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On March 05 2013 10:22 Baggage wrote: His early-midgame was weakened with the 6.76/6.77 changes (base damage reduced, mana cost for morph increased by 50% etc.). He's still a monster late game carry, but he doesn't have as strong of an impact in the early/midgame compared to before and at TI2.
I really can't agree with this, unless you are snowballing hard into the late game morphling has huge problems. The two biggest ones are 1. HOLY FUCKING SHIT HE IS SO SLOW and 2. His attack range is abysmal. People seriously undervalue how important being fast is on a carry hero, almost every(all?) good carry right now are innately fast or have movement speed increasing skills. Playing Morphling is essentially a complete positional nightmare, he is forced to waveform into every fight because of this, and for the next 11 seconds he is pretty much hoping that they don't just walk away. To sum it up morphlings map mobility is great, his mobility in team fights is shit, and you MUST be extremely mobile in late game team fight to be considered a good late game carry.
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if anything morphs early/mid game is still decent and late game is completely trash. i think ive gone 16-0 in both my recent morph games and ended up losing. you simply cannot out carry heroes like am and pl.
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This is a fairly specific question, but how do you not die with puck before blink dagger?
I feel like every time I port to the ball to W-R initiate, I'm guaranteed to bite it unless my team is already on the way in, which is pretty rare in pub games. I find shift doesn't last long enough in the 10-13 bracket, so maybe I could trade a level in orb to get it sooner...
Once I've got the dagger I'm fine, but it's actually quite difficult to get there if I get no gold from any of the teamfights I start.
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his late game has always been bad in comparaison to pl, but if you really went 16-0 on morph and still lost, you're very bad you try to no initiate with orb when you have 800hp and something like rubicks pull (undodgeable) to welcome you I found that getting a necrobook lvl 1 before dagger can be very good situationnaly
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On March 05 2013 20:13 TheQuiff wrote: Okay i may be asking the simpliest question.
What's the difference between dota and lol except units and graphics?
many differences. lack of runes means anyone can jungle with the proper hero. there's runes but no red/blue buffs in the jungle. units and graphics as mentioned. there's no AP scaling with items, only damage, armor, life, etc (apart from Aghanim's Scepter which upgrades some heroes ultimate abilities). no summoner skills.
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On March 05 2013 20:58 Erasme wrote: I mean thats there allways will be a solo mid, two bot, solo top and a jungler and thats even more true in solo queue where you will be flamed/dodged for not following the good 'meta'
this isn't entirely true. solo lane, solo mid, and trilane are equally if not more common than a mid, top, 2 bot, jungler
just be careful using "always" to someone that's looking to increase their knowledge of a game
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And there can be offensive trilane or defensive, i played/watched both games enough to know that laning in LoL is more stale than in dota.
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On March 05 2013 20:01 Mataza wrote: Chiming in for a bit: No such thing exists. Also Viper lacks the ability to force kills since he can only slow. He also lacks teamfight presence, since he is entirely single target damage. And his laning isn't as strong as it used to be(blame the metagame).
On March 05 2013 18:05 Firebolt145 wrote: I don't think there is anything like that right now. Opinions change all the time, different players value different heroes differently. It's very hard to maintain something like that.
Is there any suggestions how to keep track of the current metagame (beside the brute force way of just watching everything)
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My friends and I usually just get owned whenever someone on the other team has some sort of invis, such as Riki, Nyx, BH, etc. Besides getting gem, what are some things that you should be doing in order to effectively stop invisibility heros? Are you meant to also buy sentry wards, and put them at the common ward locations? (rune spawns, around/near the hard carry, etc)
Should we treat other gankers such as tiny carrying shadow blade differently?
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On March 05 2013 22:23 Nazza wrote: My friends and I usually just get owned whenever someone on the other team has some sort of invis, such as Riki, Nyx, BH, etc. Besides getting gem, what are some things that you should be doing in order to effectively stop invisibility heros? Are you meant to also buy sentry wards, and put them at the common ward locations? (rune spawns, around/near the hard carry, etc)
No, you don't buy sentries and plant them in random spots.
Run around in pairs, don't be isolated from the rest of your team. Basically, if they invis hero is off the map and they have the items to solo kill you, you should be with an ally. Take notes of where you last saw them, so you can 'predict' or gage whether they've had the time to travel from their position to your position.
Alternatively, if you guys are in a party, you can try to force early team fights and engagements. Just group up as 5, place a sentry at an appropriate spot (sentries are far more effective for pushes against invis heroes compared to dust) and grab towers. Invis heroes are strong 1v1, but relatively weak in teamfights until they pick up BKBs or expensive survivability items.
Grabbing early towers is very good because it reduces their map control (e.g. every time they leave the base they have to run much further), but it also adds in an opportunity cost factor (sacrificing lane farm to get ganks off). If they fail to get ganks off, then they've wasted 1-2 mins of time along with farm.
Finally, teleportation support and holding onto your towers are equally important. I can't stress enough how good tp support crushes gankers and wastes so much of their time.
On March 05 2013 21:02 Reuental wrote:Show nested quote +On March 05 2013 10:22 Baggage wrote: His early-midgame was weakened with the 6.76/6.77 changes (base damage reduced, mana cost for morph increased by 50% etc.). He's still a monster late game carry, but he doesn't have as strong of an impact in the early/midgame compared to before and at TI2. I really can't agree with this, unless you are snowballing hard into the late game morphling has huge problems. The two biggest ones are 1. HOLY FUCKING SHIT HE IS SO SLOW and 2. His attack range is abysmal. People seriously undervalue how important being fast is on a carry hero, almost every(all?) good carry right now are innately fast or have movement speed increasing skills. Playing Morphling is essentially a complete positional nightmare, he is forced to waveform into every fight because of this, and for the next 11 seconds he is pretty much hoping that they don't just walk away. To sum it up morphlings map mobility is great, his mobility in team fights is shit, and you MUST be extremely mobile in late game team fight to be considered a good late game carry.
Get a Skadi? Wave form in, manta split, easy support pick off (if they ghost scepter you adaptive strike for a billion damage). Replicate has a gigantic range at lvl 3. If you have problems killing people with 6 slots, you properly need to assess who you are targetting as morph and whether it's the appropriate choice.
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On March 05 2013 22:23 Nazza wrote: My friends and I usually just get owned whenever someone on the other team has some sort of invis, such as Riki, Nyx, BH, etc. Besides getting gem, what are some things that you should be doing in order to effectively stop invisibility heros? Are you meant to also buy sentry wards, and put them at the common ward locations? (rune spawns, around/near the hard carry, etc)
Should we treat other gankers such as tiny carrying shadow blade differently?
You should already buy sentries for dewarding. But dust is great to pick off invis heros. Use it when they reveal themselves, then kill them. :D
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On March 05 2013 22:20 Gefen wrote:Show nested quote +On March 05 2013 20:01 Mataza wrote: Chiming in for a bit: No such thing exists. Also Viper lacks the ability to force kills since he can only slow. He also lacks teamfight presence, since he is entirely single target damage. And his laning isn't as strong as it used to be(blame the metagame). Show nested quote +On March 05 2013 18:05 Firebolt145 wrote: I don't think there is anything like that right now. Opinions change all the time, different players value different heroes differently. It's very hard to maintain something like that. Is there any suggestions how to keep track of the current metagame (beside the brute force way of just watching everything) Watch only some games. Though the meta is really only relevant at very high level CM matches so chances are it won't be that big of a deal. You could look up the recent pick/ban frequencies to figure out whats popular.
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On March 05 2013 22:20 Gefen wrote:Show nested quote +On March 05 2013 20:01 Mataza wrote: Chiming in for a bit: No such thing exists. Also Viper lacks the ability to force kills since he can only slow. He also lacks teamfight presence, since he is entirely single target damage. And his laning isn't as strong as it used to be(blame the metagame). Show nested quote +On March 05 2013 18:05 Firebolt145 wrote: I don't think there is anything like that right now. Opinions change all the time, different players value different heroes differently. It's very hard to maintain something like that. Is there any suggestions how to keep track of the current metagame (beside the brute force way of just watching everything) You can get a good idea by looking at the top picks and bans of a number of recent games, that will always give you a feel for the popular heroes atm. you can also just read forums regularly.
Theres a guy who makes statistics about the most popular competitive heroes and posts links to them here but i forget his name
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The quite hard only knowing the 'who-s' without knowing the 'why-s'
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very true, for that knowledge you are best off watching the games or actively reading the forums and lr threads. Im not sure there is really any other way to get a good understanding of why certain heroes are top tier at any moment. Sometimes people do writeups about that topic but not always.
If you play a lot you will often see reverberations of popular competitive picks in your pub games, but the players often fail to understand why that hero is being picked.
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Netherlands45349 Posts
On March 05 2013 20:13 TheQuiff wrote: Okay i may be asking the simpliest question.
What's the difference between dota and lol except units and graphics? This is actually the most complex question that has been posted in this thread, people could write essays about the differences.
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On March 05 2013 16:10 Arisen wrote: who (in your opinion) are the best pub heroes?
Obviously someone like Rikimaru is great against people who don't buy a gem/dust for whatever reason, but I'm just looking for a few heroes to focus on that can really impact pub games I'm playing.
Before anyone says "every hero can have a huge effect on your game!" or something simmilar, I"m talking about heroes that can do a really good job of forcing the game in your favor even though your team is very uncordinated or players on your team might not be as good as the ones on other team Just go look at hero win rates in pub games. The top 3 pub heroes right now if I remember correctly are Warlock, Drow and Zeus. It really just depends on what your team needs and what the other team has. As a general rule, hard carries like Faceless, Anti-mage, Spectre, Medusa are really bad.
However you're basically asking "What heroes can I win with if my teammates have no coordination and the enemy team is more skilled"? Seems like a thinly disguised "what heroes are stupidly broken and easy to play" question, to which I'd answer Drow Ranger.
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Lalalaland34503 Posts
On March 06 2013 00:54 Kipsate wrote:Show nested quote +On March 05 2013 20:13 TheQuiff wrote: Okay i may be asking the simpliest question.
What's the difference between dota and lol except units and graphics? This is actually the most complex question that has been posted in this thread, people could write essays about the differences. Someone should do a thesis on this shit ~
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What kind of skill builds work for Tidehunter solo offlane, typically hard lane.
I've been doing as a standard: Gush 1 - Anchor - Anchor - Kraken - Anchor - Ult - Anchor - Max Gush (or kraken first depending on game situation)
but often times I find myself vs a 2-1-2...
In that case the above build is ok, I generally still level fine, but can't really get going with farm until something changes in the laning (I get a gank or one of the 2 help out vs my trilane). Is there a build order that would work better? Could I sacrifice a level of anchor and get kraken shell early for the damage reduction or is anything like that just silly?
Itemwise it's generally branches/consumables -> boots/magic wand -> arcane boots
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On March 06 2013 01:38 Logo wrote: What kind of skill builds work for Tidehunter solo offlane, typically hard lane.
I've been doing as a standard: Gush 1 - Anchor - Anchor - Kraken - Anchor - Ult - Anchor - Max Gush (or kraken first depending on game situation)
but often times I find myself vs a 2-1-2...
In that case the above build is ok, I generally still level fine, but can't really get going with farm until something changes in the laning (I get a gank or one of the 2 help out vs my trilane). Is there a build order that would work better? Could I sacrifice a level of anchor and get kraken shell early for the damage reduction or is anything like that just silly?
Itemwise it's generally branches/consumables -> boots/magic wand -> arcane boots
i wouldn't go gush first, especially if youre on hard lane cause anchor does pretty good damage also, but more importantly decreases enemy attacks. if they are melee it allows for possibly worse last hits. the kraken isnt significant early game, but can still be handy to have one point in it. anchor > gush also because of the mana cost. you can get off 2 gushes early, or like 5-6 anchors depending on items. highly recommend anchor before gush if you didn't get the gist of this paragraph haha
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