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Simple Questions, Simple Answers - Page 466

Forum Index > Dota 2 Strategy
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TOCHMY
Profile Blog Joined June 2010
Sweden1692 Posts
May 31 2013 13:26 GMT
#9301
Do you lose health when using blink dagger with Rupture on you? Also, the new change to Rupture will mean that you can use blink dagger while taking damage from Rupture, yes?
Yoona <3 ¯\_(ツ)_/¯ Look! It's Totoro! ☉.☉☂
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
May 31 2013 13:29 GMT
#9302
On May 31 2013 22:26 TOCHMY wrote:
Do you lose health when using blink dagger with Rupture on you? Also, the new change to Rupture will mean that you can use blink dagger while taking damage from Rupture, yes?

Yes, yes
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
BoondockSnake
Profile Joined April 2012
United States30 Posts
May 31 2013 14:22 GMT
#9303
On May 31 2013 14:57 Belisarius wrote:

Sure, but if cleave doesn't trigger on buildings I would expect the ability to remain available. What happens is that it both fails to cleave and resets the cooldown on the ability. As I said, there aren't too many other abilities that waste themselves like that without allowing you to prevent them from doing so.

Waiting for a creepwave is fine, but when the creepwave comes Kunkka tends to have tidebringer on cd because of hitting the tower. Just seems strange to me.


Someone correct me if I'm wrong, but I believe that you still get the bonus damage from Tidebringer when you hit the tower. So in that sense, the ability IS going off, but the cleave just doesn't trigger. I can understand why you still might wish you just had it for the creep wave, but I just wanted to say that it's not like you're getting the cooldown without ANY of the benefits.
Yacobs
Profile Joined March 2010
United States846 Posts
May 31 2013 16:22 GMT
#9304
Why does everyone on Razor seem to level Unstable Current third? It seems to me that the ideal laning build is to level Static Link together with Unstable Current and get Plasma Field last. With the increased mobility and the flat damage return on Unstable Current, it seems ideal for Linking to your lane opponent, outrunning them with the passive, and simply right clicking them down. If the enemy tries to stun/snare you, they get damaged and snared themselves.

And who cares about that AoE nuke early on? It does most of its damage from max range.... which means you're out of range to actually follow up with right clicks anyway. On top of it, if you skip Plasma Field you have plenty of mana to use Static Link whenever the enemy dares to get close to you. Plus, Plasma Field pushes the lane for no reason.

Yeah, conventional wisdom is to "max nuke first" but none of his abilities really scale. They all have flat damage numbers as you put in more points. So, really, all his abilities are like "nukes" in that sense.
TheYango
Profile Joined September 2008
United States47024 Posts
May 31 2013 16:46 GMT
#9305
Fundamentally an AoE nuke simply has greater utility than the other skills because it is useful in many more scenarios. While Link/Current are strong up-front teamfight skills, Plasma Field is useful in many scenarios where Link/Current aren't, simply because it's instant damage or because it's AoE.

For example:
- Plasma Field is a better farming skill. Not only is it AoE damage to rapidly clear creep wave, you can use it to stack 2-3 jungle camps at the same time, and then farm them together.
- Plasma Field is better for pushing, counter-pushing, and sieges. You clear creeps fast, and can do damage at longer range than your autoattack.
- Plasma Field is often better for ganks due to it being longer range than your autoattack, not requiring direct targeting, and due to being instant damage. Most ganks against targets with escapes require you to be able to kill them within the short span of your disables.

Razor's skill points are situational and there are games where you might want to level Link/Current, but it's very rare. It has to be the type of game where 1) you are winning and don't have to defend pushes or counter-push when you can't defend, 2) are fighting early, fighting often, and not stopping to farm before you're high enough level to have ranks in Field. If the game tempo slows down, or moves into pushing/counterpushing rather than just heads-up teamfights, Link/Field do nothing while Plasma Field is much more useful in those scenarios.
Moderator
Yacobs
Profile Joined March 2010
United States846 Posts
May 31 2013 17:25 GMT
#9306
If the game has slowed to a push/counterpush scenario, then as a farming hero I would hope you'd have three skills pretty much maxed at that point anyway.

Static Linking the enemy laner forces him to make a choice, either of which benefit you. Sure, you can send the enemy back to their tower with a Plasma but you're also sending the creepwave there.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-05-31 17:47:37
May 31 2013 17:45 GMT
#9307
On June 01 2013 02:25 Yacobs wrote:
If the game has slowed to a push/counterpush scenario, then as a farming hero I would hope you'd have three skills pretty much maxed at that point anyway.

No?

Pushes happen very fast even in the range of level 8-10 in the current game. You wouldn't even have your second skill maxed yet, let alone your 3rd skill in many cases.

On June 01 2013 02:25 Yacobs wrote:
Static Linking the enemy laner forces him to make a choice, either of which benefit you. Sure, you can send the enemy back to their tower with a Plasma but you're also sending the creepwave there.

That depends on what lane you're in, who you're against, who your supports are.

If you're mid, you want the AoE for rune control. You can't really zone that safely on the short lane anyway. If you're safe lane, then it depends who your supports are and who the hero is, because many heroes can just break the link quickly and come back.

Plus you've only raised an argument for link max (which is actually reasonably common in some lanes with Field second). You haven't produced a convincing argument for why Current has to be the skill you max second, when Plasma Field by and large has much greater utility than Current. Even if you max Link first, you'd typically skill Link>Plasma>Current, with Current taking priority over Plasma against certain teams.
Moderator
funcmode
Profile Joined June 2010
Australia720 Posts
May 31 2013 19:30 GMT
#9308
What happens if you force staff Mag during skewer?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Yacobs
Profile Joined March 2010
United States846 Posts
May 31 2013 21:19 GMT
#9309
On June 01 2013 02:45 TheYango wrote:
Show nested quote +
On June 01 2013 02:25 Yacobs wrote:
If the game has slowed to a push/counterpush scenario, then as a farming hero I would hope you'd have three skills pretty much maxed at that point anyway.

No?

Pushes happen very fast even in the range of level 8-10 in the current game. You wouldn't even have your second skill maxed yet, let alone your 3rd skill in many cases.


You can counterpush with level 1 Plasma.

On June 01 2013 02:45 TheYango wrote:
Plus you've only raised an argument for link max (which is actually reasonably common in some lanes with Field second). You haven't produced a convincing argument for why Current has to be the skill you max second, when Plasma Field by and large has much greater utility than Current. Even if you max Link first, you'd typically skill Link>Plasma>Current, with Current taking priority over Plasma against certain teams.


Except against blinkers/stealthers, UC means you can keep up with anybody and guarantee you get a full Link unless someone CC's you. And if someone stuns you or whatever it snares them and hurts them. Whereas with Plasma/Link, sure you can cast a combo twice or so but then you're out of mana and stuck in the lane with a crappy animation and crappy damage.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
May 31 2013 22:01 GMT
#9310
On June 01 2013 04:30 funcmode wrote:
What happens if you force staff Mag during skewer?


Pushes him plus any units he's already run into farther along. Same thing with say Chen's recall. It'll bring the units that he is connected to back to the fountain with him.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
June 01 2013 00:49 GMT
#9311
his nuke does 370 damage at max man
how are you ever going to top 300~350 nuke damage with link unless people are standing still
Slardar
Profile Joined April 2010
Canada7596 Posts
June 01 2013 02:23 GMT
#9312
Movespeed benefit is so minimal dude, Yango hit the nail on the head. Vast majority of the time you really want to have Plasma+Link, UC is incredibly niche.

Think of it from a pure teamfight perspective. Plasma does 300 damage to everything it hits....that is quite good for teamfights. How long can you possibly be linking and UC gunning people down for? 10,15,20,30 minutes into a game? Not to mention Plasma bolsters your farming capability. Just invest in Phase+Drums or something if you really want to make sure Link isn't broken. A good opposition should be throwing a few stuns at you anyway to peel off the Link.
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
June 01 2013 07:42 GMT
#9313
havent asked anything in a log time, but here we go again:

1) Rubick steals a bear from LD, equips it and than loses the spell again. Will the bear have its items when it get stolen and summoned for the 2nd time?

2) KOTL's manadrain, can i think of it like Bloodseekers ulti? Means when i forcestaff the target it will get drained too?

3) Since there is a TLpennant now, how does this thing work? Lets say i watch Mouz vs Navi and equip the TL-pennant, will there be a drop-reward for me for first blood etc? Or do i have to use the mathcing pennant?
Ooooh, look at it go
evilfatsh1t
Profile Joined October 2010
Australia8943 Posts
June 01 2013 07:48 GMT
#9314
Im pretty sure i read somewhere at rubicks bear items drop if the bear dies. Dont quote me on that. As for kotl yes u can force staff him and he will lose mana
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
June 01 2013 08:20 GMT
#9315
On June 01 2013 16:42 Rodberd wrote:
havent asked anything in a log time, but here we go again:

1) Rubick steals a bear from LD, equips it and than loses the spell again. Will the bear have its items when it get stolen and summoned for the 2nd time?

2) KOTL's manadrain, can i think of it like Bloodseekers ulti? Means when i forcestaff the target it will get drained too?

3) Since there is a TLpennant now, how does this thing work? Lets say i watch Mouz vs Navi and equip the TL-pennant, will there be a drop-reward for me for first blood etc? Or do i have to use the mathcing pennant?


1) i dont think u can interfere with the bear item if u stole with rubick

2) Yes conceptually they are the same one is for healt the other for mana but has a ministunt component when u get to 0 mana

3) Rewards drop have nothing to do with pennents whenever there is a multikill fb etc.... an algorithm choose a person randomly in the pool and gives the item

Pennants are only to keep track of games you have watched of your favorite team and to support them financially
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
June 01 2013 08:28 GMT
#9316
1) If you summon a bear, it will have 0 items. If you put items on it and then it dies/you steal a different spell/the stolen spell times out, the bear dies and the items drop on the ground.

2) What Darkren said.

3) Currently, I don't believe the pennant system is integrated properly, and it currently just chooses a spectator completely at random to give items to whenever fancy stuff happens (first blood, multikills, rosh steals, etc). However at TI2 last year you actually had to equip a pennant belonging to one of the teams in the game to be eligible for random items. It remains to be seen if they'll do that again for TI3.
Moderator
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
June 01 2013 08:33 GMT
#9317
On June 01 2013 17:28 Firebolt145 wrote:
3) Currently, I don't believe the pennant system is integrated properly, and it currently just chooses a spectator completely at random to give items to whenever fancy stuff happens (first blood, multikills, rosh steals, etc). However at TI2 last year you actually had to equip a pennant belonging to one of the teams in the game to be eligible for random items. It remains to be seen if they'll do that again for TI3.


One of the perks of the compendium is item drops for TI3 games.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
Last Edited: 2013-06-01 13:32:59
June 01 2013 13:32 GMT
#9318
On June 01 2013 02:45 TheYango wrote:
Show nested quote +
On June 01 2013 02:25 Yacobs wrote:
If the game has slowed to a push/counterpush scenario, then as a farming hero I would hope you'd have three skills pretty much maxed at that point anyway.

No?

Pushes happen very fast even in the range of level 8-10 in the current game. You wouldn't even have your second skill maxed yet, let alone your 3rd skill in many cases.


If you have a razor in a game where the other team is pushing you hard you're pretty screwed though, and its better that you lose a tower and go farm somewhere else than lose a tower for nothing.
In Mushi we trust
Ryrmidon
Profile Blog Joined April 2011
Canada371 Posts
June 01 2013 17:12 GMT
#9319
What happened to Undying? He was, for a while a first pick / ban hero in Europe, then kinda fell off and is almost non existent now. I can see the rise of gyro being one reason
"He can't beat me in a real game" IdrA
MrHoon *
Profile Blog Joined April 2008
10183 Posts
Last Edited: 2013-06-01 17:36:51
June 01 2013 17:33 GMT
#9320
Because Source Engine is so bad (everyone should know this by know) alot of Spells have an unintended effect compared to it's Dota 1 Counterpart and one of it was Decay. Decay just did too much damage (prenerf)! The problem with the old (broken) Decay was that the way it calculated STR Minus + The Damage was totally fucked up.

The way decay worked in Dota 1 was the same way Armlet worked in Dota 1/2 (calculation wise). However, for some fucking weird ass reason it didn't do this which caused it to deal a million damage in all levels. Valve being Valve tried for months to fix it but they never did. Thats why Icefrog just nerfed the shit out of it.

Alot of unintended Dota 2 bugs make some spells too good (ie powercogs) compared to their dota 1 counterpart.

Edit: Kinda like why batrider's flying vision got nerfed. For some strange reason valve couldn't fix his Flying Vision which made Icefrog have no choice but to nerf his vision all together.

Edit2: Also just to clarify there are other reasons why he isnt played but I just wanted to talk about the Decay bug :D
dats racist
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