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United States47024 Posts
On January 01 2013 14:05 Poetry wrote:Show nested quote +On January 01 2013 06:55 TheYango wrote: Yes, it's true. This doesn't just apply to Blink Dagger, but to any Blink-based skill (Anti-mage Blink, QoP Blink)--clicking past the maximum range of the spell results in blinking 4/5 of the maximum range (in the case of Blink Dagger, 960 range). Okay cool thanks for the answer. Is it worth using the console to make a green ring of the max distance so I can go as far as I can? It's not a bad idea for a few games if you want to learn the range, but ideally you should get a sense for how long 1200 range is after a while. This applies not just to Blink, but to judging spell/initiation range/etc. for other abilities in the game.
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I've recently started playing hard lane for my group of friends in CM. For the most part I play Dark Seer, Beastmaster, and Bounty Hunter with a splash of Broodmother and Undying, but I'd like to expand the list of what I can play and give us more options. In addition to Lone Druid and Windrunner, who else would it be good to pick up and get experience with?
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magnus would be a good one as well as batrider who can solo also depending on the lineups
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Lalalaland34503 Posts
Furion can offlane as well.
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Tide and weaver can also go off-lane.
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when is a game safe to leave?
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when you see that someone abandones the game (red text in the left chat-box) if you arent sure: click in the left top screen corner on the symbol that looks like an arrow pointig up it will bring you back into the main-menu (without disconnecting) when you check now the "play"-slide you will see the options "return to game" and "disconnect" if the game is save to leave, there will be a red msg tell you its save.
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On January 01 2013 20:59 Firebolt145 wrote: Furion can offlane as well. How does this work? If they have a stun you can't really tp can you?
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United States47024 Posts
On January 02 2013 04:26 LazyFailKid wrote:How does this work? If they have a stun you can't really tp can you? You use treants to aggro the enemy lane creeps between their first and second tower and pull them to the front of your tower, so you can kill them safely.
Alternatively, you just jungle until their lane starts pushing and you collect the lane gold/XP when it hits your tower.
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Lalalaland34503 Posts
Yeah, the way you use your treants is similar to how Syllabear pulls the enemy waves with his bear.
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On January 01 2013 06:55 TheYango wrote:Show nested quote +On January 01 2013 06:53 Poetry wrote: Is it true that using blink dagger farther than its actual range results in a blink that's shorter than its maximum range? Like it can go up to 1200 units, but if I click on a distance > 1200 units away, do I blink 1200 towards it or some smaller distance? Yes, it's true. This doesn't just apply to Blink Dagger, but to any Blink-based skill (Anti-mage Blink, QoP Blink)--clicking past the maximum range of the spell results in blinking 4/5 of the maximum range (in the case of Blink Dagger, 960 range). AM and QoP always blink to the maximum possible range in DotA 2, even if you click past it.
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Lalalaland34503 Posts
Something I should know but don't: does decrepify/eblade/etc increase pure damage?
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On January 02 2013 06:11 Firebolt145 wrote: Something I should know but don't: does decrepify/eblade/etc increase pure damage?
No. It isn't reduced by magic resistance or increased by eth form.
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On January 02 2013 06:11 Firebolt145 wrote: Something I should know but don't: does decrepify/eblade/etc increase pure damage? No, pure damage can't be reduced nor amplified.
Edit: ninja'd
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Lalalaland34503 Posts
Thanks. I suspected as much but just wanted to make sure.
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Pure damage can not be reduced nor increased. It always deals the damage it says it does. If something say it deals 300 pure damage it either deals those 300 damage or none at all(Magic immunity for example)
It's why amplification such as SDs soul catcher and chen's penitence doesn't increase the damage from the first instance, but acts as a second instance of damage. So if a unit is hit by 300 pure damage while being under max level soul catcher's effect, it'll take a bonus 150 magic damage and not 450 pure damage. And the same goes with chen's penitence, just physical damage instead of pure.
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Northern Ireland22212 Posts
On January 02 2013 04:42 r.Evo wrote:Show nested quote +On January 01 2013 06:55 TheYango wrote:On January 01 2013 06:53 Poetry wrote: Is it true that using blink dagger farther than its actual range results in a blink that's shorter than its maximum range? Like it can go up to 1200 units, but if I click on a distance > 1200 units away, do I blink 1200 towards it or some smaller distance? Yes, it's true. This doesn't just apply to Blink Dagger, but to any Blink-based skill (Anti-mage Blink, QoP Blink)--clicking past the maximum range of the spell results in blinking 4/5 of the maximum range (in the case of Blink Dagger, 960 range). AM and QoP always blink to the maximum possible range in DotA 2, even if you click past it. Are you sure about that? I swear that wasn't the case
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I just started playing dota the past month or so, and I am aiming to play every hero at least once before I start deciding on my favourites. So a question I have been thinking about for a while; how many heroes to non-professional players tend to play?
I know Purge plays random a lot and plays all heroes reasonably equally (as far as I know) but that makes sense since he is an entertainment provider and wants to appeal to everyone.
Do people tend to focus on just a few heroes (say 2-3), a bunch (10-15) or even focus on a class (support, carry) or just play most heroes equally?
I can see how focusing on just a couple helps you really nail their idiosyncrasies like range and animation times, but on the other hand a lot of skills are carried over between heroes (like general map awareness etc) and playing all heroes a lot means you have a better understanding of your enemies and allies too.
So how many heroes does the average dota 2 player tend to play?
I guess just for interest too what do pros tend to do? Haven't really watched many pro games but I heard Na'Vi players tend to stick to a role (like Dendi solo mid), not sure if all teams do this though.
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On January 02 2013 10:35 Ryder. wrote: Do people tend to focus on just a few heroes (say 2-3), a bunch (10-15) or even focus on a class (support, carry) or just play most heroes equally?
I can see how focusing on just a couple helps you really nail their idiosyncrasies like range and animation times, but on the other hand a lot of skills are carried over between heroes (like general map awareness etc) and playing all heroes a lot means you have a better understanding of your enemies and allies too.
So how many heroes does the average dota 2 player tend to play?
Depends on the person. Normally people find one hero they like, then after a while, they branch out to other heroes of that same position (carry, etc). Others just random every game for a while. You can determine range and attack animations in the first few seconds after the creeps meet.
For me, and for others in what I've read, people don't have a set few that they play. Maybe a set few that they prefer, but personally, I can play about 1/3 of the heroes if the situation calls for it. I prefer to mid, but I can support, hard lane, and carry just fine. It's not like LoL where I only had like 3 heroes I played because of limited free rune and mastery pages.
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On January 02 2013 10:35 Ryder. wrote: I just started playing dota the past month or so, and I am aiming to play every hero at least once before I start deciding on my favourites. So a question I have been thinking about for a while; how many heroes to non-professional players tend to play? When you decide to try Meepo, don't go in with high expectations of doing well. You'll either lump all your Meepos and play subpar or try to play correctly (stacking, ganking, and laning at the same time) and be completely overwhelmed.
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