Simple Questions, Simple Answers - Page 558
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Qbek
Poland12923 Posts
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hooahah
3752 Posts
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Qbek
Poland12923 Posts
On August 08 2013 16:30 hooahah wrote: does silence work on passives? namely, SkelKing's and Abaddon's ulties Neither of those are affected by silence, but not because off silence's characteristics. Silence works on passives, for example Riki's perma invis. | ||
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BurningSera
Ireland19621 Posts
On August 08 2013 02:12 Tuco wrote: How are you supposed to take advantage of your support pulling for you as a safe lane carry? I don't know what the best thing to do is when there's a full wave at the tower. Am I supposed to run all the way back to the Tier 2 and last hit from there or tank the creeps or what? That is a tough situation where i am afraid it depends pretty much on the your support/your items/hero and oppo hero/es, so if we would make it brief and short for general pub game: 1.your support is not supposed to pull when you 2v2 or causing the creeps run into your tower, he should pull only when the wave gets too close to oppo tower so you wont have the problem you mentioned. The (perfect) lane equilibrium should be right in front from your tower but not within the tower range (while your support making sure the oppo doesnt dare to come close to last hit). 2.yes you are going to last hitting under the tower, in which you can do it depends on: a.your hero - range/melee, tankiness, spell to aggro creep so they follow you or something you can spam to kill creeps quickly etc b.stout shield/pms (and qb) will help you to last hit better under tower c.the amount of regen you have/your support can provide you, ie you can tank the creeps for how many rounds in the worst case scenario you need to run all the way back behind the tower and hopefully you dont miss the exp from the range creep/catapult. I guess that covered it. All in all it shouldn't happen in the first place because the support should have predicted that (that he might cause you to lose last hits from that creep wave) but sometimes (more like usually) things are not perfect or the support was just being greedy (or selfish) >_> | ||
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hooahah
3752 Posts
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boxman22
Canada430 Posts
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Baggage
Hong Kong593 Posts
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nojok
France15846 Posts
On August 08 2013 18:31 hooahah wrote: supports need brown boots too WE WANT BROWN BOOTS!! Suddenly a massive supports strike occured! They're asking for equal farm and XP with carries! No ward has been placed since the start of the game, every last hit is a tough contest between supports and carries. supports are abusing their courier dominance, there are stories of butterflies dropped in woods. It's the crisis! | ||
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Belisarius
Australia6233 Posts
On August 08 2013 21:01 nojok wrote: Suddenly a massive supports strike occured! They're asking for equal farm and XP with carries! No ward has been placed since the start of the game, every last hit is a tough contest between supports and carries. supports are abusing their courier dominance, there are stories of butterflies dropped in woods. It's the crisis! ...sounds like every pub ever. | ||
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BurningSera
Ireland19621 Posts
On August 08 2013 20:52 Baggage wrote: In 2v2 situations, whether you pull or not depends mostly on whether your lane presence is helping to secure your carry safety/farm. If you find your 2v2 to be inferior, and that your presence really doesn't do much, then you are better off pulling/roaming because you'll just be sucking up valuable exp and achieving nothing. E.g. 2 ranged vs 2 melee. When you do double pull, you should try to inform your carry that you are pulling as this should allow them to respond appropriately. Most melee heroes can comfortably tank creeps with a stout shield and last hit under the tower, but for ranged carries the damage taken can be significantly higher. To avoid such a situation, they need to auto attack down a couple creeps to mitigate that damage preemptively. Is not always true, the 2 opponents will just farm that lonely carry (even at the tower) once they see you showed up on the map that you are away from your baby carry. or at least, your carry wont have any decent farm (maybe even none) because the 2 opponents will shut him down fiercely, so you better have a backup plan for that (owning other lane hard/prepare some other resources for your carry to get back his farm). | ||
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Mataza
Germany5364 Posts
A lone druid or gyrocopter can be completely ok with it or even outright prefer you getting exp elsewhere. If you and your carry have any killpower, it might be a great idea to wrap around the back and gank your own lane before you roam/pull, reminding your enemies why their lane is the hard lane before you go pull/roam/stack | ||
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son1dow
Lithuania322 Posts
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Baggage
Hong Kong593 Posts
On August 08 2013 22:14 BurningSera wrote: Is not always true, the 2 opponents will just farm that lonely carry (even at the tower) once they see you showed up on the map that you are away from your baby carry. or at least, your carry wont have any decent farm (maybe even none) because the 2 opponents will shut him down fiercely, so you better have a backup plan for that (owning other lane hard/prepare some other resources for your carry to get back his farm). It's one thing to have an enemy lane that is incredibly oppressive and another two have a dual lane so much stronger that they can outright dive a carry at lvl 2-3 (provided the carry maintains a reasonably healthy hp lvl). Every situation needs to be evaluated different, and ultimately as a support you just have to make the judgment call on whether the lane can be turned around or not. In the cases where your lane "support" amounts to your carry getting to live, but being unable to achieve much else, then it's simply better to pursue a goal that can amount to a meaningful advantage, whether it's securing mid lane runes or applying pressure, or trying to maximize exp gains via pulling. A support's function isn't solely to secure early game farm for the carry, but secure an advantageous position for your team as a whole in the early game. So sure, you pulling or roaming elsewhere may result in an awful laning phase for your carry, but if you manage to turn around the other lanes then your team will be able to secure the midgame space/farm for your farm deprived, but not exactly exp deprived carry. | ||
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Archeon
3271 Posts
On August 09 2013 01:11 Baggage wrote: It's one thing to have an enemy lane that is incredibly oppressive and another two have a dual lane so much stronger that they can outright dive a carry at lvl 2-3 (provided the carry maintains a reasonably healthy hp lvl). Every situation needs to be evaluated different, and ultimately as a support you just have to make the judgment call on whether the lane can be turned around or not. In the cases where your lane "support" amounts to your carry getting to live, but being unable to achieve much else, then it's simply better to pursue a goal that can amount to a meaningful advantage, whether it's securing mid lane runes or applying pressure, or trying to maximize exp gains via pulling. A support's function isn't solely to secure early game farm for the carry, but secure an advantageous position for your team as a whole in the early game. So sure, you pulling or roaming elsewhere may result in an awful laning phase for your carry, but if you manage to turn around the other lanes then your team will be able to secure the midgame space/farm for your farm deprived, but not exactly exp deprived carry. i agree. Besides if the enemies lane is oppressive enough to tower-dive you at lvl 2-3, pulling is quite ideal as if the carry pulls the creeps behind the tower and they dive, tp support is bound to be deadly. Which is also the answer to the original question. The stronger the enemies lane is, the more i like to pull the wave between the two towers. It means that the enemy has to tower dive without creeps past the t1 or past your support (who will see them early thanks to his creeps) and will be really out of position when they do so. Drawing them to your next creepwave close to the t2 is going to damage your tower though as the following wave will reach it before you are back from cleaning them up, while staying close to the t1 will mean that the wave will be finished fast but you are in a more dangerous position. | ||
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Kmatt
United States1019 Posts
-Surprising Puck, which still requires half a team's worth of follow-up disable and is not only very situational but could be done by pretty much anyone with a blink -Running under wards, we have smoke for that -Escaping fights, which Armlet does a decent job of as well for a cheaper price and better item buildup -Some attack speed+damage, which armlet outclasses it every day of the week Can someone who knows what's going on explain what I'm not seeing? People are shadowblading religiously and I can't for the life of me figure out why. | ||
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Baggage
Hong Kong593 Posts
Shadowblade is an item that excels at pushing and solo killing. As a result, if your team is at an advantageous position or if you've had an excellent mid development (sub 15-20 mins treads, bottle, (possibly) casual bracer, wand and shadowblade), then Shadowblade allows you to isolate enemy heroes and secure map control. Shadowblade forces a response of sentries/grouping up that allows you to starve enemy supports and create solo pickoffs. Therefore, the opposing team faces the difficult decision of either grouping up or risk being isolated and picked off. In response to the grouping up, Shadowblade also allows you to split push with the invisibility. Essentially, Shadowblade creates space for your whole team whilst slowly starving the enemy team of farm. Then by the time they group up to try and take fights, you'll have a bkb/ac ready so they can't even face you in headlong engagements anyways. If your team is behind however, then Shadowblade's midgame impact is significantly reduced, since the opposing supports will be able to afford detection, and you don't have the map control to utilize it's solo killing power. | ||
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evilfatsh1t
Australia8913 Posts
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TheYango
United States47024 Posts
Also of note is that DK has 0 cast animation. Even most Blink heroes don't have instant 0-cast animation no-projectile stuns. | ||
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Doomblaze
United States1292 Posts
On August 09 2013 02:52 Kmatt wrote: I see that clearly solo mid bottle->Shadowblade dragonknight is the new way to go. I just don't see why it works. I actually watched a game last night in-client where I set the camera to follow DK all game long and the only things I could see justifying the shadow blade was -Surprising Puck, which still requires half a team's worth of follow-up disable and is not only very situational but could be done by pretty much anyone with a blink -Running under wards, we have smoke for that -Escaping fights, which Armlet does a decent job of as well for a cheaper price and better item buildup -Some attack speed+damage, which armlet outclasses it every day of the week Can someone who knows what's going on explain what I'm not seeing? People are shadowblading religiously and I can't for the life of me figure out why. Lothars isn't a new build, it's been around for a long time. Its primarily an initiation tool. Blink dagger also works but it doesn't give you any dps. After blink dagger got nerfed lothars became a more viable choice for intiation/escape and with the recent buff lothars is one of the best items in the game for what it gives you. It is better on DK now because of the long initiation range with dragon form dragon tail. You don't need a blink dagger to get into melee range. You can lothar in at dragon form range and quite often stun somebody even if they have a sentry in range. Surprising puck should only take 1 more hero with a nuke because the stun is so long and puck is so squishy. Armlet isn't picked because it doesn't give you initiation (DK is like beastmaster except his ulti doesnt have a CD) Armlet does not do a particularly good job at escaping fights unless you're running from 1 hero and you can armlet toggle them out. | ||
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Kmatt
United States1019 Posts
On August 09 2013 03:01 Baggage wrote: Dragon Knight is a tanky hero with reasonable damage output and a relatively short cd, long duration stun (with reasonable range when in dragon form). Shadowblade is an item that excels at pushing and solo killing. As a result, if your team is at an advantageous position or if you've had an excellent mid development (sub 20 mins treads, bottle, (possibly) casual bracer, wand and shadowblade), then Shadowblade allows you to isolate enemy heroes and secure map control. Shadowblade forces a response of sentries/grouping up that allows you to starve enemy supports and create solo pickoffs. Therefore, the opposing team faces the difficult decision of either grouping up or risk being isolated and picked off. In response to the grouping up, Shadowblade also allows you to split push with the invisibility. Essentially, Shadowblade creates space for your whole team whilst slowly starving the enemy team of farm. Then by the time they group up to try and take fights, you'll have a bkb/ac ready so they can't even face you in headlong engagements anyways. If your team is behind however, then Shadowblade's midgame impact is significantly reduced, since the opposing supports will be able to afford detection, and you don't have the map control to utilize it's solo killing power. So it works because they're not really building him to be a right-click carry, more of this hybrid pushing/ganking/kill-some-people-in-a-teamfight hero? | ||
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