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Simple Questions, Simple Answers - Page 1229

Forum Index > Dota 2 Strategy
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Prev 1 1227 1228 1229 1230 1231 1254 Next
Fleetfeet
Profile Blog Joined May 2014
Canada2632 Posts
March 01 2017 07:40 GMT
#24561
I'd think damage dealt is a more useful metric than whether or not you lasthit some heroes anyways.
SKN1995
Profile Joined September 2016
Japan204 Posts
March 01 2017 13:16 GMT
#24562
As of yesterday, it seems whenever you log onto DotA, the default option is auto for server instead of what you picked last time you queued. Is there a way to change this back or is this just another wonderful unavoidable forced feature courtesy of Valve?
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 01 2017 13:35 GMT
#24563
On March 01 2017 22:16 SKN1995 wrote:
As of yesterday, it seems whenever you log onto DotA, the default option is auto for server instead of what you picked last time you queued. Is there a way to change this back or is this just another wonderful unavoidable forced feature courtesy of Valve?

been going on for more than a week, no way to change this. hopefully it's just a bug
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
SKN1995
Profile Joined September 2016
Japan204 Posts
March 01 2017 13:53 GMT
#24564
On March 01 2017 22:35 ahswtini wrote:
Show nested quote +
On March 01 2017 22:16 SKN1995 wrote:
As of yesterday, it seems whenever you log onto DotA, the default option is auto for server instead of what you picked last time you queued. Is there a way to change this back or is this just another wonderful unavoidable forced feature courtesy of Valve?

been going on for more than a week, no way to change this. hopefully it's just a bug

If it's unintended behavior, surely Valve would declare it as such and give us an update of when its going to be fixed (if at all prioritized).

Oh wait, who am I kidding. Valve loves radio silence
SKN1995
Profile Joined September 2016
Japan204 Posts
March 02 2017 08:32 GMT
#24565
Is there by any chance any way to force people to become decent human beings and play properly?
Artisreal
Profile Joined June 2009
Germany9235 Posts
March 02 2017 08:55 GMT
#24566
5 man stack?
passive quaranstream fan
Archeon
Profile Joined May 2011
3262 Posts
Last Edited: 2017-03-07 06:34:49
March 03 2017 00:11 GMT
#24567
On February 28 2017 13:56 Xxazn4lyfe51xX wrote:
Show nested quote +
On February 26 2017 14:41 Archeon wrote:
^I don't really agree to the more kills on sups...
Ideally you want your carry to get as many kills as possible, except maybe for first blood on a sup over a safelane carry, when 400 gold on the sups still really matters (earlier boots and more smokes averages more kills and easier zoning). And even then it is a game to game call, if your carry can accelerate to the point where he can solo lane or jungle with the 400g then giving it to the carry can definitely be beneficial. I'd also always give it to mid if possible.

Bonus gold on your carry translates into earlier item timings, which in turn translates into better skirmishes and more towers. Bonus gold on sups usually translates into a nothing unless it chains, since most cornerstone items after brown boots are 1.5-2.5k gold and sups don't have any stable income.

Ofc as carry you want to have always less than 5 and ideally less than 3 deaths.


If a single kill on your carry is suddenly going to make him unkillable in a solo lane something wonky is going on in your game... Here's the thing for me - an assist on a hero is usually still worth 50-100 gold. A legit kill unless it's first blood is usually 250-300 gold. That's a swing of 150-200 gold per kill if you kill vs. assist. That is like 4-5 creeps for a carry. Completely farmable in 20s, even in the earlier stages of the game. If a support takes that kill, that might literally be 3 minutes worth of creep farm for them. Let's not take into account the passive gold gain since everyone gets that anyway. If I accelerate my carry's farm by 20 seconds, it isn't likely to amount to much. If I accelerate my support's farm by 3 minutes, that might actually do something.

Of course, this is not a hard rule, all games are different as you say. A CK with 0 kills is a sad CK, because the vast majority of CK's farm comes from killing heroes. An AM with 0 kills doesn't give a fuck. And yes, in an ideal game you would love for the carry to get all the kills while the supports manage to make do with no items. But in reality, having more farm and items on your supports makes for a much more forgiving game.

This is just what I've noticed at ~5k. Your mileage may vary.

I agree that it depends on the situation, and as mentioned before it depends on the point in time in the game.
If we go by your example of 200g/3 minutes of creep farm on a sup (which basically means no pulling and no lane to leech a bit xp/farm from), with glimmer as the smallest non-quality-of-life-item after brown boots you are going to accelerate glimmer by ~1.5 minutes (from 11.8 to ~10.3).

So again, all 3 major sup items (glimmer/blink/force) have shitty/no components, if it doesn't chain or the sup is close to an item anyways it won't have any impact in the next minutes.

Btw 200g is a bit more than the bounty of an early wave, which means that a freefarming carry on average gets 30 seconds of farm out of it unless he can flash farm very early.

Having an earlier ring of health on AM vs DS however means that he is self-reliant early on, often saving a salve he'd need otherwise and freeing up the sups. That sounds like a specific scenario, but considering the popularity of regen components on carries it's not. If you get two kills on your carry suddenly armlet is online a minute earlier and your push is that much stronger.

If gold was more valuable on sups you'd let them farm and not the carries.
low gravity, yes-yes!
Murlox
Profile Blog Joined March 2008
France1699 Posts
March 07 2017 19:29 GMT
#24568
Is there really an ideal/definitive way to approach the matter, though?

When it comes to wealth distribution, I feel it's mostly opinion-based. Some team like to give all the gold to a few cores, others prefer to spread it a bit wider (I really like it when they show gold/damage repartition graphs, in tournaments).

Personally, I like when my support gets kills. Very basic reasons : maybe they'll stay/get more involved in the game (on a motivational level, not everyone enjoys playing support...), also they stay relevant, maybe they can finish their tranquils/mana boots, buy a couple sentries, dust, etc.

I think the essence of it is, I like it better when everyone on the team is having a good time, and yes I do feel that the core who is constantly farming anyway can live without the kill gold. Again, not saying it's the only way to do things, or even the good way, it's just... how I roll, usually.
Resistance ain't futile
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
March 07 2017 20:34 GMT
#24569
when do you buy urn?
or more specific, do you buy urn when you are the 5th and wont get much farm anyway.

i see a reason if you would rotate and gank a lot, but thats not really working in my mmr. so without the urn getting its charges its just a bit str and some mana-regen. for that price i can get closer to my arcanes or mb even a closer step to forcestaff.

from my perspective, its more for sth like very mobile heros. classic would ofc be space-cow or pudge. but supports, i dont see a hero that would gain sth from buying it.
or did i miss sth in the approach?
Ooooh, look at it go
schmitty9800
Profile Joined August 2010
United States390 Posts
March 07 2017 21:36 GMT
#24570
Other good urn carriers are Phoenix, Bounty Hunter, and Earth Spirit. I would say that it's an item that needs to fit your playstyle instead of just the hero. If you're moving around and ganking a lot, it's great. If you're looking for a cheap item that you can actually finish as a support around minute 12, think of something else. For a lot of heroes, a bracer and a raindrop are cheaper and are likely to provide more utility than just the urn.
Artisreal
Profile Joined June 2009
Germany9235 Posts
March 07 2017 21:40 GMT
#24571
If you're likely to fight alot, push alot and are in need of sustain, game sounds like a good one for urn. Or, as you pointed out already, the main objective is to create chaos through roaming and ganking (successfully).
In case you need to rather depush/splitpush or just protect the carry, you're better off with other stuff imo.

It's also mana regen and alot of health as well as very cheap components so sometimes I buy because I don't survive otherwise and in case I do it provides more than a bracer.
passive quaranstream fan
Verniy
Profile Joined May 2015
Canada3360 Posts
March 10 2017 16:00 GMT
#24572
i've been kind of absent from dota since 7.00 hit. what's the new meta?
Heaven's Halberd is the most criminally underbought item in Dota. Together we can stop this.
Pontual
Profile Joined October 2016
Brazil3038 Posts
March 10 2017 16:09 GMT
#24573
5 man fight all the time.
Verniy
Profile Joined May 2015
Canada3360 Posts
March 10 2017 16:12 GMT
#24574
ah so nothing new
Heaven's Halberd is the most criminally underbought item in Dota. Together we can stop this.
Pontual
Profile Joined October 2016
Brazil3038 Posts
March 10 2017 16:31 GMT
#24575
Shrines are new, so there are even more team fights.
Buckyman
Profile Joined May 2014
1364 Posts
March 10 2017 17:43 GMT
#24576
Super-stacking camps for the mid to flash-farm is out-of-meta right now; 2-stacks are the norm.
sasaqq
Profile Joined January 2017
3 Posts
Last Edited: 2017-03-13 06:50:19
March 13 2017 06:45 GMT
#24577
What's the keyboard mouse input for the poof all meepos onto one meepo that blinks forward combo?
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
March 13 2017 08:03 GMT
#24578
blink (net/hex) tab poof tab poof tab poof tab poof (1 main 4 clones)

use quickcast so you dont have to click for every poof (you can set it to poof only meepo only in settings)

posting on liquid sites in current year
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2017-03-13 10:21:11
March 13 2017 10:18 GMT
#24579
On March 13 2017 17:03 SpiritoftheTunA wrote:
blink (net/hex) tab poof tab poof tab poof tab poof (1 main 4 clones)

use quickcast so you dont have to click for every poof (you can set it to poof only meepo only in settings)



It's usually better to poof/tab/poof/tab etc, then blink+net/hex since poof as a 2 seconds cast time. That way you can time your blink so that all the meepos appear at the same time that you blink. Takes a bit more practice but once you get the timing right it's way better since meepo prime doesn't spend 2 seconds alone in the middle of the ennemy team. (of course it's situational and sometimes you have to blink/hex asap to avoid someone getting away)
Romanes eunt domus
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 13 2017 11:07 GMT
#24580
On March 13 2017 19:18 BobMcJohnson wrote:
Show nested quote +
On March 13 2017 17:03 SpiritoftheTunA wrote:
blink (net/hex) tab poof tab poof tab poof tab poof (1 main 4 clones)

use quickcast so you dont have to click for every poof (you can set it to poof only meepo only in settings)



It's usually better to poof/tab/poof/tab etc, then blink+net/hex since poof as a 2 seconds cast time. That way you can time your blink so that all the meepos appear at the same time that you blink. Takes a bit more practice but once you get the timing right it's way better since meepo prime doesn't spend 2 seconds alone in the middle of the ennemy team. (of course it's situational and sometimes you have to blink/hex asap to avoid someone getting away)

this, it gives them less time to react. u should have more than enough time to cycle though all of your clones before ur main meepo blinks, especially now that ppl dont buy the sceper for the fifth meepo
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
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