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On January 16 2013 02:11 igotmyown wrote:Show nested quote +On January 15 2013 19:05 lazyitachi wrote:On January 15 2013 16:25 igotmyown wrote:On January 15 2013 13:22 lazyitachi wrote: Does not seem to be a problem with magnus.. but the magnus user .. :S
Practice makes perfect? hard to imagine blink rp can fail unless ur blink destination is really bad or ur reaction after blinking is super slow It's the opposite, the reaction to blinking is too fast. Reverse polarity starts casting so fast, that it can interrupt the blinking cast. Huh? There is no cast time for blink dagger... i dont understand how someone can fuck it up.. unless ur dagger go on cd from player dmg.. Its not possible that RP can interrupt blink unless you are pressing it wrongly I figured it out, and you can interrupt the blink (sort of). If you're not facing in the right direction, you will start turning before you blink. If you cast the blink, then spam r while you turn, you will not blink and just reverse polarity.
That is like saying u fucked up ur RP because u r standing more than 1200 away from the destination and ur RP air balls because you do not blink to the exact location.
This is a user issue i.e. bad mechanics
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No, it has nothing to do with distance. If you're not facing the right direction, you will turn before you blink. It wasn't as noticeable in dota1.
So you can cast blink (facing the wrong way), spam r, and you will not blink and just reverse. Stop being a lazy poster and read more thoroughly.
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United States47024 Posts
On January 16 2013 02:28 igotmyown wrote: No, it has nothing to do with distance. If you're not facing the right direction, you will turn before you blink. It wasn't as noticeable in dota1.
That's partly because in DotA 1, turn animations wouldn't completely match turn speeds. It's functionally the same as DotA 2, its just that partially completed turn animations sometimes just feel like delays (most noticeable with pre-6.75 Jakiro, where his turn animation was slower than his actual turn speed, so you'd have really weird cases in DotA 1 where he'd turn partially and look as if he was casting without actually facing in the direction of the cast).
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LOL.. so you mean the player is lousy and cant control his hero well.. so it s the game fault?
Sorry but if you cant factor in turn rates and game mechanics then please dont blame the game.
You dont even have to face directly to even blink immediately, you can blink within a 270 arc without turning so the situation you describe only happens to a mechanically weak player. Sorry that you cant control you hero well so others are "lazy" for not reading your "post"
User was warned for this post
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On January 16 2013 03:09 lazyitachi wrote: LOL.. so you mean the player is lousy and cant control his hero well.. so it s the game fault?
Sorry but if you cant factor in turn rates and game mechanics then please dont blame the game.
You dont even have to face directly to even blink immediately, you can blink within a 270 arc without turning so the situation you describe only happens to a mechanically weak player. Sorry that you cant control you hero well so others are "lazy" for not reading your "post" ?
Knowing how the game mechanics behave, what you have to work around and what not is part of player skill. You don't exactly lose anything from e.g. shift-queueing blink-RP, well executed it will overall outperform someone who relies on the visual indication of his blink working out properly even if he just has to do that in some very few cases.
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if you're playing kunkka and you hit an illusion, does the cleave benefit from the bonus damage?
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On January 16 2013 08:36 wherebugsgo wrote: if you're playing kunkka and you hit an illusion, does the cleave benefit from the bonus damage?
No. The cleave damage is based on your hero's attack damage, not the damage done to the primary target. I believe that TA's psi blades is the only ability that can pass that illusion damage multiplier to other targets.
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I've seen a "speed boost" (at least that's what I think it is) button for the courier in some games lately. Is this a new feature?
I always build BKB on Broodmother, but in one game was told it wasn't necessary. How do I know this, and what should I build instead?
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On January 16 2013 12:30 BoxingKangaroo wrote: I've seen a "speed boost" (at least that's what I think it is) button for the courier in some games lately. Is this a new feature?
I always build BKB on Broodmother, but in one game was told it wasn't necessary. How do I know this, and what should I build instead? They added the icon recently, but speed boost has been on the flying courier
You need bkb if the other team has stuns, nukes, and stuff that don't go through bkb. If the other team has 0 stuns and no scary nukes, then you probably don't need a bkb. Idk what else, it's situational anyway.
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On January 16 2013 12:30 BoxingKangaroo wrote: I've seen a "speed boost" (at least that's what I think it is) button for the courier in some games lately. Is this a new feature?
I always build BKB on Broodmother, but in one game was told it wasn't necessary. How do I know this, and what should I build instead?
usually you mainly want to use broodmother to push and getting bkb is very beneficial in both, not being stopped by a support and escaping. if the enemy team doesnt have stuns, you can escape anyways, and if they also lack magical damage getting bkb is pretty much a waste. but both situations are pretty rare.
aura-items like vlads or especially ac are pretty good on her, due to the fact that you support the carry in teamfights who will want different items as well as the supports, but also because they really work out nicely with your spiderlings for additional pushing power. i'm pretty sure that i have seen some broods in pro-games getting ac. getting health is always nice like an early vitality booster and a later heart. scythe can never hurt.
obviously these are items that you wont get on the main carry, but usually brood isnt played as a carry but as a pushing hero who is later on a semi-carry or support, so getting these is just fine.
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How does one most effectively use chronosphere as faceless void? Should he initiate with it and target the carry? --If you initiate then you can get more in the bubble perhaps and you will run less of a chance of getting teammates. But if you do initiate with it and don't do well enough with it then you initiated and you're likely to die as a result. If you don't initiate with it and use it mid fight you may not be able to get as many kills with it, and you may get teammates stuck in it. If you save it then you just don't have it.
Also, is it worth it to use it randomly to gank their hard carry?
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Hey guys just wondering, how does tower aggro work when you are casting spammable spells like Viper's poison? I noticed that when I was fighting an enemy with it under their tower and there are creeps around, the tower didn't attack me...
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On January 16 2013 13:45 TyrionSC2 wrote: How does one most effectively use chronosphere as faceless void? Should he initiate with it and target the carry? --If you initiate then you can get more in the bubble perhaps and you will run less of a chance of getting teammates. But if you do initiate with it and don't do well enough with it then you initiated and you're likely to die as a result. If you don't initiate with it and use it mid fight you may not be able to get as many kills with it, and you may get teammates stuck in it. If you save it then you just don't have it.
Also, is it worth it to use it randomly to gank their hard carry? In team fights, I usually use chronosphere midway through the fight, making sure not to get any of my allies in it. This way, most of the supports' spells on the enemy team have been used, allowing you to prioritize disabling the carry instead of trying to get every enemy in your sphere so you don't get stunned by a support. Chronosphere sphere is pretty spammable, so its great for getting solo kills. Just be positive that you will get the kill.
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On January 16 2013 13:45 TyrionSC2 wrote: How does one most effectively use chronosphere as faceless void? Should he initiate with it and target the carry? --If you initiate then you can get more in the bubble perhaps and you will run less of a chance of getting teammates. But if you do initiate with it and don't do well enough with it then you initiated and you're likely to die as a result. If you don't initiate with it and use it mid fight you may not be able to get as many kills with it, and you may get teammates stuck in it. If you save it then you just don't have it.
Also, is it worth it to use it randomly to gank their hard carry?
Targeting the carry should be fine as you get double damage on time lock and also negate evasion so good for those with blfy agi or evasion passive. I guess the general rule is the more enemy you can trap and not trapping allies. So more allies can contribute to DPS particularly supports with nukes. If you can place it nicely so that melee can attack without being trapped, bonus points! Anyway, this is so situational to the game. If your enemy has very little disables then it should be fine not initiating w ulti.
In situations where you can pick off their hard carry with no risk to force buyback/ roshan/ tower/ rax etc, seems worth it...
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On January 16 2013 13:55 fuzzy_panda wrote: Hey guys just wondering, how does tower aggro work when you are casting spammable spells like Viper's poison? I noticed that when I was fighting an enemy with it under their tower and there are creeps around, the tower didn't attack me...
Orb attacks (viper/ drow/ bone/ ench/ huskar/ OD/ silencer) when tower is not already targeting you will draw neither creep nor tower aggro. Orb function like spell targeting. Auto attacks draw aggro.
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On January 16 2013 14:10 lazyitachi wrote:Show nested quote +On January 16 2013 13:55 fuzzy_panda wrote: Hey guys just wondering, how does tower aggro work when you are casting spammable spells like Viper's poison? I noticed that when I was fighting an enemy with it under their tower and there are creeps around, the tower didn't attack me... Orb attacks (viper/ drow/ bone/ ench/ huskar/ OD/ silencer) when tower is not already targeting you will draw neither creep nor tower aggro. Orb function like spell targeting. Auto attacks draw aggro.
that's so awesome haha! my opponent was shouting hax and wondering why i didnt die lol
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On January 16 2013 14:25 fuzzy_panda wrote:Show nested quote +On January 16 2013 14:10 lazyitachi wrote:On January 16 2013 13:55 fuzzy_panda wrote: Hey guys just wondering, how does tower aggro work when you are casting spammable spells like Viper's poison? I noticed that when I was fighting an enemy with it under their tower and there are creeps around, the tower didn't attack me... Orb attacks (viper/ drow/ bone/ ench/ huskar/ OD/ silencer) when tower is not already targeting you will draw neither creep nor tower aggro. Orb function like spell targeting. Auto attacks draw aggro. that's so awesome haha! my opponent was shouting hax and wondering why i didnt die lol
Just to clarify, I am presuming you use it like a spell i.e. left click/ hotkey spell + left click enemy If you have it set to auto and attack move or right click enemy, you will still draw aggro.
Nice work! Orb attacks are great for harassment.
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Hope this hasn't been asked recently, do all damage auras stack?
Drow, Luna, Venge and Alpha Wolf for example, might have forgot someone.
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United States47024 Posts
On January 16 2013 17:36 Vaelone wrote: Hope this hasn't been asked recently, do all damage auras stack?
Drow, Luna, Venge and Alpha Wolf for example, might have forgot someone. Drow and Luna aura stack with the rest of those just fine. Venge and Alpha Wolf are not supposed to stack (they are both instances of Command Aura), but currently do in DotA 2--it's a known bug.
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