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Simple Questions, Simple Answers - Page 22

Forum Index > Dota 2 Strategy
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Prev 1 20 21 22 23 24 1254 Next
Yurie
Profile Blog Joined August 2010
12020 Posts
September 20 2011 16:51 GMT
#421
To stop animation you spam stop/hold position faster than the time to release the attack. This makes you stationary though, which in many cases is a bad idea. Another way to last hit is just to issue semi long move commands and right click the creep at the right time.

To cancel an animation after the desired portion has played out, just issue any command. Like if the projectile of Rylai's attack has launched you can just right click to move, Rylai is one of the easier heroes to try this on in my eyes.
MonotonusRicer
Profile Joined September 2011
6 Posts
Last Edited: 2011-09-20 18:12:23
September 20 2011 17:55 GMT
#422
OK thx for the replies!

@ Yurie - You are right, spamming the "stop" button is what i was looking for - it's the same function i get in HoN - thanks for the heads up!
esasafe
Profile Joined November 2010
United States103 Posts
September 20 2011 18:34 GMT
#423
On September 21 2011 01:36 lozarian wrote:
dota1 anim cancelling isn't hard at all - for the lane stutter nonsense you can just tap hold position, though I'm yet to see any evidence of it actually being all that useful. As for animation cancelling - just move when your projectile is in the air.



The lane stutter nonsense is useful in mind-gaming people in your lane who are either trying to deny you (in an organized game / just in general) or take your last hits (in a pub game).
MonotonusRicer
Profile Joined September 2011
6 Posts
September 20 2011 18:52 GMT
#424
@ esasafe "lane stutter nonsense" is arguably one of the most important skills/knowledge to have during the laning phase - i agree with you - it is essential in stealing those denies especially! that is what my earlier post was hinting at. Spamming "S" is anoying (apposed to pressing 1 button in hon) albeit something ill have to get used to - in dota at least!
scorch-
Profile Joined January 2011
United States816 Posts
September 20 2011 19:54 GMT
#425
Changing your distance from the creep you're attacking nullifies some of the disadvantage of laning against a hero with a better attack animation. It's just one more variable they have to consider when trying to avoid being denied gold and/or xp. It's something simple that you can control that they have to predict. This is why "stuttering" is so useful.

Another useful strategy is to forsake denying creeps in order to prevent your opponent from farming gold ("gold-deny"). When your opponent is as good or better than you at last hitting, you can time your attack to land immediately before a creep attack so that the creep gets the kill. When you switch between using gold-deny and xp-deny last hitting techniques, it makes it much more difficult for your opponent to get consistent farm even when their hero has a better attack animation. The difference in timing between the attacks can be tenths of a second, but your opponent has to change his attack by an even more precise amount to correctly last-hit.
SolveN
Profile Joined September 2010
Canada43 Posts
September 20 2011 20:43 GMT
#426
If I kill a Zerg's creep tumours and their creep is receding, is the creep speed bonus still active on the receding creep?

User was warned for this post
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 20 2011 21:01 GMT
#427
On September 21 2011 04:54 scorch- wrote:
Changing your distance from the creep you're attacking nullifies some of the disadvantage of laning against a hero with a better attack animation. It's just one more variable they have to consider when trying to avoid being denied gold and/or xp. It's something simple that you can control that they have to predict. This is why "stuttering" is so useful.

Another useful strategy is to forsake denying creeps in order to prevent your opponent from farming gold ("gold-deny"). When your opponent is as good or better than you at last hitting, you can time your attack to land immediately before a creep attack so that the creep gets the kill. When you switch between using gold-deny and xp-deny last hitting techniques, it makes it much more difficult for your opponent to get consistent farm even when their hero has a better attack animation. The difference in timing between the attacks can be tenths of a second, but your opponent has to change his attack by an even more precise amount to correctly last-hit.


This doesn't work as well as you think it should and adapting for either parties isn't that hard.

Also, the AI on spamming S isn't that bad, it's pretty obvious where your hit is going to end up.

There's no right way to last hit, just do whatever works for you.
Get it by your hands...
scorch-
Profile Joined January 2011
United States816 Posts
September 20 2011 21:40 GMT
#428
On September 21 2011 06:01 Judicator wrote:
Show nested quote +
On September 21 2011 04:54 scorch- wrote:
Changing your distance from the creep you're attacking nullifies some of the disadvantage of laning against a hero with a better attack animation. It's just one more variable they have to consider when trying to avoid being denied gold and/or xp. It's something simple that you can control that they have to predict. This is why "stuttering" is so useful.

Another useful strategy is to forsake denying creeps in order to prevent your opponent from farming gold ("gold-deny"). When your opponent is as good or better than you at last hitting, you can time your attack to land immediately before a creep attack so that the creep gets the kill. When you switch between using gold-deny and xp-deny last hitting techniques, it makes it much more difficult for your opponent to get consistent farm even when their hero has a better attack animation. The difference in timing between the attacks can be tenths of a second, but your opponent has to change his attack by an even more precise amount to correctly last-hit.


This doesn't work as well as you think it should and adapting for either parties isn't that hard.


Maybe it works as well as I think it does. Most of us aren't the best players in the world, and most of us don't play against the best players in the world. It works pretty well at that level of play. Someone much better than me taught me the concept and the only time I saw him lose a 1v1 lane in HoN was to people that played in tournaments.

So, as a high-level player, how do you farm against someone doing that? I just assumed that everyone does it at a high level.

If you were talking about the creep-distance thing, yeah that kind of only bothers people at a middle tier of play. It's something that you can do while learning how to last hit in lane. Although, no one at a high level sits in one spot while laning unless there's no one opposite them in the lane.
Corr
Profile Joined January 2009
Denmark796 Posts
September 20 2011 21:54 GMT
#429
You can use rallypoints if you want to spam less when lasthitting.

A good way to get farm in a bad matchup against mediocre players is to manage/balance the hp of the creeps by attacking them early forcing your opponent to choose between gold or a deny.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 20 2011 22:17 GMT
#430
On September 21 2011 06:40 scorch- wrote:
Show nested quote +
On September 21 2011 06:01 Judicator wrote:
On September 21 2011 04:54 scorch- wrote:
Changing your distance from the creep you're attacking nullifies some of the disadvantage of laning against a hero with a better attack animation. It's just one more variable they have to consider when trying to avoid being denied gold and/or xp. It's something simple that you can control that they have to predict. This is why "stuttering" is so useful.

Another useful strategy is to forsake denying creeps in order to prevent your opponent from farming gold ("gold-deny"). When your opponent is as good or better than you at last hitting, you can time your attack to land immediately before a creep attack so that the creep gets the kill. When you switch between using gold-deny and xp-deny last hitting techniques, it makes it much more difficult for your opponent to get consistent farm even when their hero has a better attack animation. The difference in timing between the attacks can be tenths of a second, but your opponent has to change his attack by an even more precise amount to correctly last-hit.


This doesn't work as well as you think it should and adapting for either parties isn't that hard.


Maybe it works as well as I think it does. Most of us aren't the best players in the world, and most of us don't play against the best players in the world. It works pretty well at that level of play. Someone much better than me taught me the concept and the only time I saw him lose a 1v1 lane in HoN was to people that played in tournaments.

So, as a high-level player, how do you farm against someone doing that? I just assumed that everyone does it at a high level.

If you were talking about the creep-distance thing, yeah that kind of only bothers people at a middle tier of play. It's something that you can do while learning how to last hit in lane. Although, no one at a high level sits in one spot while laning unless there's no one opposite them in the lane.


Habits like this are the hardest to break and why you shouldn't ever get into them in the first place. These things stomp your growth so hard as a player because straight off the bat, you're at a disadvantage in the lane REGARDLESS of your hero match up, simply because fundamentally you're going to get thrashed the second you play an experienced player.

The reason I say it's not favorable to just move closer because that option isn't always available, in fact, it's probably the worst option because it opens you up to harass and alternatively the opposing player can move up as well. Chances are if you are losing to someone with better animation, you're probably going to lose to them even more if you're both hugging the creeps.

As for beating the situation, fix/mixup my timings or make up for it in damage (quelling blade). Pull the creep wave towards you by abusing creep aggro. See how they respond to harass, look for setups, basically just read the lane and put yourself in a comfortable situation to last hit. Animation isn't that big of an issue these days, players who complain are either completely new to the hero or just suck.

An easier way to learn animation timings is to have some kind of baseline hero, understand how much the heroes are relatively different from each other, I've found it pretty easy to find timings at various distances from that. Like for me, I am very comfortable with Sand King, so I last hit earlier/later based on how the start up animations differ with each hero as compared to Sand King's base of 0.53. You can do this with spell animations as well.
Get it by your hands...
scorch-
Profile Joined January 2011
United States816 Posts
September 20 2011 22:38 GMT
#431
I guess I wasn't referring to animation, although that's what people often call it. I should really have said animation + projectile travel time. The total time between starting an attack and the damage impact from attack/projectile. There's still some advantage to having a better animation. Using stop-micro makes that more manageable, but you still have to commit to your attack earlier when your animation has a slower (higher?) attack point and/or your projectile has a longer travel time. Sucking/not sucking doesn't matter when you're playing someone of equal skill and can only farm versus them. Equal skill + better animation = better farm.

Obviously, if you pick a hero to lane with a shitty animation, you can use other advantages to win the farming battle. But, my question was around what techniques you use to win creep last-hitting situations where you can't use other advantages to secure creep kills/denies when you have the worse animation+projectile timing.

I was never saying to stand close to creeps, rather to alter your distance from the creeps so that your projectile travel time changes slightly in a way that you know and your opponent has to predict.
iloveroo
Profile Joined February 2009
Canada294 Posts
September 24 2011 02:35 GMT
#432
idk if this has been answered or not..
but how come the tower barely does any damage around level 7..
Just watched a stream and saw people tower diving around that level barely taking any damage whatsoever.. I doubt it because of their hp but I may be wrong
epoc
Profile Joined December 2010
Finland1190 Posts
September 24 2011 10:59 GMT
#433
Someone mentioned in the first couple of pages about 20 "joke heroes" Can anyone list some of those?
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
September 24 2011 11:47 GMT
#434
Why does all the DotA2 heroes have the phrase "shitty wizard" in their list of quotes, and what does it even mean?
BalancedBreakfast
Profile Joined May 2011
United States468 Posts
September 24 2011 16:41 GMT
#435
On September 24 2011 11:35 iloveroo wrote:
idk if this has been answered or not..
but how come the tower barely does any damage around level 7..
Just watched a stream and saw people tower diving around that level barely taking any damage whatsoever.. I doubt it because of their hp but I may be wrong


They do the same amount of damage as dota 1, and its pretty reasonable to dive lvl 1 towers with full hp at lvl 7.

Unless you are coming from a LoL background, then yes compared to LoL towers they don't do much, i think LoL towers stack damage the more you get hit, but Dota 2 towers just do constant damage. Also once you get vanguard you can pretty much tank any tower.
iloveroo
Profile Joined February 2009
Canada294 Posts
September 24 2011 17:10 GMT
#436
On September 25 2011 01:41 BalancedBreakfast wrote:
Show nested quote +
On September 24 2011 11:35 iloveroo wrote:
idk if this has been answered or not..
but how come the tower barely does any damage around level 7..
Just watched a stream and saw people tower diving around that level barely taking any damage whatsoever.. I doubt it because of their hp but I may be wrong


They do the same amount of damage as dota 1, and its pretty reasonable to dive lvl 1 towers with full hp at lvl 7.

Unless you are coming from a LoL background, then yes compared to LoL towers they don't do much, i think LoL towers stack damage the more you get hit, but Dota 2 towers just do constant damage. Also once you get vanguard you can pretty much tank any tower.


thanks for answering, and yes I do come from an LoL background
I'm tired of LoL atm.. everyone getting flash.. basically summoner spells are getting annoying & the basic warmogs & atma's build everyone building w/ every single melee dps hero lololol

Just waiting for DotA 2 now.. zzzz
XnG_777
Profile Joined June 2011
713 Posts
Last Edited: 2011-09-25 13:53:34
September 25 2011 03:34 GMT
#437
On September 24 2011 19:59 epoc wrote:
Someone mentioned in the first couple of pages about 20 "joke heroes" Can anyone list some of those?



Basically the hardest of the hardest carries are joke heroes for 70% of the game.
AGI:
Troll Warlord (?)
Pedo Bear
Phantom Assasin
Bloodseeker (-_-)

STR:
Ymir
Skeleton
Abaddon (?)

INT:
techies (?)
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 25 2011 03:44 GMT
#438
Abbadon, Skel King, Meepo all defined entire versions.

Void/Techies saw play wayyyyy back in -LM

Troll is actually quite good right now and probably would work nicely in the right line up.
Get it by your hands...
scorch-
Profile Joined January 2011
United States816 Posts
September 25 2011 04:05 GMT
#439
On September 25 2011 12:44 Judicator wrote:
Abbadon, Skel King, Meepo all defined entire versions.

Void/Techies saw play wayyyyy back in -LM

Troll is actually quite good right now and probably would work nicely in the right line up.


Is that huskar or basher troll?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 25 2011 05:51 GMT
#440
Warlord, his melee form is really nice and global effects always find their way into the competitive scene.
Get it by your hands...
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