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On August 18 2011 14:58 Resent wrote:Show nested quote +On August 18 2011 14:47 lqd wrote: Watched the stream last night. Spectre has 5 level-able skills. Anyone know what they are? He has 4 levelable skills(ill get to the 5th button shortly) they are: Spectral Dagger: He throws this in a line which leaves behind the black path, any units it hits on the way will take damage and also leave behind a black path. Desolate: Passive that makes him deal extra damage(ignores armor?) to units with no nearby allies Dispersion: Causes any damage taken to be reflected onto all enemies in a 1000 AoE. The further away the enemy is the less damage is dealt. Haunt: Creates an image beside all enemy heroes that will attack that hero, the image takes 200% dmg and only deals 40% dmg) Lastly, the 5th button is for 'Reality' which basically allows him to teleport to any of the 'Haunt' images, letting the real spectre take their place.
thanks. so he's more or less identical to dota1...
imo valve should make it so that you can use haunt and reality with one button... that way theres only 4 skills appearing in the skill bar
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On August 18 2011 14:18 esotericc wrote:Show nested quote +On August 18 2011 13:50 NB wrote:On August 18 2011 13:39 esotericc wrote:On August 18 2011 13:35 Judicator wrote:On August 18 2011 13:29 esotericc wrote: Realisitcally, what are the chances of anyone who played dota long ago and wants to come back to Dota 2 being competitive.
I honestly really want to start practicing for this game as I always enjoyed the dota model but just couldn't stand Bnet and no ladder so I went to SC2. I want to come back and try and get competitive to some level in Dota 2 but really don't want to waste my time preparing for it as I was attempting to get competitive in SC2 (realizing that RTS's aren't my bag I am still debating SC2 as a competitive gaming option) Mindsets matter more than actual skill. There are plenty of "top" players who simply couldn't cut it once the maps switched versions that didn't play to their strengths or required a different approach. Basically, how you approach the game matters far more than how well you play the game if you want to improve. So its not like starcraft where you are miles and miles ahead just being around for 13+ years and newer SC2 players are likely to never get up to their skill? no. There still be a huge skill gap in dota but its not at the level of 'un-reachable' if you trying to compare a bronze to Flash. You need to learn the basic mechanic of a MOBA game such as last hitting, ban pick, creep situation, warding and team work. Then on the high level it is all about decision making as a team and how well you execute it. Another factor into it is that you need to practice this game as a 'team' instead of an individual such as sc2. Team work is crucial in dota and if you think somehow you can win over MYM, think again since their team has been together since the very beginning of dota. So basically it WOULD be impossible to get real competitive because of the teams that are already established being top top top where as SC2 good players can jump right into the pro scene if they are good enough.
People have shown over and over again that hard work wins. If you approach the game in the right way and practice thard, there's nothing stopping you from going 'pro'.
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On August 18 2011 13:51 TheRealPaciFist wrote:Show nested quote +On August 18 2011 13:48 dbddbddb wrote: Is there a list to all the heroes so far in Dota 2 with what their spells are etc? Like an official one by valve/dota team Right now I believe we only have the DotA 1 list (which can be found on playdota.com), but I would love to see them make an official DotA 2 list, because even though they're the same heroes I enjoy seeing the new models and whatnot. Question: What is animation cancelling (or rather, what's the point of it?), and can you do it in DotA 2?
animation canceling is moving after you cast a skill (or autoattack) and the point of it is, the animation of some moves can continue after your skill (example being lina's nuke) and if you move after the attack comes out, then the delay due to the animation is cut off. It is in dota 2
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On August 18 2011 13:51 TheRealPaciFist wrote:Show nested quote +On August 18 2011 13:48 dbddbddb wrote: Is there a list to all the heroes so far in Dota 2 with what their spells are etc? Like an official one by valve/dota team Right now I believe we only have the DotA 1 list (which can be found on playdota.com), but I would love to see them make an official DotA 2 list, because even though they're the same heroes I enjoy seeing the new models and whatnot. Question: What is animation cancelling (or rather, what's the point of it?), and can you do it in DotA 2? blizzard games units are designed so that when they attack, the model will act as follow:
idle -> before attack animation -> projectile laucher -> withdraw animation -> idle
animation canceling is used to cancel out the withdra animation phase by giving the hero another command (move). It is only effective on some certain heroes such as Potm or viper, the rest will just be treated as shutter step micro as in starcraft. Yes animation canceling will increase your attack speed if you do it correctly.
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Is the community really as shit as they are in game or am I just getting bad games. Had one game where a new person fed SA and he spent the entire game typing "GG NOOBS" and spamming chat, had a few games with stuff like this. Worse than the CS scene back when I played it.
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On August 18 2011 16:50 esotericc wrote: Is the community really as shit as they are in game or am I just getting bad games. Had one game where a new person fed SA and he spent the entire game typing "GG NOOBS" and spamming chat, had a few games with stuff like this. Worse than the CS scene back when I played it. There are always exceptions, the better you get the less you deal with that kinda stuff. We'll have to see if Dota2 does anything to handle it, but the community definitely isn't stellar in terms of manner. The quality of manner will be far higher if the game is not free to play, that's for sure.
I updated the OP with recommended reading and such, PM me if anyone has anything that I should add.
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Q1: How much would the excitement monitor cost? Q2: Would it actually be one of the source of revenues for DotA2?
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On August 18 2011 16:26 NB wrote: blizzard games units are designed so that when they attack, the model will act as follow:
idle -> before attack animation -> projectile laucher -> withdraw animation -> idle
animation canceling is used to cancel out the withdra animation phase by giving the hero another command (move). It is only effective on some certain heroes such as Potm or viper, the rest will just be treated as shutter step micro as in starcraft. Yes animation canceling will increase your attack speed if you do it correctly.
This is not entirely true. Animation cancelling of spells is effective on every hero throughout the whole game. Animation cancelling after attacks is also effective on every hero in early game but becomes less effective when your attack speed gets higher (read: agi carries in late game). Animation cancelling can not increase your attack speed to be higher than what it would be if you stood still and auto attacked. However if you are attacking a moving target you can definately get a lot more attacks in by animation cancelling (getting more attacks in does not mean higher attack speed, it just means you are in range of them for a longer time and thus can do more attacks with the same attack speed).
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On August 18 2011 20:49 ztoa03 wrote: Q1: How much would the excitement monitor cost? Q2: Would it actually be one of the source of revenues for DotA2?
The excitement monitor is most likely a heart-rate monitor. They used to do this in poker matches so that you can lol @ people's heart rate go up when bluffing big, and things like that.
If you want one, you can search heart rate monitors on amazon or w/e, there are plenty of companies that make them, like Timex, Suunto, Polar, etc. But most of them come with a chest strap not a wrist trap.
2. No, I don't think they'll sell things like this lol.
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On August 18 2011 22:31 CubEdIn wrote:Show nested quote +On August 18 2011 20:49 ztoa03 wrote: Q1: How much would the excitement monitor cost? Q2: Would it actually be one of the source of revenues for DotA2? The excitement monitor is most likely a heart-rate monitor. They used to do this in poker matches so that you can lol @ people's heart rate go up when bluffing big, and things like that. If you want one, you can search heart rate monitors on amazon or w/e, there are plenty of companies that make them, like Timex, Suunto, Polar, etc. But most of them come with a chest strap not a wrist trap. 2. No, I don't think they'll sell things like this lol.
Thanks. I did not know that.
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On August 18 2011 16:50 esotericc wrote: Is the community really as shit as they are in game or am I just getting bad games. Had one game where a new person fed SA and he spent the entire game typing "GG NOOBS" and spamming chat, had a few games with stuff like this. Worse than the CS scene back when I played it.
Welcome to online gaming.
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On August 18 2011 15:26 PepperoniPiZZa wrote:Show nested quote +On August 18 2011 14:18 esotericc wrote:On August 18 2011 13:50 NB wrote:On August 18 2011 13:39 esotericc wrote:On August 18 2011 13:35 Judicator wrote:On August 18 2011 13:29 esotericc wrote: Realisitcally, what are the chances of anyone who played dota long ago and wants to come back to Dota 2 being competitive.
I honestly really want to start practicing for this game as I always enjoyed the dota model but just couldn't stand Bnet and no ladder so I went to SC2. I want to come back and try and get competitive to some level in Dota 2 but really don't want to waste my time preparing for it as I was attempting to get competitive in SC2 (realizing that RTS's aren't my bag I am still debating SC2 as a competitive gaming option) Mindsets matter more than actual skill. There are plenty of "top" players who simply couldn't cut it once the maps switched versions that didn't play to their strengths or required a different approach. Basically, how you approach the game matters far more than how well you play the game if you want to improve. So its not like starcraft where you are miles and miles ahead just being around for 13+ years and newer SC2 players are likely to never get up to their skill? no. There still be a huge skill gap in dota but its not at the level of 'un-reachable' if you trying to compare a bronze to Flash. You need to learn the basic mechanic of a MOBA game such as last hitting, ban pick, creep situation, warding and team work. Then on the high level it is all about decision making as a team and how well you execute it. Another factor into it is that you need to practice this game as a 'team' instead of an individual such as sc2. Team work is crucial in dota and if you think somehow you can win over MYM, think again since their team has been together since the very beginning of dota. So basically it WOULD be impossible to get real competitive because of the teams that are already established being top top top where as SC2 good players can jump right into the pro scene if they are good enough. People have shown over and over again that hard work wins. If you approach the game in the right way and practice thard, there's nothing stopping you from going 'pro'.
Actually, the process is as simple as in every other activity. Produce results, climb the ranks, get recognized, make friends with people in the know.
But one needs to understand the so called "competitive scene" of Dota. The single biggest problem has always been the massive fragmentation. This is what makes it hard to be recognized. There is no global ladder, no governing structure, no code of conduct. To seperate between different skill levels of play, regions and purposes; different organizations, entrepreneurs and groups had to rely on self-organization. Everything is built from the ground up, by a comparatively small group of individuals. As a side-effect, this created a certain level of (malicious) elitism, to varying extends depending on the actual league. This old-school thinking of solely working on connections and word-of-mouth is likely neither to be changed easily nor soon.
But, in comes steam. It is the first chance in the history of the game to have a streamlined infrastructure. A system to be used by tournament organizers, finding gaming buddies and forming groups under the same roof. Hard work can never be replaced. But this time the chance to get recognized will hopefully be much easier. And at the end of the day these two things are only what matters.
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On August 19 2011 00:02 rotegirte wrote:Show nested quote +On August 18 2011 15:26 PepperoniPiZZa wrote:On August 18 2011 14:18 esotericc wrote:On August 18 2011 13:50 NB wrote:On August 18 2011 13:39 esotericc wrote:On August 18 2011 13:35 Judicator wrote:On August 18 2011 13:29 esotericc wrote: Realisitcally, what are the chances of anyone who played dota long ago and wants to come back to Dota 2 being competitive.
I honestly really want to start practicing for this game as I always enjoyed the dota model but just couldn't stand Bnet and no ladder so I went to SC2. I want to come back and try and get competitive to some level in Dota 2 but really don't want to waste my time preparing for it as I was attempting to get competitive in SC2 (realizing that RTS's aren't my bag I am still debating SC2 as a competitive gaming option) Mindsets matter more than actual skill. There are plenty of "top" players who simply couldn't cut it once the maps switched versions that didn't play to their strengths or required a different approach. Basically, how you approach the game matters far more than how well you play the game if you want to improve. So its not like starcraft where you are miles and miles ahead just being around for 13+ years and newer SC2 players are likely to never get up to their skill? no. There still be a huge skill gap in dota but its not at the level of 'un-reachable' if you trying to compare a bronze to Flash. You need to learn the basic mechanic of a MOBA game such as last hitting, ban pick, creep situation, warding and team work. Then on the high level it is all about decision making as a team and how well you execute it. Another factor into it is that you need to practice this game as a 'team' instead of an individual such as sc2. Team work is crucial in dota and if you think somehow you can win over MYM, think again since their team has been together since the very beginning of dota. So basically it WOULD be impossible to get real competitive because of the teams that are already established being top top top where as SC2 good players can jump right into the pro scene if they are good enough. People have shown over and over again that hard work wins. If you approach the game in the right way and practice thard, there's nothing stopping you from going 'pro'. Actually, the process is as simple as in every other activity. Produce results, climb the ranks, get recognized, make friends with people in the know. But one needs to understand the so called "competitive scene" of Dota. The single biggest problem has always been the massive fragmentation. This is what makes it hard to be recognized. There is no global ladder, no governing structure, no code of conduct. To seperate between different skill levels of play, regions and purposes; different organizations, entrepreneurs and groups had to rely on self-organization. Everything is built from the ground up, by a comparatively small group of individuals. As a side-effect, this created a certain level of (malicious) elitism, to varying extends depending on the actual league. This old-school thinking of solely working on connections and word-of-mouth is likely neither to be changed easily nor soon. But, in comes steam. It is the first chance in the history of the game to have a streamlined infrastructure. A system to be used by tournament organizers, finding gaming buddies and forming groups under the same roof. Hard work can never be replaced. But this time the chance to get recognized will hopefully be much easier. And at the end of the day these two things are only what matters. Dota2 will no doubt have a ladder, you use your high ladder ranking to get into in-house leagues, you prove yourself in in-house leagues and that's how you get noticed.
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Why is Axe not used competitively?
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On August 19 2011 08:06 Stoids wrote: Why is Axe not used competitively? Axe has an awkward role. He requires a Blink Dagger to be effective, first of all, so he has to spend a decent amount of time in the jungle to get the farm he needs. He's a strong initiator in the midgame, but he doesn't scale well at all into the lategame and once the carries get farmed he can be as tanky as he likes and still die. Overall, his tiny mana pool prevents him from being too active in ganking, and his effectiveness in midgame teamfights isn't worth it when you could run another jungler, like Chen which would give you great pushing and ganking power without the item reliance (so that Chen can ward all game), or a jungling carry, like Lycan.
Also, I consider him pretty heavily outclassed by Enigma, who is great at pushing, ganking, and has that super game changing ultimate.
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What are the nationalities of each team? I heard there were four north americans in the tournaments, which teams are they on?
Out of the four teams in the semi finals, who is the biggest underdog?
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On August 19 2011 09:28 BlueBird. wrote: What are the nationalities of each team? I heard there were four north americans in the tournaments, which teams are they on?
Out of the four teams in the semi finals, who is the biggest underdog?
check out Dota2.com | Teams
OK.Nirvana.Int: - Fear (US) - Universe (US) - 1437 (CA) - Powernet (US) (Not attending GC)
MyM: - Demon (US)
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On August 19 2011 09:28 BlueBird. wrote: What are the nationalities of each team? I heard there were four north americans in the tournaments, which teams are they on?
Out of the four teams in the semi finals, who is the biggest underdog?
http://dota2.com/tournaments/international/teams/ - Nationalities of teams USA - DeMoN (MYM), Fear (Nv.int), Universe (Nv.int) - btw Universe hasnt played yet, but he should be at Gamescom CA - 1437 (Nv.int) in my opinion the biggest underdog is Scythe, but it is really hard to tell ...
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On August 19 2011 09:28 BlueBird. wrote:
Out of the four teams in the semi finals, who is the biggest underdog?
It's hard to tell. Two Chinese teams, one European team, one SEA team. The typical assumption is that China > SEA > Europe > everywhere else, however I'd consider the final 4 relatively even. Any non-Chinese team you should consider an underdog though.
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On August 18 2011 22:24 s_Evil wrote:Show nested quote +On August 18 2011 16:26 NB wrote: blizzard games units are designed so that when they attack, the model will act as follow:
idle -> before attack animation -> projectile laucher -> withdraw animation -> idle
animation canceling is used to cancel out the withdra animation phase by giving the hero another command (move). It is only effective on some certain heroes such as Potm or viper, the rest will just be treated as shutter step micro as in starcraft. Yes animation canceling will increase your attack speed if you do it correctly. This is not entirely true. Animation cancelling of spells is effective on every hero throughout the whole game. Animation cancelling after attacks is also effective on every hero in early game but becomes less effective when your attack speed gets higher (read: agi carries in late game). Animation cancelling can not increase your attack speed to be higher than what it would be if you stood still and auto attacked. However if you are attacking a moving target you can definately get a lot more attacks in by animation cancelling (getting more attacks in does not mean higher attack speed, it just means you are in range of them for a longer time and thus can do more attacks with the same attack speed). dont get confused between animation canceling with hit-and-run concept (stutter step) and orb-walking. These 3 concepts has a very similar aspect but are not the same. animation canceling will give you bonus attack speed on some certain heroes(silencer is the best example) while stutter step is just hit and run so you can stay in range with the target longer.
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