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.
Simple Questions, Simple Answers - Page 22
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Yurie
11932 Posts
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. | ||
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MonotonusRicer
6 Posts
@ 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! | ||
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esasafe
United States103 Posts
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). | ||
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MonotonusRicer
6 Posts
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scorch-
United States816 Posts
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. | ||
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SolveN
Canada43 Posts
User was warned for this post | ||
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Judicator
United States7270 Posts
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. | ||
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scorch-
United States816 Posts
On September 21 2011 06:01 Judicator wrote: 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. | ||
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Corr
Denmark796 Posts
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. | ||
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Judicator
United States7270 Posts
On September 21 2011 06:40 scorch- wrote: 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. | ||
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scorch-
United States816 Posts
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. | ||
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iloveroo
Canada294 Posts
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 | ||
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epoc
Finland1190 Posts
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Abenson
Canada4122 Posts
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BalancedBreakfast
United States468 Posts
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. | ||
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iloveroo
Canada294 Posts
On September 25 2011 01:41 BalancedBreakfast wrote: 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 | ||
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XnG_777
713 Posts
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 (?) | ||
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Judicator
United States7270 Posts
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. | ||
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scorch-
United States816 Posts
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? | ||
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Judicator
United States7270 Posts
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