also, against certain heroes you can safely walk up to them a little to try and zone them out of xp range, that's better than getting right clicks on them
Simple Questions, Simple Answers - Page 475
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Stancel
Singapore15360 Posts
also, against certain heroes you can safely walk up to them a little to try and zone them out of xp range, that's better than getting right clicks on them | ||
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synapse
China13814 Posts
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Ryhzuo
New Zealand198 Posts
Right-click harrass against ranged heros usually just end up being regen trades, and with melee heros (if they are playing properly), the only opportunity to autoattack without getting too close to creep aggro is when they come up to lasthit, and you should be trying to deny in that situation anyway. If you really want to put damage on them, use your spells. Lich/Lina/Windrunner have have Frost Blast/Dragon Slave/Power Shot. They're good long range spammables that you can use to last/hit while harrassing at the same time. | ||
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igotmyown
United States4291 Posts
On June 09 2013 17:46 TheYango wrote: The problem is that your whole mindset toward items is wrong. You're thinking of your entire build as a single unit that you follow like a pattern from start to finish. That's not how the game works. You need to be thinking about what item I need *right now* and deciding as you go based on the state of the game what item you need next. If you need damage, buy damage. If you need survivability, buy survivability. Each item you choose should have a significant, noticeable impact on the game, and you need to be thinking what impact you need to have no the game, what item is most appropriate toward doing that. When you come to the conclusion that you didn't have your damage early enough, then you need to ask: did I get the right items and just not get them fast enough? Or did I get the wrong items? This is an important thing to distinguish. Note that if you didn't get items fast enough, it's not necessarily just because you didn't farm enough. It could be you lost important early game fights, you didn't get enough kills/towers, you farmed inefficiently, etc. If you got the wrong items, you need to think to yourself--what was the right item choice in this game, why, and what should indicate to me what I should have gotten. Regarding the specifics: - Drums are fine on Weaver for certain games. They're not an item for every game. They're a middle-of-the-road item for when you NEED an item at that point to fight, and can't save for a bigger, more important item timing. In particular, if you can win those fights with an Ogre Axe saving toward BKB, then you don't need the Drums. - Treads and Tranquils are the two most common Boots choices for Weaver. You almost always buy them before your first major item. Both give cost-effective combat stats and Shukuchi does not at all erase the need for upgraded Boots. - Starting items vary based on lane. Typically you don't need double Slippers. Sidelane Weaver should start with a Ring of Protection and no Slippers usually because you will be buying Basi/Aquila and Slippers can be bought from the side shop while Ring of Protection needs to be bought from base. Mid lane your base damage is high enough that the second set of Slippers is really just delaying your Bottle. I agree with the sentiment. A lot of dota games aren't close, often with one side somehow ending up rolling the other. A lot of people assume there's nothing they can do about it, that's just how it is. However, sometimes you can trace back your team started to lose horribly, and it's often one big fight, perhaps near a tower, or an ill-advised gank in the woods. The other team wins that fight, they freefarm all lanes for a minute and jungle (354 gpm per lane, about 100 per medium-large camp, 254 ancients), or they get a free tower or two. Maybe next fight they have a mek and you don't. They just doom push you and you try to stop them, and your team feeds again. Bottom line is, often you have to win these fights or you lose the game. People love cookie cutter builds, like farming time until I get my core items, now I stomp people and feel like I'm awesome. But if you can't fight when you need to fight, you can lose the game. Puppey had a quote in the dk vs chainstack g1 game. Sometimes (the AM) has the perseverence and broadsword, but it doesn't matter, because you're never going to be able to farm the claymore. There are dead end items, but sometimes those dead end items win you those key fights very effectively. | ||
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sqrt
1210 Posts
On June 10 2013 12:24 igotmyown wrote: I agree with the sentiment. A lot of dota games aren't close, often with one side somehow ending up rolling the other. A lot of people assume there's nothing they can do about it, that's just how it is. Has Icefrog ever addressed the issue? One of my friends tends to bring up how often games are decided very early on and the for the most part the rest of the game is 20-40 minute drag until the winning side finishes (unless there is a massive mess-up from the enemy team). Are there going to be changes that make comebacks/reversals easier to do? | ||
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Dead9
United States4725 Posts
it's the nature of the game though; if it was too easy to swing the game it would be meaningless to have an advantage | ||
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Tobberoth
Sweden6375 Posts
On June 10 2013 14:01 sqrt wrote: Has Icefrog ever addressed the issue? One of my friends tends to bring up how often games are decided very early on and the for the most part the rest of the game is 20-40 minute drag until the winning side finishes (unless there is a massive mess-up from the enemy team). Are there going to be changes that make comebacks/reversals easier to do? Honestly, I feel dota has a pretty good balance, comebacks are quite common. The situation is FAR worse in LoL where the game is pretty much always decided in the first 10 minutes, and then it's a 10 minute drag until you can surrender at 20. In dota, you can have a weak team with a lot of late game potential so if you lose early you can comeback if the enemy does not finish you off properly... the same isn't really true in LoL, the difference between early game and late game heroes is quite small. | ||
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10734
340 Posts
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evilfatsh1t
Australia8913 Posts
On June 10 2013 14:01 sqrt wrote: Has Icefrog ever addressed the issue? One of my friends tends to bring up how often games are decided very early on and the for the most part the rest of the game is 20-40 minute drag until the winning side finishes (unless there is a massive mess-up from the enemy team). Are there going to be changes that make comebacks/reversals easier to do? comebacks arent meant to be easy. comebacks are the result of persistence, coordination, patience and every other quality a team may need to pull it off. in pubs comebacks may seem impossible because your teammates lack one or more of the required skills to pull off a comeback, but in proper games its not so rare. | ||
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evilfatsh1t
Australia8913 Posts
On June 10 2013 20:48 10734 wrote: Do you guys think Centaur is ready for CM? why not? its been a pretty long time already since his changes, and its not like it makes him impossible to deal with. i actually like the fact that hes been added, because if teams think he is worth using, at least it means 1 hero that we would probably usually see wont be used. more variety of heroes in pro matches = more fun to watch | ||
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Qbek
Poland12923 Posts
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Firebolt145
Lalalaland34504 Posts
On June 10 2013 21:23 Qbek wrote: Centaurs ult is really shit now, 0 fun. I want the old one back :< What, the +10/20/30 (or whatever it was) to strength ult? Be careful what you wish for ![]() | ||
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Qbek
Poland12923 Posts
On June 10 2013 22:55 Firebolt145 wrote: What, the +10/20/30 (or whatever it was) to strength ult? Be careful what you wish for ![]() Yes, the new one is just shit, the old one made you a terror | ||
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Firebolt145
Lalalaland34504 Posts
On June 10 2013 23:11 Qbek wrote: Yes, the new one is just shit, the old one made you a terror The old strength gain you got from his ult was built into his standard strength gain that you get per level to make space for the new ult. It's still there. | ||
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vndestiny
Singapore3457 Posts
On June 10 2013 23:13 Firebolt145 wrote: The old strength gain you got from his ult was built into his standard strength gain that you get per level to make space for the new ult. It's still there. But it lesser though, I think it's 20~ sth more str gain total at lvl 25 right ? While the old ulti gave you 36. | ||
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Sn0_Man
Tebellong44238 Posts
The end result is that he basically gets level 2 old ulti for free in strength gain by level 25. | ||
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Verror
261 Posts
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TheYango
United States47024 Posts
On June 11 2013 05:42 Verror wrote: Is there a neutral creep with enough damage to courier snipe at any point in the game? Flying or Normal? Normal all the big creeps except the Dark Troll Warlord (does Piercing damage so reduced damage vs. ground courier's Normal armor) do enough damage to one-shot it. Flying has 10 armor, so probably not. | ||
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Sn0_Man
Tebellong44238 Posts
On June 11 2013 05:42 Verror wrote: Is there a neutral creep with enough damage to courier snipe at any point in the game? Neutral creeps won't attack the courier. Assuming you "charm" them with Chen/Enchantress/Helm of the dominator or similar, the answer is still no, basically. Even ancient creeps (which are not charmable) do not do sufficient damage to 1-shot the courier (ASSUMING IT IS FLYING). Stealing an enemy mega-creep isn't even enough damage to 1 hit although I believe a ranged one should be able to 2-shot it which shouldn't be too hard to achieve with it's range. Note that this is 3-rax-down megas not 1-rax down "super" creeps. Walking couriers die to basically anything including no more than 1-2 hits from any large jungle creep. | ||
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MainXpring
33 Posts
I was thinking either: a) Trilane: - Omni, Shaman and Troll safe lane; - Doom mid; - Clinkz solo lane b) Standard: - Doom Mid; - Omni and Doom hard lane; - Shaman and Troll safe lane; | ||
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