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Simple Questions, Simple Answers - Page 427

Forum Index > Dota 2 Strategy
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flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
April 30 2013 14:16 GMT
#8521
High base damage ranged heroes with better rune control -- think Puck and QOP. Become a matchmaker for your bottle and your crow. Don't focus as much on hitting him and instead deny his farm. Heartstopper Aura is direct HP removal so you can bottle between that.
Writerdamn, i was two days from retirement
negon
Profile Joined February 2012
212 Posts
April 30 2013 14:20 GMT
#8522
Don't get hit by Pulse, bottle crow. Not much you can really do against a Necro. Keep in mind that he will probably be rushing Mek and aim to push towers as 5 soon, so make sure your team is ready for that.
But yeah, Necro is a hard mid to play against. Just try not to die and grab as many lasthits as you can.
Alternatively pick Nyx and make him cry.
u sixpoll?
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
Last Edited: 2013-04-30 15:09:52
April 30 2013 14:40 GMT
#8523
On April 30 2013 22:04 Firebolt145 wrote:
Show nested quote +
On April 30 2013 21:21 d_so wrote:
On April 30 2013 20:01 Ryder. wrote:
On April 30 2013 14:55 d_so wrote:
On April 30 2013 05:07 Kmatt wrote:
What are the criteria to determine "let's sit back and grab last hits" vs "kill the crap out of that guy"? Whenever I play with my one friend (played for almost 7 years 0.o) he is always expecting me to initiate on people at the weirdest times. English isn't his native language (though he's been here at least 4 years), so that might be the barrier, but I can never get him to quite explain when I should and shouldn't jump on people.

The biggest issue I have is where we're all standing at the creep wave and his reasoning is that "he was near the creeps", but I can't see what I'm supposed to get there, and he'll only call for it at certain times (more of an exclamation than anything, and according to him I'm supposed to be able to judge this without any input). Even if my snowballing on someone makes every creep aggro him, they path block me more than anything, and it's their creeps that'll attack me. There are a number of other scenarios, but this is the most common one.

TL;DR-What makes you decide to jump in and kill someone in early laning? (besides the obvious "they're at low hp", or :you have stun+bladefury", etc.)


The most obvious answer to your question is to initiate when you know you can get your creep to get hits on the opponent. If your creeps outnumber, especially if you have two ranged creeps stacked, you should always be ready to pull the trigger.

Another thing to factor in is the range/melee balance in the lane. If you're two melee going against two range, then even if creep waves are even and both sides will get womped on by creeps, the two melee are going to win. Positioning is also very important for this. Let's say you're a melee hero. If their range hero is at any time closer to you than their range creep AND you're closer to your tower than theirs, you have to be ready to attack.

As a rule of thumb, whichever side has less ranged heroes in the lane is the one that should be more aggressive and looking for kills.

Sorry I don't understand can you elaborate on the melee/range hero balance bit? Why will the 2 melee heroes win an exchange vs 2 ranged heroes?


Generally speaking, when you have 2 melee vs 2 ranged, most likely your two melee heroes have higher killing power whereas the two range are better at lane control. Lane control of is a more holistic thing: harassing, last hit/denying, etc. But the way dota has been designed now, when it comes to one instantaneous clash with full hp/mana/etc, two melee heroes are more likely to win out than two range.

First, there's just the HP difference. In the early laning phase, manipulating creep damage is like 30~40% of the equation, and since melee heroes generally have higher HP than ranged heroes they can withstand more punishment from creep. (I know i'm being mister obvious here). So what I was talking about before was, if you're in a situation where both your heroes and their heroes are getting equally damaged by creep, you're more likely to win out as two melee heroes strictly because you have more HP.

Also, generally speaking melee heroes have better stuns/slows and base damage. There are of course many exceptions to this, but once again generally speaking range heroes are better at chipping away at your HP, while melee heroes are better at chunking.

There are so many exceptions to this that there is no point trying to list them. Going into a lane and judging which side is stronger because of ranged or melee is a horrible way to approach things, even for new players. Good players will always manipulate the lane in fine ways that extend beyond whether they are melee or ranged.


Let me ask you a question:

if you're in a dual melee lane and going against two range, what are your options?

1. You're most likely not going to be able to out-lane them if they're any good. The best bet will be to try and survive, level up and hope for a gank.
2. You can try to pull and passive farm but that leaves 1 melee against two range.
3. You can give up the lane, let one guy roam and gank while the other tries to survive. Same issue as number 2.
4. Switch lanes.
5. Go for kills.

What do we know about melee heroes? In general, they have:

1. Higher base HP
2. Higher base damage
3. Faster BAT Shorter attack animations (?)
4. Faster HP regen
5. Generally longer lasting disables
6. Lower mana pool, lower intel, etc.

SINCE creep aggro is the single most important factor for getting kills in the early laning phase, it may be best to create a situation where both sides are equally getting wacked on by creep, since this is advantageous to melee heroes. In this type of scenario, you think of your range creep basically like how you'd think of a tower. Just as how you would throw down stuns the moment you are so lucky to get your tower to hit the opponent, the moment the opponent range hero mistakenly pulls a range creep's aggro, you have to think initiate!

Then again i'm old and i haven't played dota 2 ever so take everything i say with a grain of salt.
manner
maru~
Profile Joined February 2013
2345 Posts
April 30 2013 14:46 GMT
#8524
Melee Stout Shield is also really strong.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
April 30 2013 14:54 GMT
#8525
Melee heroes really don't have a faster BAT in general.

Otherwise though, I agree mostly. Dual melee or some other lane setup that will guaranteed get out-harassed needs to essentially kill the opponents or in some other way assert complete domninance as soon as possible (waiting to level 3 is common but often far too late). If the bid for control fails then you haven't lost all that much since you were losing the lane by playing passive anyway.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
April 30 2013 14:58 GMT
#8526
On April 30 2013 22:40 Ryrmidon wrote:
Any general tips to playing vs necrolyte mid? He can outharass almost any hero and has ridiculously good rune control >_<


disclaimer: i'm old i play old and i've never played dota 2, so there's a good chance that i'm wrong.

The easy answer is you can counter pick him with someone like silencer or pugna or even antimage. All three of them should be able to outlane a necro easy, even antimage since his BAT is off the chain.

However, if you're thinking about a more general matchup issue, it's a good idea to analyze necrolyte's strengths & weaknesses. You've already covered the strengths, so i'll go over his weaknesses:

1. Low base damage
2. 400 range on his pulse = he needs MS
3. low HP and low armor. This can make him heavily pulse dependent.
4. His pulse requires a lot of mana.

With his starting gold, necrolyte will attempt to compensate for any two of those weaknesses. Most likely it will be 3 and 4, by going bottle. This will require some analysis on your part, but if he did go bottle, that means you will most likely have higher base damage than him and he probably won't be able to harass you with his pulse. That means you should probably be able to out CS and out harass him. Take advantage of this early and try to make him use up his pulses fast and hope he doesn't get a rune.

If the Necro ever gets up in your face and goes past his creep line, exposing himself to aggro from your creep (especially your range creep) punish the sh*t out of him. Remember: low hp/armor. Your creep will do more damage to him than he can hope to heal with one pulse, and then it's a matter of whether you can kill him before he gets his second pulse. This is especially true if you have hill advantage. But even if you don't get the kill, you probably cut his mana pool by 3/4, which is good. Unless he gets a rune of course.
manner
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
April 30 2013 14:59 GMT
#8527
On April 30 2013 23:54 Sn0_Man wrote:
Melee heroes really don't have a faster BAT in general.

Otherwise though, I agree mostly. Dual melee or some other lane setup that will guaranteed get out-harassed needs to essentially kill the opponents or in some other way assert complete domninance as soon as possible (waiting to level 3 is common but often far too late). If the bid for control fails then you haven't lost all that much since you were losing the lane by playing passive anyway.


yeah you're right. it's not BAT... what was it again? faster attack animations? i confuse the two a lot
manner
imMUTAble787
Profile Joined November 2011
United States680 Posts
April 30 2013 15:33 GMT
#8528
On April 30 2013 22:12 Firebolt145 wrote:
Show nested quote +
On April 30 2013 22:08 imMUTAble787 wrote:
On April 30 2013 21:35 Qbek wrote:
On April 30 2013 21:32 imMUTAble787 wrote:
Hi,

Could someone explain to me how to drop aggro from creeps and towers ?

I've had a few games where I lost a major advantage mid because I harass and get aggro from 3 creeps and lose health that I shouldn't be losing

Same goes with clearing tower aggro without running out of tower range.

I see people do it on streams etc all the time but haven't figured it out yet myself.

A-click (issue an attack command) a friendly unit. It makes creeps and towers reevaluate aggro.


ahh ok. so does this only work if i have an allied unit or pet around me that is low enough for me to attempt to deny?

Nope, doesn't matter if the unit is actually deniable when you attack move it. The tower and enemy units will usually retarget the closest unit to it.


wow thats awesome to know

thanks for the help guys ^_^
*eternalenvy fanboy*
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
April 30 2013 15:39 GMT
#8529
On April 30 2013 23:40 d_so wrote:
Show nested quote +
On April 30 2013 22:04 Firebolt145 wrote:
On April 30 2013 21:21 d_so wrote:
On April 30 2013 20:01 Ryder. wrote:
On April 30 2013 14:55 d_so wrote:
On April 30 2013 05:07 Kmatt wrote:
What are the criteria to determine "let's sit back and grab last hits" vs "kill the crap out of that guy"? Whenever I play with my one friend (played for almost 7 years 0.o) he is always expecting me to initiate on people at the weirdest times. English isn't his native language (though he's been here at least 4 years), so that might be the barrier, but I can never get him to quite explain when I should and shouldn't jump on people.

The biggest issue I have is where we're all standing at the creep wave and his reasoning is that "he was near the creeps", but I can't see what I'm supposed to get there, and he'll only call for it at certain times (more of an exclamation than anything, and according to him I'm supposed to be able to judge this without any input). Even if my snowballing on someone makes every creep aggro him, they path block me more than anything, and it's their creeps that'll attack me. There are a number of other scenarios, but this is the most common one.

TL;DR-What makes you decide to jump in and kill someone in early laning? (besides the obvious "they're at low hp", or :you have stun+bladefury", etc.)


The most obvious answer to your question is to initiate when you know you can get your creep to get hits on the opponent. If your creeps outnumber, especially if you have two ranged creeps stacked, you should always be ready to pull the trigger.

Another thing to factor in is the range/melee balance in the lane. If you're two melee going against two range, then even if creep waves are even and both sides will get womped on by creeps, the two melee are going to win. Positioning is also very important for this. Let's say you're a melee hero. If their range hero is at any time closer to you than their range creep AND you're closer to your tower than theirs, you have to be ready to attack.

As a rule of thumb, whichever side has less ranged heroes in the lane is the one that should be more aggressive and looking for kills.

Sorry I don't understand can you elaborate on the melee/range hero balance bit? Why will the 2 melee heroes win an exchange vs 2 ranged heroes?


Generally speaking, when you have 2 melee vs 2 ranged, most likely your two melee heroes have higher killing power whereas the two range are better at lane control. Lane control of is a more holistic thing: harassing, last hit/denying, etc. But the way dota has been designed now, when it comes to one instantaneous clash with full hp/mana/etc, two melee heroes are more likely to win out than two range.

First, there's just the HP difference. In the early laning phase, manipulating creep damage is like 30~40% of the equation, and since melee heroes generally have higher HP than ranged heroes they can withstand more punishment from creep. (I know i'm being mister obvious here). So what I was talking about before was, if you're in a situation where both your heroes and their heroes are getting equally damaged by creep, you're more likely to win out as two melee heroes strictly because you have more HP.

Also, generally speaking melee heroes have better stuns/slows and base damage. There are of course many exceptions to this, but once again generally speaking range heroes are better at chipping away at your HP, while melee heroes are better at chunking.

There are so many exceptions to this that there is no point trying to list them. Going into a lane and judging which side is stronger because of ranged or melee is a horrible way to approach things, even for new players. Good players will always manipulate the lane in fine ways that extend beyond whether they are melee or ranged.


Let me ask you a question:

if you're in a dual melee lane and going against two range, what are your options?

1. You're most likely not going to be able to out-lane them if they're any good. The best bet will be to try and survive, level up and hope for a gank.
2. You can try to pull and passive farm but that leaves 1 melee against two range.
3. You can give up the lane, let one guy roam and gank while the other tries to survive. Same issue as number 2.
4. Switch lanes.
5. Go for kills.

What do we know about melee heroes? In general, they have:

1. Higher base HP
2. Higher base damage
3. Faster BAT Shorter attack animations (?)
4. Faster HP regen
5. Generally longer lasting disables
6. Lower mana pool, lower intel, etc.

SINCE creep aggro is the single most important factor for getting kills in the early laning phase, it may be best to create a situation where both sides are equally getting wacked on by creep, since this is advantageous to melee heroes. In this type of scenario, you think of your range creep basically like how you'd think of a tower. Just as how you would throw down stuns the moment you are so lucky to get your tower to hit the opponent, the moment the opponent range hero mistakenly pulls a range creep's aggro, you have to think initiate!

Then again i'm old and i haven't played dota 2 ever so take everything i say with a grain of salt.

I'm not saying you're completely wrong, I'm saying that it is a horrible way to approach the lane because of the number of exceptions, as well as a bad way to learn the game. A lane should be approached by saying 'we have these heroes and these spells that allow us to do this, while they have these heroes that allow them to do that.' This can be difficult for newer players but it is still much better than an overarching approach of 'oh we're melee, conclusion: we need to kill them.'
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
April 30 2013 15:44 GMT
#8530
I see it more like "Trying to lane is pointless, they win that battle. Either we kill them or at least one of us goes and does something more productive with our time".
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2013-04-30 20:44:59
April 30 2013 19:55 GMT
#8531
I made a general mind map back then for playing support on a dual lane:
[image loading]
from here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503

tbh duallaning in pub is all about who made the mistake first or how do you handle over-aggressiveness from the opponents. Especially when you are duallaning hardlane you are not expecting your carry to farm well, so just let him get as much as last hit as possible while you make some nice harassment to trade hp with the oppo (successful trading is when you are barely scratched but you keeping oppo hp at half/low/or needed to spend their consumables) and then you go kill when there is an opportunity arises. While being flexible on skilling what spell/how to positioning yourself to do effective harassing are what making the game fun to play.

And playing 6months is the exact meaning of a newcomer while most of veteran players are playing the game for more than 6+years by now. Not being an elitist here because many of the veteran players are still learning something new from time to time. Dota is a very deep game and that's why people have been playing it for so long now^^

I'd say dont stress yourself too much when you are laning like 2v2 (i know that feeling and mindset), just think of how to utilize your heroes to make the best out of the lane. A personal tips from me would be getting a TP ready so you can tp support another lane when needed.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Kmatt
Profile Joined July 2011
United States1019 Posts
April 30 2013 20:07 GMT
#8532
On May 01 2013 04:55 BurningSera wrote:
tbh duallaning in pub is all about who made the mistake first or how do you handle over-aggressiveness from the opponents. Especially when you are duallaning hardlane you are not expecting your carry to farm well, so just let him get as much as last hit as possible while you make some nice harassment to trade hp with the oppo (successful trading is when you are barely scratched but you keeping oppo hp at half/low/or needed to spend their consumables) and then you go kill when there is an opportunity arises. While being flexible on skilling what spell/how to positioning yourself to do effective harassing are what making the game fun to play.

And playing 6months is the exact meaning of a newcomer while most of veteran players are playing the game for more than 6+years by now. Not being an elitist here because many of the veteran players are still learning something new from time to time. Dota is a very deep game and that's why people have been playing it for so long now^^

I'd say dont stress yourself too much when you are laning like 2v2 (i know that feeling and mindset), just think of how to utilize your heroes to make the best out of the lane. A personal tips from me would be getting a TP ready so you can tp support another lane when needed.


That's just it though, this is the tutorial stuff I (and tend to assume most of most people) read/figured out 2 weeks in. The closest thing anyone gave to a relavant answer was the one guy talking about how if the range creep aggros, you jump in, but do range creeps really have the DPS to justify it?
We CAN have nice things
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-04-30 20:24:23
April 30 2013 20:15 GMT
#8533
Ideally you jump them when they are with 500 range of your entire creep wave. This means that any retaliation from them will incur the wrath of your creeps (although the unfortunate corollary is that it's quite likely you are also incurring the wrath of their creeps by jumping them). If you can somehow create an asymmetric creep aggro situation where they are tanking your creeps and you are not tanking their creeps then that is a very significant advantage in a fight (early lane, pre-5/6).

However, by and large this isn't what makes the real difference. what makes the real difference is how much Disable (stun/slow/silence) you have and how much burst damage you have. If you have more ways to do a ton of damage fast OR ways to ensure you right click them for long periods of time OR ways to prevent them from fighting back then you should be able to "go" on them assuming they are in a semi-vulnerable position (aka not under their tower). If you lack those particular advantages then you must first establish a substantial HP advantage over them by either harassing them over time and regenerating any counter harass, OR by simply having much more HP via base health or strength items or w/e.

All of this requires thinking about the capabilites of your enemies and of your own heroes. If you don't know what heroes do then you won't lane with or against them very well

EDIT: All this to say, this really isn't a "simple questions simple answers" kind of question. The balance of power in a lane can be very complex, especially in 2v2 lanes which aren't that common in pro play. Mostly it's just experience to know what qualifies as "out of position" and when you can kill somebody without dying in return. FWIW Very High skill bracket is full of people who constantly mis-assess who wins a simple lane clash (like me).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Dead9
Profile Blog Joined February 2008
United States4725 Posts
April 30 2013 20:22 GMT
#8534
basically you try to force an engagement whenever they'll take noticeably more damage than you
of course you have to take a bunch of other things into account, like how many consumables you all have, current hp, mana, etc, but it's pretty much impossible to give a more specific answer to such a broad question
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
April 30 2013 20:29 GMT
#8535
range creep dmg is worth it yo, 3 hits from a range creep is like 40 - 50 damage. In contrast your level 1 nuke will most likely do 75 damage. If you have the whole creep wave banging on him and u can keep him stunned/slowed there so they maintain aggro that's 150-ish damage just from creep. Against a ranged hero with a starting hp of low 500 that is very significant.
manner
Kmatt
Profile Joined July 2011
United States1019 Posts
April 30 2013 20:33 GMT
#8536
Alright, I think I ought to leave the thread because it's whoring too many posts and not getting anywhere. Thanks anyway.
We CAN have nice things
TheYango
Profile Joined September 2008
United States47024 Posts
April 30 2013 20:43 GMT
#8537
The fundamental starting point for a newer player should just to understand what all the heroes do (their skills, their range, their animations, their damage, their base stats), items (how much more killing power does this item give someone, how much harder does it become for me to kill them), and creeps/towers (how much will creep/tower aggro work for/against me in this particular scenario).

Pretty much everything after that point about whether or not you should engage in a given scenario derives from those basics. Essentially, it's as Dead9 said from there on out, but that judgment of how much damage each side will take comes from your knowledge of those basics.
Moderator
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
April 30 2013 20:48 GMT
#8538
On May 01 2013 05:29 d_so wrote:
range creep dmg is worth it yo, 3 hits from a range creep is like 40 - 50 damage. In contrast your level 1 nuke will most likely do 75 damage. If you have the whole creep wave banging on him and u can keep him stunned/slowed there so they maintain aggro that's 150-ish damage just from creep. Against a ranged hero with a starting hp of low 500 that is very significant.

Agreed, but that has less to do with whether you're a melee or ranged hero and more to do with whether you have a disable/slow and whether the opponent has an escape skill. That's the point I'm trying to make.
Moderator
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
April 30 2013 20:55 GMT
#8539
On May 01 2013 05:07 Kmatt wrote:
Show nested quote +
On May 01 2013 04:55 BurningSera wrote:
tbh duallaning in pub is all about who made the mistake first or how do you handle over-aggressiveness from the opponents. Especially when you are duallaning hardlane you are not expecting your carry to farm well, so just let him get as much as last hit as possible while you make some nice harassment to trade hp with the oppo (successful trading is when you are barely scratched but you keeping oppo hp at half/low/or needed to spend their consumables) and then you go kill when there is an opportunity arises. While being flexible on skilling what spell/how to positioning yourself to do effective harassing are what making the game fun to play.

And playing 6months is the exact meaning of a newcomer while most of veteran players are playing the game for more than 6+years by now. Not being an elitist here because many of the veteran players are still learning something new from time to time. Dota is a very deep game and that's why people have been playing it for so long now^^

I'd say dont stress yourself too much when you are laning like 2v2 (i know that feeling and mindset), just think of how to utilize your heroes to make the best out of the lane. A personal tips from me would be getting a TP ready so you can tp support another lane when needed.


That's just it though, this is the tutorial stuff I (and tend to assume most of most people) read/figured out 2 weeks in. The closest thing anyone gave to a relavant answer was the one guy talking about how if the range creep aggros, you jump in, but do range creeps really have the DPS to justify it?


On May 01 2013 05:33 Kmatt wrote:
Alright, I think I ought to leave the thread because it's whoring too many posts and not getting anywhere. Thanks anyway.


At least you now have a rough idea on the answer of your question from many nice posts from everyone^^

I'd say you are actually looking for 'how do i improve my understanding of the laning against enemy', especially when you are interested to the range aggro related stuffs, if thats the case, solo mid is the best training for that, you will understand more about laning with 1v1 (along with other aspects of the game).
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Belisarius
Profile Joined November 2010
Australia6233 Posts
May 01 2013 08:09 GMT
#8540
Can someone explain the actual mechanics for Spectre's dispersion?

All the info I can find seems to be conflicting or downright wrong. I believe it was reworked at some stage, so that might be the reason.

Does every nearby enemy take the full 22%, or is it shared? Do creeps take the same damage as heroes? How much does distance affect it? I assume it's applied after all other damage reduction (armour etc)?

That kind of stuff seems really unclear.
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