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Simple Questions, Simple Answers - Page 254

Forum Index > Dota 2 Strategy
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bailando
Profile Joined May 2012
Germany332 Posts
December 03 2012 16:23 GMT
#5061
can anybody recomment me a site or something where i see the direct counters to every hero?

usually when i play i dont know what to pick to counter proper heros. i play alot and know my shit when it comes to playing the game itself but when it comes to strategy/picking i basically suck.

any suggestions?
PizzaParty
Profile Blog Joined October 2010
Canada169 Posts
December 03 2012 16:40 GMT
#5062
1.I was playing Chaos Knight supported by Warlock and we started to lane vs Phantom Lancer supported by Keeper of the light. The Keeper would never use Illuminate but rather feed Phantom Lancer with mana and the latter would continually spam his spirit lance at the Warlock. We ended up losing the lane. We tried the same combo the game after and won the lane without being guiltless about it. How do you counter the Keeper and Lancer combo ?

2.When I play Huskar I try to cast Inner Vitality right before Life Break but sometimes there is so much going on in big team fights that I cannot quickly cast IV on myself. Is there a way to make it so I can simply double tap "Q" instead of having to click on myself (for IV) then the target (for LB) ?
http://www.youtube.com/watch?v=ojMkw6lZ-PY
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
December 03 2012 16:44 GMT
#5063
Turn on double tap to selfcast in the options.
Moderator
TheYango
Profile Joined September 2008
United States47024 Posts
December 03 2012 16:44 GMT
#5064
On December 04 2012 01:40 PizzaParty wrote:
1.I was playing Chaos Knight supported by Warlock and we started to lane vs Phantom Lancer supported by Keeper of the light. The Keeper would never use Illuminate but rather feed Phantom Lancer with mana and the latter would continually spam his spirit lance at the Warlock. We ended up losing the lane. We tried the same combo the game after and won the lane without being guiltless about it. How do you counter the Keeper and Lancer combo ?

You need a lane combination that can kill them. The lane combo has high sustained harass, but has zero hard disables for them to save one another if you pick a lane that can go all-in and kill them at an early level.

On December 04 2012 01:40 PizzaParty wrote:
2.When I play Huskar I try to cast Inner Vitality right before Life Break but sometimes there is so much going on in big team fights that I cannot quickly cast IV on myself. Is there a way to make it so I can simply double tap "Q" instead of having to click on myself (for IV) then the target (for LB) ?

There's a menu option for double-tap self-cast.
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2012-12-03 17:21:10
December 03 2012 17:19 GMT
#5065
On December 04 2012 01:40 PizzaParty wrote:
1.I was playing Chaos Knight supported by Warlock and we started to lane vs Phantom Lancer supported by Keeper of the light. The Keeper would never use Illuminate but rather feed Phantom Lancer with mana and the latter would continually spam his spirit lance at the Warlock. We ended up losing the lane. We tried the same combo the game after and won the lane without being guiltless about it. How do you counter the Keeper and Lancer combo ?


Kotl/PL is a bit of a "known" lane combo. It is very good for a reason. Still, as others said, A "kill" lane or similar can feed off the kotl, and if you can force PL to go invis early then he won't have the mana to spam his lance, even with KotL helping out. Nyx is really really good versus this lane because his reflect spell is really easy to time vs both the lance and if Kotl uses illuminate, vs that too. And you can mana-burn to keep the kotl in check (force him to mana himself, etc). And your stun gives you kill potential if you have an ally.

On December 04 2012 01:16 Blitzkrieg0 wrote:
Show nested quote +
On December 04 2012 00:51 Dromar wrote:
1. How does experience from killing neutral creeps work? Suppose I pull a camp and my creeps kill a neutral, but I missed the last hit. Do I still get xp? What if there is an invisible enemy bounty hunter nearby? Does he get xp if I miss the last hit?


It is based on which team gets the kill. If you pull a creep camp and the creep is killed by you or your creeps then every hero within range on that team will get experience. The invisible enemy bounty hunter will not get experience when your creep or you get the last hit because he is not on your team. If the bounty hunter gets the last hit then his team will get the experience instead.


So what happens with respect to the allied creeps that are dying? If the neuts kill them, who gets XP? Does this mean its bad for me to deny my own creeps at the pull if I know that a bounty is nearby?
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Dead9
Profile Blog Joined February 2008
United States4725 Posts
December 03 2012 18:53 GMT
#5066
if the neuts kill your creeps then your opponents don't get any exp

i like casting things on the portrait, double tapping works too but i find portrait click is more consistent because you can't double tap if you're spamming rightclick or something
for example on huskar you can't hit Q rightclick Q if you want to inner vitality, that just makes you move places
Soluhwin
Profile Joined October 2010
United States1287 Posts
December 03 2012 21:43 GMT
#5067
On December 04 2012 01:23 bailando wrote:
can anybody recomment me a site or something where i see the direct counters to every hero?

usually when i play i dont know what to pick to counter proper heros. i play alot and know my shit when it comes to playing the game itself but when it comes to strategy/picking i basically suck.

any suggestions?

"Counters" are never too too important in dota, especially hero vs. hero. You shouldn't focus of counter-picking your opponent but rather playing heros you're comfortable with. Even if you are the captain of a low-mid level team, picking what your team can play is infinitely more important.
I put the sexy in dyslexia.
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
December 03 2012 21:58 GMT
#5068
On December 04 2012 03:53 Dead9 wrote:
if the neuts kill your creeps then your opponents don't get any exp

i like casting things on the portrait, double tapping works too but i find portrait click is more consistent because you can't double tap if you're spamming rightclick or something
for example on huskar you can't hit Q rightclick Q if you want to inner vitality, that just makes you move places

Should mention that it's thus better to try and let the neutrals kill your creeps when the enemies are around than actually deny them yourself.
Moderator
Yurie
Profile Blog Joined August 2010
12136 Posts
December 03 2012 23:03 GMT
#5069
On December 04 2012 01:23 bailando wrote:
can anybody recomment me a site or something where i see the direct counters to every hero?

usually when i play i dont know what to pick to counter proper heros. i play alot and know my shit when it comes to playing the game itself but when it comes to strategy/picking i basically suck.

any suggestions?


There is no need to picks counters. Instead pick things that help your team. If the perfect counter is Void and you already have 3 melee carries then a CM would be more useful than the perfect counter.

I would suggest role picking over counter picking, the hard counters are only really an issue on pure 1v1 lanes.
bailando
Profile Joined May 2012
Germany332 Posts
Last Edited: 2012-12-04 16:54:25
December 04 2012 16:49 GMT
#5070
+ Show Spoiler +
On December 04 2012 06:43 Soluhwin wrote:
Show nested quote +
On December 04 2012 01:23 bailando wrote:
can anybody recomment me a site or something where i see the direct counters to every hero?

usually when i play i dont know what to pick to counter proper heros. i play alot and know my shit when it comes to playing the game itself but when it comes to strategy/picking i basically suck.

any suggestions?

"Counters" are never too too important in dota, especially hero vs. hero. You shouldn't focus of counter-picking your opponent but rather playing heros you're comfortable with. Even if you are the captain of a low-mid level team, picking what your team can play is infinitely more important.



+ Show Spoiler +
[QUOTE][B]On December 04 2012 08:03 Yurie wrote:


There is no need to picks counters. Instead pick things that help your team. If the perfect counter is Void and you already have 3 melee carries then a CM would be more useful than the perfect counter.

I would suggest role picking over counter picking, the hard counters are only really an issue on pure 1v1 lanes.




Ok so basically you say "strategy" is not about counter picking like a tard. instead you choose a good team combination you think could beat the others?

ok BUT: i need to counter their hardcarry at least somehow dont i? and whats the best idea when pick/banning as captain.... like either: making a plan BEFORE the game and stick 100% to that or react in certain ways?

i really want to learn how to think properly (lol!) in pick/ban phase!
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
December 04 2012 16:55 GMT
#5071
There are no direct hero vs hero counters, with like 5 exceptions (of millions of possible match ups ) However most heroes have something they are weak against, most melees are susceptible to kiting (so mobile heroes and disables), many pushers are weak against strong aoe. To counter Enigma for example, you need long range disables that go through BKB, and that is mostly BM's ulti and VS' ulti. Sometimes a hero is weak against a kind of play any hero can do, like BH being generally fucked against any dual lane with detection if he soloes hard lane
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2012-12-04 17:03:07
December 04 2012 17:02 GMT
#5072
There are more important things you can improve upon than counter picking heroes. If the opposing team has a harder carry than you then you need to put pressure on them so that they cannot safely farm through a combination of ganks and taking map control through towers. Punish them for overextending and keep their farm in check so they don't get out of control. Hard carries are only a problem if you let them farm a bunch of items.

Your plan before the game should also have some outs in case they pick counters to your strategy. Most of the best drafts either pick heroes that are always annoying to deal with (aka ones you see commonly banned in the first phase) or heroes that can be played in multiple positions or lanes (versatile heroes that don't give away your plans during the early stages of the draft). Drafting leaves the realm of simple answers though. This topic seems to be a decent place to draw up some conversation, although it is a bit lacking in terms of content at the moment.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
December 04 2012 17:33 GMT
#5073
Question for the Rubick players - do you guys prefer to leave Telekinesis at 3, or is the extra .25s worth skilling over stats?
ffxiv enjoyer
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
December 04 2012 17:40 GMT
#5074
It's not just .25 seconds. It's .25 seconds on the initial target as well as anybody else that gets secondarily stunned. While mana cost and cooldown for Telekinesis don't change as you rank the skill up, the cast range does extend slightly. I'd argue that the increase from 600 to 625 range from ranks 3 and 4 is particularly noteworthy, since you can just barely grab a 600-ranged hero from outside his/her attack range.
Writerdamn, i was two days from retirement
TheYango
Profile Joined September 2008
United States47024 Posts
December 04 2012 17:44 GMT
#5075
The range is indeed the critical part. That said, against certain teams it can be worth it to skill Null Field before you finish Telekinesis (e.g. get 2 ranks Telekinesis pre-6, and then get Null Field from 8-10). Both skills are better than Stats, and you want at least rank 2 of Telekinesis because 550 range is prohibitive short, but after that it depends.
Moderator
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
December 04 2012 18:03 GMT
#5076
Yango do you ever do work at your job?
Writerdamn, i was two days from retirement
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
December 04 2012 18:04 GMT
#5077
that's ironic
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 04 2012 18:11 GMT
#5078
On December 04 2012 01:23 bailando wrote:
can anybody recomment me a site or something where i see the direct counters to every hero?

usually when i play i dont know what to pick to counter proper heros. i play alot and know my shit when it comes to playing the game itself but when it comes to strategy/picking i basically suck.

any suggestions?

I don't use this myself, but http://www.dotaedge.com/ lets you select the heroes you're playing against, and it comes up with some suggestions for picks.
The quality of the list varies, but seems to be quite decent overall. In any case, remember to consider how the pick fits into your own lineup in terms of lanes, farm priority, push/anti-push and teamfight power etc..
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
GOmnipotentD
Profile Joined August 2010
France36 Posts
December 04 2012 23:17 GMT
#5079
I have a question about Invoker builds: what is the reasoning behind going for QE or QW Invoker? In what cases and for what reasons should I choose one build over the other?
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
December 04 2012 23:19 GMT
#5080
On December 05 2012 08:17 GOmnipotentD wrote:
I have a question about Invoker builds: what is the reasoning behind going for QE or QW Invoker? In what cases and for what reasons should I choose one build over the other?

QW = provides more mid-game utility and control, more teamfight and zone control with Tornado + EMP, very fast movespeed.
QE = more damage, global gank with sunstrike, can be played as a #2 position semi-carry.

I wrote a guide covering both builds, you can find it at http://www.teamliquid.net/forum/viewmessage.php?topic_id=370063
Moderator
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