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On January 14 2013 18:35 cellmate wrote: How do I dismember immediately after hook as Pudge? Sometimes people even manage to stun me before my ulti, not to talk about blinking away. Tried just using it when the hero is hooked already or queueing it using shift, but nothing produced the wanted result, however, I've seen Pudges who managed to make it almost on every hook. So where's the catch?
You have to order it before the hook animation ends, so that the end of the animation gets skipped.
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United States47024 Posts
Note that there is a known bug/change in how Hook/Dismember work in DotA 2--in DotA 1, Pudge could begin channeling Dismember on a target that is currently still being Hooked. In DotA 2, he does not begin the cast until Hook completes its animation. Because of this, in order to perfectly chain Hook/Dismember, you have to adjust your facing/positioning slightly before Hook finishes in order to properly Hook/Dismember combo--such that you are facing directly toward the Hook's end-point when it finishes. If you don't do so and Pudge has to turn/move slightly to Dismember, the enemy hero has time to cast spells before your Dismember channel starts.
See the dev forum thread about this bug for how you need to move/position: http://dev.dota2.com/showthread.php?t=56883&page=3&p=357019&viewfull=1#post357019
This is particularly disorienting for some DotA 1 players, because some people are accustomed to moving forward in the direction of their Hook cast because they could start the Dismember channel just fine that way in DotA 1--whereas in DotA 2, this means Pudge has to turn around and the Dismember cast is delayed.
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On January 14 2013 14:15 MSGHero wrote:Show nested quote +On January 14 2013 13:56 Arcadia92 wrote:On January 14 2013 12:36 MSGHero wrote:I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA  Easy, just turn off auto-attack. I don't play with autoattack on. My questions wasn't THAT simple...
Okay, I just assumed you did because of the way you phrased it. I don't have that much trouble last hitting with Sniper especially with auto attack off because his animation is so good, but like TheYango said his base damage is terrible. You have to capitalize on his superior animation and projectile by going for that small window immediately after creep attacks. Its not always possible, but you should have better last hits if you 1v1 most ranged heroes. Else, you'll need to control creep aggro. Starting with a Wraith helps too.
How do I dismember immediately after hook as Pudge? Sometimes people even manage to stun me before my ulti, not to talk about blinking away. Tried just using it when the hero is hooked already or queueing it using shift, but nothing produced the wanted result, however, I've seen Pudges who managed to make it almost on every hook. So where's the catch?
Shift queueing won't work. After hook, immediately turn on rot and hit your dismember hotkey. You should be able to do this before the hook connects. Then just spamclick near your hero on the path of the hook.
^Wow I didn't know that even though I played Dota 1. It felt slightly slower but I've rarely missed dismembers unless I misclick or something. Maybe its because I spam H/S.
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I hope it is a simple question.
How do I stack neutral creeps? I watched a video where someone pulled and then a new group of creeps spawned. Didn't happen when I tried it.
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On January 14 2013 21:49 iNViCiOUZ wrote: I hope it is a simple question.
How do I stack neutral creeps? I watched a video where someone pulled and then a new group of creeps spawned. Didn't happen when I tried it.
New creeps always spawn at x:00 on the timer, assuming that there's nothing close enough to the creep camp, so in order to stack creeps, you pull the creeps away from the creep camp at around x:52 or so, and by doing so, they'll be far away enough from the creep camp for new creeps to spawn at x:00.
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On January 14 2013 19:29 TheYango wrote: ...
On January 14 2013 19:30 Arcadia92 wrote: ...
Thanks a lot.
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Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
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United States47024 Posts
On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3) Yes.
On January 15 2013 01:34 taldarimAltar wrote: Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
True Sight reveals illusions in neither DotA 1 nor DotA 2.
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On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
In not sure about the exact mechanics but I think in wc3 dota, it isn't possible to remove tower aggro once you're below a certain health threshold. Can anyone confirm/deny this?
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Attacking one of your own units (even if it isn't deniable yet) forces all enemy non-player controlled units who are attacking you to reevaluate their attack priorities and chose a new target. If nothing is attacking the tower or a nearby enemy hero and you happen to stand closest to the tower the new target will be you again, but most of the time it will work.
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Lalalaland34503 Posts
On January 15 2013 02:10 tauon wrote:Show nested quote +On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
In not sure about the exact mechanics but I think in wc3 dota, it isn't possible to remove tower aggro once you're below a certain health threshold. Can anyone confirm/deny this? Nope, nothing to do with your health threshold. You can do it at 1hp and still drop aggro.
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On January 15 2013 02:42 Firebolt145 wrote:Show nested quote +On January 15 2013 02:10 tauon wrote:On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
In not sure about the exact mechanics but I think in wc3 dota, it isn't possible to remove tower aggro once you're below a certain health threshold. Can anyone confirm/deny this? Nope, nothing to do with your health threshold. You can do it at 1hp and still drop aggro.
I believe there was a threshold on the creep you are attacking though, as in it wouldn't work if the creep is low on health.
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On January 15 2013 02:50 SKC wrote:Show nested quote +On January 15 2013 02:42 Firebolt145 wrote:On January 15 2013 02:10 tauon wrote:On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
In not sure about the exact mechanics but I think in wc3 dota, it isn't possible to remove tower aggro once you're below a certain health threshold. Can anyone confirm/deny this? Nope, nothing to do with your health threshold. You can do it at 1hp and still drop aggro. I believe there was a threshold on the creep you are attacking though, as in it wouldn't work if the creep is low on health. Nope.
You can remove aggro onto a friendly creep if it is on high hp and on low hp (unless, you know, you actually deny it).
Errr....at least I think.
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On January 15 2013 02:54 Comeh wrote:Show nested quote +On January 15 2013 02:50 SKC wrote:On January 15 2013 02:42 Firebolt145 wrote:On January 15 2013 02:10 tauon wrote:On January 15 2013 01:34 taldarimAltar wrote: Is it true that I can lose agro by tower/creep by a-clicking allied unit? I heard this some where, I'm quite surprised I don't know this I've been playing for years (wc3)
Also, didn't true sight reveal illusions? I'm a bit colour blind, my memory may be faded as well.
In not sure about the exact mechanics but I think in wc3 dota, it isn't possible to remove tower aggro once you're below a certain health threshold. Can anyone confirm/deny this? Nope, nothing to do with your health threshold. You can do it at 1hp and still drop aggro. I believe there was a threshold on the creep you are attacking though, as in it wouldn't work if the creep is low on health. Nope. You can remove aggro onto a friendly creep if it is on high hp and on low hp (unless, you know, you actually deny it). Errr....at least I think.
Tower AI was weird, I remember a lot of conflicting information of PD/DA, and a lot of assumptions that were just plain wrong, but HP thresholds were mentioned quite often from what I remember.
This was what I could find with a quick search:
+ Show Spoiler +1. It is mostly hardcoded. The few triggers that exist completely override it. 2. When a tower chooses an enemy target, it will continue attacking it for up to seven seconds or until it can no longer hit it (e.g. out of tower range). 3. Towers choose new targets based on at least four factors: the units' targets (so units attacking the tower or its allies are prioritized over other units), the units' hp, the units' proximity (closer creeps get hit first), and the units' priority (which is a number set individually for each unit). 4. When the current target attacks an ally with more than 25% hp, the tower will immediately choose a new target, but that target could be the same unit. 5. When any unit attacks a hero, a trigger is run that orders enemy creeps in a triggered 500 aoe to attack that unit. Two seconds later its last attack-move (waypoint) order is repeated, ending the aggro. This trigger has a two second cooldown. 6. Siege units are ordered by triggers to attack nearby towers periodically. 7. Neutral creep AI is different. Specifically, neutral creeps always prioritize "player" over neutral factions, so if you pull when there are observers in the game, pushing the Sentinel and Scourge into Neutral Hostile and Neutral Victim slots, the neuts and lane creeps will fight you instead of eachother.
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Tower ai was actually found to be different when playing the game normally and playing the game with filled obs slots in wc3 due to the engine, and dota2 generally tried to follow the competitive version, which leads to some whAt seem like discrepancies
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What is the best way to get a good RP with Magnus? I generally hesitate to pick this hero because the teamfights just pretty much revolve around your ability to get a ulti off, and if you can't you just let the team down and it really feels terrible to be in that position after that. Just lost an hour long game that we had in our grasp due to multiple teamfight losses, and despite getting 2-3 good ulties in midgame, after that I pretty much couldn't do anything.
The opposing team had a Drow Ranger, so when I tried to Blink ulti he silenced me and then they focused me down. I tried gonig skewer and it worked a couple times, but it gets them away from my team (we had a Kunkka) who need to get close to do their stuff. I just kept failing till the end of the game. It really felt terrible.
So what is the best way to get a good RP in general and in tough spots like this where you can get silenced?
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if you blink in and rp right away it's going to go off unless they have an instant silence like hex or orchid, and even then they have to react really quickly alternately just wait for the teamfight to actually start before rping
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United States47024 Posts
Drow has a longer cast animation than Magnus. The only way she could have silenced before you RPed is if you blinked from a super obvious spot where she had vision and could queue the cast right as you blinked, or you hesitated on casting RP when your blink finished.
Typically if you don't want to get cut off, you have to find opportunities where the enemy won't be able to react (Blink from out of vision, use it as a follow-up disable when someone else initiates the fight, etc.). Part of this is recognizing whether you have to be the initiator or the follow-up based on your team composition (e.g. someone like Beastmaster can initiate fights, which means you focus on using RP as a follow-up skill for maximum effect).
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On January 15 2013 07:07 TheYango wrote: Drow has a longer cast animation than Magnus. The only way she could have silenced before you RPed is if you blinked from a super obvious spot where she had vision and could queue the cast right as you blinked, or you hesitated on casting RP when your blink finished.
Typically if you don't want to get cut off, you have to find opportunities where the enemy won't be able to react (Blink from out of vision, use it as a follow-up disable when someone else initiates the fight, etc.). Part of this is recognizing whether you have to be the initiator or the follow-up based on your team composition (e.g. someone like Beastmaster can initiate fights, which means you focus on using RP as a follow-up skill for maximum effect).
We had a Kunkka and a Dark Seer, I guess I could have gone in after Vacuum or Torrent. But the fights were usually so chaotic that we couldn't really get the right coordination off. I tried to stay in the back before blinking in but Drow got me always.
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United States47024 Posts
On January 15 2013 07:16 Bleak wrote:Show nested quote +On January 15 2013 07:07 TheYango wrote: Drow has a longer cast animation than Magnus. The only way she could have silenced before you RPed is if you blinked from a super obvious spot where she had vision and could queue the cast right as you blinked, or you hesitated on casting RP when your blink finished.
Typically if you don't want to get cut off, you have to find opportunities where the enemy won't be able to react (Blink from out of vision, use it as a follow-up disable when someone else initiates the fight, etc.). Part of this is recognizing whether you have to be the initiator or the follow-up based on your team composition (e.g. someone like Beastmaster can initiate fights, which means you focus on using RP as a follow-up skill for maximum effect). We had a Kunkka and a Dark Seer, I guess I could have gone in after Vacuum or Torrent. But the fights were usually so chaotic that we couldn't really get the right coordination off. I tried to stay in the back before blinking in but Drow got me always. Drow has full night vision, so unless you blink from trees/high ground/smoke/other vision blocking, she's always going to see you before you Blink.
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