|
Lalalaland34503 Posts
On January 28 2013 10:28 EtherealBlade wrote:Show nested quote +On January 28 2013 08:50 SKC wrote:On January 28 2013 03:53 TheYango wrote:On January 27 2013 23:43 EtherealBlade wrote: Sniper is the master of lasthit/deny, but he's incredibly easy to kill. Just get a good nuker combo like Lina/Lion/CM/Nerub/etc. to lane against him, and he's going to have a very hard time to stay in lane. If you force him to buy a lot of consumables or tranquils you already delayed his core, and he's going to be free food for nukers well into the midgame.
Sniper is not the master of lasthit/deny. He has a good animation/projectile speed, but he has among the worst base damage in the game (the only heroes that have worse base damage are 0-stack Shadowfiend, Techies, and Q/W Invoker). As such Sniper should get out-lasthit by the majority of heroes in the game. You should be able to lasthit/deny extremely aggressively, and he should HAVE to harass you to try and get lasthits at all. If he can sneak in lasthits without trying to hit you to throw you off, then you need to work on your lasthit fundamentals, because most heroes have a 10-15 damage lead on him at level 1. And Morphling without Morph. But yeah, I never understood why people value Sniper so highly for last hitting. As long as your animation is not terrible, base damage should be far more important. And lane presence of course, it doesn't matter how good you are at last hitting if you can't get near the creeps. Sniper along with SF are easily the best when it comes to measure both last hits and denies, I don't see how it could be any different than that... from a purely theoretical point of view of course, we aren't taking their fragility into account here. Sniper's average base damage can get near 50 on level 1 if he gets some slippers, but let's not forget that level 2 headshot gives him an amazing 40% chance to deal extra 40 damage. That means he'll do around 90 damage on almost every second shot just a few minutes into the game. He can totally destroy his own creeps once they start getting under half HP and set the lane where he pleases. Of course his output can still be compared to just a strong melee with QB but they don't get the deny advantage and sniper can just eat them from afar with his passives. In animation, sniper obviously #1 but I think QoP's animation is actually better than SF's. Plus she has more range.
|
On January 28 2013 10:29 lazyitachi wrote: Wait.. isnt razor's attack delay because of the projectile speed (in WC3) i.e. the animation is actually faster than the projectile hence the delay. I think if you get a Deso the projectile can then be seen and it should reach and damage at the same time. Well, yes. I was literally referring to the visual whip animation of the projectile, not his attack animation (sorry, I was unclear). His projectile speed is higher than QoP's, slower than Snipers, but due to the whip covering the projectile it's more difficult to become skilled at lasthitting with him and his range/damage are too low to justify using him as a mid vs Sniper compared to a bunch of other heroes.
I've never gotten a deso on razor in dota 2 but you are correct in wc3. In theory I think skadi should do the same.
|
On January 28 2013 10:28 EtherealBlade wrote:Show nested quote +On January 28 2013 08:50 SKC wrote:On January 28 2013 03:53 TheYango wrote:On January 27 2013 23:43 EtherealBlade wrote: Sniper is the master of lasthit/deny, but he's incredibly easy to kill. Just get a good nuker combo like Lina/Lion/CM/Nerub/etc. to lane against him, and he's going to have a very hard time to stay in lane. If you force him to buy a lot of consumables or tranquils you already delayed his core, and he's going to be free food for nukers well into the midgame.
Sniper is not the master of lasthit/deny. He has a good animation/projectile speed, but he has among the worst base damage in the game (the only heroes that have worse base damage are 0-stack Shadowfiend, Techies, and Q/W Invoker). As such Sniper should get out-lasthit by the majority of heroes in the game. You should be able to lasthit/deny extremely aggressively, and he should HAVE to harass you to try and get lasthits at all. If he can sneak in lasthits without trying to hit you to throw you off, then you need to work on your lasthit fundamentals, because most heroes have a 10-15 damage lead on him at level 1. And Morphling without Morph. But yeah, I never understood why people value Sniper so highly for last hitting. As long as your animation is not terrible, base damage should be far more important. And lane presence of course, it doesn't matter how good you are at last hitting if you can't get near the creeps. Sniper along with SF are easily the best when it comes to measure both last hits and denies, I don't see how it could be any different than that... from a purely theoretical point of view of course, we aren't taking their fragility into account here. Sniper's average base damage can get near 50 on level 1 if he gets some slippers, but let's not forget that level 2 headshot gives him an amazing 40% chance to deal extra 40 damage. That means he'll do around 90 damage on almost every second shot just a few minutes into the game. He can totally destroy his own creeps once they start getting under half HP and set the lane where he pleases. Of course his output can still be compared to just a strong melee with QB but they don't get the deny advantage and sniper can just eat them from afar with his passives. either you rely on it and have 40% of a chance to lasthit a creep or you don't rely on it and have 45 base damage
sniper is pretty good at lasthitting but it's not because of headshot
|
sniper's good at harassing because of headshot, you can't depend on it to last hit reliably. It does help with lane control when you're attacking your own creeps because it gives extra damage, even if not dependably so
|
United States47024 Posts
The real strength of Headshot is that it resets an enemy's autoattack animation. What this means in practice is that often you can interrupt an enemy's autoattack going for a lasthit that you cannot get yet (because it's too high HP)--and then use the fact that your animation is faster to pick up the lasthit when their animation is reset.
If you're just chancing lasthits with Headshot, you're not abusing it properly.
|
where is a good site to look up builds for dota2? I can't find any that really synch up to what I see as trends when I watch good players play the heroes I'm looking builds up for
|
playdota.com/guides most of the higher rated ones are decent enough other than that every other site with guides sucks
|
On January 28 2013 10:28 EtherealBlade wrote:Show nested quote +On January 28 2013 08:50 SKC wrote:On January 28 2013 03:53 TheYango wrote:On January 27 2013 23:43 EtherealBlade wrote: Sniper is the master of lasthit/deny, but he's incredibly easy to kill. Just get a good nuker combo like Lina/Lion/CM/Nerub/etc. to lane against him, and he's going to have a very hard time to stay in lane. If you force him to buy a lot of consumables or tranquils you already delayed his core, and he's going to be free food for nukers well into the midgame.
Sniper is not the master of lasthit/deny. He has a good animation/projectile speed, but he has among the worst base damage in the game (the only heroes that have worse base damage are 0-stack Shadowfiend, Techies, and Q/W Invoker). As such Sniper should get out-lasthit by the majority of heroes in the game. You should be able to lasthit/deny extremely aggressively, and he should HAVE to harass you to try and get lasthits at all. If he can sneak in lasthits without trying to hit you to throw you off, then you need to work on your lasthit fundamentals, because most heroes have a 10-15 damage lead on him at level 1. And Morphling without Morph. But yeah, I never understood why people value Sniper so highly for last hitting. As long as your animation is not terrible, base damage should be far more important. And lane presence of course, it doesn't matter how good you are at last hitting if you can't get near the creeps. Sniper along with SF are easily the best when it comes to measure both last hits and denies, I don't see how it could be any different than that... from a purely theoretical point of view of course, we aren't taking their fragility into account here. Sniper's average base damage can get near 50 on level 1 if he gets some slippers, but let's not forget that level 2 headshot gives him an amazing 40% chance to deal extra 40 damage. That means he'll do around 90 damage on almost every second shot just a few minutes into the game. He can totally destroy his own creeps once they start getting under half HP and set the lane where he pleases. Of course his output can still be compared to just a strong melee with QB but they don't get the deny advantage and sniper can just eat them from afar with his passives.
A funny thing would be roof, assuming it is 1v1. More dmg than sniper with level 1 headshot and a skill to block most of harass.
|
They are sort of hard to read since they're using old name for items and in some cases just pictures of the items (which are different)
|
On January 28 2013 01:45 Firebolt145 wrote:Show nested quote +On January 28 2013 01:44 PassiveAce wrote: But why the hell wouldnt blizz have done the same thing with sc2? xd Million dollar question.
the technology is not there yet (tm)
as not to spam, read somewhere that for Random Draft, the pick order is based on MMR from higher to lower. Any truth in this ?
|
On January 28 2013 15:41 sandyph wrote:Show nested quote +On January 28 2013 01:45 Firebolt145 wrote:On January 28 2013 01:44 PassiveAce wrote: But why the hell wouldnt blizz have done the same thing with sc2? xd Million dollar question. the technology is not there yet (tm) as not to spam, read somewhere that for Random Draft, the pick order is based on MMR from higher to lower. Any truth in this ? We'll never know.
I can say that the chance for a member of a 4 man queue for CM to end up as captain is 50%, meaning that the pub player is captain 50% of the time.
|
Hence.. if ever queue.. please queue 5 man.. i hate 4 stacks.. most of them are less likely to communicate when they are 4 stacking.. really ruins solo queue experience.
|
how do you decide what to midas in a creep camp? the big ones for more gold/xp and speed or the smaller to get a bit more gold overall from the camp?
how do you get rid of the BKB on enemy heroes when you are no phys-dmg dealer?
|
On January 28 2013 19:03 Rodberd wrote: how do you decide what to midas in a creep camp? the big ones for more gold/xp and speed or the smaller to get a bit more gold overall from the camp?
how do you get rid of the BKB on enemy heroes when you are no phys-dmg dealer?
You don't get more gold on big creeps anymore, that's why this question is actually relevant now. You get the same gold on any creep you kill with Midas (190g) and don't get the usual bounty, so technically it's less bonus gold on big creeps. The XP is a multiplier, so the bigger the better.
So yeah, it would depend on whether you really need the XP or if killing the camps faster is beneficial. If you are just doing a quick stop to grab some cash and moving to the lane/teamfights, it's probally better to use it on a big creep. The same if you are going to clear the whole jungle. If there's not enough space in the jungle and you would have to wait until they respawn again for some reason, it's probally better to use it on a small one.
You can't remove BKB, so what you can do is to try to force it early and disengage or kite the hero. If you can't or your team doesn't have heroes to deal with it, bring the lube while you wait until it's duration drops enough for it to be less of an issue.
|
On January 28 2013 19:03 Rodberd wrote: how do you decide what to midas in a creep camp? the big ones for more gold/xp and speed or the smaller to get a bit more gold overall from the camp? Early game you want to midas the big creeps to get a level advantage over your opponents. Lategame a higher level means longer respawn times/more expensive buyback, plus with a lot of items in the game the level advantage is less noticable, so you go for the small creeps with the midas.
how do you get rid of the BKB on enemy heroes when you are no phys-dmg dealer?
Nothing you can do, let the physical damage dealers deal with those guys while you position yourself in the fight such that you can use your spell on their non-BKB carriers without dying to the BKB carrys ^^
|
On January 28 2013 19:03 Rodberd wrote: how do you get rid of the BKB on enemy heroes when you are no phys-dmg dealer?
If BKB is turning into a big issue, you need to respond by kiting the enemy and staying alive until it wears off, so you can strike back. Build items that will help you in doing so: Force staff or ghost scepter can buy you precious seconds. Dont panic and resist the urge to throw out ground target spells on magic immune targets. Also, remember that some ultimate abilities can disable through BKB (though they will generally not deal any damage).
|
On January 28 2013 14:53 Arisen wrote: where is a good site to look up builds for dota2? I can't find any that really synch up to what I see as trends when I watch good players play the heroes I'm looking builds up for Playdota is pretty good. Dota2alttab.com is also pretty good for most heroes.
Question: I'm unsure how the mechanics of warding to block a jungle camp from spawning work. Does the ward have to be inside the jungle camp? Or is there a radius it checks for (if there was, would it be possible to put it in the trees beside the camp to make it harder to de-ward?)
|
On January 29 2013 00:39 TheSubtleArt wrote:Show nested quote +On January 28 2013 14:53 Arisen wrote: where is a good site to look up builds for dota2? I can't find any that really synch up to what I see as trends when I watch good players play the heroes I'm looking builds up for Playdota is pretty good. Dota2alttab.com is also pretty good for most heroes. Question: I'm unsure how the mechanics of warding to block a jungle camp from spawning work. Does the ward have to be inside the jungle camp? Or is there a radius it checks for (if there was, would it be possible to put it in the trees beside the camp to make it harder to de-ward?)
Every spawn camp has an area it checks for units to see if the camp is blocked, and the area differs from camp to camp. So yes, you can put wards in the trees to block camps, it's done ocasionally. The only issue is that you obviously won't get any vision from them.
![[image loading]](http://www.playdota.com/img/guides/1244151746.jpg)
These should be the areas for each spawn camp.
|
![[image loading]](http://i.imgur.com/1aZuY.jpg)
Here are the ares marked. If something is within them at the time a camp would spawn, it won't
|
ults that stun through bkb off the top of my head that are really commonly used enigma, magnataur, pudge, beast master, faceless void, shadowdemon, bane elemental It's likely that your team will have ONE of those. Other options: run like hell when his bkb is up. Really though if you don't have a phys-dmg dealer what kind of team did you choose
|
|
|
|
|
|