke movement.

how i typically do it is try and think a few steps ahead, consider the lanes, and then tell people to group for a smoke moments ahead of when we actually want to do it. there is risks with this, it could potentially waste everyone's time, but if you are in position to win (or take towers/rosh) off a free pick or something along those lines it is worth the 30s and the effort to group everbody.

the entire movement gives your team a direction if they previously lacked any.
because the players you're playing with don't know you very well and vice versa, you probably have your team shove the lanes out appropriately. it helps to smoke closer to one side of the map because then that makes the movement clear.

i find smoking without any vision in inventory, even in the lategame, is a recipe for cointoss fights because there is no vision of the area you end up fighting in.
so in summary there is a lot of pre-planning if you want to coordinate everyone in an efficient manner. that is the typical case.
some times players have the same ideas as you or they initiate the smokes themselves. it's not really any particular player or role's job to do that IMO. a carry can just as easily see an opening they want to abuse and needs the team to back him up.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Velzi
Profile Joined June 2012
Finland659 Posts
Last Edited: 2016-10-29 14:30:31
October 29 2016 14:28 GMT
#24208
On October 29 2016 08:40 BluemoonSC wrote:
Show nested quote +
On October 29 2016 03:28 Velzi wrote:
On October 29 2016 03:09 BluemoonSC wrote:
but then you have an aether lens on qop lol.

practice in the demo mode a couple times if you wanna get a feel for it. like birdie said, you need to walk and queue your blink.

E: btw - QOP doesnt suffer from the blink dagger range penalty for an overblink.

I was talking about blink dagger but oh well.

we were talking about AM and QOP, sorry for the confusion! its really hard to not take dmg from the rupture (reaction time), so blink is a lil less than ideal

oh yeah sorry about that, i just thought we were talking about blinks in general, not only about qop and am. I do agree its hard to take no damage from rupture at all to blink away instantly so thats kinda lame with blink dagger. Neither of those 2 dont want to buy AL so you are kinda forced to either have good reaction time or Linkens. Linkens is kinda good vs bloodseeker since cast range in rupture is larger than in bloodrage to give u some reaction time because of bloodseekers not so good cast animations. Best counter still is to carry tp always, like everyone should know at this point.
On October 29 2016 10:10 Archeon wrote:
I never really got why you'd go arcanes on bat. Maybe someone who mains bat can give you some more info on the thought process behind arcanes.
Edit: It's probably from the time when ppl were getting aether. That build is almost entirely extinct now though.

Honestly I don't think that the change makes that much of a difference outside of the fact that you now skill lasso earlier. It's obviously a nerf, but I doubt the hero's gonna be played in a different way.

Dotabuff shows mostly tranqs drums blink force for 6-7k mmr offlane, mid seems to be more flexible but overall more rare.
One of the midlane games I found rushed blink from brown boots, the other went tranqs into drums veil blink force. Noteworthy that the second one had sf, underlord and lion in his team, so veil is great anyways and they likely need bat as a damage source.
Was the only veil game on the first 2 pages.
Arcanes wasn't build, boot choice was mostly tranqs into bots after getting drums blink force.

Arcanes are still good team item to have especially if u dont have any other natural arcanes builder in ur team. Bat does idd love the movement speed to get into position for the lasso and also to pull enemies further away from their own team.

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
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
October 29 2016 15:47 GMT
#24209
is aether bat extinct now??
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
ahw
Profile Blog Joined April 2011
Canada1099 Posts
October 29 2016 23:37 GMT
#24210
On October 29 2016 04:38 nojok wrote:
Any tip to organise smoke ganks in pubs? It usually takes a huge amount of time to group the team for a smoke, meaning the lanes are pushing towards our towers making it the most obvious gank ever. Organising smokes early when it's just dual supports or early/midgame with first blink on whichever initiator are usually fine. I'm speaking about lategame smokes, if it does not go perfectly, getting objectives or forcing buybacks, I feel it's not even worth the lost farming time on the four waiting the last one for the smoke.


when playing 5 pos just always keep a smoke ready. even mid/late game. its so often theres an opportunity but the support doesnt have a smoke ready, or u gotta wait for courier, or whatever. it sucks giving up a slot but its pretty game winning a lot of the time.

i find most people get hyper-focused and are rdy2go as soon as the smoke sound goes off.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
October 30 2016 18:03 GMT
#24211
On October 30 2016 00:47 ahswtini wrote:
is aether bat extinct now??

nothings extinct so long as theres Creative Minds to keep the dreams alive
posting on liquid sites in current year
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 31 2016 19:35 GMT
#24212
Hey guys,

Any tips for when your 4 teammates refuse to talk or listen to you all game?

I know everyone bitches about this constantly but I'm at a total loss here. ~2050 MMR. I usually play support.


"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2016-10-31 20:59:05
October 31 2016 20:54 GMT
#24213
Don't be pushy about it, don't make it sound like you are better than other people, and importantly make good personal in game decisions to show you know your stuff. People will listen to you a lot more if you're not constantly dieing. So phrase things in a way that is more about what you will or can do and how your team can play around that. Even when you want to directly tell someone something present it as the positive it gives them. Instead of "Sven build a BKB", try "I think my initiation can lead to a team wipe if you get a BKB to avoid stuns Sven".
Logo
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 01 2016 01:10 GMT
#24214
In my experience, people at lower MMR typically struggle more to respond to directions, possibly because they're more focused on actually playing the game to be able to take a step back and look at the big picture. The best I can recall achieving at lower MMRs is winning a team fight and spam pinging a tower and drawing lines at it and yelling in mic PUSH PUSH PUSH and then 50% of the time a push results.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
MCWhiteHaze
Profile Joined April 2012
United States155 Posts
November 01 2016 23:49 GMT
#24215
Ive found that if your team wont listen to you its either a. Youre making repeatedly bad calls and resulting in team wipes, loss of raxs or objectives, etc. Or b. Youre individual play is subpar and they notice it and don't value your opinion.

Seriously, think about it. If its a reocurring issue youre probably not a good leader or as knowledgeable of dota as you think you are
Buckyman
Profile Joined May 2014
1364 Posts
Last Edited: 2016-11-02 03:59:54
November 02 2016 03:59 GMT
#24216
Occasionally it seems like your teammates aren't listeners, but the real problem is that they don't understand English. In that case they might respond if you use your chatwheel.
Eclipsing Binary
Profile Joined September 2012
61 Posts
November 02 2016 05:04 GMT
#24217
Especially on US East, it seems. A ton of non-English speakers. Yeah, use chat wheel and pings.
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
November 02 2016 08:02 GMT
#24218
so I'm playing vs bots trying to grasp simplest of concepts.

I'm dragon knight (or any melee hero) mid. Necro is opposite. How am I supposed to proceed regarding to last hits? More generally how does it work ranged vs melee mid last hitting?
Age of Mythology forever!
Velzi
Profile Joined June 2012
Finland659 Posts
Last Edited: 2016-11-02 09:03:21
November 02 2016 09:02 GMT
#24219
On November 02 2016 17:02 mantequilla wrote:
so I'm playing vs bots trying to grasp simplest of concepts.

I'm dragon knight (or any melee hero) mid. Necro is opposite. How am I supposed to proceed regarding to last hits? More generally how does it work ranged vs melee mid last hitting?

As a melee u are more vulnerable to harassment from the ranged hero so u kinda have to stay further back to not get harassed. Only times u move closer to creeps is to last hit and deny to make sure u get minimum amount of harassment.

Usually as a melee mid hero vs ranged one u want some combination of following items to make all of this easier: Quelling Blade, Stout Shield/Poor Man's Shield and regeneration.

Dota is a lot about positioning urself in a way where u are either safe to do what u want, or position in a way where u can force ur enemy to not do what they want. Especially in laning phase knowing stuff like creep equilibrium and creep aggro can make huge difference between having safe or dangerous lane to work with.

If u are really new to game, i recommend just working on those last hits u mentioned. Go to lane, whether its mid or sidelane and just try to get as a many last hits as possible while taking minimum amount of damage from the enemy.
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
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
Last Edited: 2016-11-02 09:21:59
November 02 2016 09:20 GMT
#24220
what would I do with quelling blade? It's also among dragon knight's recommended starting items but I don't know why it's useful
Age of Mythology forever!
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