|
On September 12 2011 14:54 PepperoniPiZZa wrote: As sentinel, on bottom lane, who pulls the jungle creeps? Supporter or carry?
That's a good question.
By default, the carry should always stay on lane. Creepwaves give more xp, and more gold if you can farm them easily. So it should be the support that pulls.
However, being left alone, the carry will probably not be able to lasthit without his support on lane. Besides, without his own creepwave, the creep will get to the carry's tower and then push back to the enemy's tower with 2 creepwaves.
As of today, it's recommended not to pull if you want your carry to farm, that way you can control the lane positioning without being pushed into your enemy's tower every 60 seconds.
You pull if you want to push the tower, if possible with a third hero.
|
Conversely, if your lane is pushing itself too much for one reason or another, you can pull, and then agressively try to static when it rebalances, hard though.
|
On September 12 2011 17:54 lozarian wrote: Conversely, if your lane is pushing itself too much for one reason or another, you can pull, and then agressively try to static when it rebalances, hard though.
It's definitely one of the key difference between a good carry and a top carry. The lane doesn't move one bit. Kuroky can farm 6/7 minutes and the creepwaves will meet at the exact same place all the time. You do that by dealing the same amount of damages to your own creep. If you kill one, you deny one, so you keep a perfect 50/50 balance in between creepwaves.
I'm not good at doing this at all :-)
|
Does anybody know anything about the rumor that's been floating around the internet? About the beta that's supposedly starting in a few hours?
|
On September 12 2011 14:54 PepperoniPiZZa wrote: As sentinel, on bottom lane, who pulls the jungle creeps? Supporter or carry?
Use your judgement, there's no right answer.
|
On September 12 2011 19:44 PepperoniPiZZa wrote: Does anybody know anything about the rumor that's been floating around the internet? About the beta that's supposedly starting in a few hours?
3 weeks from gamecom, the initial expected release for the "open-closed" beta is today, but if you look around at playdota, some interviews here and there, statements from people currently in the beta it is very clear that it's gonna be another 2-3 weeks before the first invites will go out.
There might be a small chance that the beta might go live today or this week, but that is like hoping santa claus is real and will show up today and bring you presents :3
|
Is there a certain time you should pull creeps for a lane? i.e 20 secs/40secs/etc
|
On September 13 2011 03:39 CampinSam wrote: Is there a certain time you should pull creeps for a lane? i.e 20 secs/40secs/etc Not an expert on this anymore; but there are some timers indeeed.
Forest Neutral Creeps spawn on the minute mark (2:00, 3:00, 4:00...); however they won't spawn if there is "something" in their area, including: Heroes, Heroes Controlled Units/Wards, Corpses from the Previous Creeps (that stay for about 20 secs I believe?) or the creeps are still there (or near).
One of the most common strategies is to pull them arround the 52 secs mark, far enough for them not being in the area, allowing the camp to respawn again while the original ones are still alive. Sometimes you are interested into pulling them into your Allied Creep Wave; so you pull them when you see your wave is comming close, etc... If you can kill them before the 40 secs mark (I believe it to be 20 secs on corpses, not sure) and leave the area before the minute mark, you will allow the next spawn to spawn, etc...
It's quite dinamic. Sometimes you can even fight the current spawn in a destroyed area where they used to be threes; close enough to their camp so they don't fall back, but outside the area that detects/looks-for heroes/corpses/etc; so a new camp will spawn and probably going directly to you to assist their Neutral Friends you are fighting already.
|
Corpses no longer blocks camps
Pull at 12 for scourge and 14 for sent
|
On September 13 2011 03:55 Yoshi- wrote: Corpses no longer blocks camps Didn't know that one; I stopped playing DotA some time ago. Why/when they changed that? Any particular reason? It sure it's easier to understand the system now for newbies :-P
|
Czech Republic18921 Posts
On September 13 2011 03:57 Kaemon wrote:Didn't know that one; I stopped playing DotA some time ago. Why/when they changed that? Any particular reason? It sure it's easier to understand the system now for newbies :-P
I think it was changed in 6.71, which came out a couple of months ago. Generally, it buffed jungling, which in return made trilanes less popular and viable. This change made the game more entertaining to play and watch.
|
It also buffed lycan, which was painful for public games.
|
How does kicking work in public, server hosted games? Because it seems I had some kids kick three people off my team and then proceed to gloat about it after two of their teammates left.
|
This party programs or hostbots. nothing legit.
|
The oldest question I never found out was: Does Vanguard stack. And if not, is it worth getting two of?
My brother debated this since the dawn of time.
|
On September 13 2011 01:41 Judicator wrote:Show nested quote +On September 12 2011 14:54 PepperoniPiZZa wrote: As sentinel, on bottom lane, who pulls the jungle creeps? Supporter or carry? Use your judgement, there's no right answer.
Isn't it support?
|
On September 15 2011 05:43 Torte de Lini wrote:Show nested quote +On September 13 2011 01:41 Judicator wrote:On September 12 2011 14:54 PepperoniPiZZa wrote: As sentinel, on bottom lane, who pulls the jungle creeps? Supporter or carry? Use your judgement, there's no right answer. Isn't it support?
Well if the carry isn't going to get any last hits by staying in the lane and he really needs last hits, then it might well be worth picking up the few last hits on the neutrals
|
On September 15 2011 05:41 Torte de Lini wrote: The oldest question I never found out was: Does Vanguard stack. And if not, is it worth getting two of?
My brother debated this since the dawn of time.
they stack but not at face value there is overlap.
So 1 vanguard gives you a 70% change to block 40 dmg. but having 2 vanguards doesn't guarantee a 100% (140%?) chance to block 40dmg its actually 87.75% chance to block 40 dmg
source: http://www.dotastrategy.com/forum/ftopic20712.html
|
On September 15 2011 06:02 theqat wrote:Show nested quote +On September 15 2011 05:43 Torte de Lini wrote:On September 13 2011 01:41 Judicator wrote:On September 12 2011 14:54 PepperoniPiZZa wrote: As sentinel, on bottom lane, who pulls the jungle creeps? Supporter or carry? Use your judgement, there's no right answer. Isn't it support? Well if the carry isn't going to get any last hits by staying in the lane and he really needs last hits, then it might well be worth picking up the few last hits on the neutrals
First of all, dual lanes are retarded. I think even pubs should be converted to 1-1-3.
Secondly - Pulling ONE spawn of neutrals might indeed not be worth a carry's attention. The right way to do it goes as follows : 1) support stacks the camp twice 2) then he comes back to the lane and farms alongside with his carry till the creeps (for one reason or another) push the lane too far 3) when it happens and it's impossible for carry to farm like that/ or it's too dangerous to stay in lane at that position/ OR it's not dangerous ENOUGH for the ENEMY to be in the position they have , both support and carry move to pull that double( triple?) stacked camp 4) the carry gets all the gold and most of the XP while the support is covering him. 5) profit
|
On September 15 2011 06:26 BalancedBreakfast wrote:Show nested quote +On September 15 2011 05:41 Torte de Lini wrote: The oldest question I never found out was: Does Vanguard stack. And if not, is it worth getting two of?
My brother debated this since the dawn of time. they stack but not at face value there is overlap. So 1 vanguard gives you a 70% change to block 40 dmg. but having 2 vanguards doesn't guarantee a 100% (140%?) chance to block 40dmg its actually 87.75% chance to block 40 dmg source: http://www.dotastrategy.com/forum/ftopic20712.html
:shocked:
The hp stacks, the hp regen stacks. The amount of dmg blocked stays 40%. The probability to block is 91% ? source: 0,7+0,3*0,7 = 0,70 + 0,21 = 0,91... how is that 87.75 % ? the chance to block has been improved from 65% to 70%.
This item only makes sense if 1) you play axe jungling 2) you start by getting 2x stout shields, which u shouldnt do at any rate 3) your enemies rely on early game pushes and you will be defending them with your team 4) your enemy team mostly deals physical damage, including ability damage
|
|
|
|
|
|