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On February 26 2013 10:42 Andr3 wrote: Perhaps, but I've been testing it a lot. Can do it with manta easily, can also do it in dota1 with blink quite easily.
As I've said the damage is applied after I've already dodged the animation...which in DotA 1 means 0 damage, not in DotA2 it seems.
Manta doesn't disjoint projectiles so being able to do that is meaningless. Your best bet is to submit a report on the dev forums though. I don't think disjointing laguna blades happens very often so the chances of people realizing this are slim to none.
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On February 26 2013 10:42 Andr3 wrote: Perhaps, but I've been testing it a lot. Can do it with manta easily, can also do it in dota1 with blink quite easily.
As I've said the damage is applied after I've already dodged the animation...which in DotA 1 means 0 damage, not in DotA2 it seems.
It might be obvious, but make sure you check your ping. I have no idea what the connection/playerbase is like in slovenia, but dota2 throws me 100-300ms games pretty regularly in AU.
Dota2's netcode is pretty good for stuff like last hitting, but for player interactions it can get a bit hairy. I've lost track of the number of times I've glimpsed a tiny only to watch him punch me in the face multiple times and then warp away from my now-dead disruptor.
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Why do teams occasionally run trilanes in their offlane? What is the advantage to doing this?
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On February 26 2013 13:17 RuiBarbO wrote: Why do teams occasionally run trilanes in their offlane? What is the advantage to doing this?
A trilane in the offlane has been dubbed an "aggressive trilane", and the reason they do it is to shut down the other team's safe lane. They get the "aggressive" in their name from how they don't really focus on taking last hits in lane, rather they just look to kill whoever is laning against them. It is a risky play because the other team can play safe and just farm under their tower with pulls, but if the aggressive trilane is successful they will have probably shut down the other team's main carry. This kind of trilane must get kills to be considered a success because it is too easy for the other team to get more farm out of the map since they are able to pull.
Edit:forgot to quote
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On February 26 2013 13:17 RuiBarbO wrote: Why do teams occasionally run trilanes in their offlane? What is the advantage to doing this?
You often see teams abandoning off lane totally now a days since there are so few heroes that can do anything useful solo. So putting a tri lane makes all 3 lanes active instead of 2 + jungle.
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On February 26 2013 00:59 Yurie wrote:Show nested quote +On February 25 2013 17:29 igotmyown wrote: I don't see it there. There was a chance of it happening when you double pulled, there was enough neutrals that they formed a congo line back and forth between dire creep line and their spawn point, but the ranged satyr ruined it. (interesting, maybe you have to double pull or they have to block each other or one has to retreat before they aggro the dire creeps)
Thanks for the replay though. Didn't spot it either. After some testing it seems incomplete pull is how it likely happens. Pulling less than a full wave makes the jungle spawn kill off the melee creeps in time for the range creep to pull them out of it up to the lane. I managed to do it once with golems at :15 pull. Pulled one melee and one ranged creep. Melee creep died, then range pulled them up to it. Sadly I only got the ranged creep in the next wave. If somebody has a replay we can see if there is a second method, perhaps aggressively denying ones own creeps?
ok very sorry guys i looked through the available replays while me playing support on direside but couldnt find it,i happened about 1 or 2 out of 10 games if i played support on dire side (i went hardlane too often lately). It is definitely possible but it highly depends on the neutral creep type. I sometimes see it happen on dire side while i pulling (very rare on radiant side) because my guess is the neutral spawn box is smaller here. Just keep in mind that you can manipulate the respawn by making sure there is nothing in the respawn box, ie you can hit the range satyr to kill them earlier. It must have something to do with the satyr camp because I have the memory in my head and melee neutrals are often inside the respawn after you pull. It should be like you pull the satyrs camp (3 of them) at 45ish, the melee will turn back first but the middle satyr will keep your creep right at the border of the spawn box and then your melee satyr will come back up, so all you need to do was killing that small range satyr.
Will keep in mind about this and post a replay when i got one.
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On February 26 2013 05:15 Rodberd wrote: 1)recently i tried to add the console commands to my dota. according to the thread i changed the cfg and bind the console to a useful hotkey. but whenever i start dota its getting an update and resetting the cfg to the non-console version.
might be blind, but where is my mistake here? there isnt much to do, besides con_console from 0 to 1 ... even the cfg isnt a txt, i double-checked that.
so where is my mistake? do i have to run it as admin, or only for dota-test?
2 is it a good idea fo a beginner to use the range-display circle-thingy and the other range-disply-thing (the straight line wich tells you the max range of a skill) or should i learn to use my own eyes to measure teh distance and the range of the skills?
1) The easiest way to guarantee console every time is to go to steam Library - right click dota2 - Properties, then under the startup area add "-console", it'll make your console start every time you open dota2
2) i'm a pretty seasoned player, albeit not an amazing one, but i find the dota_range_display 1100 or 1200 to be extremely helpful. I think 1200 is the range that you can get exp, but 1100 is slightly smaller to be on the safer side. it's very helpful when solo offlaning to try and see the edge where you can still get experience, or even just on a lane that's going difficult, to help you stay in the exp region. i don't think the max range of skills is super necessary, as you can always just hover over the skill as needed until you get used to the area it can effect
hope this helps mate
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On February 26 2013 07:18 Ruscour wrote: Is there any way to practice offlane solo against bots, ie force them to trilane or something? Friend of mine is new to the game and wants to practice without the pressure of a real game, any way to do this?
No, unfortunately the bots seem to be stuck in the 2-1-2 lane program. valve seems to be really good with updating bot roles and styles as the game progresses and develops, so i don't think it's unbelievable that it could be possible in the future.
however, for now you'll have to stick with regular laning.
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What are the upsides to building items with +Damage and + attackspeed, as supposed to strength, agility etc?
Noticed the guide for Natures Prophet, and building as a semi-carry even if Intellect is the 'main' character stat. Can i assume you can do this with any ranged Hero?
Sorry if it seems obvious.
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On February 26 2013 23:16 Rixxe wrote: What are the upsides to building items with +Damage and + attackspeed, as supposed to strength, agility etc?
Noticed the guide for Natures Prophet, and building as a semi-carry even if Intellect is the 'main' character stat. Can i assume you can do this with any ranged Hero?
Sorry if it seems obvious.
Since stats not only give mana/HP/AS/regen, but also damage if it is the main stat, they are generally way more expensive then buying the pure +damage or +AS items.
Since you mention furion: If you build him on +INT items, he will gain damage and mana. But mana he does not really need from a certain point and the INT items are alot more expensive then pure +damage items. Also he needs attack speed as well, and you don't gain that at all from INT items. This is also the reason why most hard carries are AGI heroes, since the stat itself provides both damage and attack speed, which synergizes to even more damage. There are of course exceptions, such as any illusion heros (PL, Naga) where the +damage does not apply to illusions, but +AGI does. Another exception would be OD who has an ultimate and an orb attack which benefit directly from INT gain.
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On February 26 2013 09:10 Belisarius wrote:+ Show Spoiler +On February 26 2013 05:15 Rodberd wrote: 1)recently i tried to add the console commands to my dota. according to the thread i changed the cfg and bind the console to a useful hotkey. but whenever i start dota its getting an update and resetting the cfg to the non-console version.
might be blind, but where is my mistake here? there isnt much to do, besides con_console from 0 to 1 ... even the cfg isnt a txt, i double-checked that.
so where is my mistake? do i have to run it as admin, or only for dota-test?
2 is it a good idea fo a beginner to use the range-display circle-thingy and the other range-disply-thing (the straight line wich tells you the max range of a skill) or should i learn to use my own eyes to measure teh distance and the range of the skills?
I suspect your problem lies in "changed the cfg". You shouldn't be editing one of the existing files, you should be creating a new one called autoexec.cfg. As to the second, I'm a total noob as well, but I feel like the fastest way to learn the ranges is to be able to see them rather than have to guess. If you feel later on that you're becoming dependent on the helper, turn it off and see if your instincts have improved.
1) oh damn ... i was blind ... thx mate ^^ 2) true, i hoped for a more detailed statement or more insight though
On February 26 2013 19:56 RyanRushia wrote:Show nested quote +On February 26 2013 05:15 Rodberd wrote: 1)recently i tried to add the console commands to my dota. according to the thread i changed the cfg and bind the console to a useful hotkey. but whenever i start dota its getting an update and resetting the cfg to the non-console version.
might be blind, but where is my mistake here? there isnt much to do, besides con_console from 0 to 1 ... even the cfg isnt a txt, i double-checked that.
so where is my mistake? do i have to run it as admin, or only for dota-test?
2 is it a good idea fo a beginner to use the range-display circle-thingy and the other range-disply-thing (the straight line wich tells you the max range of a skill) or should i learn to use my own eyes to measure teh distance and the range of the skills?
1) The easiest way to guarantee console every time is to go to steam Library - right click dota2 - Properties, then under the startup area add "-console", it'll make your console start every time you open dota2 2) i'm a pretty seasoned player, albeit not an amazing one, but i find the dota_range_display 1100 or 1200 to be extremely helpful. I think 1200 is the range that you can get exp, but 1100 is slightly smaller to be on the safer side. it's very helpful when solo offlaning to try and see the edge where you can still get experience, or even just on a lane that's going difficult, to help you stay in the exp region. i don't think the max range of skills is super necessary, as you can always just hover over the skill as needed until you get used to the area it can effect hope this helps mate
1) hm, i might try this one. seems by far more faster to set up 2) ok the cirlce seems a nice idea for xp-range and stuff. for the other range-indicator, my thoughts have been like this: skill X is good for initiate (best example hook) so it would be nice to see very fast if the target is in range 2nd example a target is about to escape, so its nice to know if i can catch him with a stun or sth like that. maybe i can use the cirlce for that too. like set it to 1100 first and than remember its sice, so i can switch to skillx-range and be fine with both.
general: you guys are doing a great job here. even though i sometimes post stupid questions ^^
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I find 1200 range to be super nice. It's the range for XP gain, which certainly helps. It's also the range of a blink dagger - good for both judging the distance you can blink if you have a dagger, as well as for being able to judge how far your opponent will be able to initiate on you from if they have one.
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On February 27 2013 00:29 Viruuus wrote:Show nested quote +On February 26 2013 23:16 Rixxe wrote: What are the upsides to building items with +Damage and + attackspeed, as supposed to strength, agility etc?
Noticed the guide for Natures Prophet, and building as a semi-carry even if Intellect is the 'main' character stat. Can i assume you can do this with any ranged Hero?
Sorry if it seems obvious. Since stats not only give mana/HP/AS/regen, but also damage if it is the main stat, they are generally way more expensive then buying the pure +damage or +AS items. Since you mention furion: If you build him on +INT items, he will gain damage and mana. But mana he does not really need from a certain point and the INT items are alot more expensive then pure +damage items. Also he needs attack speed as well, and you don't gain that at all from INT items. This is also the reason why most hard carries are AGI heroes, since the stat itself provides both damage and attack speed, which synergizes to even more damage. There are of course exceptions, such as any illusion heros (PL, Naga) where the +damage does not apply to illusions, but +AGI does. Another exception would be OD who has an ultimate and an orb attack which benefit directly from INT gain.
well, learn something new every day
how would you guys rate Drums on TA? bottle->phase boots->drums. I went bottle->phase->blink but couldn't do anything vs Troll, even though he only had HotD, I just did no damage to him. Or would a yasha be better? slightly more expensive, better for lategame.
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Lalalaland34503 Posts
It's strange that you would do no damage to a troll. TA is one of those heroes that deal a ridiculous amount of damage even without items, as long as you can land your meld/refraction hits you're good to go, which is why you usually rush your blink straight after bottle/wand/phase.
In short, drums don't sound so bad (though that's because they simply are so good that they work on every hero out there) but the gold that goes towards it is better going towards a deso/bkb/manta/daedalus. You shouldn't have much difficulty farming those items and they do a great deal more towards helping you control the midgame/carry the lategame than drums will. In theory I suppose if you're really getting no last hits of any kind then you can go for drums, but even then I'd rather claw towards a BKB instead.
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On February 27 2013 06:45 hooahah wrote:Show nested quote +On February 27 2013 00:29 Viruuus wrote:On February 26 2013 23:16 Rixxe wrote: What are the upsides to building items with +Damage and + attackspeed, as supposed to strength, agility etc?
Noticed the guide for Natures Prophet, and building as a semi-carry even if Intellect is the 'main' character stat. Can i assume you can do this with any ranged Hero?
Sorry if it seems obvious. Since stats not only give mana/HP/AS/regen, but also damage if it is the main stat, they are generally way more expensive then buying the pure +damage or +AS items. Since you mention furion: If you build him on +INT items, he will gain damage and mana. But mana he does not really need from a certain point and the INT items are alot more expensive then pure +damage items. Also he needs attack speed as well, and you don't gain that at all from INT items. This is also the reason why most hard carries are AGI heroes, since the stat itself provides both damage and attack speed, which synergizes to even more damage. There are of course exceptions, such as any illusion heros (PL, Naga) where the +damage does not apply to illusions, but +AGI does. Another exception would be OD who has an ultimate and an orb attack which benefit directly from INT gain. well, learn something new every day how would you guys rate Drums on TA? bottle->phase boots->drums. I went bottle->phase->blink but couldn't do anything vs Troll, even though he only had HotD, I just did no damage to him. Or would a yasha be better? slightly more expensive, better for lategame.
Bottle Phase Blink TA jumps around and murders all their supports. If you're going to stand and fight their carries you shouldn't go phase blink.
Yasha is one of the best cheap damage items so that is generally a good choice, but you'll probably need a BKB either before or after that so you don't get chain stuned and killed off.
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On February 27 2013 06:59 Blitzkrieg0 wrote:Show nested quote +On February 27 2013 06:45 hooahah wrote:On February 27 2013 00:29 Viruuus wrote:On February 26 2013 23:16 Rixxe wrote: What are the upsides to building items with +Damage and + attackspeed, as supposed to strength, agility etc?
Noticed the guide for Natures Prophet, and building as a semi-carry even if Intellect is the 'main' character stat. Can i assume you can do this with any ranged Hero?
Sorry if it seems obvious. Since stats not only give mana/HP/AS/regen, but also damage if it is the main stat, they are generally way more expensive then buying the pure +damage or +AS items. Since you mention furion: If you build him on +INT items, he will gain damage and mana. But mana he does not really need from a certain point and the INT items are alot more expensive then pure +damage items. Also he needs attack speed as well, and you don't gain that at all from INT items. This is also the reason why most hard carries are AGI heroes, since the stat itself provides both damage and attack speed, which synergizes to even more damage. There are of course exceptions, such as any illusion heros (PL, Naga) where the +damage does not apply to illusions, but +AGI does. Another exception would be OD who has an ultimate and an orb attack which benefit directly from INT gain. well, learn something new every day how would you guys rate Drums on TA? bottle->phase boots->drums. I went bottle->phase->blink but couldn't do anything vs Troll, even though he only had HotD, I just did no damage to him. Or would a yasha be better? slightly more expensive, better for lategame. Bottle Phase Blink TA jumps around and murders all their supports. If you're going to stand and fight their carries you shouldn't go phase blink. Yasha is one of the best cheap damage items so that is generally a good choice, but you'll probably need a BKB either before or after that so you don't get chain stuned and killed off.
they were 5 carries - we got an early game lead (8-1), but when witch doctor goes shadow blade and gyro completes his shadow blade 30 minutes in, you just have to man up and fight troll 1vs1
which is a really dumb strategy in retrospect lol
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Lalalaland34503 Posts
So that's 3 people accounted for: troll and 2 guys with shadow blades. That leaves 2 targets you can focus on picking off at the back end of play, leaving the other 4 people on your team to 4v3.
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United States47024 Posts
I think he means the 2 Shadow Blade users were on his team and no one else was capable of dealing with Troll.
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1. Is it worth it to upgrade dagon past level 1, or is it too cost ineffective after this point?
2. How do AOEs interact with invis? Will point target AOEs (like split earth for example) still hurt you? What about stuff like ravage? On a semi related note if you go invis before sniper finishes his snipe animation/before projectile hits you, do you still take damage?
3. Any tips on how to lane vs tiny/centaur? I played a game vs this combo as I think disruptor? (it was some sort of squishy support) with a PL. The tiny would throw centaur in and he would stomp + double edge plus sometimes an avalanche and it would pretty much just kill me in one hit...
Thanks in advance guys, this thread is super helpful
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United States47024 Posts
On February 27 2013 07:21 Ryder. wrote: 1. Is it worth it to upgrade dagon past level 1, or is it too cost ineffective after this point? Generally no, depends on the game.
On February 27 2013 07:21 Ryder. wrote: 2. How do AOEs interact with invis? Will point target AOEs (like split earth for example) still hurt you? What about stuff like ravage? On a semi related note if you go invis before sniper finishes his snipe animation/before projectile hits you, do you still take damage? AoE skills still hit invisible units. Assassinate hits invisible units--this is documented as an intended change from DotA 1.
On February 27 2013 07:21 Ryder. wrote: 3. Any tips on how to lane vs tiny/centaur? I played a game vs this combo as I think disruptor? (it was some sort of squishy support) with a PL. The tiny would throw centaur in and he would stomp + double edge plus sometimes an avalanche and it would pretty much just kill me in one hit... Your lane has no hard disables to interrupt their combo, which is a problem.
Against a lane like this, one or both laners need a hard disable to interrupt the combo so that the kill target can get out/reposition. If they fail once this way, they don't have the mana to do it a second time, as the combo is quite mana intensive, especially on Tiny. But if you have no way to interrupt the combo, you're just dead.
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