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Simple Questions, Simple Answers - Page 1230

Forum Index > Dota 2 Strategy
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SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
March 13 2017 15:49 GMT
#24581
yea my bad i meant it that way and typed it up wrong i swear
posting on liquid sites in current year
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
March 15 2017 03:51 GMT
#24582
On March 03 2017 09:11 Archeon wrote:
Show nested quote +
On February 28 2017 13:56 Xxazn4lyfe51xX wrote:
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.


I'm not sure you understood what I meant. No one is suggesting that gold is more valuable on supports. I'm suggesting that at many points in the game, a fixed-value infusion of gold is more valuable to a support than it is to a carry.

I'm also confused as to how you went from 3 minutes to 1.5 minutes? I might be misunderstanding you here. If a support gets 200g/3 minutes without farming or pulling (reasonable, if not realistic), a kill vs. an assist will be 3 minutes of accelerated farm. Keep in mind that supports are often dedicating this time to gank, so getting gold out of these kills means a lot to them.

A carry spending a bit of time to help out in a kill in the early game is not necessarily forfeiting all his farm. Unless you're spending a whole minute chasing down a kill, you probably miss 2-3 creeps.

I agree with your self-reliance point. Though it is worth noting that a kill on the offlaner often makes the safelaner self-sufficient by itself depending on the matchup (such as your example). An AM with a level advantage on a DS can just run at him to force him off the creep wave.

Here's my point though. Yes, 2 kills on carry and armlet is online 45 seconds earlier (1 minute is pushing it unless FB or streaks). But 2 assist on a carry and 2 kills on a support is mek online 2-3 minutes earlier (more realistic than my assumptions). Or urn is suddenly available right that instant. Which of those sounds more useful?
Archeon
Profile Joined May 2011
3265 Posts
Last Edited: 2017-03-15 05:07:31
March 15 2017 05:00 GMT
#24583
I misunderstood your original post. I read your "3 minutes worth of creep farm" as gold only from creeps, basic 100gpm not included. I added base gpm and ended up at at roughly 1.5 minutes.

I agree that there are points in the game when a fixed value infusion of gold is more valuable to the support than to the carry. Mainly when it allows the support to do something within the next 2 minutes that he couldn't have without it.

Safe lane is also the least contested on average so the gold difference matters less compared to mid- or offlane. I'd never consciously take a kill from midlane pre 10 minutes.

@Urn: Urn makes a bigger difference later in the game and doesn't enable a timing. It's mainly a comfortable item. That goes for a lot of smaller support items, the big early impact items are likely smoke followed by brown boots and stick and none of them should be hard to get.

When people start to push down t1s it's most of the time between 5 and 12 minutes, so way before the bigger support items come online. And my team often waits the minute when I tell them that I'm 200g away from a game-changer.

My point is that gold on your carry allows him to accelerate his farm faster and often translates into faster timings compared to his opponent. It also allows him to jungle earlier, often giving a lane to a support, which again enables more gold for the team.

TLDR: Gold on a carry snowballs by itself, gold on a support can snowballs situationally when it allows you to take fights you couldn't have else. Only then it is imo right to take the kill.
low gravity, yes-yes!
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
March 20 2017 22:21 GMT
#24584
Why do pros smoke and then TP at the very start of the game?
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 20 2017 22:28 GMT
#24585
On March 21 2017 07:21 jrkirby wrote:
Why do pros smoke and then TP at the very start of the game?

to invade enemy jungle faster to set up good wards/pick off someone
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Atreides
Profile Joined October 2010
United States2393 Posts
March 21 2017 02:49 GMT
#24586
It's basically 100% for warding as it's just one person going.
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
March 21 2017 11:22 GMT
#24587
How do you get the team TP effects like how you could when you got the whole pack of team cards?
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 21 2017 14:03 GMT
#24588
On March 21 2017 20:22 Birdie wrote:
How do you get the team TP effects like how you could when you got the whole pack of team cards?

make a reddit thread about it
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Seedfan
Profile Joined July 2016
58 Posts
March 22 2017 23:18 GMT
#24589
what is it about video games such as DotA that attracts the worst scum, the most toxic stupid cancerous human beings in existance?

User was warned for this post
Archeon
Profile Joined May 2011
3265 Posts
Last Edited: 2017-03-24 01:52:18
March 24 2017 01:47 GMT
#24590
@seedfan: Playerbase and f2p. The more ppl you gather at one spot, the more screaming radicals and retards you get. And the less inclined the rest are to deal with them.
Also people just vent over the internet all the time, cause the people they are bothering are people they don't know.

Hint: Use the mute button and use it often. Recommend your non-retards to do the same. Put on some chilling music and enjoy your 4v5.
low gravity, yes-yes!
Buckyman
Profile Joined May 2014
1364 Posts
March 25 2017 18:39 GMT
#24591
How and when should I go about disrupting an enemy jungler as a roaming support?
Archeon
Profile Joined May 2011
3265 Posts
Last Edited: 2017-03-25 23:01:30
March 25 2017 19:25 GMT
#24592
depends a lot on your hero. With bounty and riki just sneak behind them and on occasion lasthit big creeps. With heroes like ES and tusk you'd normally 2 man smoke, ward and gank repetitively. It also depends a lot on their heroes, how dangerous their shrine tps are etc.

In general there's often the option to just gank mid and safelanes repetitively, which is often the safer option. Aggressive wards can ruin the jungle's first rotation, so they are good in any case.
low gravity, yes-yes!
ahw
Profile Blog Joined April 2011
Canada1099 Posts
March 25 2017 20:24 GMT
#24593
On March 26 2017 03:39 Buckyman wrote:
How and when should I go about disrupting an enemy jungler as a roaming support?


Punish their lanes instead, tilts their team way harder and causes the jungles to rotate uselessly most of the time
SKNielsen1989
Profile Blog Joined January 2017
174 Posts
March 26 2017 09:06 GMT
#24594
what is wrong with people's brains - dota is not that hard - why do they keep doing dumb shit
TheEmulator
Profile Blog Joined July 2010
28100 Posts
March 26 2017 09:32 GMT
#24595
On March 26 2017 18:06 SKNielsen1989 wrote:
what is wrong with people's brains - dota is not that hard - why do they keep doing dumb shit

Wrong thread. Stick to the QQ thread with that
Administrator
SKNielsen1989
Profile Blog Joined January 2017
174 Posts
March 26 2017 09:45 GMT
#24596
On March 26 2017 18:32 TheEmulator wrote:
Show nested quote +
On March 26 2017 18:06 SKNielsen1989 wrote:
what is wrong with people's brains - dota is not that hard - why do they keep doing dumb shit

Wrong thread. Stick to the QQ thread with that

you're right - little is known about the human brain so I shouldn't be asking in simple questions ^^

my bad
Buckyman
Profile Joined May 2014
1364 Posts
March 27 2017 01:14 GMT
#24597
On March 26 2017 04:25 Archeon wrote:
\With heroes like ES and tusk you'd normally 2 man smoke, ward and gank repetitively. It also depends a lot on their heroes, how dangerous their shrine tps are etc.


What's a good timing for the initial jungle invasion?
Velzi
Profile Joined June 2012
Finland659 Posts
March 27 2017 07:57 GMT
#24598
Some things to take in account:

If u are support, do you have enough levels to kill the jungler?

Does the jungler have ulti u dont want him to have before u move in?

Is it melee jungler like Lycan LS LC etc. who might be low hp at some point to abuse that?

Vision plays a role, @4minutes u have the first night time and @6minutes first wards usually run out. Also somewhere around that time their jungler hits lvl6, depends on the hero.

Do their supports have means protect their jungler (Treant shield, mobile support or roamer who could be around if they are lucky)

prolly missed something but those are the things i go through atleast before moving into enemy jungle as support.
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
Archeon
Profile Joined May 2011
3265 Posts
Last Edited: 2017-03-27 21:00:11
March 27 2017 19:39 GMT
#24599
On March 27 2017 10:14 Buckyman wrote:
Show nested quote +
On March 26 2017 04:25 Archeon wrote:
\With heroes like ES and tusk you'd normally 2 man smoke, ward and gank repetitively. It also depends a lot on their heroes, how dangerous their shrine tps are etc.


What's a good timing for the initial jungle invasion?

Again depends on a lot of factors.

Normal timings are when the two supports hit lvl 2, lvl 3 and when 4 minutes comes up. If you have a good roaming duo you can do it later, but the more you wait the larger the level difference between you and the jungler, the safer their farming and the more dangerous defensive reactions from their mid and safelane.
Exceptions are against Chen and Ench who are both very strong at lvl 1 and scale down over time (until Ench gets some items up).

You can smoke ward/smoke tp ward pre minute zero and watch for opportunities and then smoke gank the hero. If you get 2 wards down in their jungle and just hit them repetitively their game is ruined, they can't keep up in farm by farming the side jungle.

^This is mostly about 2 man smoke ganking, invis/MK roaming is very different.
low gravity, yes-yes!
kaykaykay
Profile Joined July 2012
Singapore637 Posts
March 28 2017 16:20 GMT
#24600
was watching dota2 again after months of not playing, is Lina really a viable mid carry now?
Starve the ego, feed the soul.
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