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Forum Index > Dota 2 Strategy
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Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
February 03 2013 19:29 GMT
#6421
On February 04 2013 04:18 flamewheel wrote:
Show nested quote +
On February 04 2013 02:35 Firebolt145 wrote:
On February 04 2013 01:12 don_kyuhote wrote:
I hear Doom doesn't silence every passives.
Is there a comprehensive list of all the passives that get canceled while doomed?

Flamewheel actually made an extensive post of all the passives that get cancelled/do not get cancelled. I'll ask him later.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=255901&currentpage=213#4246 ?

Yeah, that's it.
Moderator
Ruscour
Profile Blog Joined April 2011
5233 Posts
February 04 2013 03:16 GMT
#6422
Can anyone recommend any QW Invoker pro games (pref D2L/TD3/G-League as I have tickets)?
taldarimAltar
Profile Blog Joined April 2011
973 Posts
Last Edited: 2013-02-04 05:08:04
February 04 2013 03:45 GMT
#6423
I am usually in normal with solo queue. But with 1 of my friends we get to high, when we add another 1 friend the 3 of us get to v high. When we win these v high matches does my mmr go up higher than if the game were normal or just high? Sorry nobody may actually know

Also

On February 04 2013 03:30 Firebolt145 wrote:
Show nested quote +
On February 04 2013 01:15 Blitzkrieg0 wrote:
On February 04 2013 00:57 Fruscainte wrote:
On February 04 2013 00:34 r.Evo wrote:
On February 03 2013 19:39 Blitzkrieg0 wrote:
On February 03 2013 19:27 ReignSupreme. wrote:
Bar 3 those questions are really loose

3. You should focus on denying your own creeps, and harassing the enemy hero's whenever they attempt to last hit. Also depending on your lane you should be looking to stack and pull neutral creeps to minimize the amount of xp the enemy can get. If your carry is going to miss the last hit on a creep, you can obviously take it.


You need to consider creep aggro while you attack the enemy laner though. If the creeps are too close (500 range) then they'll aggro onto you and start attacking you instead. This will cause the lane to push making it less safe for your carry to farm.

Or you're a ninja and abuse the 2s aggro cd creeps have. Laning got so much easier since I learned about this.


wait wait wait

what.


The creep aggro can only happen every two seconds. If you right click them from out of range and then move in within two seconds and attack them the creeps won't aggro even though you're in range.

Range is 500, which is actually pretty small and abusable. ^_^


Can someone explain comprehensively how this works? Creep aggro annoys me enough that I get a stout on all melee heroes.

I also want to know why the pros stutterstep when hitting a tower or jungle creeps, does it make them take less damage or is it just to go a feel of the attack cd
lazyitachi
Profile Blog Joined December 2011
1043 Posts
February 04 2013 05:40 GMT
#6424
Usually you would aggro creep as melee to pull them towards you so that you can last hit preferably without getting hit by the enemy hero. if you are further than 500 range away from creep, they will not be aggroed. So the trick as range is usually to hit out of range or hit and quickly retreat to lose aggro while poking the enemy down.


If you stutter step away instead of standing at NC, you will get hit less often as the nc have to walk to you to hit you each time especially when there are multiple creeps i.e. you take turn trading hit with one creep at a time (kinda)
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2013-02-04 06:03:07
February 04 2013 06:02 GMT
#6425
It's basically:
You issue an attack command on an enemy hero. Since you're more than 500 range away from creeps they ignore you.
2sec after this there will be another check if you're within of 500range of a creep (and if the (auto)attack command is still valid).
So that's 2sec where your hero can run forward (get within 500range of a creep), do the actual attack and then move out (or just stop the autoattack) of the 500range again without getting creep aggro.
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
February 04 2013 06:55 GMT
#6426
On February 04 2013 12:45 taldarimAltar wrote:
I am usually in normal with solo queue. But with 1 of my friends we get to high, when we add another 1 friend the 3 of us get to v high. When we win these v high matches does my mmr go up higher than if the game were normal or just high? Sorry nobody may actually know



As far as i know, your solo MMR is not effected by any group-MMRs.
Means it doenst mannter how high your group-MMR is, when you solo-queue it will only be caclulated based on your solo games.
(heard that on a stream some days ago ... im not sure if it was sheever or s1 else)



Do the sides have any kind of advantategs/disadvantages?
like such:

dire seems to have better jungle (at top lane)
also better bot rune controll

radiant jungle is quite stupid (mid + bot lane)
better access to top rune

is there more like this?
Ooooh, look at it go
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
February 04 2013 07:13 GMT
#6427
On February 04 2013 15:55 Rodberd wrote:
Show nested quote +
On February 04 2013 12:45 taldarimAltar wrote:
I am usually in normal with solo queue. But with 1 of my friends we get to high, when we add another 1 friend the 3 of us get to v high. When we win these v high matches does my mmr go up higher than if the game were normal or just high? Sorry nobody may actually know



As far as i know, your solo MMR is not effected by any group-MMRs.
Means it doenst mannter how high your group-MMR is, when you solo-queue it will only be caclulated based on your solo games.
(heard that on a stream some days ago ... im not sure if it was sheever or s1 else)

Nope not true. Group MMR is based on the average of the members' solo MMR, but slightly skewed towards the best player on the team. Winning or losing in a group affects your MMR. There is currently no separate solo and group MMR.
Moderator
lazyitachi
Profile Blog Joined December 2011
1043 Posts
February 04 2013 07:14 GMT
#6428
Dire side:
Easier access to Baron
Easier ancient stacking
Easier safe lane pull
Magic bush camp block
evilfatsh1t
Profile Joined October 2010
Australia8916 Posts
February 04 2013 07:25 GMT
#6429
On February 04 2013 15:55 Rodberd wrote:
Show nested quote +
On February 04 2013 12:45 taldarimAltar wrote:
I am usually in normal with solo queue. But with 1 of my friends we get to high, when we add another 1 friend the 3 of us get to v high. When we win these v high matches does my mmr go up higher than if the game were normal or just high? Sorry nobody may actually know



As far as i know, your solo MMR is not effected by any group-MMRs.
Means it doenst mannter how high your group-MMR is, when you solo-queue it will only be caclulated based on your solo games.
(heard that on a stream some days ago ... im not sure if it was sheever or s1 else)



Do the sides have any kind of advantategs/disadvantages?
like such:

dire seems to have better jungle (at top lane)
also better bot rune controll

radiant jungle is quite stupid (mid + bot lane)
better access to top rune

is there more like this?


actually radiants jungle is much better overall
the only good thing about dire jungle is absence of a magic bush and the hard camp on top lane thats so easy to access. other than that the layout is pretty shit and quite hard to flash farm.

and dire has the rune advantage on both sides from mid, as well as the roshan advantage
TheYango
Profile Joined September 2008
United States47024 Posts
February 04 2013 07:55 GMT
#6430
Dire jungle has an easier layout for junglers who can't do hard camps level 1. Radiant jungle has a longer distance between the easy and medium camps.
Moderator
ReignSupreme.
Profile Blog Joined September 2012
Australia4123 Posts
Last Edited: 2013-02-04 08:11:47
February 04 2013 08:08 GMT
#6431
On February 04 2013 16:14 lazyitachi wrote:
Easier access to Baron


A traitor in our midst....

*edit: sarcasm intended, I care not for petty LoL v Dota squabble's*

As far as i know, your solo MMR is not effected by any group-MMRs.
Means it doenst mannter how high your group-MMR is, when you solo-queue it will only be caclulated based on your solo games.
(heard that on a stream some days ago ... im not sure if it was sheever or s1 else)


Can sort of confirm, I can stack and be in V.High for multiple games yet go solo and drop down to Normal/High, if that's relevant
r.Evo
Profile Joined August 2006
Germany14081 Posts
February 04 2013 08:35 GMT
#6432
On February 04 2013 12:45 taldarimAltar wrote:
I am usually in normal with solo queue. But with 1 of my friends we get to high, when we add another 1 friend the 3 of us get to v high. When we win these v high matches does my mmr go up higher than if the game were normal or just high? Sorry nobody may actually know

Also

Show nested quote +
On February 04 2013 03:30 Firebolt145 wrote:
On February 04 2013 01:15 Blitzkrieg0 wrote:
On February 04 2013 00:57 Fruscainte wrote:
On February 04 2013 00:34 r.Evo wrote:
On February 03 2013 19:39 Blitzkrieg0 wrote:
On February 03 2013 19:27 ReignSupreme. wrote:
Bar 3 those questions are really loose

3. You should focus on denying your own creeps, and harassing the enemy hero's whenever they attempt to last hit. Also depending on your lane you should be looking to stack and pull neutral creeps to minimize the amount of xp the enemy can get. If your carry is going to miss the last hit on a creep, you can obviously take it.


You need to consider creep aggro while you attack the enemy laner though. If the creeps are too close (500 range) then they'll aggro onto you and start attacking you instead. This will cause the lane to push making it less safe for your carry to farm.

Or you're a ninja and abuse the 2s aggro cd creeps have. Laning got so much easier since I learned about this.


wait wait wait

what.


The creep aggro can only happen every two seconds. If you right click them from out of range and then move in within two seconds and attack them the creeps won't aggro even though you're in range.

Range is 500, which is actually pretty small and abusable. ^_^


Can someone explain comprehensively how this works? Creep aggro annoys me enough that I get a stout on all melee heroes.

I also want to know why the pros stutterstep when hitting a tower or jungle creeps, does it make them take less damage or is it just to go a feel of the attack cd

Think of "I'm forced to attack enemy heroes who attack a friendly hero" (aka creepaggro) as a passive skill of all lanecreeps that has a 2s cooldown, a 2s duration and 500 range.

Whenever you issue a direct attack command on an enemy hero (rightclick, a+leftclick) and are within 500 range of enemy creeps, they will attack you for the next 2 seconds. However, if you issue that attack command from outside of 500 range the "skill" described above still goes on cooldown. While it's on cooldown you can attack without triggering creep aggro, even within 500 range of creeps, until that "skill" is off cd again.

In practice with this you can create scenarios where you get autoattacks off without disturbing the position of the creepwave or, even better, pull the wave towards you (your attack doesn't trigger creep aggro, enemy retaliates instantly, takes your creep aggro and since your creeps stop attacking his for a while his side pushes).

You can initiate a trade, he attacks back, and after your ~3rd attack his creeps finally walk towards you, you pull further back and if he wants to continue the trade he will be sitting in the middle of your entire creepwave. With aggro.

Basically you're trying to create a scenario where, if the enemy wants to retaliate, he takes creep aggro for a much longer timeperiod than you do. That's a won trade most of the time.


If you're melee and someone does this to you, you're mostly fucked. If you're ranged you have to find out in which pattern someone does this (does he prioritize lasthits? Denies? Does he always start this type of attacking when he walks back for a short time?), and counter it with correctly exploiting his tendencies.

e.g. he walks back (assumingly rightclicks you out of creep range), walks closer, you walk back+rightclick him out of aggro range and suddenly you would have the upper hand.


hf. :>
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Dubzex
Profile Joined October 2010
United States6994 Posts
February 04 2013 08:50 GMT
#6433
On February 04 2013 12:16 Ruscour wrote:
Can anyone recommend any QW Invoker pro games (pref D2L/TD3/G-League as I have tickets)?

The D2L page with detailed bans/picks information here:

(Wiki)http://wiki.teamliquid.net/dota2/RaidCall Dota 2 League Season 2/Round Robin

Browsing through this, I found Invoker games in the following series (note I do not recall which build was used):

Week 1:

EG vs DD dota game 2
Empire vs mTw game 2

Week 2:

mTw vs Na'Vi game 2

"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
dgsdm
Profile Joined March 2012
198 Posts
February 04 2013 10:38 GMT
#6434
Can someone tell me which is the better lineup? I'd like a reasonable discussion about this:

Radiant - tinker, QOP, undying, tree, gyro
vs.
Dire - PL, KOTL, brewmaster, lesh, wr

I meant to run gyro tree undying against their trilane bot tinker solo against wr and qop mid. Honestly think my picks were stronger but some teammates cried that I picked tree over sd (because they think its a good counter against pl when we already have several counters for pl). 3 people quit from the get-go.

Sorry for the semi-rant, it's just frustrating when 3 people cry and throw from the get-go. Can't listen to people who throw without playing 5 minutes seriously. Why do people even queue cm if they are gonna play like this.

Just for reference, I don't really watch or follow pro-scene.
TheYango
Profile Joined September 2008
United States47024 Posts
February 04 2013 10:51 GMT
#6435
Your aggressive tri isn't that good. You have a double melee + 350 range hero against 2 ranged. Your 3 picks don't have the aggressive threat which is necessary for an aggressive tri to work. You won't out-harass them (since they have 2 ranged and you have 2 melee), you don't have a kill threat (your only hard stun is Gyro Missile, which is unreliable), and you can't stop them from controlling their creep pulls (Lesh/KotL have stronger nuking power for last-hitting neutrals). PL's farm will suffer a bit, but your supports are going to be absolutely bleeding XP from not getting to creep pull, and Undying+Tree aren't useful without levels.

SD at least makes your aggressive tri stronger, because he's ranged and is stronger in an aggressive trilane.
Moderator
r.Evo
Profile Joined August 2006
Germany14081 Posts
Last Edited: 2013-02-04 10:55:30
February 04 2013 10:54 GMT
#6436
Your trilane is super awkward. You have no reliable stun, 2 melees and Tree doesn't do anything in a trilane besides throw around some heals. = You have no killing potential against their trilane. Hell, you can't even contest pulls because KotL.

An offensive trilane without killing potential is pretty weak in general. I don't think SD would be much better than Tree though because he has to time his disruption to make Gyro rockets hit properly which isn't exactly easy to setup. The only thing I can come up with that would make sense instead of Tree would have been Rhasta (single target cc, tower pushing power, some aoe dmg), but then you end up with no strong teamfight AoE.

I would kinda like to know how the draft played out, just from looking at the picks it seems you cornered yourself into believing that Undying = Trilane (even against a KotL) and that Tree does more in an offensive trilane than e.g. a Tide even. I'd just avoid the offensive trilane alltogether with those picks.

As for other lanes, WR vs Tinker is favored towards WR, QoP vs Panda is favored towards QoP. Unless your mid can take supst strong control of the gameflow I don't see you winning this, simply because your trilane will lose hard and you'll end up with two useless underfarmed supports who cant even catch up easily.


Edit: I hate you Yangers. SD vs Rhasta in that spot over tree, discuss?
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-04 11:03:16
February 04 2013 11:00 GMT
#6437
On February 04 2013 19:54 r.Evo wrote:
Edit: I hate you Yangers. SD vs Rhasta in that spot over tree, discuss?

I don't like either. Rhasta has the problem that he becomes really useless fast if his level 6 is too slow. Shackles also has pretty shit range for a lead-off disable. Rhasta support is most comfortable when he can either pull peacefully and have Wards for the 7 minute siege wave, or go get kills with another support.

Rubick is probably the best option (first hero I thought of when thinking 600 range + lead-off stun). Lion, Lich, or CM probably also work, but have various faults.
Moderator
dgsdm
Profile Joined March 2012
198 Posts
Last Edited: 2013-02-04 11:11:21
February 04 2013 11:06 GMT
#6438
You guys bring up good points, these were the answers I was looking for. Also I thought they were gonna lane their trilane bottom so I set up my trilane to go bot on radiant side. When you have Lesh, Kotl, PL seems like they would go for an offensive trilane.

Honestly it's really hard to win a lane against anything with KOTL. Tree can heal towers and with tinker you can turtle for days. For last pick I was running out of time, debating between SD or Tree, but like r.Evo said, I thought SD wouldn't have been that effective in lane anyways not that great of a counter for PL so I picked tree instead for synergy and tower heal. I also figured with tombstone it would make them think twice before pushing hard. Plus gyro is a strong laner himself.

These are just my thoughts but you guys bring up good points. Honestly I wish I could've seen how this would play out, but these clowns just threw the game as soon as we started.

edit: I wouldn't have picked undying for trilane but with the way picks played out I had to pick him because the other team picked KOTL first. I banned nyx and magnus at the start.

edit: I think cm, lion, lich, rubick are too weak in lane even though they are ranged.
r.Evo
Profile Joined August 2006
Germany14081 Posts
Last Edited: 2013-02-04 11:11:37
February 04 2013 11:11 GMT
#6439
Lesh/KotL/PL is a shitty offensive trilane as well. No strong lead except for a slow and whenever KotL does something he pushes the lane. I mean, sure you could do it but it's a pretty risky idea. PL outscales any single of your carries, no need to shut one of them down when you can just safely get PL fat instead.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Sephyr
Profile Joined June 2011
Australia665 Posts
February 04 2013 11:11 GMT
#6440
It can't be called an offensive trilane if they have no killing potential and lack the ability to effective harass.

Choosing Tree as a counter for PL was a huge waste of a pick. He doesn't really scale well with items and is even worse without items. I'm also guessing you ran him as 4-5. If you wanted to "counter-pick" PL, a hero like Sven is amazing. That cleave quickly gets rid of images and it barely relies on mana once the initial Ulti + Warcry + Stun is set off. A soul ring can fix any other mana problems after that.

Most of the other problems have been said already though. WR > Tinker unless Tinker goes Missle/Rocket and ganks with it but then that'd be awkward because your trilane has no stuns it'd be fairly hard to catch Brew out unless he got caught out with a QoP slow. But ditching bot lane just for a kill on Brew isn't worth it since WR will farm twice what Brew lost.

QoP would've dominated (for the most part) mid lane, but wouldn't have been anywhere near enough to turn the tide of the game.

An SD would've boosted your trilane rating from a 3 to probably a 5-6. If played right, Gyro missile can land as the Disruption finishes along with Soul Catcher for 100% kills on the KoTL if caught out of pos which is possible with disruption. It would also allow SD to contest Lesh for the pulls without being out harassed too much.
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